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The Main Menu Disappear While Creating My Asset Library
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: Radeon(TM) RX 460 Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017
Broken: version: 3.0.0
The Main Menu Disappear when marking objects in the outliner as an asset.
While I'm creating my asset library, The step at which you should mark your objects in the outliner as an asset, suddenly I noticed the disappearance of the main menu completely from the view.
I found a way to bring it back to view once more, And that is by grabbing any border like for example the border between the time line and the 3d view and drag it a bit, it brings back the menu again.
| [
"Render Region widgets do not appear when active object is not a camera\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.5.1\nAlso broken: version: 3.6.0 Alpha\n\nWhen there is any active object in scene the render region widgets are invisible.\n\nDefault scene.\nCtrl+B to set render region\nNo widgets are visible\n\nDelete all objects\nThe render region widgets are visible and accessible.\n\n\n",
"Particles from multiple systems disappear when all Physics Type are None.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.81a\n\nWhen selecting a Particle System, all particles of the object disappear.\nImages showing before and after:\n\n\n\n- In the default cube add two particle systems.\n- Set the `Frame End` of both to 1 for better observation.\n- In the `Physics` tab of both choose `Physics Type` `None`.\n- Select any of the particle systems, note that the particles disappear.\n\nAttached file contains an example of multiple particle system on one object:\n[LP_grass.blend](LP_grass.blend)\n\nThis has to be the first file you open with the application.\nIf you open blender and enable the eevee material preview for example with the default cube and open the example file afterwards it works.",
"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 Asset Browser to Animation Workspace?\nShould the Asset Browser, or at least the 3D View Sidebar with the pose library asset view be added to the default *Animation* workspace?",
"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).",
"Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).",
"Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n",
"Grid lines showing up when origin is far from mesh\nOperating system: Win 10 Home\nGraphics card: GTX 1070\n\nBroken: (example: 3.2.1, a2d59b2dac9e, master, 2022-07-05, as found on the splash screen)\n\n\nGrid lines showing up when origin is far from mesh but only when bumping out the normals in the shader editor, more testing required. (only happens in cycles regardless of optix/cuda or cpu rendering)\n\nopen the attached blend file and go to camera view, then switch to viewport shading or render an image. you will notice a grid on the surface of the plane in certain areas. And the grid goes away when origin is set to centre of mesh. Or you disable the bump node in the shader editor. Seems to be a rendering bug.",
"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)",
"3D Cursor & Origin overlays should be grayed out if hidden by current mode/tool\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nThe 3D Cursor and Origins are not displayed in painting modes as well as sculpt mode. \nThe overlay popover does not give feedback on this though.\n\n\nThe overlays should be grayed out in the modes and tools where it is hidden. \nIdeally there should be exceptions to this rule, like while the 3D Cursor is transformed (already implemented) and when the current Tool is using it (Annotation Tools).",
"Timeline, Dope sheet, NLA Editor - slider covers button to reveal the sidebar\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nCaused by bbb2e0614f\n\nIn Timeline, Dope sheet and NLA Editor you have a slider at the right that just shows when you come close.\nButr this slider then covers the little button to reveal the sidebar. The button remains clickable. But requires a bit aiming now, since you can't see the button anymore under the slider.\n\n\nOpen Blender, switch to one of the editors, move the mouse to the right to reveal the slider. Watch the button disappear.\n\n\n\n\n\n",
"Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : \n- render.\n\nwithout motion blur :\n antialiasing problem\n\nwith motion blur :\n\n\nsame render result with and without alpha on composite node :\n\n\n\n.Blender here : \n[#73376.blend](T73376.blend)",
"Tracking graph not showing as expected (Not a bug)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.82\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional) Not sure this is a bug as I went back to Blender 2.79 and noticed similar behavior. It is however unexpected behavior.\n\n\nUnexpected/confusing Linked behavior between areas.\nMovie Clip Editor graph mode shows unexpected behavior.\n\n\nOpen a new general workspace. In my case I have a 3D Viewport as the main area, below it a Timeline. To the right of the 3D Viewport and the Timeline I have a Outliner and below the Outliner a Properties area.\n\nChange the main 3D Viewport to a Movie Clip Editor.\nLoad a image clip sequence. (for this sequence it does not seem to matter if you make any changes to the tracking points, focal length or sensor size)\nSelect any number of tracking points and track them. (Does not seem to matter if you track forward or backwards).\n\nChange the timeline to a movie clip editor.\nChange the type from a Clip to a Graph.\nEven though you have tracked several markers the graph is empty.\n\nRemove the Timeline/Movie Clip Editor area by letting the top Movie Clip Area expand over it.\nThen split/duplicate the Movie Clip Editor area downwards so there is a duplicate above and below.\nNow take the bottom Movie Clip Editor and change its type from clip to graph. You will now see the tracking graph with green and red graphs for the tracking markers.\n\nNow split the original Movie Clip Editor in two horizontal areas. So above the graph you will have two Movie Clip Editors, one left and the other right.\nTake any one of the two and either load a new clip, image sequence or simply unlink the data block and the graph will disappear.\n\nThis behavior is unexpected. It does not throw away or corrupt any data but did cause me to have to spend quite a bit of time trying to find out how to get the graph to actually appear and not disappear. I'm hoping you can find a more consistent and intuitive way of handling this.\n\nThank you for your awesome work on Blender!\n",
"GPencil: Object keyframes are not visible in grease pencil dopesheet mode\nOperating system: windows 10\nGraphics card: GTX 1650\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nIn grease pencil Object when I assign a key frame to its properties (like opacity or transformation ), I cant see the key frames in the action editor.\nAnd same thing when I do frame by frame animation.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n{[F10286546](GP_and_Action_Editor.blend)}",
"Geometry Nodes: Viewer overlay disappears when enabling In Front\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nWhen enabling \"In Front\" in the Viewport Display options of an object, which currently has a geometry nodes viewer overlay, that overlay disappears.\n\n| Viewer object: `In Front`: OFF | Viewer object: `In Front`: ON |\n| -- | -- |\n|  |  |\n\n1. Open the attached file in 3.4 or newer versions.\n2. Make sure the viewer node is enabled in the geometry nodes of `Plane.001`.\n3. Under Viewport Display, toggle `In Front` for `Plane.001`.\n\n[bug_report.blend](bug_report.blend)\n"
] | [
"Layout tabs disapear after switching layouts\nOperating system: Win10\nGraphics card: 2070 super\n\nBroken: 2.83.3, 2.83.2\nWorked: probably never\n\n\nMy screen layout is as follow:\n\n\n2 is the main display set at 3840x2160 - 100% scale. \n1 and 3 are both set to 3840x2160 - 125% scale.\nI will refer to these displays by their ID shown in the image above.\n\nMy blender workflow is spread on two monitors (two blender windows, one main, one \"new window\" (as opposed to having two \"main windows\")\n(Note and possible other minor bug: My start up file (and projects where saved with this 2nd window on the 3rd monitor. For some reason, it always open on the 1st monitor but I move it down. This doesn't seem to affect the current issue here)\n\nThe layout tab bar is on the main blender window on the main display 2 set at 100%. But changing layout will also affect the content of the 2nd blender window that is displayed on monitor 3.\n\nMy conclusions:\n\n - The issue only occurs in my normal work setup as described above. Here I am listing other observations\n - It seems the extra display has no impact on the issue. To save you time, I've troubleshot everything below after disconnecting display 1.\n - When I set both displays to 100%, the bug is gone.\n - When I set both displays to 125%, the bug is gone.\n - When I set display 2 with the main blender window to 125% and display 3 to 100%, the bug is gone. But when set to 150% or above, the bug occurs.\n\nSee video, change layout to recreate the issue.\n[scSWKq3gAj.mp4](scSWKq3gAj.mp4)\n\nComplete description of what can be seen in the video:\n\n - I switch over to the Shading Layout by clicking the tab (note that the issue occurs no matter which layout is clicked)\n - The tabs and the whole menu bar disappear and we see a blank bar.\n - I move the blender window a place it back to where it was, the tabs are \"refreshed\".\n - I repeat the same steps a second time with a different layout.\n\n\n"
] |
Inaccuracy in EEVEE lightning with principled shader.
Operating system: Windows 10
Graphics card: NVidia GTX 1070
Broken: c97c76c01c1d
Inaccuracy in EEVEE lightning with principled shader.
The lamp in this situation lights the plane, although its "below" the face and therefore can't have any influence on the plane.

EEVEE result:

Cycles result:

Blend file:
[light_side.blend](light_side.blend)
[system-info.txt](system-info.txt) | [
"Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.",
"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",
"Hair with material using a non-existing attribute looks different between Eevee and Cycles\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.00.20.220516\n\nBroken: version: 3.4.0 Alpha\nWorked: -\n\nHair can be affected by materials that use attributes such as mesh.\nThe color of the mesh at the root position of the strand usually defines the color.\nBut that's not the case in Eevee if an attribute doesn't exist.\n\n\nThe actual color can be kind of undefined, but there should be a convention between the renders.\n\n- Open attached .blend file\n- Compare Cycles and Eevee\n[hair_material_with_non-existing_attribute__bug.blend](hair_material_with_non-existing_attribute__bug.blend)\n\n",
"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",
"Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.",
"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)",
"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",
"Flicker Volume Artifacts in EEVEE on RTX Cards by increasing samples\nOperating system: Windows-10-10.0.18362-SP0 64 Bits + Linux\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\nIt seems to be only on RTX Cards\n\nBroken: version: 2.83 - 3.1 (Seems to be worse since 3.0)\n\nWierd colorful artifacts every frame in volume in rendered footage from EEVEE (Not in viewport)\nBloom makes out of this artifacts a big glowing colorfull mess. \nWithout bloom you can see little white artifacts random generated around in Volume (like in old Films)\nif you have less Objects in your Scene. less Artifacts are their (Video 2).\nWhen you increase the sample rate more artifacts show up. You can use a sample rate like 1000 and you have Disco.\n\nIt is in every big volume scene (this isnt the only scene where these artifacts are. All of my scenes ,that have volume in it, have these artifacts (with bloom on, you can realy see the lightflashes)\n\nBug Report from Nvidia:\n3233904\n\nBlend file:[Scene Volume Moinster.blend](Scene_Volume_Moinster.blend)\n\n**Video much Stones (100 samples) :** [Bug wierd flikkering40000-0150.mp4](Bug_wierd_flikkering40000-0150.mp4)\n\n\n**Video less Stones (100 samples) :** [Bug wierd flikkering50000-0150.mp4](Bug_wierd_flikkering50000-0150.mp4)\n\n**Video less Stones (1000 samples) :** [Bug wierd flikkering6 1000samples0000-0150.mp4](Bug_wierd_flikkering6_1000samples0000-0150.mp4)\n \n**Other Examples:** [S1 new Exp0800-0950.mp4](S1_new_Exp0800-0950.mp4)\nI hope you can find the Problem\nThank you for your Time to make Blender better.\n**Thank you very much**",
"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",
"Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n",
"Cycles principled BSDF artifact with transmission and IOR 1.0 (GPU)\nOperating system: win 10 pro\nGraphics card: 1070\n\nBroken: 2.79b\n\ncircular banding with transmission and ior set to 1 using principle shader. (only happens in gpu rendering not cpu)",
"Light of 'Area' type lamp presents artifacts when placed at great distances\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: versions: 3.1 to 4.0a \n\nArtefact's appearing with bigger Arean Light distances and spread angle 0.1 to 20~ \n(Like for space scenes with bigger distance Area lights for better sun effects...)\n\nJust open one of the files or follow the image below to set up the light.\n\n",
"EEVEE: Add support for area light beam spread\nThis feature is already present in Cycles and should be fairly easy to implement as part of `light_attenuation` function.\n\nIt is still unknown if the cycles code can be reused or if we require a different approach.\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)",
"Inconsistency between CPU and OptiX GPU when using OSL hash function \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken version: 3.5.0 Alpha\nWorked: NA\n\nWhen using the Open Shading Language \"hash\" noise function there is an inconsistency between the CPU and OptiX GPU implementation. The most noticeable is that the OptiX output is grey scale while the CPU implementation has colour.\n\n|CPU|OptiX|\n| -- | -- |\n|||\n\n1. In user preferences change your Cycles rendering backend to OptiX (requires a OptiX compatible GPU)\n2. Download the attached blend file and open it.\n3. Enter the rendered viewport and compare the results with CPU rendering and OptiX GPU rendering.\n\n[OptiX CPU OSL Hash Inconsistency.blend](OptiX_CPU_OSL_Hash_Inconsistency.blend)"
] | [
"EEVEE and backlighting\nWindows 10\nNvidia GeForce GTX 1070\n\nBlender 2.8\nHash: 2c2c996a1b2\n\n\nWhen lights are used for backlighting, in EEVEE the light seems to bleed into the front of the object (as if it 's not casting shadows). This was not the case in an older version (from Oct 26). In both cases, no settings have been altered.  \n\nThanks.\n\n",
"Light Leak between normal shadows and contact shadows in Eevee\nOperating system: macOS 10.14.4 Mojave\nGraphics card: AMD Radeon R9 M370X 2 GB and Intel Iris Pro 1536 MB\n\n\nBroken: version: 2.80 (sub 57)\n\n\nThere is light leaking between contact shadows and normal shadows where there shouldn't be when using a sun lamp. It's more noticeable if the radius is set to about 0.6 This issue I don't think was present before the light threshold and soft shadow settings were added although the issue doesn't seem to go away no matter what settings I change.\n\n\n\nHere's the blend file where the screenshot is from [EEVEE Contact Shadow Issue.blend](EEVEE_Contact_Shadow_Issue.blend)\n",
"Still leaking light bug\nOperating system: windows 10 lastest\nGraphics card: gtx980Ti\n\nblender-2.80.0-git.c97c76c01c1d-windows64\n\n[leaking_light.blend](leaking_light.blend)\n\nStill leaking light, I was report this bug yet but not talking clear. as sample file, I remember there was a time, if check on contact shadows and set distance to 2 or 3, this type of leaking light will fetch up. but now this time of about 1-2 month, check on is not working when I check and debug all about lighting, shadow of settings, I get some advice is add solidify modifier to avoid this leaking light, but this is not work ways. because why didn't leaking light before? Is eevee that his way of working has changed? sorry I talking too much."
] |
Depth of Field bug
Operating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26
Broken: version: 2.80 (sub 74)
Worked: (optional)
When enabling Depth of Field everything turns black in the camera view, where the blur is supposed to be.
Check the Depth of Field in Camera tab
| [
"Shader Displacement issues with dicing camera\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\n**Short description of error** \nWhen using a Dicing camera, it doesn't update on its own, you have to make a change to the shader or the mesh for the dicing to update. \n\n\n\n- Open default .blend file\n- Switch to viewport rendering.\n- Force update the viewport (as shown in the video, just click and exit any node socket value)\n",
"GPencil: Hardlight blend issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83.0\n\nThe semi-transparent textures of Grease Pencil material turn black when their layer is in HardLight blend mode.\n\n- open the provided blend file\n- see, wrong alpha blending\n- NB: change the blend mode and it works as expected\n\n[GP-hardlight-blend-issue.blend](GP-hardlight-blend-issue.blend)\n\n",
"Viewport switches needlessly to perspective mode, when changing from camera-view to local-view // Auto perspective is turned OFF.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0\n\nWhen in camera-view and hitting Numpad Dash to get into local view of selected object, the 3D-Viewport ALWAYS goes into perspective mode needlessly. **Auto-perspective is turned off.**\n\n\n- Open attached .blend file.\n- Cube is already selected.\n- Camera-view **(Numpad 0**) is also already set\n- Hit **Numpad Dash** to go to local view of selected Cube. (**3D-Viewport is now in perspective mode.**)\n[Perspective.blend](Perspective.blend).\n\n\n\n**To further add to the unnecessary switch of view-mode:**\nWhile in perspective local view of the cube as described above, hit **Numpad 5** to switch to orthographic view.\nNow tab**Numpad 0** to go back to camera-view.\nHit **Numpad Dash** again to go to local-view of the cube again.\nOnce again, you are needlessly in perspective mode.\n\nThanks for any fix on this issue.",
"Regression: Bevel issue when its percent/absolute mode is operated on edge loop along sharp angle\nBroken: 2.91~4.0\nWorked: 2.90.2\n\nCaused by 48c484a22e0d105ed21a4f18b0cb455af6aac661\n\nIf bevel's percent and absolute modes are operated on an edge loop along sharp angle, the sharp angle part does not get beveled.\n\nTest file: [bevel_sharp.blend](https://projects.blender.orgattachment) ~~[bevel_issue_2.blend](attachment)~~\n\n### Test mesh\nEdge loop at the center has bevel weight of 1.0 and runs along a sharp angle.\n\n\n\nI'm using bevel modifier here for convenience but this also happens with edit mode bevel operator.\n\n| | 2.83.20 | 2.93.16 | 4.0 alpha 2023-06-26 `82d9eb09dbbe` |\n|--|--|--|--|\n| Percent mode |  |  |  |\n| Absolute mode | - | - |  |\n\nEdit: Reproduce:\n\n- Open the updated [bevel_sharp.blend](https://projects.blender.orgattachment)\n- Bevel\n- Select to Absolute/Percent mode and adjust depth\n- observe two cubes behaves differently \n",
"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",
"Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n",
"Slow camera view navigation in Cycles rendered shading mode with many instances\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nWhen looking through camera and navigating the viewport (with Lock Camera to View for example), the movement is much slower than a regular perspective view. This happens in rendered shading mode with Cycles, when many object instances are in the scene. Instances can be generated with Geometry Nodes or the old particle system. Also they don't even have to be visible on screen, you could be looking at a single cube somewhere to the side, and the camera navigation will still be slow.\n[camera navigation bug.blend](camera_navigation_bug.blend)\n\n\n - Use the provided file\n - Switch to rendered mode and disable overlays\n - Try looking around\n - Switch to camera view\n # Navigation should be much slower and unresponsive\n\n\n\n",
"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",
"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",
"Motion blur doesn't work with curve with subdivision\nOperating system: Windows 10\nGraphics card: GTX 780\n\nBroken: blender 3.3.1\nWorked:\n\nMotion blur doesn't work with curve with subdivision\n\n- render F12 : the motion blur works with simple curve\n- subdivise curve\n- render F12 : the motion blur doesn't work anymore\n\n\n\n\n\n[motion_blur_curve.blend](motion_blur_curve.blend)\n\nThanks a lot!",
"OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n",
"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",
"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.",
"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)",
"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)"
] | [
"EEVEE DOF on Mac broken in latest build\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nEEVEE DOF in today's Blender 2.80 build is broken for me on macOS 10.14.5 with RX580. It does work in Windows 10!\nI don't know if it's an issue with Blender, macOS or AMD but hopefully you guys can figure that out since a lot of my projects are broken now. My own fault for using beta's I know, I know ;)\nThanks in advance!\n\n- New general file and go into rendered view\n- Select camera, check Depth of Field and adjust F-stop to 0.1 (or create an empty as focus point and minimize F-stop)\n\n\n"
] |
Object wont refresh through next frames in compositing
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
Broken: version: 2.93.3
Compositing view wont refresh when I go to the next frame. Video clip does refresh but 3d object wont move. See the video with explanation.
See the video with explanation.
[composite scrub timeline bug.mp4](composite_scrub_timeline_bug.mp4)
| [
"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",
"Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n",
"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)",
"Asset Browser refreshes unnecessarily and halts Blender when doing so\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nThe Asset Browser refreshes its thumbnails often, without need for it, and stalls Blender when doing so.\n\nThe video demonstrates that only some actions cause this and that this only happens when the Asset Browser is visible + it shows that the UI can be completely unresponsive for seconds.\n\nThis happens any time the asset browser is open and certain actions such as deleting any object is being performed.\nLarger Asset libraries and slower hard drives compound the issue.\n[2022-08-30_17-22-14.mp4](2022-08-30_17-22-14.mp4)",
"Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens.",
"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",
"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!",
"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)",
"Particles cache ignores animated lifetime\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0\nWorked: not sure if it worked after 2.80, maybe it worked in 2.79, but I'm not sure.\n\nIf you animate the lifetime and bake the particles everything in the same blender session everything works correctly, no matter if you bake them to disk or to memory.\nWhen you save the file, and open the file again the particle cache is broken and it's loading all the animation with the lifetime present in the first frame, no matter if it's a disk cache or a memory cache.\n\n\nBlende file: [test.blend](test.blend)\n\nSteps to reproduce:\n\nYou can watch the video I did or follow this steps:\n\nVideo:[particle_lifetime_an_bug.mp4](particle_lifetime_an_bug.mp4)\n\n1.- Open the attached blend file with Blender 2.90 release\n2.- Clean the cache if there is one, change some parameter like particle count (don't touch particle lifetime, it's animated)\n3.- Bake the animation, and you will see the correct result\n4.- create a new file\n5.- reload our test file\n6.- you will see how the cache is not behaving correctly and it's ignoring the animated lifetime\n\nIt's impossible to trustworthy bake particles without this working, because not even the disk cache is working\n\n\n",
"Duplicating a passive body can make the child meshes not update\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.0 Beta\n\nWhen duplicating a passive rigid body and changing that child to an active rigid body, the child's mesh will not update.\n\nSet default cube to passive. Duplicate it and set the child to active. Play and watch \"nothing\" happen.\n\n[2021-05-19 19-00-19.mp4](2021-05-19_19-00-19.mp4)",
"\"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",
"Sculpted models in Solid or Wireframe viewports do not update in other Material or Rendered viewports when changes are undone (Undo). This can cause a desync that the artist may not notice until it's too late.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90.0\n\nSuppose there are two viewports, one in Material Preview or Rendered shading mode and the second viewport in Solid or Wireframe shading. I sculpt the mesh in the Solid or Wireframe (I don't sculpt in Wireframe at all, but this problem occurs in that mode as well) viewport and then undo the changes, but the undo does not update the model in the Material Preview or Rendered viewports.\n\nWhy I sculpt this way and why this error (or by design) is problematic and annoying:\n- I can see the topology much better in Solid shading with matcaps. However, I also want to be able to see how the sculpt looks under more finalized lighting settings in real-time while I edit and experiment with different sculpting or placement of facial features, for example.\n- I am constantly undoing brush strokes in a sort of error-correction method of sculpting. Naturally, reducing undoing strokes would be more efficient overall, but not being able to see the reverted mesh from undoing strokes absolutely debillitates confidence of an artist when they're suddenly not working on the most updated model.\n- This can cause bad sculpting errors as one looks from one viewport to the other to \"sanity check\" or simply check progress and be fooled into thinking that the models are synced, when they're actually desynced. The artist might not notice this and continue sculpting, which will update both views again, but it can cause unintentional sculpting errors.\n\nI'm not sure if this was a conscious design choice (2.82 also has this problem. I did not test pre-2.79 versions), but if it was, it makes absolutely no sense why there is even the possibility of anything desyncing between viewports, no matter how the artist works. It just makes me question all the time whether or not me activating Undo actually did anything at all, which causes even more frustration.\n\n1) Create a sphere.\n2) Split window into two viewports.\n3) Change shading mode of one viewport to either Material Preview or Rendered and the other viewport to Solid or Wireframe.\n4) Sculpt sphere in solid mode.\n5) Ctrl+Z to Undo.\n6) Undo is not updated in Material Preview or Rendered viewports.\n\n\n",
"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",
"shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n",
"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"
] | [
"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"
] |
Crash while clicking empty area in action editor
Operating system: Win10 x64, i5-8600
Graphics card: GTX 1080
Broken: example: 2.90.1 Steam version
Worked: 2.90
Crash while clicking in action editor
Possible duplicate of T82598
1) Select keys in action editor
2) Click in empty space in action editor
As shown in video ovaezlN
[SNS.blend](SNS.blend) | [
"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```",
"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",
"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.",
"Tool 'builtin_brush.Draw' not found for space 'VIEW_3D' warning\nOperating system: Win 10\n\nBroken: (3.2)\nWorked: (3.1)\n\n\nHi I am getting warning similar to the following when I open the following file in 3.2 but not other version.\n\n```\nTool 'builtin_brush.circle' not found for space 'VIEW_3D'\nTool 'builtin_brush.Draw' not found for space 'VIEW_3D'\n...\n```\n\n[EmptyScene Error.blend](EmptyScene_Error.blend)\n\n\n\n- Open the first file.\n- Press T or N to open the sidebar and tool menus.\n- The warning appears.\n",
"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",
"Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n",
"Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)",
"Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n",
"Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n",
"Crash when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!",
"Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n",
"Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ",
"Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n",
"blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory."
] | [
"Crash clicking on Action Editor if Armature is Child Of an Object\nOperating system: **Windows 10 / 64-bit operating system, x64-based processor**\nGraphics card: **GeForce RTX 2070**\n\nBroken: **Blender 2.90.1**\n\n\nCrash clicking on the **Action Editor** if:\n\n1. You are in **Pose Mode** and the **Armature** is constrained to an object as **Child of**;\n2. The influence is **disable** or set to **0**;\n3. Both **Armature in Pose Mode** and the object are animated.\n\nThe crash happened in two different PC. I've tested this in both a complex and a simple scene (simple scene attached to this report).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Be sure the **Armature** is selected;\n2. Disable the **Child of** constraint (DO NOT delete it or remove the target);\n3. Go to **Pose Mode**;\n4. Click on the **Action Editor** red area (image). DO NOT use the keys for an instant crash. \n\n**.blend:** [armaturechildof_crash.blend](armaturechildof_crash.blend)\n\nHope this can help!"
] |
Grease Pencil Subtract Layer Artifact
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36
Broken: version: 2.80 (sub 75)
Worked: (optional)
| [
"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, ",
"Scene Line Art problem when used with Grease Pencil objects.\nOperating system: Windows 10\nGraphics card: Radeon RX 590\n\nBroken: (2.93.0 Beta, 0f66dbea904f, master, 2021-04-21)\nWorked: ()\n\nScene Line Art or Object Line Art are located in front of the Grease Pencil objects.\n\n\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)",
"GPencil: 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.",
"Vertex Paint bug with Falloff Angle\nBroken: 2.79.x, Win32 & Mac\n\nSee video below.\n\nTo reproduce, set Falloff Angle to 45, and paint (one continuous stroke)\nwith the brush radius approximately equal to the object.\n\nAll by default (2D Falloff and Accumulate is OFF).\n\n[vertex-paint-falloff-angle-bug.blend](vertex-paint-falloff-angle-bug.blend)\n\n---\n\nSmall brush size is ok:\n\n\nIncreased size produces artifacts:\n\n\n---\n\n[vertex-paint-falloff-angle-bug.mp4](vertex-paint-falloff-angle-bug.mp4)",
"GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU",
"Pixel Smearing in Compositor when using image node (image node lacks interpolation setting [in comparison to texture nodes])\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 2.79b , v2.83.8\nWorked: none known\n\nWhen an image is brought into the compositor and mixed with the scene, the result can be \"half pixel smeared\" depending on the even/odd pixel relationship between the image and the scene. It appears that some interpolation is happening on the image node's result in order to reconcile it with the center of the scene size, but this is undesirable as it breaks images that are intended to be pixel-perfect. \n\nAttached is a very simple, lightweight example .blend file (2.8) that contains 4 small example images (these images have dimensions 16x16 pixels, 15x16, 16x15, and 15x15).\nThese images exist as image nodes in the compositor.\nRender the scene, and then move the viewer node to the various outputs indicated to see how the resulting images have been smeared.[PixelError.blend](PixelError.blend)\nWhen these images are mixed with the scene, the resulting pixels from the small images will be smeared if there is a mismatch between the even-ness and odd-ness of the number of pixels in the image, and the number of pixels in the scene.",
"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",
"Artifacts around shadow catcher object\nOperating system: Win 10 PRO 19041.1348\nGraphics card: GTX 1080\n\nBroken: Official 3.0\nWorked: 2.9 lts\n\n{[F12718649](image.png),size = full}\n[头图制作B.blend](头图制作B.blend)\n\nLine is faintly visible at Y=472px height.\n\nThis doesn't happen when Denoise node Prefilter is set to Accurate, but when opening older files, Fast option is used by default.\n",
"Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.",
"Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n",
"Grease pencil set origin fails then object has transforms\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nGrease pencil set origin fails then object has transforms\n\nCheck blend file:\n\n[GP test.blend](attachment)\n\n1 case: select left object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move aside like if rotation is cleared.\n\n\n\n2 case: select central object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object like if scale is cleared.\n\n\n\n3 case: Select all 3 objects, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object as intended, but geometry data moves itself.\n\n\n\n",
"Grease Pencil: Eraser Brush ends on maximum radius\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: never\n\nWhen using the eraser brush in draw mode of grease pencil objects you can notice that when you stop your stroke, the brush radius will end on the maximum radius.\nThis has the effect of users erasing something carefully when using pressure sensitivity for the radius, but then erasing everything within the max radius anyway once they end the stroke.\n\nThis effect is most noticeable if you use the \"Eraser Point\" brush in the eraser tool with \"Use Pressure\" enabled.\n\n",
"Displacement distorts textures\nOperating system: Windows 10\nGraphics card: RTX 3060Ti \n\nBroken: 3.6.0\nWorked: Never\n\nAll textures are distorted where displacement texture is greater than 0.\n\nWhen you plugin displacement as 'bump only' the box projected textures glitch out and start to stretch.\nSee attached file.\n",
"Boolean modifier - Intersect option - spike type artifacts while using Hole Tolerant option\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\n\n\nStrange spike artifacts at top while using the Boolean modifier - exact solver - Intersect - Hole Tolerant option\n\nSee video and attached blend file\n[issue.blend](issue.blend)\n\n\n",
"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"
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"Grease pencil transparency issue over Camera Background Image\nOperating system: Linux-3.10.0-693.21.1.el7.x86_64-x86_64-with-centos-7.4.1708-Core 64 Bits\nGraphics card: Quadro M5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 396.54\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nGrease pencil has weird edges when put over a Camera Background Image (it doesnt happen over an image texture)\n\nCreate a new 2D animation file\ndrag and drop an image to the viewport to get it as a background image\ndraw on top of it.\nsee the white borders around the drawing?, its much worse when the strenght of the pencil is driven by pressure or when the strength is not 100 percent.\n\nhere are some samples\n\n\n\n\n\n\n\n\n",
"Grease Pencil: Aliasing in viewport and render when GP objects share the same Y location.\nOperating system: OSX 10.11.6\nGraphics card: NVIDIA GeForce GT 650M 1024 MB\n\nBroken: blender-2.80.0-git20190215.faa255c0a4e4-x86_64\n\n\nWhen two Grease Pencil objects share the same Y location aliasing appears where lines/strokes from the different objects intersect in the viewport and in renders. Shifting the Y location of one of the Grease Pencil objects makes the aliasing go away.\n\nSee attached .blend file to see aliasing where the strokes cross.\n\n[aliasingbug.blend](aliasingbug.blend)\n",
"Grease Pencil: Blur FX gives unwanted edge glow in rendered image/animation\nOperating system: Win 64\nGraphics card: GTX 1060\n\nblender-2.80-513b71c89ad0-win64 April 26\n\nFor the Grease Pencil blur effect, it works fine in the viewport.\nBut for image and animated rendering, if gives off this unwanted edge glow\n\nWhat I have in this screenshot is a simple black stroke and fill\nthat's supposed to be like a first person view eye.\n\n\nif u could look into this. thx in advance :-)",
"Grease Pencil looks different rendered then in viewport with opaque materials \nOperating system: Win 10\nGraphics card: 1080 Ti\n\n\nblender2.8, 2019-01-14\n\nWorked: (optional)\n\nGrease Pencil looks very different rendered when using semi-transparent materials, tested using both Filmic and Default Color profiles. Only way to fix is by adding an additional layer and making it completely white. \n\nDraw in Grease Pencil with semi-transparent pink filled material. And compare rendered result to viewport. ",
"Grease pencil sorting issues (backfacing/doublesided)\nWindows 10 64-bit\nnvidia geforce gtx 1080\n\nBroken: 2.8 c94f806dc73\n\nWhen drawing strokes in different locations in 3D space at different location causes visual sorting issues when multiple strokes/fills overlap each other based on the camera angle.\nThe system seems to work so that the last stroke always draws on top of previous ones (unless that option is inverted) regardless of the camera angle and stroke position in 3d space.\n\nI'm not certain if this is intentional. But the visual artifacts this causes significantly impacts the visual representation and quality when used in 3D space.\ne.g.: when drawing over a 3D mesh.\n\n\n[sortingissue ](8vcRzKx.gifv)\n\n- Draw a stroke\n- Draw another stroke somewhere behind the the stroke in 3d space\n- Move the camera so both strokes are overlapping visually\n(if the strokes are 100% strength you need to place a mesh in between the two strokes to see the problem, or add fill to the material)\n- Rotate the camera to look from the opposite side. (depending on which stroke was drawn first)\n",
"Catalina: 2.82 Grease Pencil Solid & fill is all Green Color.\nOperating system:Mac OS X catalina 10.15.1 / 3.2GHz 6coreIntel Core i7\nGraphics card: Radeon Pro 555X 2 GB\n\nBroken: Version 2.82(2.82 2020-02-12)\nWorked: \n\n{[F8352732](スクリーンショット_2020-02-20_13.39.58.png),layout = inline}{[F8352731](スクリーンショット_2020-02-20_14.04.06.png),layout = inline}\n\n- File > New > 2D Animation\n- Start drawing",
"Grease Pencil Halo Effect by overlapping\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn any viewport, when we have two or more GP objects overlapping and their origins have reverse stacking, a halo effect is seen.\nExample: (overlapping: near to far)\nSuzanne.001's strokes(nearest in the view), then Suzanne's strokes with its origin unchanged and then Suzanne.001 origin.\n\n\nIn object Mode:\n1_ Create a GP Suzanne. \n2_ Duplicate it or create a new GP Suzanne(will named Suzanne.001). \n3_ Move the second Suzanne(Suzane.001) in front to the other one(Suzanne). \n4_ Move just the origin of Suzanne.001 to the back, behind the origin of Suzanne.\nThen the halo will appear.\n\n[greasePencilHaloEffectBug.blend](greasePencilHaloEffectBug.blend)\n\n",
"Grease Pencil glitch, line showing up from the bottom layer \nOperating system: Windows 10 build October 2018\nGraphics card: Nvidia GeForce GTX 1060\n\nVersion: 2.80 (sub 44), branch: blender2.7, commit date: 2019-02-18 00:23, hash: 7d792976e100, type: Release\nBuild date: 17/02/2019, 18:05\nPlatform: Windows\n\nA blending issue which with file with multiple layers with different blending, an unfortunate overlap happened.\n\n1. Draw a line on line layer\n2. Under that layer, draw a filling\n3. On top of the filling, draw a filling, set the layer with different blending\n4. On top of the line layer, draw another line and filling\n5 You can see the white lines which leaking from the bottom line layer\nFor further inspection, see the .blend file\n[b28_gpbug.blend](b28_gpbug.blend)",
"Grease pencil can't be instanciated using collection instance\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen we are making more than one link of a same collection, from another scene, if this collection contains one grease pencil, this one can't be dupplicated, unlike other stuff (like geometry, or whatever).\n(Maybe it's due to the fact that grease pencil is animated, but if animation playback is disabled, it shouldn't be a problem).\n\n\n- create a scene\n- create a grease pencil monkey inside the default collection, which we can rename \"plouf\"\n- create a new scene\n- add the collection \"plouf\" as a collection instance\n- dupplicate or add again the collection \"plouf\"\n\nthe grease pencil is disappearing from the first instance of plouf, and goes to the second instance of plouf, whereas they are the the same\n\n\n\n\n[CollectionLinked.blend](CollectionLinked.blend)\n\n\n",
"Grease Pencil Collection Instance Memory Leak\nOperating system: Linux-5.3.12-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.36\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nDuring Playback of a scene containing a Grease Pencil instance from another scene or blend-file, the memory consumption will increase steadily.\nI could only reproduce this with GP Objects.[GP_Memory_Leak.blend](GP_Memory_Leak.blend)\n\nOpen the attached blend-file and press PLAY. Watch system memory consumption.",
"Grease Pencil Layer Opacity not respected in some Viewport Shading Color Types\nOperating system: Windows 7 x64\nGraphics card: NVIDIA GeForce GTX 580\n\nBroken: 2.82 a854840e76ae\n\nWith Viewport Shading Color Type set to Object, Single or Random, Grease Pencil Layer opacity doesn't display as it does when set to Material, Vertex or Texture. Strokes with fills become totally invisible when layer opacity is set to exactly 0, and strokes without fills display at full opacity regardless of the property setting.\n\nCreate 'Monkey' Grease Pencil object, set Viewport Shading Color Type to Material, adjust layer opacity, set Color Type to Random, adjust layer opacity.",
"Grease Pencil stroke dots produces boxes on higher resolution scale\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nI noticed that when you have bigger resolution scale than 1, grease pencil stroke dots produce boxes sometimes.\n\n[282_dots_resolution_scale.mp4](282_dots_resolution_scale.mp4)\nNew file 2D animation\nStroke:\n - Mode: Dots\n - Style: Solid\n - Alignment: Path & Object & Fixed (happens on all modes)\nBigger resolution scale than 1.\nMine was 1.30 when this started to happen. But same thing happened on other scales.\nPlease see the video \n\n\n\n\n\n\n\n",
"mask layer has white line\nIn grease pencil use mask layer > F12 Render > the image has a white line around the object.\n\nThank You! [Bg 001.blend1](Bg_001.blend1)\n\n[Bg 001.blend](Bg_001.blend)\n\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 4)\nWorked: (optional)\n\n\n\n",
"Grease Pencil 3d space problem\nOperating system: Windows 7 64x\nGraphics card: nvidia gts 250\n\nLatest one from the download section.\n\n I had a plan to paint over the color on a 3d sculpted head with a grease pencil. The thing is grease pencil in my scene do not obey 3d space order instead it show the stroke that was painted last in front of camera(does't matter if its in front or back of the head). Someone had that problem perhaps ? [head overpaint test.blend](head_overpaint__test.blend)\n\n[test grease0001-0075.mkv](test_grease0001-0075.mkv)",
"Blender Grease pencil strokes not respecting layer order through the camera and perspective view\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.81 (sub 16)\n\n\nGrease pencil stroke seems to have an issue with the camera and rendering.\nThis seems to be a that has been around for a long time now.\n\nPlaces to search would be everywhere that is mentioned.\n\nPlease watch the video as it will show and describe what the problem is\n\nwatch?v=PrGWrlP6Wxg&feature=youtu.be{F8267096}\n",
"Grease pencil viewport render does not use color management view transform\nOperating system: Win 10 Home\nGraphics card: nVidia GTX 1080\n\nBroken: \nDate: 2019-02-10 23:55\nHash: '69b2f5268114\nBranch: blender2.7\n\n\nGrease pencil colors appear different to the ones shown in viewport when rendering with any render engine.\n\n\nDraw and use Freestyle or Grease Pencil. Use colors in fills and outlines. Render with Eevee and Cycles and Workbench. Different result as shown here:\nEevee:\n\n\nCycles:\n\n\nWorkbench:\n\n(edit: wrong screenshot originally)\n ",
"Grease pencil strokes do not render correctly in perspective situations\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.80 Beta (2018-12-15)\n\nGrease pencil strokes do not render as expected in the 3D viewport or final render when viewed from angles with exaggerated perspective.\n\n\nThe stroke in the screenshot is a simple straight line, but the issue affects all strokes.\n\n1. Draw a grease pencil stroke (a thicker stroke will make the issue more apparent)\n2. View in 3D with perspective",
"Grease pencil textured strokes behave different between render and viewport\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: -\n\n\noverlaying grease pencil textured strokes apperars to render correctly in viewport render but in render have instead overlay problems.\n\nrender view:\n[GP_TEXSTROKE_ALPHA_View.mp4](GP_TEXSTROKE_ALPHA_View.mp4)\n\nrender output:\n[GP_TEXSTROKE_ALPHA_Render.mp4](GP_TEXSTROKE_ALPHA_Render.mp4)\n\nopen the attacched blend file, try to render both viewport and scene render, compare the results.\n[GP_TEXSTOKE_BUG_TEST.blend](GP_TEXSTOKE_BUG_TEST.blend)\n",
"grease pencil and odd layer interactions\nOperating system: windows 7\n\n2.80 3d8cbb534f82\n\nAdding a simple layer composed of transparent black shapes for shading creates odd results\nwithout shadows it's fine:\n\nwith shadows layer under lines layer some lines become grey:\n\nwith shadows layer over lines layer the line quality becomes more jagged and messy:\n\n\n[drawtests.blend](drawtests.blend)",
"Grease Pencil object clipping when turned\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nTried to create a collection instance and the objects within the collection instance is disappearing and reappearing based on the angle of view.\nNot sure what is causing this.\n\nI recorded what I experienced into a GIF.\nBJXgr0k\n\n\nOpen attached blender file\nGrease pencil object clips and disappear based on angle of the camera\n[GreasePencil_ClippingObject.blend](GreasePencil_ClippingObject.blend)\n\n",
"Wacom Pen Will Not Work In Vs. 2.80 (2019-02-06)\nOperating system: macOS High Sierra; Processor 3.06 GHz Intel Core i3; 16 GB ram\nGraphics card: ATI Radeon HD 4670 256 MB\n\nBroken: Vers. 2.80 Beta (2019-02-06)\nWacom Pen will not draw in Grease Pencil mode. I can select, move, Sculpt, Annotate, Erase, etc., but the pen will not draw. My pen works great in Vers. 2.79, as well as other programs on my computer, i.e. Photoshop, Illustrator, etc. \n\n Also, when I choose Object/Grease Pencil/Monkey, the only thing that appears is the default cube with an empty. This is what also appears when I select \"Stroke\" and \"Blank\".\n\nThe \"exact steps\" are: Select \"Draw\" mode; select \"Pen\"; select a color. When the pen touches the tablet surface, Grease Pencil screen has green/purple pixelation...I cannot make a stroke with the pen tool.\n\n\n\n\n\n\n\n\n",
"Artifacts when render Grease Pencil on top of Mesh 3d object on top of another Grease Pencil\n\nThere are artifacts around the border when render Grease Pencil on top of Mesh 3d object on top of another Grease Pencil\nExample File:\n[strangeBorder.blend](strangeBorder.blend)\nEEVEE Render:\n\nViewport Render:\n\n\n- Add 1 Grease Pencil to draw the background (ex: a park)\n- Add 1 Mesh 3D Object (ex: a 3D park bench)\n- Add another Grease Pencil to draw the character over (ex: character sits on the park bench)\n- Render and see the artifacts\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 1)\nWorked: (optional)\n\n",
"Grease Pencil - Stroke visible even if it is behind.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce 830M/PCIe/SSE2 NVIDIA Corporation 4.4.0\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nGrease Pencil - I am using \"3D Location\" in \" Stroke depth order\" (see screen shot) But still, in single object, stroke is visible in rendering or in viewport (in some cases) even if it is behind another layer.\n\nPlease see attached image. \n1. In grease pencil mode, I have created two drawings.\n2. In side view I moved them apart.\n3. In \"stroke Depth order\" I selected \"3D Location\"\n4. The stroke is still visible in rendering and in sometimes in 3D view. while rotating / zooming out etc.\n\n\n\n",
"The Grease Pencil glow effect holds out the stroke, even if the stroke is being obscured\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\n\nAt first I thought that the effect doesn't care if the part of the stroke is actually visible or not, but that isn't the case: if you hide a GP object in another object it will disappear.\nWhat I think is happening is that the effect holds out areas where there would be a stroke, but that check doesn't include whether or not that part of the stroke is actually being drawn (because it is obscured). I think the screenshots and the file might demonstrate it better.\nAll of the other effects seem to respect the geometry of the scene properly, so I think this is a bug and not a technical limitation.\n\n1. Add a Grease Pencil object.\n2. Add some geometry that obscures it\n3. Add the Glow effect\n\n\n[gp bug.blend](gp_bug.blend)\n"
] |
macOS: mirroring sidecar display shows empty child windows
Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.15
Broken: version: 2.83.3
When matching iPad screen resolution, dialog boxes appear empty
Use MacOS/Ios Sidecar to mirror display between Mac and iPad.
In the Sidecar menu, choose mirror sidecar display
Open Save As dialog, Preferences, etc.,
Entire dialog appears blank.
In the Sidecar menu, choose mirror built-in retina Display
Open Save As dialog, Preferences, etc.,
Entire dialog appears as normal.
| [
"Unable to see cursor point properly when R/S/G keys are used\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nAccessibility issue: Unable to see cursor point properly when R or S or G keys are used\nPlease fix copy code from 3D Viewer when push the R or S or G appear color there then paste code into Timeline to become color can see without full black.\n\n- Cursor point can not be seen properly when R/S/G keys are used in timeline (in particular theme as shown in video)\n\n\n\nSee youtube Fh6OYqW2AfU\n",
"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)",
"Layout tabs disapear after switching layouts\nOperating system: Win10\nGraphics card: 2070 super\n\nBroken: 2.83.3, 2.83.2\nWorked: probably never\n\n\nMy screen layout is as follow:\n\n\n2 is the main display set at 3840x2160 - 100% scale. \n1 and 3 are both set to 3840x2160 - 125% scale.\nI will refer to these displays by their ID shown in the image above.\n\nMy blender workflow is spread on two monitors (two blender windows, one main, one \"new window\" (as opposed to having two \"main windows\")\n(Note and possible other minor bug: My start up file (and projects where saved with this 2nd window on the 3rd monitor. For some reason, it always open on the 1st monitor but I move it down. This doesn't seem to affect the current issue here)\n\nThe layout tab bar is on the main blender window on the main display 2 set at 100%. But changing layout will also affect the content of the 2nd blender window that is displayed on monitor 3.\n\nMy conclusions:\n\n - The issue only occurs in my normal work setup as described above. Here I am listing other observations\n - It seems the extra display has no impact on the issue. To save you time, I've troubleshot everything below after disconnecting display 1.\n - When I set both displays to 100%, the bug is gone.\n - When I set both displays to 125%, the bug is gone.\n - When I set display 2 with the main blender window to 125% and display 3 to 100%, the bug is gone. But when set to 150% or above, the bug occurs.\n\nSee video, change layout to recreate the issue.\n[scSWKq3gAj.mp4](scSWKq3gAj.mp4)\n\nComplete description of what can be seen in the video:\n\n - I switch over to the Shading Layout by clicking the tab (note that the issue occurs no matter which layout is clicked)\n - The tabs and the whole menu bar disappear and we see a blank bar.\n - I move the blender window a place it back to where it was, the tabs are \"refreshed\".\n - I repeat the same steps a second time with a different layout.\n\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)",
"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)",
"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",
"Wayland: Windows reset when reloaded on a multi-monitor configuration\nTested in gnome-shell with `8f915f0efba3da652ad06fa9fcfba7d6ca26e719`.\n\n- Open blender (`--factory-startup`).\n- Create a new main window.\n- Move it onto a second monitor.\n- Save the blend file.\n- Re-open the blend file.\n- Both windows are on the same monitor.\n\nWhen both windows are full-screen the windows are assigned separate monitors, although the order may be swapped.\n\n----\n\n**Note**\n\nWayland doesn't support absolute window positions, which is used by other platforms to ensure windows open on the correct monitor. Nevertheless uses will it likely expect this functionality to remain supported (we've had reports whenever this functionality fails on other platforms #34962 for e.g.).\n\nI've mailed the wayland-devel list to check if this is something that could be supported: 042326.html",
"When turning VR mode on, the controllers show, even when there are no controllers in the system\n**System**\n* ConceptD 7 (laptop with holographic display using OpenXR backend on Windows)\n\nBroken: version: 4.0.0 Alpha\nWorked: - (technically in old Blenders before we had XR input support)\n\nWhen turning VR mode on, the controllers show, even when there are no controllers in the system.\n\n\nI don't know if the issue is unique to this system, but this is a laptop that uses OpenXR backend to handle head tracking and has an holographic display but no \"VR controllers\".\n\n* Turn on VR\n* You will see a big gizmo in the screen (black circle, with a XYZ gizmo on top of it).\n\nThe gizmo is following Blender's camera (making the experience unusable).\n\n**Workaround**\n\nI can work around that by disabling the visualization of VR controllers. However if the system has no controllers, they shouldn't be drawn in the first place:\n\n",
"\"Align Active Camera to View\" doesn't match properly\nOperating system: windows 10 21h2\nGraphics card: gtx 1070 ti\n\n3.1.2\n\n\"Align Active Camera to View\" doesn't match to the active and wanted 3D view boundaries and the object distance properly. See the attachments below. \n\n \n\nThe steps for this: hit the \"Align Active Camera to view\" button in the \"View -> Align view\" menu in the 3D viewport, from where you want to achieve the desirable and proper view result, this result will be the same as I wrote in the short description. Which is very disturbing, mainly if someone came from eg. Maya or C4D to Blender. This is my blend file: [camera align problem.7z](camera_align_problem.7z)\n\nPlease correct this disturbing snapping malfunction in the near future! I would really appreciate that!\n\nThank you!",
"Cycles viewport render doesn't resize if an animation is playing.\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple `M1` Pro Apple 4.1 Metal - 83\n\nBroken version: 3.5.0 Alpha\nBroken version: 3.3.1\n\nIf a .blend file contains a animation, and the animation is playing, and you're in the Cycles rendered viewport mode, then the viewport resolution/size will not update as you adjust it's size.\n\n1. Create a scene that has a colour that differs from the standard background colour of the 3D viewport.\n2. Animate something in the scene (E.G. Animate the movement of an object)\n3. Change the render engine to Cycles (This issue only appears in Cycles for me.)\n4. Enter the rendered viewport mode so you're now seeing a Cycles viewport.\n5. Start playing the animation.\n6. While the animation is playing, start adjusting the size of the 3D viewport editor and notice how the Cycles rendered view isn't updating with the change in size. This is the issue. Once you stop playing the animation, it will update.\n\nHere is a video demonstrating the issue:\n\n[Cycles preview doesn't resize.mp4](Cycles_preview_doesn_t_resize.mp4)\n",
"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",
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"Compiling shaders for Eevee locks up the viewport until the process is complete (MacOS)\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.0 Beta\nWorked: I don't believe this has ever been good on the Mac platform\n\nWhen working in a heavy scene (the spring or barbershop demo, for example), the UI will \"beach ball\" or lock up while blender calculates Eevee shaders. On a pc, these calculations don't appear to lock up the interface the way it does on Mac. The expected behavior would be that the UI remains responsive at all times.\n\nOpen the Spring or Barbershop demos. Switch the viewport to full Eevee interactive rendering. The UI will lock up while Blender calculates the shaders. Once this process is complete, the viewport will return to normal behavior.\n\n",
"Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n",
"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)"
] | [
"iPad sidecar as a pen display lagging\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14736 Core Profile Context 20.9.1 27.20.12029.1000\n\nBroken: version: 2.90.1\nWorked: none\n\nUsing an iPad Pro 11\" as a pen display mainly for Grease Pencil. It has a general lag which i assume has nothing to do with Blender. In Photoshop it works fine, but in Blender the pen strokes are not interpreted correctly. The strokes are shortened an heavily simplified. Fast strokes end up to be just short, straight lines or even nothing. It is not a working solution right now.\n\nConnect an iPad Pro via USB to a Mac (via the native Sidecar feature of macOS) or to a PC (with Duet for PC), open a new blank 2D Animation Template in Blender and try different pen strokes. It's most obvious with very fast strokes. Beside the PC setup above, I tried this with a Macbook Pro 13\". The same Problem occurred. \n\n",
"Blank file view when trying to save a file\nOperating system: macOS 11.2.3 (Intel)\nGraphics card: AMD Radeon RX Vega 64\n\nBroken: 2.93.0 alpha, 8681504f0612, master, 2021-04-03 16:32\nBroken: 2.92.0\n\nIf you connect an iPad to Sidecar while Blender is running, and try saving a file, then the file view shows up as a blank window with no controls.\n\n1. You must have an iPad running iOS 13 or later that supports Sidecar (I used an 11-inch iPad Pro, but I'm pretty sure the exact iPad used is irrelevant), and you must be signed into the same Apple ID on the iPad as you are on the Mac\n2. Plug your iPad into the Mac using the USB cord\n3. Open Blender\n4. Click \"General\" below \"New File\" in the startup splash\n5. Open System Preferences\n6. Open Sidecar\n7. Use the pull-down menu in the Sidecar preference pane to choose the iPad\n8. Return to Blender\n9. Click on File -> Save or press Command-S\n\nIt is expected that the file view appear and give you options to save the file. Instead, the file view is blank with no controls in it, making it impossible to save. Here's a screenshot:\n\n\nIf you disconnect from Sidecar, then try saving again, then it works as expected. Also, if you start Sidecar before Blender, then it also works as expected. So it's something about starting Sidecar while Blender is running that is screwing up this window's state.",
"macOS: Slowdown/crashes/ empty windows when using Sidecar feature with iPad\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.91.2\n[system-info.txt](system-info.txt)\n\n\nBlender slows down immensely (moving view around while looking at the default cube goes from smooth 60fps to around 15fps) when I am using my iPad as an external display using the Sidecar feature on my Mac. \nBlender is still running on my laptop's primary display, not the external display, when this occurs. Crashes also happen sometimes when using a Sidecar external monitor, but none of this occurs when using any other external monitor. Sometimes blender goes back to normal speed while using Sidecar, but then the preferences screen in Blender shows up as a blank screen.\n\n\nOpen Blender while using an iPad as an external monitor with Sidecar, or begin using Sidecar while blender is already open.\nOutcome 1: Blender runs incredibly slowly, no matter which display it is on, and sometimes crashes just while navigating, or trying to render a scene.\nOutcome 2: Blender runs at full speed, no matter which display it is on, but when I attempt to open the preferences menu, it shows up as a blank screen, and when I try to render a scene, the render window shows up as a blank screen.\n[Based on the default startup.]\n\nIncluded are a crash log from one of the crashes, and my blender system info file.\n[Blender_2021-02-04-192954_nert-macbook.txt](Blender_2021-02-04-192954_nert-macbook.txt)"
] |
bone visual bug
Operating system: Windows 10
Graphics card: i7
2.8 release candidate
Octahedral and B Bones would be completely colored with their highlight color in pose and edit mode
Based on the default startup or an attached .blend file (as simple as possible).
create an armature and in object mode scale it on a single axes (I used the x axes) by -1 | [
"Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n",
"User defined default color for images\n**The Default Color**\n\n_**If you map a texture in such a way that the image doesn't cover the entire model, the default color should show up.**_\n\nInterestingly Blender does have a default color and as far as I know the only way to see it is to set an image texture extension mode to _Clip_. In that case, any UVs mapped outside of the image space get the color black (0.0, 0.0, 0.0). However this default color can not be currently defined by the user.\n\n\n\n**The Panic Color**\n\nThe panic color for images AKA the bright magenta (1.0, 0.0, 1.0) appears when an image file has not been loaded correctly. It's meant as a visible warning for **missing images**.\n\n\n\n**The Problem With UDIMs**\n\nExternal texturing tools are able to _skip_ UDIM tiles that do not contain any valuable information apart from the base color value.\n\nBlender doesn't correctly support variable size UDIM sets and expects all UDIM sets to be of equal size.\n\nThe panic color currently shows up when dealing with **variable size UDIM sets** (color, normal, roughness, etc).\n\nAs a way of an extremely simplified example I've created the following file featuring a material with 2 UDIM sets, one for the Color and one for the Normal.\n\n\n\nThe problem appears because the 2 UDIMs are not conformed by the same number of tiles (images).\n\nThe Color UDIM with 3 tiles:\n\n\n\nThe Normal UDIM with 2 tiles:\n\n\n\nThe Normal UDIM delivers the panic color (magenta) in the non existing 1003 UDIM tile.\n\nThis is incorrect behavior since no image is really missing (there can not be a missing image if the tile does not exist in the first place).\n\n\n\n**The proposal**\n\nAllow for the default color to be user definable.\n\nIn the case of single image textures with extend mode set to clip, this color is applied to any UVs that exist outside of the (0.0, 0.0) - (1.0, 1.0) space.\n\nDefault color set to (0.28, 0.25, 0.2):\n\n\n\nIn the case of UDIMs this color is applied to any UVs that exist outside any tile.\n\n\n\nDefault color set to (0.5, 0.5, 1.0) AKA the bluish normal base color:\n\n\n\nFor existing tiles that have failed to load their image (missing images). The pink panic color is **still expected**.\n\n\n\nPanic color to be expected since the tile **exists** but it's image was not found.\n\n",
"Vertex Painting with data type \"Color\": Painting pure Red or Green creating non Zero in Blue Channel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63\n\nBroken: version: 3.5.0 Alpha\n\n**Short description of error** \nIn Geometry Nodes, I've tried scattering objects with vertex painting (data type \"Color\") using pure red (1,0,0), green (0,1,0) and blue (0,0,1). With a math node set to \"Greater than\", the different color channels are tested whether their values are bigger than 0. However, I discovered that I needed actually a \"Threshold\" value slightly bigger than 0 (I used 0.0001, just below the \"Spreadsheet's\" precision) because my objects for the blue painted areas got also displayed in red and green areas with a \"Threshold\" value of exactly 0 for testing the blue color channel. The red and green channels could be tested with a threshold of exactly 0. \n\nWith vertex painting using the data type \"Byte\", I could also set the blue channel's testing threshold to exactly 0.\n\n**Steps to Reproduce**\n- Open attached file\n- Set Threshold value exact to 0 for blue color channel\n[Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend](Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend)\n\n",
"USD import: investigate texture color space conversion issue\n\n@brurpo Reported the following issue:\n\n> When exporting USD from maya to blender none of the textures comes with the correct color space, they are all srgb.\n> Importing on maya again, on a clean scene, does not have this issue, all textures are loaded with the correct color space.\n> Is there a workaround for this, or is this planned?\n\n\nI'll be looking into this.\n\n\n",
"Vertex paint. Brush mode Color gives only black.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 17)\n\nIt ruins colors to black with any strength.\nExpected: full or partial replacement of Hue and Saturation and keeping Value/Luminosity.\n[2020-05-22_16-52-13.mp4](2020-05-22_16-52-13.mp4)\n[untitled.blend](untitled.blend)",
"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",
"Armature Symmetrize silently does nothing when no bones are selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: version: 3.5.0 Alpha\nWorked: never AFAIK\n\nArmature Symmetrize does nothing when there are no bones selected.\n\n1. Open the attached blend file\n2. In the Armature menu, choose Symmetrize.\n3. See nothing happening. This is what this report is about.\n4. Press {key A} to select all bones.\n5. Run the Symmetrize operator again.\n6. See that the armature is now symmetrized. This is what I'd expect to happen when no bones are selected.\n\nExpected behaviour would be that when nothing is selected the armature gets symmetrized as if all bones are selected.\n\n[symmetrize-bugreport.blend](symmetrize-bugreport.blend)",
"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",
"UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected",
"Dope Sheet: Keyframe Type Colors and Shape Improvements\nAfter the spring production the animation team at the blender institute had a meeting, to come up with the issues we had during the production and sharing them with the developers.\n\nOne of the issues we had, was that the \"Set Keyframe Type\", which changes the color of the keyframes, was really hard to see due to non saturated colors + size changes. When keyframes are dense, the keyframe type becomes almost impossible to see. We agreed that this feature was really useful for organizing the keyframes of a shot, but it needed improvements.\n\n### Current behaviour:\n\n{[F7785806](Set_Keyframe_Type_Visibility_UnSelected_Original_Comparison__copy_1_.png), height=55}\n\n - The size of the keyframe changes, 3 of the 5 options make the icons smaller, making them harder to find\n - The colors are not bright enough.\n - Colors of Selected/Unselected are too similar.\n\n{[F7785842](Set_Keyframe_type.mov), loop, autoplay, layout=left, float}\n\n\n- Keyframe colors become almost impossible to see when there are more keyframes nearby.\n\n---------------------------\n\nSo we came up with a proposal with three main points in mind:\n\n- The user is the one deciding the color/shape\n- Clear colors\n- Clear Shapes (so they are easy to see even for color blind people, as some of them might not be able to differentiate the colors)\n\n### Animation team proposal:\n\n{[F7785822](Set_Keyframe_Type_Visibility_UnSelected_Mock_Up_Comparison2__copy_1_.png), height=50}\n\nThis visualizing way could also propagate to the graph editor, which connects with [D5621](D5621) :\n\n{[F7785827](Graph_Editor_Key_Visibility_Blue_Selected__copy_1_.png), height=250}\n\n\n ---------------------------\n\nBut this proposal fundamentally conflicts with the new way of visualizing the handle type in the dopesheet, as that one changes the keyframe shape as well.\n\n## Current handle type icons\n\n{[F7785830](handletype-current.png), height=50}\n\nFor the animators at the studio showing the handle type in the dope sheet is not really useful, so we keep the option off, but we understand that there are other users that will find these really useful.\n\nI think it's important to understand how we use the dopesheet: \n\n- Since generally every bone has 9 different channels, and we are dealing with a lot of bones in a rig, we keep the channels collapsed in the dope sheet, using the summary or the top channel to make changes, if we want more precise control we'll jump into the Graph Editor.\n\nThe main issues we have with the handle type visualization and the interpolation type visualization are:\n\n### Spring shot file example\n\n{[F7785832](springshotexample.png), height=80}\n\n- When you have a lot of keyframes together the shape difference is so small it becomes really hard to see, becoming more confusing than helpful.\n \n### Open - Collapsed example:\n\n{[F7785835](coolapse-open.png), height=250}\n\n\nWhen the channels are collapsed, the information shown is not reliable. In the example used above, each one of the channels have different handle types and different interpolations. When collapsed there is no single type to be shown, creating misinformation. \n\n---------------------------\n\n## Conclusion:\n\nKeyframe colors are important. We propose an improvement by:\n\n - Clarifying keyframe-type colors and shapes in the dopesheet\n - Suggesting this would be useful in the graph editor too ([D5621](D5621))\n - Offer a switch between handle-type shape and keyframe-type shape (instead of the on/off switch for handle-type shape).\n```\n\n```\n*I’m not not a designer, so this is not final or beautiful design just a proposal to visualize my points. \n",
"Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n",
" 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.",
"Default Particle System colourization in Particle Edit Mode (Hair) doesn't follow theme wire/verts settings\nArch Linux + GTX 780ti\n\n\nAll versions since 2.5alpha. Currently using Blender v2.79 8ef39d5c882\n\n\n * Choose a dark Blender UI theme (Dark 3Dview background)\n * Working in `Particle Edit Mode` with different different particle systems (PS) the currently selected hair PS wire/verts colours are set to *black* instead. This is ok with light `3DView` (opengl) backgrounds. With black or dark themes or blender scenes the user can't see particle paths.\n * Adding more than one PS shows all unselected PS colours just fine using their set material colour. That is not what this bug report is about. Here the focus is on wire/vertices default colourization for the **currently selected** PS.\n * It looks like selecting the first PS uses black as default wire/verts colour. While selecting all other PS they use theme wire colour somehow, but changing `User settings -> Themes -> 3D View -> Wire/Wire Edit` colour has no impact?!\n\n\n**Side effects**\n * Switching `Particles->Render->Emitter` brings viewport PS colourization \"back\" somehow. Broken, but unselected PS are showing their material colour. randomly (?)\n * Working with three hair PS and playing with Emitter influences only some unselected PS (random)?\n\n\n**Current Workaround**\nWhile editing (Particle Edit mode) the current PS just *select all* and then use the brush to edit them. \n\n\n * Use the attacked blend file [PS.blend](PS.blend)\n * and play around while switching between `PS Red/Green` in `Particle Edit Mode` and randomly switch `Emitter` on/off.\n\n\n**Suggested Result**\nThe currently selected hair PS follows theme wire/verts colourization. All unselected PS are using their material diffuse/base colour.\n\n**PS**\nI added a cloned PS, too. Which was cloned from the Red one `ParticleSystem Green (cloned Red)`. Switching its visibility brings all PS material back.\n\n**Possibly Related Sources**\n* Blender Artists: [How Do I Change Hair Colour In Particle Edit Mode?](showthread.php?320868-How-Do-I-Change-Hair-Colour-In-Particle-Edit-Mode)\n",
"Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.",
"B-Spline interpolation in ColorRamp not behaving correctly (Ease too maybe)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nWorked: None.\n\nB-Spline interpolation in ColorRamp not behaving correctly (Ease too maybe)\n\n*Open the attached project.\n*Set to Viewport Shading to view the result.\n\n**B-Spline problem**\nThe B-Spline interpolation in the ColorRamp node does not work as expect. To test the problem and demonstrate it, I built a test project with different scenarios.\n\nInitially, I had noticed that certain color gradients had some sharp contrast. Since it was a B-Spline, I expected something really smooth all the way, but it was not the case.\n\nMy expectation of a B-Spline look was as demonstrated as on the following image shown on the Wikipedia article.\nFile:B-spline_curve.svg\nB-spline\n\nIn Blender, it works well when a control point is perfectly halfway of its left and right control point neighbors. If we move the control point closer to the left or right neighbor, the curve starts to become sharper, which is not the behavior described about the B-Spline. Therefore, the trick to make it appear correctly is to position any control point perfectly in the middle of its neighbors. Varying the value (black to white) does not break anything in the expected behavior.\n\nAs far as I remember, to display a B-Spline of more than 3 control points, we have to reuse the previous control points to create this smoothness. It does not look like that here, but even with 3 control points, the smoothness is not there when moving the second control points towards the first or the third.\n\nI tested the problem in the shader nodes to demonstrate the problem. However, the ColorRamp is available in many places like the Compositing, Geometry Nodes and other places. I presume the problem is in a library common to all places where the color ramp is accessible and probably also any B-Splines functions (maybe animation too).\n\n**Project configuration**\nVisualizing the B-Splines is not direct in Blender. I created a project where there are planes side by side showing the equivalent of the Y value on the X axis based on the texture coordinates.\n\nEach plane is a test and has a different setup. Here are the descriptions of each test objects in the projects.\n\nBSpline_Test_1: Displays correctly. Control point in the middle. Basic.\nBSpline_Test_2: Displays correctly. Control point in the middle with closer control points.\nBSpline_Test_3_Broken: Does not display correctly. Control points in the middle.\nBSpline_Test_4_Broken: Same thing with a larger view. Illustrates the sharp corners.\n\nEase_Test_1, 2, 3: Display the Ease interpolation.\n\nI also included the “Ease interpolation”. I’m not sure if there is a problem related like the B-Spline, but it does not show so smooth results. The test “Ease_Test_1” shows a problem where the tangent is always aligned with the X-axis. Is it normal? I would have expected a smooth curve when inserting a new control point. Unlike the B-Spline the Ease interpolation is always rounded, but new control points inserted between two other control points always create a “plateau” effect. To me, there is also a problem too here with the smoothness when using the Ease interpolation.\n\n**Test results**\nHere’s the result shown in the project here.\n\n\n\n"
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"Pose Bone body becomes not selectable when negative scale\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\n\nBroken: version: 2.80 (sub 75)\n\nWhen bone in Pose Mode has negative scale (due to drivers etc.), it's body is not selectable anymore.\nAnd not displayed in Object Mode mode Wireframe view.\n\nClick on bone body -> No selection.\n[bone.blend](bone.blend)",
"Armatures render black with negative scaling\nBroken: 2.82.1; hash: `373e936e3e64`\n\nIf I go into edit or pose mode on an armature with negative object scaling on any axis, bones render inside out, and so they are almost black and the joints are invisible. (They render normally in object mode)\n\n\n\nTo reproduce:\n - Add an armature\n - Scale it by -1\n - Go into edit/pose mode\n\nExample: [broken bones.blend](broken_bones.blend)"
] |
blender quit when try to add HDRI (clicking Environment Texture)
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: AMD Radeon R5 M335 ATI Technologies Inc. 4.5.13497 Core Profile Context 23.20.768.12
Broken: version: 2.83 (sub 8)
Worked: (optional)
[ in shader editor I was trying to add an HDRI to the scene it also have a mirrored mesh with subd of 3 also with 2 area lights but on the time of clicking on environment texture blender suddenly quitting.]
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"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)",
"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",
"Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n\n",
"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",
"Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)",
"Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug \n\n\n\n\n\n\n\n[untitled.blend](untitled.blend)",
"Particle system texture added via API not working ['blend_type' when created using the interface is MULTIPLY, whereas when created through API, its value is MIX]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 17)\n\nHi,\n\nI have been trying to write a script that automatically adds a clouds texture to control the density of hair particles/instances. I have been able to successfully add a texture to the active particle system of the selected object with the Density checkbox under Influence activated -- all done through API. However, there is no effect on the density of the particles.\n\nI am clueless of why this is happening. Is this a bug?\n\nI have attached a blend file (with an internal script) for reproducing the bug.\n\n - Open the attached blend file.\n - Allow execution of scripts (in case not allowed)\n - Select the plane (already has a particle system) and search for 'Particle Density Texture' and execute the script.\n\nThe texture will get added successfully to the particle system's texture slots with the density option on, but will have no effect on the particle distribution whatsoever. The script also has an UNDO panel. You could try changing values there or in the properties panel as well, but will have no effect.\n\nAm I doing something wrong? Or is this a bug or a known issue or any API limitation?\n[particle_density_texture.blend](particle_density_texture.blend)\n\n",
"Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)",
"Crash when 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",
"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",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"Opening the Preferences/Render window replaces the current opened window with the other interface\nBroken: version: 2.83 (sub 13) \nWorked: Never\n\nOpening the Preferences/Render window replaces the current opened window with the other interface.\n\n\nMethod 1:\n* Open a new scene/or an existing scene.\n* Press F11 to render the scene.\n* Once rendered, go to the menu “Edit | Preferences...”\n* The preferences interface replaces the render interface in the same window.\n\nMethod 2:\n* Open a new scene/or an existing scene.\n* Go to the menu “Edit | Preferences...”\n* Press F11 to render the scene.\n* The render interface replaces the preferences interface in the same window.\n\nThere is no reason to replace a window/interface by an interface of different functionalities or with a different purpose.",
"Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) \n- Or it spawns a blank popup \nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.",
"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.",
"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"
] | [
"Node wrangler hotkey crashes 2.83alpha\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.83 (sub 8)\nWorked: 2.82\n\nWith node wrangler turned on, pressing CTRL+T to add image texture nodes makes Blender close when in Cycles render view. This does not happen in 2.81 or 2.82.\n\nAdd Cube.\nSwitch to shading tab.\nSwitch to Cycles render view.\nAdd new material.\nPress Ctrl+T.\nBlender closes every time.\n\nTry pressing Ctrl+t in the attached file.\n\n[Crash.blend](Crash.blend)\n\ninfo from duplicate task: \nOn default cube, Switch to the Rendered Viewport Shading.\nSwitch to Cycles render engine.\nAdd Environment Texture to Color in World Properties (or to Background Color in Shader Editor <- untested )\nCrash.\nCrash txt: [blender.crash.txt](blender.crash.txt) ",
"Crash when adding Environment Texture in Rendered mode Cycles\nOperating system: Linux-5.5.9-arch1-2-x86_64-with-arch-Arch-Linux 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83 (sub 9)\nWorked: Blender 2.82a\n\nCrash when adding Environment Texture in Rendered mode Cycles. Works in 2.82a. Also I not getting crash when adding Environment Texture in Solid, LookDev or Eeve.\n\n1. Open blender.\n2. Switch to the Rendered Viewport Shading.\n3. Switch to Cycles.\n4. Add Environment Texture to Color in World Properties or to Background Color in Shader Editor.\n5. Crash. \n\n[blender.crash.txt](blender.crash.txt)\n\n"
] |
2.80 shutting down when front viewing with 2d objects present while using wireframe shading
Operating system: Windows 10
Graphics card: GeForce GTX 960M
Broken: 2.80
Worked: (optional)
blender closes when looking at objects from the front view (NUMPAD 1) while in wireframe shading mode and a 2d object is present(plane/circle). happens when looking at objects with 2d objects present, when switching to wireframe shading with 2d objects present or adding 2d objects while in wireframe shading, all while looking from the front view.
add 2d object (circle/plane)
press NUMPAD 1 while selecting an object
switch to wireframe shading
ps. in a previous bug report i thought it to be simpy because of wireframe shading, but through trial and error I found out that a 2d object needs to be present
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"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)",
"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)",
"NaN in object matrix of instanced objects\nRyzen 7 3800x\n31.9 GB Ram\nOperating system: Windows 10\nGraphics card: Nvidia 2060 6GB Ram\n\nI tested the same scene out on my other box and the problem happened. Both machines are running RTX 2060s. One is a Intel box and the other AMD.\n\n**Blender Version** 2.81 and 2.82a\nWorked: Nothing has worked\n\n**Error**\nYouTube link to render glitches: e1ScHjBANLk\n\nWhenever I start a render, around frame 58 the sun shadows just disappear.\nIf I close the scene and open it back up and render the frame where the shadows disappear, it will render fine. But after about 50 or so frames the shadows disappear again. \nIt works fine in viewport. \n\n**note**\nI deleted the volume light box with just a 1000 floating sprite boxes for the dust inside the garage. After that, the issue went away all together. I then added the volume box back and the problem happened again. It must have something to do with volume lighting. The grass outside is over 12k clones using a particle hair so it has something to do with volume lighting and particles inside a object. \n\n**Files**\n[Blender_Bug.zip](Blender_Bug.zip)\nIt was 12 GB, removed extra elements and brought it down to this.\nAround frame 60 if you render the animation 1-300 the shadow will disappear. Escape the render… The viewport will continue to display the shadow. But after the shadow disappears during the render, and without closing and reopening Blender, whenever you render that frame, the shadow “sun light” is absent. \n\n\n\n\n",
"Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n",
"Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n",
"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.",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze",
"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. ",
"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",
"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.",
"Add object redo: exits local view if there are no other objects in local view\nBroken: 2.80 to 2.92 master\nWorked: 2.79b\n\n\nIf you're in local view and there are no objects, add an object and attempt to adjust any property in the redo panel, Blender drops out of local view. However, if you don't touch the redo panel and instead e.g. transform the object, local view is retained.\n\n\nIn the default scene with cube selected:\n\n- enter local view\n- delete the cube\n- add a new object\n- attempt to adjust any property in the redo panel",
"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)",
"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.",
"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",
"Geometry Nodes: Viewer overlay disappears when enabling In Front\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nWhen enabling \"In Front\" in the Viewport Display options of an object, which currently has a geometry nodes viewer overlay, that overlay disappears.\n\n| Viewer object: `In Front`: OFF | Viewer object: `In Front`: ON |\n| -- | -- |\n|  |  |\n\n1. Open the attached file in 3.4 or newer versions.\n2. Make sure the viewer node is enabled in the geometry nodes of `Plane.001`.\n3. Under Viewport Display, toggle `In Front` for `Plane.001`.\n\n[bug_report.blend](bug_report.blend)\n"
] | [
"Crashing when viewing a 2d plane from side ortho views that would project the plane as a line\nusing windows 10, a 980ti, and on another pc a 1080\n\nthe file [crashing when adding plane.blend](crashing_when_adding_plane.blend) seams to crash any time it is viewing a flat mesh, such as a plane or a circle from a side ortho view. i can add them when only viewing a 3d view. but the second i go into a side ortho that would see a flat plane. blender crashes. if i rotate flat planes so that the side view no longed would see a flat plane its fine. but if i rotate it flat it crashes. this is the same for my friend who has a vary similar file. we are following the same workflow but not working with the same files or meshes. but we do have the same reference images. deleting them seams to do nothing to fix the issue. sorry about poor audio. been having mic issues [2018-12-09 00-38-15.mp4](2018-12-09_00-38-15.mp4) also i apologize for poor commentary. its a bit late to be dealing with this. lol",
"Orthographic wireframe view of a plane mesh causes crash\nUbuntu 18.04\nIntel® Core™ i5-6200U CPU @ 2.30GHz × 4 / Intel® HD Graphics 520 (Skylake GT2)\n\nBroken: 2.80 0fe5a789837 8 December 2018\n\n\nBlender crashes when a plane is displayed in wireframe, if the view is aligned with its side (*e.g.* when looking at a horizontal plane from a numpad 1 or 3 Ortho view).\n\n\n- Open Blender\n\nThen, **in any order**:\n\n- Add a Plane mesh\n- hit Z and select \"Wireframe\"\n- hit numpad 1 or numpad 3"
] |
bendy bones segments animation crash
Operating system: Windows 10
Graphics card: Gtx 1070
Broken: 2.80, 168d3fd528c4, blender 2.8, 2019-02-27
When the segments of a bendy bone are animated in pose blender mode it is broken or when a driver is added to the value of the segments the value of the segments does not change with the driver and eventually blender crashes.
- add a new armature (single bone)
- add a driver to segments of de bone in b-bones section to any property or value.
- desn't work
- try to animate the segments of a bone in a rig, eventually blender will crashes.
| [
"Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n",
"Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash",
"Clicking \"Bake All Dynamics\" causing various crashes.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing \"Bake All Dynamics\" is beyond finicky and crashes Blender in many different use cases. Many little \"tricks\" are needed to make it work. I am using Disk Cache for all below situations, but I believe the crashes happen with or without this.\n\nSituations where it crashes:\nClicking \"Bake All Dynamics\" within the Cloth cache settings. It seems it's required to click \"Bake All Dynamics\" button within the context of the Rigid Body system, or else it crashes instantly.\n\nClicking \"Bake All Dynamics\" in the context of hair dynamics seems to do nothing. Same goes for \"Update All to Frame\"\n\nIf a rigid body simulation has been baked, clicking \"Delete All Bakes\", then clicking \"Bake All Dynamics\" immediately will also crash blender. The only workaround for this is to \"move\" an object even if using a zero value, before clicking \"Bake All Dynamics\" again. This prevents the crash. \n\n\nCreate a Rigid Body Sim, create a Cloth Sim. Check \"Disk Cache\" as an option. Try the various methods listed above.\n\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",
"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",
"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.",
"Rigid body Bounciness parameter not functioning\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: 2.92 and version: 3.0.0 Alpha\nWorked: 2.83.13\n\nIn recent Blender versions the bounciness parameter of rigid bodies does nothing.\n\nOpen attached file, press space to start animation.\nOlder versions: ball bounces\nRecent versions: ball falls and immediately comes to an halt when it hits the surface of the cube.\n\n[Bounciness bug.blend](Bounciness_bug.blend)",
"Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n",
"Crash when 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```",
"bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n",
"Background scene cause a crash in render animation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: \n - 2.92.0 Alpha\n - 2.91.0\n - 2.90.1\nWorked: 2.83.9\n\nBackground scene makes blender unstable and cause a crash in render animation\n\n- Open default startup file.\n- Create a new scene named \"Scene.001\".\n- Assign default scene \"Scene\" as the background scene of \"Scene.001\" in scene properties.\n- Assign default camera as the camera of \"Scene.001\" in scene properties.\n- Hit render animation from render menu.\n- After a couple of frames rendered, blender crashes.\n\nTested in different situations i had some problems.\nI think assigning a background scene makes blender unstable in general.\nOccasionally crashes when opening a file which has background scene.\nThe worst case is render animation.\n\n[Background_Scene_Crash.mp4](Background_Scene_Crash.mp4)\n\nReproduction steps with this file:\n1. Open file.\n2. Start Render Animation.\n[#83852.blend](T83852.blend)\n",
"hair dynamics beaks for some unevenly keyed hair strands\nBlender version: 3.0.0-alpha+master.4256eeeec4ca-linux.x86_64-release\n\nOpen the attached blend file: [hair-bug1.blend](hair-bug1.blend) \n\nHit space or click play animation. \nThe green hair strand falls down, affected by gravity (which is correct). The red hair strand is completely immobile - that is the bug.\n\n\nSuch buggy hair strands are often produced when I trim or subdivide hair, but not certain about what exactly causes this. Sometimes it can be cured by rekeying it in particle edit mode.",
"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",
"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",
"Rigid body baked cache not invalidated\nOperating system: Windows 10 Pro 64-bit\nGraphics card: 4095MB NVIDIA GeForce GTX 1080 (NVIDIA)\n\nblender-2.80rc1-windows64\nWorked: (optional)\n\nSimple physics object is trapped in previous (deleted) animated properties.\n\nI have included a blend file which consist of just a cube with physics properties added.\nIt is supposed to fall but it moves to the origin and stays there.\nThe file is a working file from which everything has been deleted and a cube added.\nRun the animation and the cube will behave oddly.\nIf the cube is deleted and a different mesh added, say a sphere and moved and basic physics assigned. It will do the same.\nThis is likely to be a problem with my file from which everything has been deleted??\n[physics-problem.blend](physics-problem.blend)"
] | [
"2.8 | Keyframes on BBones cause crash\nOperating system: win 7 64\nGraphics card: GTX 1080ti\n\nBroken: blender-2.80.0-git.0ba143a1d675-windows64, blender-2.80.0-git.1d908bffddb4-windows64\nWorked: (optional)\n\nThe file crashes on playback while having keyframes on bbones (bone segments). Upon removal the file works again.\n\n\nOpen and press space to start playback. To remove the issue, select both upper arms and forearms, delete the bbone keyframes and the file should work without crashing again.\n\nFile: tracking_crash.blend?dl=0"
] |
2.8 | Keyframes on BBones cause crash
Operating system: win 7 64
Graphics card: GTX 1080ti
Broken: blender-2.80.0-git.0ba143a1d675-windows64, blender-2.80.0-git.1d908bffddb4-windows64
Worked: (optional)
The file crashes on playback while having keyframes on bbones (bone segments). Upon removal the file works again.
Open and press space to start playback. To remove the issue, select both upper arms and forearms, delete the bbone keyframes and the file should work without crashing again.
File: tracking_crash.blend?dl=0 | [
"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",
"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",
"Update property when adding or removing keyframe\nRemoving keyframe can cause issues in all editors and adding keyframe needs to update VSE.\n\nWhen removing keyframe, RNA update function should be called, since property value may change. This is reproducible with simple 3 keyframe animation, place CFRA on middle keyframe, remove (press Shift + Alt +I on propery in side panel) it and no update will happen.\n\nWhen adding keyframe, sequencer prefetch is not notified about this change. So it works on outdated data until keyframe is added. Simply notifying prefetch is not enough and cache must be cleared too which is currently done from RNA update function.\nSimilar case is speed effect, where it calculates input frame based on animation, which is integrated over time. Array mapping current to input frames is cached and recalculated in RNA update function.",
"Intermittent Segfault When Programmatically Creating Node Group\nThere have been intermittent crashes plaguing some of my addons. I think I have narrowed it down to creating node groups using the Python API. Specifically, to connecting something to a new node output.\n\nEnclosed [ldo_node_crash.py](ldo_node_crash.py) is a simple script that seems to reliably reproduce the problem for me; I hope it does for you, too. Open it in, or paste it into, Blender’s text editor, and run with ALT-P. I set the loop to run for 10 iterations, but for me, so far, it has always crashed before that.\n\nI am currently normally running Blender 2.82 on Debian Unstable AMD64; I tried a Blender build from the latest master branch, and the crash happens there, too. The backtrace looks like this:\n\n```\nblender-build-latest-debug/bin/blender(BLI_system_backtrace+0x26) [0x8257e79]\nblender-build-latest-debug/bin/blender() [0x2a09cfc]\nblender-build-latest-debug/bin/blender() [0x2a09efc]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3b7e0) [0x7f5c97ff07e0]\nblender-build-latest-debug/bin/blender() [0x3919d1c]\nblender-build-latest-debug/bin/blender() [0x3919e13]\nblender-build-latest-debug/bin/blender(node_connected_to_output+0xf6) [0x391a0a6]\nblender-build-latest-debug/bin/blender(ED_node_tag_update_nodetree+0x41) [0x390df93]\nblender-build-latest-debug/bin/blender() [0x321f7c6]\nblender-build-latest-debug/bin/blender(NodeLinks_new_call+0x98) [0x323b5c9]\nblender-build-latest-debug/bin/blender(RNA_function_call+0x47) [0x3159a88]\nblender-build-latest-debug/bin/blender() [0x334374e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyObject_FastCallKeywords+0xd7) [0x7f5c9890c887]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(+0x6dfc3) [0x7f5c9871bfc3]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x68a2) [0x7f5c98722c42]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x92d) [0x7f5c988443dd]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCodeEx+0x3e) [0x7f5c9884465e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCode+0x1b) [0x7f5c98844e8b]\nblender-build-latest-debug/bin/blender() [0x333463c]\nblender-build-latest-debug/bin/blender(BPY_execute_text+0x39) [0x33348cc]\nblender-build-latest-debug/bin/blender() [0x3969d26]\nblender-build-latest-debug/bin/blender() [0x3969dfb]\nblender-build-latest-debug/bin/blender() [0x2ce7313]\n```",
"lineart bake w/ object keyframes + camera binds = crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nA crash (instant program exit) happens when trying to bake line art with *both* keyframes on object visibility *and* cameras bound to a frame in the timeline.\n\n1. Open the attached blend file. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after the TriAllFree bound camera) and crashes.\n2. Open the attached blend file. Delete the camera binding marker on frame 6. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after where the TriAllFree bound camera was) and crashes.\n3. Open the attached blend file. Delete the camera binding marker on frame 6. Save the file to a new filename. **Exit blender**. Open the blend file with the new filename. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n4. Open the original attached blend file (not the new one without the camera bind). Delete the timeline channel on the Suzanne model that changes the render visibility. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n\nTested with daily builds of 3.4.1, 3.5.0 beta, and 3.6.0 alpha. Issue still present in all cases.\n\n",
"Running a script that registers an operator from the same operator crashes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIf you execute an `bpy.ops.text.run_script()` through the operator through the panel in a Text editor, then blender crashes.\n\nP.s. maybe it's my fault and I did something wrong, but is blender supposed to crash?\n\nCopy the script or download the file:\n```Py\nimport bpy\n\nclass Op(bpy.types.Operator):\n bl_idname = 'op.op'\n bl_label = \"Op\"\n def modal(self, context, event):\n bpy.ops.text.run_script() # <------- here -------\n return {'FINISHED'}\n def invoke(self, context, event):\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n self.layout.operator(Op.bl_idname, text='Click me')\n\n\nclasses = (Op, Panel)\n\ndef register():\n for c in classes:\n bpy.utils.register_class(c)\ndef unregister():\n for c in reversed(classes):\n bpy.utils.unregister_class(c)\n\nif __name__==\"__main__\": register()\n```\n\n",
"Region overlap crashes when interacting with action zones\nEnable region overlap user preference.\n\nIn the default 3D viewport, press NKey, then drag on the corner widget. -> Blender crashes.\n\nAttached asan output: [region_overlap_azone.txt](region_overlap_azone.txt), [region_overlap_azone_2020_01_28_update.txt](region_overlap_azone_2020_01_28_update.txt) (found while investigating #46764).\n\nUpdated asan output\n\n\n----\n\nNote: Blender internals aren't well suited of handling regions being manipulated like this while the rest of Blender is being used. We could either prevent interaction during the fade, or disable it since its not really needed.",
"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",
"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) ",
"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",
"Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)",
"Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n",
"Blender 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",
"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)",
"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."
] | [
"bendy bones segments animation crash\nOperating system: Windows 10\nGraphics card: Gtx 1070\n\nBroken: 2.80, 168d3fd528c4, blender 2.8, 2019-02-27\n\nWhen the segments of a bendy bone are animated in pose blender mode it is broken or when a driver is added to the value of the segments the value of the segments does not change with the driver and eventually blender crashes.\n\n\n\n- add a new armature (single bone)\n- add a driver to segments of de bone in b-bones section to any property or value.\n- desn't work\n\n- try to animate the segments of a bone in a rig, eventually blender will crashes.\n\n\n"
] |
Resetting viewport color causes visual artifacts
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6
Driver version: 27.20.1034.6
Broken: version: 3.0.0 Alpha (Also present in 2.93)
Worked: Unkown
When resetting the Viewport display color of an object, the screen glitches out and starts showing artifacts.
Original:

After Glitching:

- Open the attached blend file
- Select the "buildings" object
- Open the Material Properties Tab
- In the Viewport Display separator hover over the color picker and press the backspace key
[glitch.blend](glitch.blend)
**Additional Notes**
For this to work the "domain" object must be present, otherwise the functionality works as expected.
Both objects were imported from a STL file.
I tried to update the graphics card drivers to the latest version, but with the latest version of the AMD drivers the system became so unstable that the driver crashed a few minutes after booting. So this report does not use the latest AMD driver.
The driver version I'm using was auto installed by windows, and I can't find the version I was previously using (which also showed the crash), but it was more recent than this one.
[system-info.txt](system-info.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",
"Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n\n\nWhen you turn transparency off, those artefacts disappear:\n\n\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)",
"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)",
"Custom Normals Render Artifact in Cycles \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.99\n\nBroken: version: 3.0.1\nWorked: Unknown\n\nWhen rendering a cube with custom normals in cycles the render result in cycles has artifacts. This is an issue for us because we also use cycles to bake Ambient Occlusion data to the vertex colors. Those artifacts are than also visible in the vertex colors. The same artifact occurs in previous versions of blender aswell (LTS Blender 2.93.7)\n\n\nBased on startup file:\n\n- Shade the default cube smooth\n- Apply Normals Auto Smooth\n- Add a single bevel using a bevel modifyer and apply it\n- Add a Weighted normal modifyer with weight 100 to the cube and appy it aswell\n# Render in cycles and behold render artifacts near the beveled edges\n\n[custom-normals-cycles.blend](custom-normals-cycles.blend)\n\n\n",
"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",
"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.",
"Weird Shading with Multiscatter GGX\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.0 LTS\n\nI get some weird artifacts when rendering glass with Multiscatter GGX\n\n- Download attached Blend file\n[Shadertest_v01.blend](Shadertest_v01.blend)\n- Press F12 to render\n- The result looks different in 3.3 and 3.4 master\n\n3.3:\n\n\n3.4\n\n\nWhen I switch the glass shader to GGX or Beckmann the results look identical between 3.3 and 3.4",
"Solid Viewport Transparency Artifacts/Dots\nOperating system: Windows 10 Home Build 19044\nGraphics card: iGPU on Intel Core i7 1185G7 (Iris Xe Graphics)\n\nBroken: 3.1.2\n\nI downloaded a 3D model from TurboSquid of an Aston Martin Vantage (the model is free, [find it here ](3d-aston-martin-s-1685480)) and the viewport has strange dots at object edges when looked at through the partially transparent glass. I tracked the issue down to the alpha of the Glass material in `Properties > Material Properties > Viewport Display`, the dots only appear when the alpha value is not 0.0 or 1.0.\n\n - Open `TransparencyBug.blend` or `astonAston MArtinV12 Vantage S 2016 .blend` (files at the bottom)\n - Set Viewport Shading to Solid\n - Set transparency of Transparent or Glass material (Properties>Material Properties>Viewport Display, select Transparent or Glass material) to some decimal value other than 0.0 and 1.0\n - Dots appear at edges of materials looked at through transparent objects\n\n\n**Images**\n\nastonAston MArtinV12 Vantage S 2016 .blend:\nAlpha 1.0: \nAlpha 0.201: \nAlpha 0.0: \n\nTransparencyBug.blend:\nAlpha 1.0:\nAlpha 0.5: \nAlpha 0.0: \n\n**Affected Files**\n[TransparencyBug.blend](TransparencyBug.blend)\n[astonAston MArtinV12 Vantage S 2016 .blend](astonAston_MArtinV12_Vantage_S_2016_.blend)",
"Diffuse Direct, Indirect Bake to Vertex Color Artefacts\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n",
"Particle Viewport display options don't reset properly when changing particle type\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\n\nViewport Display panel options don't reset properly when changing the particle type from Emitter to Hair and back to Emitter again.\n\n1. New default scene.\n2. Add particle system to cube.\n3. Go to the Viewport Display panel for the particle system and notice options.\n4. Change the particle system type from Emitter to Hair.\n5. Options under Viewport Display panel change accordingly.\n6. Change the particle system type back from Hair to Emitter.\nOptions under Viewport Display panel are those for Hair and not Emitter.\n\n\n\n",
"New AMD Drivers (Adrenalin 22.7.1 or 22.8.2) for Windows 10 cause toolbars to be completely black\n\nBroken:\nOperating system: Windows-10-10.0.19044-SP0\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon RX 580 Series|4.5.0 Core Profile Context 22.7.1.220725|@GKPrasad\n|Radeon RX 580 Series|4.5.0 Core Profile Context 22.8.1.220810|@Vaskos\n|AMD Radeon RX 5600 XT|4.5.0 Core Profile Context 22.7.1.220725|@ShockHazard1\n|Radeon(TM) RX 460 Graphics|4.5.0 Core Profile Context 22.7.1.220725|@patrickshyee\n|AMD Radeon(TM) Vega 3 Graphics|4.5.0 Core Profile Context 22.8.2.220819|@Alenda\n|AMD Radeon(TM) RX Vega 10 Graphics ATI Technologies Inc.|4.5.0 Core Profile Context 22.10.1.221003|@JaedenREE\n\nWorks fine on:\nOperating system: Windows-10-10.0.22000-SP0 (Windows 11)\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon (TM) RX 480 Graphics|4.5.0 Core Profile Context 22.7.1.220725|@mano-wii\n\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon (TM) RX 480 Graphics|4.5.0 Core Profile Context 22.8.2.220819| @Jeroen-Bakker \n---\nBroken: (3.2)\n\nnon of the tabs are visible. as u can see in the image its entirely black. I wont be able to use the program at all. Please do fix this.\n\nThe error exists as soon as i open blender program\n",
"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",
"Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)",
"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",
"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"
] | [
"Workbench: display corrupted in 2.91 with file from 2.90\nOperating system: Windows 10\nGraphics card: AMD Radeon Vega 8 (driver: 19.10.02.13 and 20.9.1)\nCPU: AMD Ryzen 5 3500U\n\nBroken: 2.91.0\nWorked: 2.90.1\n\n\nWhen I open a file created in Blender 2.90.1 with the new Blender 2.91 in workbench mode the display of transparent materials (alpha set in material shader viewport properties) is corrupted: no transparency, just a bunch of \"random\" pixels (see window in first screenshot).\n\n\n\nThen, when I enable x-ray mode, all the viewport display becomes corrupted (see second screenshot).\n\n\n\n**Note:** the issue **doesn't appear if I create a new file in 2.91**. It seems to only happen with the file I created initially in Blender 2.90.1 (bad settings saved in file ?).\n\nLoad attached .blend file in Blender 2.91\n\n[fenetre-02.blend](fenetre-02.blend)\n"
] |
Bevel not calculating correctly
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Broken: version: 3.2.0
_ calculations of the same file in different versions

[bevel_report_.blend](bevel_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.",
"Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n\n\nSee attached blend file.[clamp.blend](clamp.blend)",
"Render progress Infotip \"Time Remaining\" is calculated incorrectly in animations\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\nWorked: none - bug has been present since this feature was introduced in 2.77 (confirmed present in e.g. 2.79, 2.90 and 2.91)\n\nWhen hovering the mouse pointer over the Render progress bar in the status bar, an \"Infotip\" appears showing the **Time Remaining** and **Time Elapsed** for that render (see attached screenshot). This works correctly for a single F12 render, and matches the values shown in the render window, but when rendering an animation (Ctrl-F12), the Time Elapsed shown is the *total* elapsed time for all frames so far, not just the elapsed time for that single frame. This isn't really a problem in itself, but this total time is evidently also being used in the Time Remaining calculation, which a result becomes more and more wildly inaccurate with each subsequent frame, presumably because the calculation wrongly assumes that that single frame has needed all the accumulated time to render however far it's got.\n\nFor example, if a single uniform frame took 100s, after 10% of the first frame of an animation it would correctly show **Remaining 01:30.00**, **Elapsed 00:10.00**, as in the render window. But on the 101st frame, after 10% progress it would show **Elapsed 2:46:50.00** (100x100+10 seconds), but **Remaining 25:01:30.00** (10,010x9 seconds), wrongly implying this single frame will take over a day to finish rather than about 90 seconds!\n\nPlease note that this report is *not* about the expected inaccuracy of the estimate early in the progress of a frame, which I realise is unavoidable given the variation in render speed for different tiles within a frame.\n\nI believe a fix for this bug might be to either:\n\n - change the Elapsed time in the Infotip to be the elapsed time for just the current frame (as it already is in the render window header) so the Remaining time will then be calculated correctly; or better still...\n - when rendering an animation, change the Infotip times and the progress bar to show the overall progress of the entire animation (i.e. frames rendered divided by total frames) instead of the individual frame progress (i.e. tiles rendered divided by total tiles). This would give a useful indication of the total (estimated) remaining time to render the full animation.\n\n\n\n\n\n - Open any version of Blender 2.77 or later, with the default startup file or any other scene.\n - Depending on the speed of the test hardware and the complexity of the scene, optionally select Cycles render engine, the CPU device, and/or increase the sample count, so that the F12 render time is at least e.g. 20-30s (this is because very short renders make it difficult to see the problem, as the progress bar jumps straight to e.g. 98%)\n - Now start rendering the scene as an animation using Ctrl-F12 (the default of 250 frames is fine).\n - While rendering, hover the mouse pointer over the Render progress bar in the status bar to show the popup Elapsed/Remaining Infotip (this applies to Windows 10 - I don't know if this is similar in Linux or MacOS)\n # Notice that the time values in the Infotip agree with those in the render window for the first frame, but with each subsequent frame the Elapsed time accumulates and as a result the estimated Time Remaining becomes more and more inaccurate.\n \n\n\nI realise this is not a serious bug, but it has been long standing and is will hopefully be quite easy to fix, so it would be good if this could be included in a future version.\n\nMany thanks, Ross\n[edited to hopefully correct my maths!]\n\n\n",
"Curve to Mesh node creates wrong face orientation with cyclic profile curve\nOperating system: Linux-6.1.26-x86_64-with-glibc2.37 64 Bits\nGraphics card: AMD Radeon RX 6800 XT (navi21, LLVM 15.0.7, DRM 3.49, 6.1.26) AMD 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\nWorked:\n\nThe `Curve to Mesh` geometry node creates incorrect face orientation when using a cyclic `Profile Curve`. This bug only happens with cyclic profile curves, non-cyclic profile curves work correctly.\n\nInside of the attached `.blend` file there are two identical curves. The left curve uses the curve `Bevel` option. The right curve uses the `Curve to Mesh` geometry node.\n\nThey should produce the same results, but they don't.\n\nThe `Profile` curve is just a standard `Add` -> `Curve` -> `Circle`.\n\n1. Open the attached `.blend` file.\n2. Notice that the curve on the left has the correct face orientation.\n3. Notice that the curve on the right has the wrong face orientation.\n\n",
"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",
"Statistics Viewport Overlay Showing Incorrect Value\nOperating system: Windows 11\nGraphics card: Nvidia GeForce RTX 1650\n\nBroken: 3.6\nWorked: Every other version I've used so far\n\nWhile working in the viewport, the \"Viewport Overlay: statistics (edges count)\" glitches out and shows the wrong number. Sometimes being absurdly high. The image shows the main objects in my scene with the most geometry, mostly being 2k to 10k faces each. It gets a bit annoying when I can't see the right count. I'm not sure how to reproduce the error on command, but I'll keep looking!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nIt happens mostly while I swap in and out of pose mode but then again, I'm not too sure. However, this is usually the last action I take before I notice. I'm sorry for the insufficient information, but I hope you find the problem.\n\n",
"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",
"Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n\n\nThis is how it opens in max post export:\n\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n\n\nPrepared debug scene (as requested by Howard): \n\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n",
"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)",
"Applying bevel modifer changes vertex group\nOperating system: Linux-5.4.0-120-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\nWorked: unknown\n\nApplying bevel modifier changes vertex group\n\n- Create a cube\n- Subdivide\n- Assign a vertex next to an edge that would be affected by an bevel to a vertex group\n- Add a bevel modifier\n- Apply bevel modifier\n- -> the vertex group is changed\n\nThe vertex group is only changed by applying the bevel modifier.\nAn active bevel modifier dont modifiy the vertex group which can be checked with an modifier that uses a vertex group placed after the bevel modifier.\n\nExample:\nUsed vertex group before apply bevel modifier\n\n\nVertices in group\n\n\nUsed vertex group after apply bevel modifier\n\n\nVertices in group after applying bevel modifier\n\n\nSimple example\n[bevel_modifier_apply_bug.blend](bevel_modifier_apply_bug.blend)\n\nComplex example\n[steam_traveller17.blend](steam_traveller17.blend)",
"Weird Shading with Multiscatter GGX\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.0 LTS\n\nI get some weird artifacts when rendering glass with Multiscatter GGX\n\n- Download attached Blend file\n[Shadertest_v01.blend](Shadertest_v01.blend)\n- Press F12 to render\n- The result looks different in 3.3 and 3.4 master\n\n3.3:\n\n\n3.4\n\n\nWhen I switch the glass shader to GGX or Beckmann the results look identical between 3.3 and 3.4",
"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",
"GN +motion blur =bi-direction\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\n\n\n[Мошкара.blend](Мошкара.blend)\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)",
"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)"
] | [
"Bevel's miter grid looks quite weird in 3.2 master\nOperating system: win10\nGraphics card: RTX 3090\n\nBroken: 3.2 stable\n\nBevel works quite differently between 3.1 and 3.2. \nIn 3.2, if set miter outer to arc, the grid looks like squashed.\nBut in 3.1, it totally fine.\n\nJust bevel some edges with a corner.\n\n[Bevel issue.mp4](Bevel_issue.mp4)",
"Bevel modifier broken\n{[F13334741](bevel.blend)}Operating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.2.2 and newer\nWorked: 3.1.2\n\nMiter outer: Arc doesn't work as expected. Results in uneven edge distance/\"crooked\" edges at corners\n\n\nCreate a cube\ninset and extrude a face\napply bevel modifier\nSet segments to 4 or more\nSet Miter outer to Arc\n\n\n",
"3.2 Regression: Bevel Weight - mixed weights\nOperating system:\nLinux Mint 20.3 Cinnamon kernel 5.13.0-41\nGraphics card:\n3400G\n\nBroken:\nblender-3.2.0-beta+v32.11aa237858d4-linux.x86_64-release.tar.xz\nWorked: (optional)\nblender-3.1.2-linux-x64.tar.xz\n\nThis changed with 94866ef84f\nThis *might* be expected behavior then, just giving this high prio, so we hear back from devs if this is really expected.\n\nIn Blender 3.1, generated faces are more evenly proportioned, with a smoother contour.\n\nCompare the following .blend file in both 3.1 and 3.2.\n[Bevel Weight - mixed weights test.blend](Bevel_Weight_-_mixed_weights_test.blend)\n\n| Blender 3.1 | Blender 3.2 |\n| -- | -- |\n|  |  |\n|  |  |\n\n\nKind regards.",
"Bevel is problematic in some cases\nOperating system:Win11\nGraphics card:Rtx2060\n\n3.21\nDate: 2022-07-05 15:44\nHash: a2d59b2dac9e\nBranch: master\n\nBlender3.3.0 Alpha\nDate: 2022-07-17 00:27\nHash: cdle4ae44830\nBranch: master\n\nDifferent from previous versions\nWhen chamfering is used, calculation errors occur\n\n\n\nIn this case, use chamfering\n\n[Belve .blend](Belve_.blend)",
"Project breaking problem: vertex beveling works improperly in Blender 3.2.0 and 3.2.1.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1.2\n\n\nBeveling vertices, 3.2.0 is on the left, 3.1.2 is on the right.\n3.2.1 release candidate works the same as 3.2.0.\n\nThis bug causes problems with solidify modifier:\n\n\n\nThis breaks my old projects. And the new ones, obviously. This kind of bug is unacceptable, please fix ASAP.\n\nUse vertex beveling on a subdivided plane (doesn't matter if destructively or with a modifier), add a bunch of segments. Compare to how it works in version 3.1.2 and older. Add a solidify modifier to see what kind of problems this incorrect vertex beveling is causing.",
"Bevel modifier bad profiles..\nOperating system: windows 10\nGraphics card: 3070\n\nBroken: 3.2 and newest\nWorked: 3.1\n\nSomething went wrong with bevel modifier.. I'll show it with screenshots.\nIn most cases it creates \"pinching effect\" which looks bad especially with smooth shading. Sometimes turning \"loop slide\" off helps but not always. \n\nBlend file with simple scene:\n[bevel_problem.blend](bevel_problem.blend)\n\n\n"
] |
Node Colours Changed
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89
Broken: version: 2.92.0 Alpha
Worked: 2.91
The shader nodes have different colours. I sincerely hope this is a bug because we now have 2 shades of red (input and shaders) and 2 shades of yellow (RGB and Scalar).
While this may well be visible to most users, having such ludicrously close colours for completely separate components which are important to differentiate will cause many issues for those hard of sight and those learning.
I already get a lot of questions from users asking for help when they've plugged an RGB into a Scalar socket and had it break the coordinates they were manipulating. This is going to be much worse going forward.
Unless this is a bug that will be corrected for the final release.
Add a new material and look at the Principled BSDF
| [
"Wrong 'Vector Math' position in 'Add Node' menu\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: not sure, but sure not in blender 2.91a :c\n\nIn Node Add Menu (Shift + A) Vector Math Node (Vector Node) is in Converter submenu/category\n\n1. Add some material to edit\n2. Go to Shader Editor (Shift + F3 or Shading Workspace)\n3. Try to find Vector Math node in Add Node Vector submenu (Shift + A; should be there)\n4. Find it in Converter submenu (but it's not converter, even blender uses Vector Color for this node)\n\n---------------\n - Photos\n - Here Vector Math is:\n\n\n### Here Vector Math should be:\n\n\n### ...and how it looks in blender over all:\n",
"Cycles shadow catcher improvements\n- [x] Indirect light support\n- [x] Option to include/exclude lights\n- [x] Dedicated shadow catcher pass\n- [ ] Dedicated compositor node for easier setup\n- [ ] Separate shadow and reflection passes\n- [ ] Shadow catcher behind sharp reflection and refraction?\n- [ ] Optimization to share more shader evaluation and sampling until path diverges?\n\n[devtalk thread ](691) with user feedback\n",
"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.",
"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",
"Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)",
"Theme: Color of icons\nBroken: 4.0\n\nI'm creating a minimalist theme, but there seems to be a lack of consistency in the rules regarding icon color settings.\nI feel this is probably rooted in the fact that we don't have a clear concept regarding the relationship between icons and text.\nI think there are two ways to think about this.\nA: An icon is a visual expression, and color is an important element in forming that icon.\nB: Icons are a type of text and should be treated like text.\n\nIn fact, as shown in the attachment, there is a mix of areas where the icon color can be changed by status, such as \"selected\" from the theme edit screen, and areas where it cannot.\nThere is a mix of areas where this is not the case.\nThese should be consistent.\n\nIn my opinion, there should be a Boolean parameter to switch between the A and B states above. In other words, if state B is enabled, the icon color settings will be synchronized with the text,\nIn state A, the color of the icon will continue to be kept, independent of the color of the text.\n",
"Geometry Node: Input Color node: Custom color and value color is the same property\nOperating system: Linux-5.15.0-60-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\nWorked: Never.\n\n\nCustom color and value color is the same property. Impossible to set custom color to node, always edited value color.\n\n1. Create Geometry Node tree.\n2. Create `Input Color` node\n3. In `N` panel, `Node` page:\n a. Enable `Custom Color` button.\n b. Try to change custom color.",
"EEVEE & Viewport Module\nThis page is in the process of being fully replaced by #eevee_viewport.\n\n---\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n- `(straightforward)` - *Task which is straightforward to implement, which don't rely on larger API changes or refactoring.* \n\n# Long Term Projects\n\nDevelopment may span multiple release cycles.\n\n- {icon circle color=yellow} #68989 ( Selection future-proof design)\n- {icon circle color=yellow} #68990 (Vulkan support)\n- {icon circle color=yellow} [D5442: LANPR line rendering (summer of code)](D5442)\n- {icon circle color=yellow} #68991 (Fisheye / panorama in EEVEE)\n- {icon circle color=yellow} #68993 (Stereo Panorama in EEVEE)\n- {icon circle color=yellow} #68994 (VR design / usability)\n- {icon circle color=yellow} #68995 (VR input integration and mapping)\n- {icon circle color=yellow} #68464 (Better Motion Blur)\n- {icon circle color=green} #68996 (OpenSubdiv GPU acceleration)\n- {icon circle color=green} #68997 (Panorama selection support in viewport)\n- {icon circle color=green} #68463 (Dynamic Indirect light cache)\n- `?` #68998 (Virtual Reality (XR/VR/AR/MR))\n\n\n# Medium Term Projects\n\nDevelopment should be possible in a single release cycle.\n- {icon circle color=red} #71347 (Virtual Reality - Milestone 1 - Scene Inspection)\n- {icon circle color=yellow} #68478 (World Light Extraction)\n- {icon circle color=yellow} #68453 (Anisotropic BSDF)\n- {icon circle color=yellow} #68456 (Shadow catchers)\n- {icon circle color=yellow} #68474 (Clustered Light Culing)\n- {icon circle color=green} #67579 (Improve NDOF navigation)\n- {icon circle color=green} #54638 (OpenGL headless rendering)\n- {icon circle color=green} #68479 (Pointiness support)\n- {icon circle color=green} #68460 (Multiscatter Glossy BSDF)\n- {icon circle color=green} #68459 (Hair BSDF)\n- {icon circle color=green} #68458 (Velvet BSDF)\n- {icon circle color=green} #68477 (Parallax Occlusion Mapping)\n- {icon circle color=green} #68468 (Depth of Field Refactor)\n- {icon circle color=green} #68472 (Light Nodetree support)\n- {icon circle color=green} #68470 (Shadow buffers)\n- {icon circle color=green} #60779 (3D Viewport clipping support)\n\n# Paper Cuts\n\nSmall improvements and polish.\n\n- {icon circle color=green} #64281 (Option to lasso-select using geometry instead of object centers.)\n- {icon circle color=green} #69282 (Ability to cancel viewport operations (rotate/pan/zoom))\n- {icon circle color=green} #68206 (Lag reading viewport depth buffer in LookDev mode)\n- {icon circle color=green} #70803 (Support Viewport roll - around the cursor position) `(straightforward)`\n- {icon circle color=green} #73214 (Armature Object's \"Display As\" does nothing)\n- {icon circle color=green} #73732 (Grid-lines vanish in perspective view, when viewed from the side)\n",
"Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n",
"Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.",
"Color Atributes: Inverted Smooth filter gives diferent artifacts in diferent Color Attributes\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\n\nInvert of the smooth color filter gives different results in different color Attributes, Some are good and some are realy bad.\n\n1 Create the for different color attributes for color paint in sculpt mode.\n2 Paint color with the paint brush.\n3 activate the smooth color filter from right to left a few times.\n\nHere it is a video showing the for results. As it can be seen independent of the domain, the color ones give worst result than the bytes colors. I have only use pure Red, Green, and Blue that are the colors that gives the less errors, but even so you can see that the results in color are changing.\n\nTest File:\n[#97340.blend](T97340.blend)\n[vokoscreen-2022-04-15_02-08-18.mp4](vokoscreen-2022-04-15_02-08-18.mp4)",
"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)",
"Cycles Volume Scatter Density broken in \"complex\" node setup\nOperating system: Linux-4.12.14-lp151.28.87-default-x86_64-with-glibc2.17 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.27.04\n\nBroken: version: 2.91.0\n\n\nWhen constructing this node setup, the density-slider of the second volume scatter node seems to suddenly only act in a binary way, making the volume either transparent or taking on the density-value of the other volume scatter node. The point at which this happens can be influenced by changing either the colour of the node or the factor-value of the second mix shader. The settings of the other nodes seem to have no effect on this.\n*Edit: After further testing, the Volume Absorbtion and first Mix Shader Nodes are not needed.*\n\n\n*Load attached .blend\n*change density of the second (marked in image) Volume Scatter node (here, the switch happens somewhere between .003 and .004)\n\n[volume_bug_simplified.blend](volume_bug_simplified.blend)\n\n{[F9550433](blender_volume_bug.png), size=full}\n\nThanks for taking a look!\n",
"A combination of shader nodes causes lack of material emission at any brightness (Cycles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.0(tested as well on 3.3.0 and 3.5.0 alpha)\nWorked: (none)\n\nA difference of bevel node and normal coordinates produces no light at any emission level. Clipping the result due to suspicion about negative brightness has no result.\nNote: adding any value to the result adds corresponding emission, but despite visuals, brightness from combination above does not.\n\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n",
"Error during connection custom sockets to group input / output nodes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 2.93.0\n\n\nMy guess is that this is relevant to connecting custom (Sverchok) sockets because connecting standard color socket does not caus the error in a console.\n\n```Code marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:441 in write_node_socket_default_value.```\n\nCan't help but report with such the invitation))\n\n1. Download sverchok add-on\n2. Add a node group\n3. Connect any node to group input / output nodes\n\n[2021-06-03 16-45-28.mp4](2021-06-03_16-45-28.mp4)\n"
] | [
"Sockets Colors for int, boolean\nThis is the first time we expose booleans, ints as sockets. We need to confirm if we really want a single color per type."
] |
Crash when staying / using a slider field for too long
Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.19
Broken: version: 2.91.0
Generate a cube
Go to the location slider fields
Hold down the mouse and start sliding the value for some time with pressed mouse button
# > Crash
Seems to be in all the slider fields
| [
"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)",
"Animation Player crashes on MacOS\n\n```\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits or OSX 12.2.1\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n```\n\n```\nmacOS 12.2.1 Intel HD Graphics 6000 1536 MB and Radeon Pro 5300M, macOS 11.4\n```\n\nBroken: version: 3.0.0 Beta\nBroken: blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg, \n\nI open a fresh Blender, Standard Cube scene.\nGo to View-> Viewport Render Animation\nIt freezes (Beachball of death) around frame 20 or 30 . Have to kill Blender, fan goes crazy.\nSame with the default cube scene. But the the crash doesn't come every time, but the image it way too dark.\n\n\nProblem 1 \n\nFreeze during \" Viewport Animation Render\"\n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- after a couple dozen frames, Blender freezes, full CPU usage, and frames don't progress.\n\nProblem 2\nAssuming the above problem doesn't appear, \n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- Render-> View Animation\n- Playback crashes at the end of caching.\n\n\nProblem 3\n- The image is much too dark compared to the Viewport.\n",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"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)",
"Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n",
"Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)",
"Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n",
"Blender 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 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",
"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)",
"Crash when baking quick smoke fire simulation\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nQuick Smoke within FIRE (Bake Data) button\n\n\nfrom 32 change to 256 see picture \n\nSee End: from 256 to 1000 (frames) \n\n(Bake ALL) on Type: ALL\n\n\n[Blender-2022-08-15-103438.ips](Blender-2022-08-15-103438.ips)\n[Blender crash guide on Mac appear.txt](Blender_crash_guide_on_Mac_appear.txt)\n\n[Quick Smoke within FIRE.blend](Quick_Smoke_within_FIRE.blend)\n\n\n",
"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)"
] | [
"Segmentation fault when changing size of added objects\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nWhen I change the size of a just added object, Blender will crash within a few seconds.\n\nStart new file\nDelete everything from scene\nShift A, add object (tested with plane, cube, uv sphere and torus)\nFrom the popup menu, use the mouse to slowly adjust the size or radius\nIf you keep doing this, within a few seconds Blender will crash.\n\nCrash log:\n[Crash resizing object.txt](Crash_resizing_object.txt)",
"Crash when changing torus properties \nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits (macOS Catalina) 10.15.6\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 Beta\nWorked: -\n\nWhen changing properties of a torus mesh blender crash.\nI recorded a video:\nghQjmGG\n\nDisable undo legacy. (it doesn't crash there)\nOn release/relwithdebinfo build, Default scene > add torus > move one radius slider, then ferociously move the other radius slider. \nIf the crash doesn't occur, add cone, do the same with its radius sliders.\n",
"Blender 2.8-2.9 crashing on simple operations Mac OS\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits (Mac OS Catalina 10.15.6)\nGraphics card: AMD Radeon Pro Vega 20 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.83.6/2.9 as well\nWorked: (haven't found one yet...)\n\nSwitched from Maya to Blender and for some reason, it crashes on simple operations - usually resizing from pop-up Add *Object* menu. Tried 2.9 first and then 2.83 and exactly the same issue. Obviously tried restarting, multiple re-installing etc.\n\nBTW on mac no matter how you download Blender it will always open through steam except if you go to Applications folder and open it from there. It's quite inconvenient.\n\nTo trigger the crash quickly I click Shift+A > add Mesh Torus > click on pop-up Add Torus > start changing Major and Minor Radius to small numbers like few cm.\nTried running both from Steam and from Applications folder, always the same result.\n\n"
] |
Missing `node group` updates with new primitive nodes
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471
Broken: version: 2.93.0 Alpha
Changes in nested node groups have no effect until moving `Group output` node.
{[F9895895](bug.gif), size=full}
[untitled.blend](untitled.blend)
1. Open the file
2. Change any property in the nested node group -> nothing changes
3. Move `group output` node
4. Change again and now it does changes
| [
"Outliner: Linking object hierachies to a collection is buggy\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.2 Release Candidate\nWorked: Unknown\nLinking objects with parent child relationship has inconsistent display behaviour in outliner\n\nThis bugreport is about linking an object in the outliner to an additional collection. \n\nA linked object can have children. Normally they are displayed in a greyed out state until they are also linked to the same collection as the parent. But there is a bug or at least an inconsistent behaviour if these childs are displayed in a greyed out state or not at all.\n\n\nThe following script adds 3 cubes ,creates a collection and links the cubes to it. \nI deleted everything from the Scene Collection and did run the script. \n\nThis will work: \n\nBut just one more child-level in the tree and it starts to behave inconsistent as can be seen in the outliner shown in the screenshot of some reruns of the same script on a totally empty scene. \n\n\n\n\n\n\n\n\n\n```\n\nimport bpy\n\n# create some cubes\nbpy.ops.mesh.primitive_cube_add(location=(0,0,0))\ncube0= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(5,0,0))\ncube1= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube2= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube3= bpy.context.active_object\n\n#create a new coll\ncollection = bpy.data.collections.new(\"Test\")\nbpy.context.scene.collection.children.link(collection)\n\n# establish parent child relationships\n\ncube1.parent = cube0\ncube2.parent = cube1\ncube3.parent = cube2\n\n# link root cube to new coll\ncollection.objects.link(cube0)\n\n\n```\n\n\n",
"Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n",
"Name of custom socket types is not set when making a node group via script.\nOperating system: Linux-5.11.0-36-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0 Alpha\n\nWhen making a node group via a script, the custom socket type name is not set.\n\n* load script [P2427: Example of socket interface](P2427.txt)\n```python\nimport bpy\nimport nodeitems_utils\n\nclass CSTree(bpy.types.NodeTree):\n bl_idname = 'CSTree'\n bl_label = \"CS Node Editor\"\n bl_icon = 'NODETREE'\n \n\nclass CSSocket(bpy.types.NodeSocket):\n bl_idname = 'CSSocket'\n bl_label = \"CS Socket\"\n\n def draw(self, context, layout, node, text):\n layout.label(text=text)\n\n def draw_color(self, context, node):\n return (1.0, 0.8, 0.4, 1.0)\n\n\nclass CSSocketInterface(bpy.types.NodeSocketInterface):\n bl_idname = \"CSSocketInterface\"\n bl_socket_idname = \"CSSocket\"\n bl_label = \"CS Socket\"\n\n def draw_color(self, context):\n return (1.0, 0.8, 0.4, 1.0)\n\n def draw(self, context, layout):\n pass\n\n\nclass CSNode(bpy.types.Node):\n bl_idname = 'CSNode'\n bl_label = \"Node\"\n\n def init(self, context):\n self.inputs.new('CSSocket', name='Input1')\n\n\nclass CSNodeGroup(bpy.types.NodeCustomGroup):\n bl_idname = 'CSNodeGroup'\n bl_label = 'Node Group'\n bl_icon = 'OUTLINER_OB_EMPTY'\n\n def init(self, context):\n self.node_tree = bpy.data.node_groups.new('CSNodeGroup', 'CSTree')\n nodes = self.node_tree.nodes\n inputnode = nodes.new('NodeGroupInput')\n\n\ndef make_group(context):\n space_data = context.space_data\n node_tree = space_data.node_tree\n selected_nodes = context.selected_nodes\n node_group = node_tree.nodes.new(\"CSNodeGroup\")\n node_group_tree = node_group.node_tree\n input_group = node_group_tree.nodes['Group Input']\n \n new_node = node_group_tree.nodes.new(\"CSNode\")\n\n to_socket = new_node.inputs[0]\n from_socket = input_group.outputs.new(to_socket.bl_idname, to_socket.name)\n node_group_tree.links.new(input=from_socket, output=to_socket)\n \n\nclass CSMakeNodeGroupOperator(bpy.types.Operator):\n bl_idname = \"crowd.cs_make_group\"\n bl_label = \"CS Make Group\"\n \n @classmethod\n def poll(cls, context):\n space_data = context.space_data\n\n if not (space_data.type == 'NODE_EDITOR'\n and space_data.tree_type == 'CSTree'\n and space_data.node_tree is not None):\n return False\n\n return True\n \n def execute(self, context):\n node_group = make_group(context)\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CSTree)\n bpy.utils.register_class(CSSocket)\n bpy.utils.register_class(CSNode)\n bpy.utils.register_class(CSNodeGroup)\n bpy.utils.register_class(CSMakeNodeGroupOperator)\n\ndef unregister():\n bpy.utils.unregister_class(CSTree)\n bpy.utils.unregister_class(CSSocket)\n bpy.utils.unregister_class(CSNode)\n bpy.utils.unregister_class(CSNodeGroup)\n bpy.utils.unregister_class(CSMakeNodeGroupOperator)\n\nif __name__ ==\"__main__\":\n register()\n\n```\n \n* execute script\n* open CS Node Editor\n* create new node tree\n* Search for \"CS Make Group\" operator\n* switch to \"CSNodeGroup\" tree\n* Open side panel (N)\n* Check that the Group/Inputs has one item, but the name in the list is blank.\n\n{[F10562486](image.png) width=100%}\n",
"Scalar Group Node Output is One Pixel Large\nuname -r: 4.3.0-1-amd64\nDebian 8 testing (sid)\n\nBroken: 2.77a (official tar'ed build from blender.org)\n\nMy compositing node system relies extensively on nodegroups, sometimes nested several layers deep. Sometimes, these nodegroups need to process not a bitmap, but simply an individual scalar value - which might be inputted using the RGB node, or the Value node. It's when outputting a scalar from a nodegroup that it breaks; the output value is a bitmap that is one pixel large.\n\nI suspect that any person or studio interested in creating a nested node system for their own ease of use will run into this issue!\n\n1. Load compositing scene.\n2. Create 2 Math nodes. Put each in its own nodegroup.\n3. Let each nodegroup have one input and one output, passing through the Math node's first input within each group. In both cases set the Math node to Multiply, and the second input to 1.\n4. Pass in the value 1 for the first nodegroup, and let the output of nodegroup 1 become the input of nodegroup 2.\n5. Find any image, and plug it into the first input of a color Multiply node. In input 2, plug in the output of nodegroup 2.\n\n6. Notice as a single pixel in the image remains unchanged, as the rest of the image becomes black.\n\nI attached screenshots to better illustrate the setup:\n\n\n\n",
"Redo Panel changes the state of the last active Vertex Group\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.4.0 Alpha\n\nActivating a certain Vertex Group before calling the Smooth Vertex Weights (or another weight paint operator) won't necessarly respect the choices even when the Subset Active Group is enabled. As soon as you interact with the pop-up operator's parameters seems Blender will pick up another Vertex Group instead of the current activated one.\n\nVideo:\n[WightPaint-SmoothOperator-Bug.mp4](WightPaint-SmoothOperator-Bug.mp4)\n\nSample file:\n[Smooth-Operator_Bug.blend](Smooth-Operator_Bug.blend)\n\n\n1. Paint some vertex groups on your mesh.\n2. Click on one of your groups to set it active.\n3. Call the Operator from Weight Paint > Weights > Smooth\n4. Set operator's Submenu to Active Group\n\n*Note that is might switches to another Vertex Group as soon as you interact with the pop-up's operator parameters.\n_ \nWorkaround: after setting the desired Vertex Group active, you must perform another action like clicking with you brush on an empty area of the 3D view. This way it will respect the active Vertex Group selected.\nIt seems some kind of residue living in the memory of undo buffer. I don't know... could you please investigate?\n\nThanks you!\n\n",
"Copy Datablock button has different behaviour in Graph as Modifier\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\n\nThe button to duplicate the current node tree works as such in the node graph but on the modifier, it creates a new node tree.\nIn other areas of Blender (eg materials) the same button duplicates current datablock.\n\n\n\nAdd a new geometry node tree\nAdd a node\nClick the Copy Node group button in graph and see graph is duplicated\nClick the Copy Node group button in modifier and see graph is replaced\n[2022-09-15 11-14-53.mp4](2022-09-15_11-14-53.mp4)\n",
"Converting Modifiers to Nodes\n### Benefits\nGeometry nodes offer increase flexibility and improved usability compared with modifiers:\n* The ability to easily deal with different data types in the same space.\n* Different operations can happen in parallel to be merged into the final result.\n* The attribute system is a massive improvement in terms of flexibility and options compared to vertex groups.\n* A nodes modifier can output different data types at the same time, including instances.\n* An improved interface, separating operations into their more basic parts, and providing visibility to more operations at the same time.\n* Many more opportunities for sharing creations with node groups.\n\n### Conclusions\n* The behavior of existing modifiers will not change.\n* For the foreseeable future, every modifier will still be available in the \"Add Modifier\" menu, even if it is internally implemented with nodes.\n* Many modifiers are useful to have as nodes and can be implemented directly, others with more than one node.\n* Eventually there could be a \"Convert to nodes\" operator for to switch modifiers to use a node group re-implementation.\n\n### General Questions\n* When should modifiers with multiple modes like \"Remesh\" or \"Decimate\" be split into separate nodes?\n* #86907 (Selection / Tagging in Geometry Nodes)\n\n### Functionality Available\n| Name | Note |\n| ---- | ---- |\n| **Vertex Weight Proximity** | In the \"Attribute Proximity\" node\n| **Volume to Mesh** | In the \"Volume to Mesh\" node\n| **Vertex Weight Mix** | The attribute system provides so much more flexibility!\n| **Edge Split** | In the \"Edge Split\" node\n| **Wave** | Effects like this are already possible to build with more complex node groups\n| **Triangulate** | In the \"Triangulate\" node\n| **Displace** | Covered by Attribute sample texture and attribute vector math (and attribute processor in the future)\n| **Warp** | This type of affect is possible to implement with attribute nodes (and attribute processor in the future) \n| **Mask** | #86640 Can also be replaced by \"Delete Geometry\". Though the armature mode would need design work. \n| **Boolean** | [D10599](D10599) \n| **Vertex Weight Edit** | This allows changing a vertex group with a curve mapping widget.\n| **Build** | #86640 Should be replaced by \"Delete Geometry\" node (along with an eventual `index` expression / attribute.\n| **Cast** | Can be generalized with \"Attribute Transfer Node\" / \"Geometry Proximity\" and primitive nodes. \n| **Shrinkwrap** | The proximity node and raycast means that this node can basically be recreated with nodes.\n| **Mesh to Volume** | #86838 Can be a straight copy from the modifier\n\n### Functionality Mostly Available\n| Name | Note |\n| ---- | ---- |\n| **Subdivision Surface** | [D10417](D10417) Needs two recently exposed enum options. \n| **Particle Instance** | The \"Create Along Paths\" option is not possible yet, that use case will likely be handled differently in geometry nodes. \n| **Data Transfer** | #86843 This can be solved (and simplified) with an \"Attribute Transfer\" node \n| **Weld** | #86913 Should be named \"Merge by Distance\". It should also support more component types besides mesh. \"Connected\" mode still needs to be supported.\n\n### Ready to Implement\nThere are no open design questions, but there may be code architecture questions to answer before work starts. \nFor example, modifiers generally retrieve weights from vertex groups, but geometry nodes do not create vertex groups.\n\nWhenever a problem like this comes up, sometimes it's possible to share code, \nbut it often makes more sense to rewrite or \"duplicate\" code, with the eventual aim of replacing the modifier anyway.\n\n| Name | Note |\n| ---- | ---- |\n| **Remesh** | #89052 Do modes get different nodes?\n| **Curve** | #88702 Requires testing regarding differences with modifier.\n| **Bevel** | #86841 Attribute domains can affect bevel control, custom profile should use proper curve geometry. \n| **Smooth** | #86903 Quite simple, can be generalized to smooth any attribute, not just position.\n| **Solidify** | #89050 Only non-manifold mode supported in the node. Some functionality could be split into separate nodes.\n| **Mesh Sequence Cache** | Can become an alembic import node that outputs multiple data types, mesh, points, and curves.\n\n### Needs Design\nMore design work is required to figure out the best solution for these modifiers,\nor stakeholder artists who can provide a better view of the use cases these modifiers address,\nor input from other developers.\n| Name | Note |\n| ---- | ---- |\n| **Screw** | #86901 Initial version seems simple, but some controls like \"Stretch UVs\" should be generalized. Maybe the whole modifier is too specific too\n| **Wireframe** | Uses BMesh, which, like Bevel, raises the question of how to pass information.\n| **Mirror** | #86904 Some aspects of this are covered by a transform node with a negative scale, but having a specific node is nice, especially to deal with other attributes. The node could support an arbitrary mirror plane. \n| **Laplacian Smooth** | Looks relatively simple. \n| **Volume Displace** | Should be relatively simple, but should be discussed briefly to make sure it fits into geometry nodes design. For example, maybe supporting attribute grids is a first step. \n| **Decimate** | #89051 This looks relatively simple to convert. This might be an opportunity to make some design changes though. \n| **UV Project** | Should be relatively simple to convert this, but may need to be changed for attribute access. \n| **Weighted Normal** | Many of these ideas could use generalization. A first step is exposing custom normals in some form. \n| **UV Warp** | Can probably be accomplished with attribute system. Investigation needed.\n| **Lattice** | Lattice data could become a geometry component type. \n| **Mesh Cache** | What are the differences between this and the Mesh Sequence Cache modifier? \n| **Simple Deform** | Probably fine, but maybe this could be generalized somehow? \n| **Normal Edit** | #93551 Exposing a write-able normal attribute may be enough for this (and an improvement).\n\n### Requires \"Binding\"\nNodes will need a way to store data for use later-- currently they cannot.\nThat should be designed first as a general idea before these nodes are implemented.\n| Name | Note |\n| ---- | ---- |\n| **Laplacian Deform** | Requires binding (persistent storage over evaluations). \n| **Mesh Deform** | Also requires binding. \n| **Hook** | Needs bind operations in edit mode (persistent storage). \n| **Surface Deform** | Requires binding. \n| **Smooth Corrective** | Requires binding. \n| **Skin** | Requires binding, marking root, etc. \n| **Armature** | Might be a very large project, many object level operations. \n\n### Simulation\nThese are modifiers that should tie into a more generalized simulation system.\nMost of the code can be reused in many cases like Mantaflow, but a direct copy from the modifier\nto a node would not make sense, and needs design for how node-based simulation should work.\n| Name | Note |\n| ---- | ---- |\n| **Soft Body** | |\n| **Explode** | Requires current particle system. \n| **Fluid** | Canonical example for the generalized solver idea. Particles and meshing can be separate steps for liquid\n| **Ocean** | This works differently from the other simulations, since it is self contained. \n| **Cloth** | \n| **Collision** | This is just a static \"collider\" tag, and a storage for settings. \n\n### Not to be Replaced\nThese are modifiers with a design that does not fit into the goals for geometry nodes.\nFor example, the multi-resolution modifier must be the first, and is more of a specific tool\nfor sculpt mode than a modifier \"function.\"\n| Name | Note |\n| ---- | ---- |\n| **Array** | Should be mostly replaced by instancing of geometry directly in the node tree. \n| **Multiresolution** | Needs design / architecture work. Object data type? Does not fit into geometry nodes design. \n| **Particle System** | To be replaced by particle nodes. \n| **Dynamic Paint** | This idea should be more generalized. ",
"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",
"Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n\n**.blend file overview**\n\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n",
"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>",
"Nodes API and editor operators need to be autotested\nCurrent code does not contain any tests for nodes api and operators. This makes them unreliable and prevent developing cool add-ons with `NodeCustomGroup`s.\n\nIn fact, in 2.82 some of operators are broken, calls custom method wrong way and leave library data in inconsistent state.\n\nI suggest some tests to be created at least for basic node manipulation stuff.\n",
"Hiding a nested collection doesn't immediately update its parent instances in the scene\nBroken: 483ae407d9d1 (blender2.8 HEAD)\nWorked: ?\n\nHiding a nested collection doesn't immediately update its parent instances in the scene.\n\n\n[outliner-deg.blend](outliner-deg.blend)\n\nHide the `Torus` collection (via the screen icon), this should hide this collection objects in the `B - I Instanced a torus` collection, however it doesn't unless you save and re-open or force depsgraph update in other ways.\n\n\n\nIf you toggle the `A - I have a torus` collection off, this one affects the instanced visibility immediately.\n\n*Note 1: The file only has Empties because I was looking at the depsgraph image and it was giving me a simpler depsgraph this way.*",
"Node editor: exposing node attributes in node group\n**Current situation**\nWhen currently creating a node group the node setup and the settings of the nodes are persistent in the node group. Only by the use input sockets can our users tweak the usage of the node group. As those input sockets can only connect to other input sockets the freedom of tweaking is limited.\n\n**Proposed situation**\nIn the proposed situation I want to have an option where the users can ‘expose’ attributes of a node to the nodegroup level. My proposal will be similar to “Insert key-frames” in workflow.\n\nExample:\n\nWhen the user wants the Filter type of the Blur node to be exposed, the user can open the attribute menu and will be ample to select “Expose to node group”.\n\n\nNote: this menu needs will hold a new operation when in the editing a node group: “Expose to group” and “Dispose from group”. We can also add a key to these operations (“E” is not assigned yet in node editor when hovering over a node attribute as far as I can see.)\n\nWhen the node group is closed all exposed attributes will be rendered in the node group.\nBy this the user will still be able to tweak this setting and make changes per instance of the same node group.\n\n**Open issues**\nIt should also be clear to users which attributes are exposed. We can use a Color, but it won’t be clear when an attribute is keyframed and exposed. We could also solve this by having a gradient or checker fill for color, or something else.\n\n**Technical stuff**\nStore references of exposed Node/RNA attributes in the nodegroup.\n\nThe main usages of node systems are cycles and compositor. Both of them flatten the node tree so all instance specific settings can be handled during the flattening process. For texture nodes we can use a reference to the nodegroup instance when executing (haven’t looked into the current state of the code yet). \n\nChanges to addons needs to be done by the addon developers themselve. There might be a breakage or at least new blender feature that needs to be supported. \n\nAs the current node system is not changed in Blender2.8 I think it is very plausible to implement this in 2.79 and merge it in Blender 2.8 when finished.\n\n\n\n",
"isolate collection doesn't work on nested collections.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nisolate collection doesn't work on nested collections.\n\n\nSee attached video. I've set the alt key to trigger collection isolation by the way.\n\n",
"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"
] | [
"Geometry Nodegroup stopped updating the viewport\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: 2.93.0 Alpha\nHello, suddenly, for no reasons, my .blend stopped updating my viewport when I change values in my geometry node set up\nit's really strange, the viewports seems to update independently from each others\n\n\nsee gif,\nin the file below, \nplay with values,\n\n\n[workflow.blend](workflow.blend)\n\n"
] |
BGE LibLoad-LibFree, SIGSEV
Xubuntu 64 14.04 - AMD HD5450 (sys info attached)
Broken: 2.73 (built with debug options from latest sources)
Alternating calls to bge.logic.LibLoad (synchronous) - bge.logic.LibFree generates a SIGSEGV. On my system, the signal is always generated at (GDB):
- 0 0x0000000008f3c310 in ?? ()
- 1 0x0000000002e9044e in operator== (rhs=..., lhs=...) at /home/pgi/blender-dev/blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h:200
# 2 0x0000000002e8f9aa in RAS_BucketManager::FindBucket (this=0x6d19980, material=0x8123280, bucketCreated=@0x7fffffffac9e: false)
```
at /home/pgi/blender-dev/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp:262
```
# 3 0x0000000002e0659d in KX_Scene::FindBucket (this=0x8f841b0, polymat=0x8123280, bucketCreated=@0x7fffffffac9e: false) at /home/pgi/blender-dev/blender/source/gameengine/Ketsji/KX_Scene.cpp:1726
unzip, open "mainfile.blend", press P, wait for SIGSEGV (can take some cycles, always happens).
I have included two stack traces from the debugger in the zip. There might be something fishy going on with materials mistakenly kept in the bucket after a LibFree but I haven't been able to find out what.
zip with blend files to reproduce
[libloadbug.zip](libloadbug.zip)
system-info
[system-info.txt](system-info.txt) | [
"Segfault after F12 render with multi-GPU Intel ARC A770 and experimental oneAPI packages on Debian\nOperating system: Linux-6.4.0-1-amd64-x86_64-with-glibc2.37 (Debian sid)\nGraphics card: two identical Intel ARC A770 Limited Edition 16GB\n\nBroken: 3.6.1, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7\nWorked: 3.4, 3.4.1, 3.5.1\n\nSegfault when rendering Victor benchmark scene with F12 with second Intel ARC A770. This happens only when the second GPU is chosen as rendering device in Cycles. If both GPUs are selected first one seems to work correctly, but the second one causes a crash/error.\nEmbree on GPU does not seems to matter.\n\nBoth F12 and viewport renders with the second GPU give:\n`oneAPI kernel \"shader_eval_curve_shadow_transparency\" execution error: got runtime exception \"Native API failed. Native API returns: -50 (PI_ERROR_INVALID_ARG_VALUE) -50 (PI_ERROR_INVALID_ARG_VALUE)\"`\n\nRelevant info:\nI'm using following packages from experimental sources (I'm impatient I know :) ), so this crash might be very well caused by their incompatibility with Debian sid:\n`libigc1` - 1.0.13822.1-1\n`libigdfcl1` - 1.0.13822.1-1\n`intel-opencl-icd` - 23.13.26032.7-1\nRest of the packages, including all dependencies are from Debian sid.\n\nFull backtrace:\n\n```\n(gdb) backtrace full\n#0 0x0000000001cfee77 in ?? ()\nNo symbol table info available.\n#1 0x0000000001cffab9 in ?? ()\nNo symbol table info available.\n#2 0x0000000001b0fa9c in ?? ()\nNo symbol table info available.\n#3 0x0000000000f376a3 in ?? ()\nNo symbol table info available.\n#4 0x00007fffebaa63ec in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:444\n ret = <optimized out>\n pd = <optimized out>\n out = <optimized out>\n unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140737147199792, -8317621660586406251, -286296, 11, 140737488344416, 140734520795136, 8317937541230038677, 8317594907036290709}, mask_was_saved = 0}}, priv = {\n pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}\n not_first_call = <optimized out>\n#5 0x00007fffebb26a1c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:81\nNo locals.\n(gdb)\n```\n\n1. On Debian sid install experimental packages mentioned above.\n2. Set second ARC GPU as a rendering device in Blender. \n3. Open Victor benchmark scene.\n4. Hit F12 and wait for the crash.",
"2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n",
"Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n",
"Random Walk SSS in Principled BSDF gives very dark result for small subsurface inputs\nOperating system: NixOS 19.03, Linux 4.19.36\nGraphics card: NVIDIA 970 GTX\n\nBroken: 2.79, 2.80 git (93cabce3a156a07a76c26d7f3e78c3bc3212f623)\n\n\nUsing the Principled BSDF's \"Random Walk\" subsurface scattering method, if the \"Subsurface\" input is set to a low, non-zero value (e.g. < 0.01), you get a very dark looking object. For example, the following image shows three Suzannes with the same material except a different \"Subsurface\" value, from left to right 0, 0.0001, and 0.1:\n\n\n\nThe Blender manual (principled.html) somewhat cryptically states that the Subsurface input acts both as a mix factor between Diffuse and SSS *and* as a multiplier for the subsurface radius, but either way this doesn't seem like expected behaviour. It doesn't occur with the Christensen-Burley method.\n\n\nBlendfile: [random-walk.blend](random-walk.blend)",
"Eevee randomly causes system to crash when rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 (8GB memory)\nCPU: Intel Core i9 9900k\nRAM: 32GB DDR4\n\nBroken: 3.0.0\n\n\nI'm new to Blender and currently trying to switch from my usual C4D and Redshift workflow, just to let you know.\n\nI have a fairly simple scene with a 250 frame animation. Everytime I render the animation with Eevee as a .png sequence with an .exr file for the layers, the process causes my system to crash.\nThe amount of samples seems to correlate with the amount of frames I'm able to render before failure. So I guess it might have something to do with memory.\n\nI'm not sure how that can be as more complex scenes never failed me before using Redshift as a render engine.\n[ocean_final.blend](ocean_final.blend)\nThe scene makes use of a lot of volumetric light and I also calculate the bloom.\n\nThere aren't a lot of vertices involved in the scene, but I'm not sure how I can display a value to give you here.\n\nAll drivers are up to date and I also reinstalled Blender.\n\nNot sure, but I attached the .blend file as well as logs created in debug mode.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)",
"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.",
"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",
"Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"Geometry Nodes: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n",
"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 crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)",
"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",
"Isolate File Encoding Colour Management\nCurrently, a pixel pusher with the correct view set for an `Apple Display [P3](P3.txt) Display`, ends up baking in the `Display [P3](P3.txt)` transform into file encodes due to the way Blender encodes the file based off of the currently selected view.\n\nSolution is to isolate the file encoding from the other output contexts such as displays and views.",
"Code Quality: Renaming on BKE_material.h #2\nThis task is to make `BKE_material.h` naming more consistent, following up on #73589.\n\nFormatted in Python for automated renaming.\n\n- Use `len` instead of `num`, in keeping with BLI container types.\n- Use of `_p` suffix for values which return a pointer to a value\n```\nin cases when this is not normal.\n```\n- More consistent use of prefix `BKE_object_`, `BKE_id_` etc.\n\nProposed replacements.\n\n```lang=python\n(\n - Done:\n - ~ # ***Use 'BKE_object_' prefix.***\n - ~ (\"BKE_material_resize_object\", \"BKE_object_material_resize\"),\n - ~ (\"BKE_material_remap_object\", \"BKE_object_material_remap\"),\n #~ (\"BKE_material_remap_object_calc\", \"BKE_object_material_remap_calc\"),\n\n - ~ # ***Use '_p' suffix.***\n - ~ # Returns 'Material ***' (a pointer to the array).\n - ~ (\"BKE_object_material_array\", \"BKE_object_material_array_p\"),\n - ~ # Returns a pointer to the array length.\n - ~ (\"BKE_object_material_num\", \"BKE_object_material_len_p\"),\n - ~ (\"BKE_id_material_num\", \"BKE_id_material_len_p\"),\n\n - ~ # ***Use 'BKE_id_' prefix.***\n - ~ (\"BKE_material_resize_id\", \"BKE_id_material_resize\"),\n - ~ (\"BKE_material_append_id\", \"BKE_id_material_append\"),\n - ~ (\"BKE_material_pop_id\", \"BKE_id_material_pop\"),\n - ~ (\"BKE_material_clear_id\", \"BKE_id_material_clear\"),\n - ~ (\"BKE_id_material_array\" \"BKE_id_material_array_p\"),\n\n\n - Remaining:\n - ***General renaming.***\n # Only take a material, use BKE_material prefix,\n```\n (\"BKE_gpencil_material_attr_init\", \"BKE_material_gpencil_attr_init\"),\n```\n - A version of 'BKE_object_material_get' that has a gpencil fallback.\n - Could add '_with_fallback' suffix, but it makes the name quite long.\n```\n (\"BKE_gpencil_material\", \"BKE_object_material_get_gpencil\"),\n```\n - Takes and object and index, like 'BKE_object_material_get'.\n - just returning a different struct member of the material.\n # Could add '_with_fallback' suffix, but it makes the name quite long.\n```\n (\"BKE_gpencil_material_settings\", \"BKE_object_material_get_gpencil_style\"),\n```\n)\n```\n\nSee: P1241\n"
] | [
"Alternating LibLoad and LibFree crashes BGE\nWindows 8 64-bit\nIntel i3 3.4Ghz\nAMD HD5650\n\nBroken: 2.71-testbuild2\nWorked: Never\n\nThis code will crash, even with delays:\n\n\n\n```\nlibrary = logic.expandPath('//lib.blend')\nlogic.LibLoad(library, 'Scene')\nlogic.LibFree(library)\nlogic.LibLoad(library, 'Scene')\nlogic.LibFree(library)\n```\n\n\n\n1) Create a lib.blend file with a cube\n2) Create a new blend file, paste the above script and attach it to something\n3) Hit P.\n\nWas already reported and marked as solved, but this bug still exists.\nT40199",
"Blender crashes when calling LibNew/LibFree multiple times on objects with materials\nWindows 7 64-bit\nIntel HD Graphics 4000\n\nBroken: 2.69 r60995, 2.70 19e627c, 2.71 9337574, 2.72rc eb464ee\nWorked: 2.67 r56533 2.68a r58537\n\n**Files**\n[crash.blend](crash.blend) - Contains an Empty in the active layer that has the following script:\n\n```\nimport bge\n\nfor i in range(3):\n print('LibNew:', i)\n bge.logic.LibNew('New', 'Mesh', ['Plane'])\n print('LibFree:', i)\n bge.logic.LibFree('New')\n```\nThere is a Plane on the inactive layer that is using the default material.\n\n**Description**\nThe BGE crashes after calling LibFree twice on objects that have a material attached.\n\nOpen crash.blend. Press P to start the BGE. Blender will immediately crash after printing the following to the console:\n\n```\nLibNew: 0\nLibFree: 0\nLibNew: 1\nLibFree: 1\n```\nThis shows the crash occurs at the second call to LibFree.\n\n**Additional Notes**\n - The calls to LibNew/LibFree do not have to happen on the same frame for the crash to occur.\n - Changing the name of the library each loop has no effect\n - Changing the mesh/material that LibNew/LibFree is called on each loop has no effect. The only requirement is that the objects have a material\n - It does not matter if the object passed to LibNew is on an active or inactive layer.\n - The crash happens on both Multitexture and GLSL shading modes."
] |
view animation issue
Operating system: Mac Os
Graphics card:
2.8 10-7-2019
Worked: (optional)
view animation window appears in black color and image reduced in a corner
1- press render animation command
2- press view animation command
this is what I see:

what is supposed to see this:

| [
"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)",
"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)",
"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",
"Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug \n\n\n\n\n\n\n\n[untitled.blend](untitled.blend)",
"Image of the viewport can no longer be obtained via glReadPixels in Python. Gives strange results since 2.83\nOperating system: Arch Linux 5.8.5-arch1-1\nGraphics card: Intel i7-8665U\n\nBroken: since 2.83\nWorked: till 2.82\n\nIn Python, we get an image of the viewport from within an registered draw handler routine using:\n\nviewport = bgl.Buffer(bgl.GL_INT, 4)\nbgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport)\nwidth = int(viewport[2])\nheight = int(viewport[3])\nimage = np.zeros([height, width, 4],dtype=np.uint8)\nbuffer = bgl.Buffer(bgl.GL_BYTE, image.shape, image)\nbgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)\n\nIt worked fine till 2.82, as shown here\n\n\nHowever, it gives blackish colors of the objects in the viewport since 2.83:\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)",
"Preview Texture Blend\nOperating system: Arch Linux\nGraphics card: GTX 1060 6GB\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nTexture gradient is not displayed correctly. Texture Blend.\nWhen you configure the texture, the preview displays the texture view.\nThe preview is more white than black.\n\n\n\n\nIf the texture to use as brush, you can see that the boundary particle moves wrong.\n\nIf in 2.8 open the file created in 2.7.\nThe texture is displayed differently.\nBut it works the same way as in 2.7.\n\n\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n",
"Blender renders wrong in viewport\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.93.0 Alpha\n\n\n\n1) steps to reproduce:\n\nopen blend file [circular_circles_wave_emission.blend](circular_circles_wave_emission.blend)\n\n2) in viewport change to rendered view\n\n3) you will see:\n\n\n\n4) select the circles\n\n5) press tab and tab again\n\n6) you will see:\n\n\n\nwhich is correct\n\n",
"Eternal compilation of Eevee shaders\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0 Beta\n\nIn layout, clicking shading workspace ta brings spinning when of death.\n\n- Open attached file\n- click in the Shading workspace\n[tudor-bedroom 2.blend](tudor-bedroom_2.blend) \n\n",
"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)",
"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",
"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",
"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 !",
"Quad view viewport background color is not respected\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\nQuad view viewport background color is not respected\n\n- inspired this task by post and instructions:\nXL1v/ Viewport - Black and White template/style (not only black)\n\nThere is limitation, where user trying change view by NUMs to get FRONT, REAR, SIDE individually per square - by this we doing 2 quads to reach TOP, DOWN view for objects.. but alwyas user is limited to switch other views by NUMs or gizmo. I think that this blockade is stupid.\nfFdbbc/ Quad view needs improvement\n \n\n[#89337.blend](T89337.blend)\n\n1) Open file\nBackground color in ortho view is gray, even though viewport background is not.\nWhen `use_box_clip` property is disabled, background color is correct.\n",
"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."
] | [
"Animation only shown in lower left quarter of view animation window (MacOS)\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits; macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 540 Intel Inc. 4.1 INTEL-12.10.12; Metal API Apple M1 Max 1.2\n\nBroken: version: 2.80 up to most recent alphas: version: 3.5.0 Alpha\nWorked: unknown\n\nOn MacOS on a Mac with a HiDPI (Retina) display, when you click view animation, animations only take up the lower left quarter of the window (see screenshot). Even when resizing the window it stays this way. \n\nWith any file: click Render -> View animation\n\n***\n\n### D9837",
"Wrong size and aspect ratio in View Animation window on Mac.\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.7.1\n\nBroken: version: 2.93.4\nWorked: I don't know. No version I tried worked.\n\nAfter rendering an animation to png files, I click on Render > View Animation. On my windows machine this works as intended. But on my Macbook Air M1 the 'Blender Animation Player' window displays the rendering with wrong size and aspect ratio. It's the same with every project. Also with new ones. The rendering takes only 25% of the window and the other space is just black. The image looks also stretched (see attached screenshot)\n\n\n\nOpen any project, press Render > Render Animation, press Render > View Animation\n\n"
] |
Cannot drag & drop files from Mac into Blender file dialog
Operating system: MacOS 12.5.1
Broken: 3.3.0
Worked: all previous versions
As of Blender 3.3.0 it is no longer possible to drag & drop a file or folder from the Finder into Blender's file dialog. Attempting to do so results in nothing happening. Previously, it would have the expected results of updating the file dialog showing the location of the dragged file, and the file would be selected. | [
"Splash Screen: \"Updated Preferences\" Infobox\nFor Blender 4.0 there will be various default keymap updates (#105298) that users should be aware of when loading their 3.6 preferences.\nThis task will become necessary once those patches are merged.\n\nThe idea is to add a popup to make users aware and point them towards resources to inform themselves. This will avoid frustration and many invalid bug reports.\n\n### Mockups\n\nThe addition of an info icon to the operator button that loads the previous preferences (As an indication that this will open a popup with more info).\n\n\n\nA possible layout for the main popup.\nThis info might be very important for some users, so the popup can only be closed with an explicit button press.\n\nThis also includes a an operator button \"Read more...\" that links to the relevant release notes page without closing the popup itself. An added border would make this more recognisable as a button.\n\n\n\nThis popup could then be used for future releases and other important changes (only if absolutely needed).\n\n",
"No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n",
"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 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",
"No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n\n",
"Unable to export/import EXR files after doing `import bpy` and when using the multiprocessing in Python (Blender freezes)\nI am trying to render depth maps and surface Normals using Cycles and store the results in OpenEXR format using nodes. I set up the nodes as follow using Blender's Python API:\n\n\n```\n#blenderClass.py\nimport importlib\n\nclass Blender(object):\n def __init__(self):\n self.bpy = importlib.import_module(\"bpy\")\n self.scene = self.bpy.context.scene\n self.scene.render.use_sequencer = False\n self.scene.display_settings.display_device = 'sRGB'\n\tself.scene.view_settings.view_transform = 'Raw'\n\tself.scene.sequencer_colorspace_settings.name = 'Raw'\n self.scene.render.engine = 'CYCLES'\n self.scene.use_nodes = True\n\tself.setupRenderNodes()\n\n def setupRenderNodes(self):\n\t\t\n\tfor node in self.scene.node_tree.nodes:\n\t\tself.scene.node_tree.nodes.remove(node)\n\trenderNode = self.scene.node_tree.nodes.new('CompositorNodeRLayers')\n\n\t# Depth map\n\tself.depthOutputNode = self.scene.node_tree.nodes.new('CompositorNodeOutputFile')\n\tself.depthOutputNode.format.file_format = 'OPEN_EXR'\n\tself.depthOutputNode.format.color_depth = '32'\n\tself.depthOutputNode.format.color_mode = 'RGB'\n\tself.depthOutputNode.format.exr_codec = 'ZIP'\n\tself.depthOutputNode.base_path = 'somePath/'\n\tself.depthOutputNode.file_slots[0].path = 'fileNameDepth#'\n\n\t# Link\n\tself.scene.node_tree.links.new(renderNode.outputs[2], self.depthOutputNode.inputs[0])\n\n def render(self, objPath):\n self.bpy.ops.import_scene.obj(filepath=objPath)\n self.bpy.ops.render.render(write_still=True)\n```\n\n```\n#main.py\nfrom multiprocessing import Process\nimport blenderClass import Blender\nblender = Blender()\n\nobjPaths = ['obj1.obj', 'obj2.obj', 'obj3.obj', 'obj4.obj']\n\nprocList = []\nfor path in objPaths:\n proc = Process(target=blender.render, kwargs={'objPath': path})\n procList.append(proc)\n proc.start()\n\nfor job in procList:\n job.join()\n```\n\nThe problem is when I do bpy.ops.render.render(write_still=True) Blender freezes and the results are not saved on disk. However, if I change OPEN_EXR_MULTILAYER and OPEN_EXR to PNG and change the color_depth to '16' everything works and I get the rendering results on disk. Note that I do not change any of my rendering engine settings like tile size, resolution etc. Does anyone know why Blender freezes and the rendering results are not on disk when using OpenEXR?\n\nThe strange thing is everything works normally when running Blender with GUI and setup the nodes and rendering engine the same way. It would be also useful if someone can try this and let me know if things work fine on their side.\n\nI'm not sure if this has something to do with the problem that I'm facing but I have compiled Blender manually and import it as a module in the Python installed on my machine. Here are the CMake settings I used to compile Blender 2.79b from source:\n\n\n```\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\n```\n\nUpdate: I experience the same behavior with Blender 2.78 and 2.79, compiled with the same exact settings above.\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",
"Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n",
"Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u",
"Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)",
"Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)",
"Zoom stops at certain level and won't go further\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070\n\nBroken: 2.92, 3.0 alpha\n\nIn this simple model, I cannot zoom my view closer to mesh than I already did. I saved the closest achievable view position in the .blend.\nI can reach further close-ups using some more advanced navigation tools, like dolly zoom, but standard zoom won't let me.\nThe issue is linked to this particular model - if I copy the object (there's only one in the scene) to a new model, the issue is gone.\nThe model was originally saved in Blender 3.0 alpha, only then in stable 2.92. Could it be the cause of this bug?\n\nBased on the default startup or an attached .blend file:\n[zoom issue.blend](zoom_issue.blend)",
"Library changes for Blender 4.0\nHere is the list of all changes to our libraries for the Blender 4.0 release.\n\nthere is no temp branch yet for the 4.0 lib work\n\n### Summary\n\n- Windows: a number of deps that previously were build with Mingw64/GCC 3.x are now build with msys2/MSVC #105502\n- LibXvid was dropped in favor of ffmpeg's build in support for this format #105502\n\n### Preliminary Libraries\n* nothing yet\n\n### New Libraries\n* nothing yet\n\n### Changed Libraries\n\n#### To Do \n\n- [ ] OpenImageIO 2.4.15\n - [x] Update CMake deps builder (#112529)\n - [ ] Add Package file to SVN\n - [ ] Add precompiled libraries\n - [ ] Windows\n - [ ] Linux\n - [x] macOS Intel (63487)\n - [x] macOS Arm (63487)\n - [x] Update `install_linux_packages` script (N/A, keep using version of distro) \n\n- [ ] OpenSSL 3.1.2\n - [x] Update CMake deps builder (#112529)\n - [ ] Add Package file to SVN\n - [ ] Add precompiled libraries\n - [ ] Windows\n - [ ] Linux\n - [x] macOS Intel (63487)\n - [x] macOS Arm (63487)\n - [x] Update `install_linux_packages` script (N/A, keep using version of distro) \n\n- [ ] Python 3.10.13\n - [x] Update CMake deps builder (#112529)\n - [ ] Add Package file to SVN\n - [ ] Add precompiled libraries\n - [ ] Windows\n - [ ] Linux\n - [x] macOS Intel (63487)\n - [x] macOS Arm (63487)\n - [x] Update `install_linux_packages` script (N/A, keep using version of distro) \n\n- [ ] Sndfile 1.2.2\n - [x] Update CMake deps builder (#112529)\n - [ ] Add Package file to SVN\n - [ ] Add precompiled libraries\n - [ ] Windows\n - [ ] Linux\n - [x] macOS Intel (63487)\n - [x] macOS Arm (63487)\n - [x] Update `install_linux_packages` script (N/A, keep using version of distro) \n\n- [ ] WebP 1.3.2\n - [x] Update CMake deps builder (#112529)\n - [ ] Add Package file to SVN\n - [ ] Add precompiled libraries\n - [ ] Windows\n - [ ] Linux\n - [x] macOS Intel (63487)\n - [x] macOS Arm (63487)\n - [x] Update `install_linux_packages` script (N/A, keep using version of distro) \n\n- [ ] SDL 2.28.2\n - [x] Update CMake deps builder (1594f7fb956e7621d91ac8f6a795c2af3b418080) \n - [ ] Add Package file to SVN\n - [ ] Add precompiled libraries\n - [ ] Windows\n - [x] Linux (63461)\n - [x] macOS Intel (63487)\n - [x] macOS Arm (63487)\n - [x] Update `install_linux_packages` script (N/A, keep using version of distro) \n\n- [ ] OSL - rebuild for #110974\n - [x] Update CMake deps builder (#110974)\n - [x] Add Package file to SVN (N/A)\n - [ ] Add precompiled libraries\n - [ ] Windows\n - [x] Linux (63461)\n - [x] macOS Intel (63455)\n - [x] macOS Arm (63455)\n - [x] Update `install_linux_packages` script (N/A)\n\n- [ ] USD 23.05 - with patch to support OpenGL core profile\n - [x] Update CMake deps builder (#110474)\n - [x] Add Package file to SVN (N/A)\n - [ ] Add precompiled libraries \n - [ ] Windows\n - [x] Linux (63461)\n - [x] macOS Intel (63460)\n - [x] macOS Arm (63460)\n - [x] Update `install_linux_packages` script (N/A)\n\n#### WIP\n\n#### Done\n\n- [x] embree 4.1.0 - no version change, there is an additional patch to resolve a crasher. \n - [x] Update CMake deps builder (ece704af4570) \n - [x] Add Package file to SVN (N/A patch change only) \n - [x] Add precompiled libraries\n - [x] Windows (63448) \n - [x] Linux (63461)\n - [x] macOS Intel (N/A, unaffected by patch)\n - [x] macOS Arm (N/A, unaffected by patch)\n - [x] Update `install_linux_packages` script (N/A, not building it) \n\n- [x] FFMpeg - no version change, rebuild without libxvid\n - [x] Update CMake deps builder (#105502)\n - [x] Add Package file to SVN (N/A)\n - [x] Add precompiled libraries\n - [x] Windows (63413)\n - [x] Linux(63426) \n - [x] macOS Intel (63460)\n - [x] macOS Arm (63460)\n - [x] Update `install_linux_packages` script (N/A)\n\n- [x] USD 23.05 - no version change, repo got renamed from USD to OpenUSD leading to a URI and package Hash change \n - [x] Update CMake deps builder (4fe7626c49)\n - [x] Add Package file to SVN (63439)\n - [x] Add precompiled libraries (N/A)\n - [x] Windows (N/A)\n - [x] Linux (N/A)\n - [x] macOS Intel (N/A) \n - [x] macOS Arm (N/A)\n - [x] Update `install_linux_packages` script (N/A)\n\n- [x] tiff 4.5.1\n - [x] Update CMake deps builder (#109133)\n - [x] Add Package file to SVN (63418)\n - [x] Add precompiled libraries\n - [x] Windows (63434)\n - [x] Linux(63426)\n - [x] macOS Intel (63423)\n - [x] macOS Arm (63423)\n - [x] Update `install_linux_packages` script (N/A)\n\n- [x] libxml2 2.10.4\n - [x] Update CMake deps builder (#109133)\n - [x] Add Package file to SVN (63418)\n - [x] Add precompiled libraries\n - [x] Windows (63434)\n - [x] Linux(63426)\n - [x] macOS Intel (63423) \n - [x] macOS Arm (63423)\n - [x] Update `install_linux_packages` script (N/A)\n\n- [x] Python 3.10.12 (update again after 3.10.11)\n - [x] Update CMake deps builder (#109133)\n - [x] Add Package file to SVN (63418)\n - [x] Add precompiled libraries\n - [x] Windows (63434) \n - [x] Linux(63426) \n - [x] macOS Intel (63423) \n - [x] macOS Arm (63423)\n - [x] Update `install_linux_packages` script\n\n- [x] OpenSSL 3.0.9\n - [x] Update CMake deps builder (#109133)\n - [x] Add Package file to SVN (63418)\n - [x] Add precompiled libraries\n - [x] Windows \n - [x] Linux(63426) \n - [x] macOS Intel (63423) \n - [x] macOS Arm (63423)\n - [x] Update `install_linux_packages` script (N/A)",
"[winerror 233] .glb, .gltf\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 3.6.2\n\n\n\ncant import .glb or .gltf files\n\n",
"Creating new folder in File View disables \"select all\"\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 5)\n\nThis seem to happen only when 'Select All Toggles' is enabled.\n\n - Enable **Select All Toggles** in **Preferences** > **Keymap**\n - Open **File View** (can be open or save menu)\n - Pressing \"**a**\" should toggle selection of all elements (you need some files in the folder for that).\n - Create new folder.\n - Type in a name\n - Now pressing \"**a**\" does nothing. Using box select should fix it.\n[file_view_select_all_bug.blend](file_view_select_all_bug.blend)"
] | [
"Regression: Drag and Drop seems to be broken for image files from desktop\nOperating system: Mac OS\nGraphics card: Apple M1 Pro 16 core\n\nBroken: 3.30, caused by bbf87c4f75\nWorked: 3.2.2, bcfdb14560e7, master, 2022-08-29\n\nI can no longer drag and drop image textures from my desktop into blender when using two monitors. \n\n**Steps to reproduce**\n- Open blender on external monitor\n- Fullscreen blender\n# Drag image into some editor (that supports it)\n\nIt does not work...\nDrag and drop still works when blender is on left side of Main display",
"Dragging and drop an image into viewport or shader editor doesn't work anymore\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: 3.3.0\n\nDragging and drop an image into viewport or shader editor doesn't work anymore\n\nOpen Blender, go to sheer editor, dragging an image into shader editor doesn't work. There is a plus green icon close to the cursor but the image is not loaded into the shader editor. The same issue if I try to load the image into the viewport\n\nMany thanks,\nPJ\n\n",
"File Browser's File Drop features often fails when dragging items to the main region of the browser (macOS)\nMac Pro 2010 (x86)\nmacOS 10.14.6 Mojave:\nGraphics card: Radeon RX 560 4GB\n\nBroken: 3.3 LTS.\nWorked: all previous ones.\n\nFile Browser's File Drop feature fails (more often than not) if a file or directory is dropped onto its main region. It works consistently well if dropped onto any other region of the browser.\n\n1. Open any File Browser (say, the Open a Blender File one or any of the importing ones.\n2. Drag and drop some folder or file from the Finder onto the main region. What I find that happens is:\n * That it fails.\n * That it works sometimes if I hold the item for a few seconds (four or more) and then drop it.\n * That it works sometimes if I drag and drop it closest to the main region's top edge.\n\nIf I drag and drop some folder or file from the Finder onto **any other region**. It works every time.",
"Blender File View Drag-n-drop bug\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.3.0\nWorked: previous version\n\nDrag-n-drop isn't working for Open File window (Blender File View). This especially makes difficult to work with import.\nFor .blend files there is no difference between Open File window and viewport. It will always show new menu.\n\nTry to drag-n-drop file into Open File window (camera background, import ABC/OBJ/FBX, etc.)\n\n\n"
] |
Something weird in Eevee render view
Operating system: Windows 10
Graphics card: GTX 1050 4GB
Broken: 2.8 Beta - 9a8b6d51c12 (Dec 11th 2018)
```
I don't know if it's a bug or problems with my VGA or what. But this is really weird and I have never seen this before.
```
```
I just opened Blender and view the object in eevee render view. This is the screenshot
```
 | [
"Move some parameters to Blender's DNA\nThese parameters are supported (or going to be) by EEVEE-Next, and we should avoid duplicating the settings for each engine:\n- Motion blur curve\n- Panoramic camera settings\n- View Layer material override\n\nThis is a big change and 4.0 should be the right time to do this.\n\n",
"Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)",
"render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n\nBefore save to PNG / After\n\n\nThe video of reproduce steps: [google drive ](view?usp=sharing)\nBut should the program behave like this? Maybe the problem is only in my system?\n\nSuch a problem (image look different) was mentioned in one [lesson ](watch?v=mCZIzjr8Y_M&t=575s). Unfortunately, the video is in Russian (can enable subtitles with machine translation)\n\n - `File → New → General`\n - `Render → Render Image`\n - `Image → Save as...`\n - unchek the box `Copy`\n # `Save As Image` button\n\nImage will suddenly look lighter in Blender",
"Eevee 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",
"Lights with radius 0 produce a dark ring in EEVEE\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: blender-2.91.0-02677ec4e0fa-windows64\n\nIn EEVEE, objects with certain roughness values have a ring inside the specular highlight in which there is no light, when the light source has a radius of 0. Changing the radius to have a higher value makes the ring go away. Setting the value to near zero values such as 0.002 will still have the ring, but smaller. Both distributions GGX and Multiscatter GGX have the problem. Only the lights with a radius parameter have the ring (point and spot lights). Area lights use a size parameter and behave differently, so they do not have this issue. Sun lights have an angle parameter instead, and the fact that they are treated as having an infinite distance may also play a role.\n\n\n[specular_ring.blend](specular_ring.blend)\nOpen blend file\nSet mode to rendered view\nNotice a dark ring around the specular highlight\nChange radius to value over 0.005\nThe ring goes away",
"Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)",
"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",
"keyed Particle Simulation render is different from the viewport\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n* the viewport shows different and renders it out a different way. \n* Actually, as the particle wants to come form the cube and form a sphere by each part.\n* it works correctly by after some time this had changed and start to work wrongly.\nadd a cube and a sphere. give subsurf modifier to cube to match the number of faces in the sphere.\n\n>**Particle Emission**\n\n**cube:**\n\n**sphere:**\n\n\n>**Explore Modifier**\n\n* apply to explore modifier to cube and sphere after the particle system\n**cube explore modifier:**\nselect the cut edge, unborn, alive\n**sphere explore modifier:**\nselect the cut edge, Alive, death\n\n>**Particle Physics**\n\n**cube physics:** newton\n**sphere physics:**\n\n>I didn't use cache for this animation\n\ngive emission material to both\n\nthis is the screenshot of the 81th frame in render view \nthis is the render of the 81st frame \n\n[report.blend](report.blend)\n",
"VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n",
"Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n\nCUDA Only - Fine:\n\nCPU + CUDA - Bugs out:\n\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.",
"Strange Cycles Area Light artifact when using Motion Blur in animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nPer the attached screenshot, two astronauts are at the windows of a moving spacecraft. There are four Area Lights inside the spacecraft between the astronauts and windows acting as fill lights for the astronauts. The strange artifact appears when Motion Blur is enabled, causing the Area Lights to appear to be moving at a different velocity from the spacecraft. The result is that the Area Lights themselves become visible, especially the green light at the far left window; in reality it's behind the post between the windows.\n\nIs this a known issue? If yes, any way to fix it short of disabling Motion Blur? Thanks.\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)",
"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",
"Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n\n\n",
"Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n"
] | [
"Bottom half of the default cube and other meshes are transparent with eevee\nOperating system: Windows 10 64 bits\nGraphics card: Intel UHD Graphics 620\n\nBroken: 2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nWhen rendering the default cube on a new project, the bottom half is transparent.\nMoving the cube or the camera don't solve the problem.\n\n\nSame result with other meshes.\n\nRender the first default scene."
] |
Blender 3.2 wont run on EndeavourOS
Operating system: EndeavourOS (Arch Linux)
Graphics card: Mesa Intel HD Graphics 4000 (1,5gb)
Broken: 3.2.0 Wont run. It opens and display the gray screen then closes
Worked: 3.1 Worked just fine, both eevee and cycles worked just fine.
I installed Blender 3.2 and run it, but didn't work.
Run Blender 3.2 on EndeavourOS | [
"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",
"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",
"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",
"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)",
"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.",
"Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)",
"Blender 3.3 crashing unnecessarily/ unexpectedly/ frequently/ no apparent reason until now\nOperating system: Windows 10 Pro\nGraphics card: Intel i3\n\nBlender 3.3\n\n\n\nWhenever I open blender with some projects...whenever I enter material preview mode or try to render (sometimes even in solid mode...still slow) Whenever I try to apply a material and the crashes even when the project is simple and not finished or being rendered....it was working just fine and started to act weirdly during the last couple of days...I even tried, manually, to allocate more RAM to the program but that just crashed the whole thing. \n\n\nExact steps for others to reproduce the error:\n\nopen the blender file I attached as an example (The project that blender doesn't tolerate) try to apply a texture or render \n\nNOTE: I'm looking for a software solution...I don't think reproducing the error on a RTX 3090 is fair...so...we'll probably look for software solution or tweak the settings.\n\n",
"blender 3.0 cannot render this file with audio\nProcessor\tIntel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz\nInstalled RAM\t16.0 GB (15.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\n\nEdition\tWindows 11 Home\n\nGraphics Card: NVIDIA GeForce RTX 2060 \n\nThis problem happens only with these files, It works fine with other files.\n\nI think that I have setup rendering props ok, Using mp3 for audio output.\nThis file will render video only. It will also render audio audio only from the render tab. \nI have tried any number of combinations of audio and video output (mp4, mp3, etc).\n\nI have tried for weeks to solve this, with no success. Please help. \n\nThank you for your attention,\n\nRoberto Collins Lazo\n\nKept trying different starting and ending points for the video. Rendering only audio crashes with more than a short starting and ending points.\n\n\n**Steps to reproduce**\n[#94586.blend](T94586.blend)\n\nOpen file and render animation. No sound is rendered.",
"Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)",
"Crash when switching 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)",
"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)",
"blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n",
"Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.",
"Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)",
"Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n"
] | [
"Blender 3.2.0 crashes on start on Ubuntu 22.04\nOperating system: Ubuntu 22.04\nGraphics card: Intel HD Graphics 4000\n\nBroken: 3.2\nWorked: 3.1.2\n\nBlender crashes on startup on Ubuntu 22.04.\n\nWhen launching Blender 3.2.0 I get this error:\n\n```\nERROR (gpu.shader): gpu_shader_2D_widget_base FragShader: \n | \n 81 | layout(depth_any) out float gl_FragDepth;\n | ^\n | Error: unrecognized layout identifier `depth_any'\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThis is the content of `/tmp/blender.crash.txt`:\n\n```\n# Blender 3.2.0, Commit date: 2022-06-08 10:22, Hash e05e1e369187\n\n# backtrace\n/snap/blender/2474/blender(BLI_system_backtrace+0x20) [0xc1491e0]\n/snap/blender/2474/blender() [0x11d8e2a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f5e1063f520]\n/snap/blender/2474/blender(GPU_shader_get_builtin_uniform+0) [0xad8a590]\n/snap/blender/2474/blender(GPU_matrix_bind+0x1b) [0xad8729b]\n/snap/blender/2474/blender(UI_widgetbase_draw_cache_flush+0xb5) [0x23d5e65]\n/snap/blender/2474/blender() [0x23d92b2]\n/snap/blender/2474/blender(ui_draw_but+0xc9c) [0x23dd30c]\n/snap/blender/2474/blender(UI_block_draw+0x2fe) [0x237b95e]\n/snap/blender/2474/blender(UI_blocklist_draw+0x34) [0x237b9e4]\n/snap/blender/2474/blender(ED_region_header_draw+0x77) [0x1c5fc27]\n/snap/blender/2474/blender(ED_region_do_draw+0x841) [0x1c631c1]\n/snap/blender/2474/blender(wm_draw_update+0x7a3) [0x179dd13]\n/snap/blender/2474/blender(WM_main+0x30) [0x179aa40]\n/snap/blender/2474/blender(main+0x322) [0x10d47e2]\n/lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f5e10626d90]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f5e10626e40]\n/snap/blender/2474/blender() [0x11d570c]\n\n# Python backtrace\n```\n\nMy computer is a MacMini Late 2012 (i5-3210M CPU @ 2.50GHz, 16GiB, HD Graphics 4000 (IVB GT2)).\nUbuntu 22.04 is up to date.\nI've tried both Gnome Wayland and Gnome XOrg, but I get the same error.\n\nI've tried using both the *snap* version and downloading and extracting it from *.tar.xz*, but it gives the same error.",
"Blender 3.2.0 crashes at startup (BUT not with \"blender-softwaregl\")\nOperating system: Ubuntu 20.04.4 LTS x86_64\nGraphics card: Intel 3rd Gen Core processor Graphics Controller\n\nBroken: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: e05e1e369187, type: release\nbuild date: 2022-06-08, 10:37:43\nWorked: 3.1.2\n\n\nBlender 3.2.0 crashes at startup\n\nJust [try to] open blender\n\n\n**Errors in the terminal**\n```\nERROR (gpu.shader): gpu_shader_2D_widget_base FragShader: \n | \n 81 | layout(depth_any) out float gl_FragDepth; \n | ^ \n | Error: unrecognized layout identifier `depth_any' \n \nWriting: /tmp/blender.crash.txt \nSegmentation fault (core dumped)\n```\n\n**The \"blender.crash.txt\"**\n```\n# Blender 3.2.0, Commit date: 2022-06-08 10:22, Hash e05e1e369187 \n \n# backtrace \n./blender(BLI_system_backtrace+0x20) [0xc1491e0] \n./blender() [0x11d8e2a] \n/lib/x86_64-linux-gnu/libc.so.6(+0x43090) [0x7f0200e4a090] \n./blender(GPU_shader_get_builtin_uniform+0) [0xad8a590] \n./blender(GPU_matrix_bind+0x1b) [0xad8729b] \n./blender(UI_widgetbase_draw_cache_flush+0xb5) [0x23d5e65] \n./blender() [0x23d92b2] \n./blender(ui_draw_but+0xc9c) [0x23dd30c] \n./blender(UI_block_draw+0x2fe) [0x237b95e] \n./blender(UI_blocklist_draw+0x34) [0x237b9e4] \n./blender(ED_region_header_draw+0x77) [0x1c5fc27] \n./blender(ED_region_do_draw+0x841) [0x1c631c1] \n./blender(wm_draw_update+0x7a3) [0x179dd13] \n./blender(WM_main+0x30) [0x179aa40] \n./blender(main+0x322) [0x10d47e2] \n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f0200e2b083] \n./blender() [0x11d570c] \n \n# Python backtrace\n```\n\nIt used to work pretty well (3.1.2).\nThe \"System Info\" I got after executing \"blender-softwaregl\" are attached to this report.\n[system-info-blender-modif.txt](system-info-blender-modif.txt)\nThank, in advance.",
"GPU: Compiler error when ARB_conservative_depth isn't supported.\nSeems to be on non-supported platforms, unclear why workaround isn't used.\n\nMaar de Blender 3.2.0 beta (blender-3.2.0-beta+v32.841a354412c4-linux.x86_64-release) van vandaag, Hemelvaartsdag, die heeft nog steeds dat probleem van niet willen starten op een Linux machine met\nIntel HD 4000...\n\n```\nERROR (gpu.shader): gpu_shader_2D_widget_base FragShader:\n |\n 81 | layout(depth_any) out float gl_FragDepth;\n | ^\n | Error: unrecognized layout identifier `depth_any'\n```\n\nPossible culpit.\n```\n if (GLEW_VERSION_4_2 || GLEW_ARB_conservative_depth) {\n ss << \"layout(\" << to_string(info.depth_write_) << \") out float gl_FragDepth;\\n\";\n }\n```\n\nPerhaps only check for extension, not for the specific OpenGL version.",
"Blender crashes on startup.\nOperating system: Ubuntu 22.04 Jammy Jellyfish\nGraphics card: Intel Graphicks 4000 \n\nBroken: Blender 3.2.0\n\t- build date: 2022-06-08\n\t- build time: 10:37:43\n\t- build commit date: 2022-06-08\n\t- build commit time: 10:22\n\t- build hash: e05e1e369187\n\t- build platform: Linux\n\t- build type: release\nWorked: 3.1\n\nWhen I start Blender the window opens and closes.\n\nIn Command Line, this is the output:\nERROR (gpu.shader): gpu_shader_2D_widget_base FragShader: \n```\n | \n```\n 81 | layout(depth_any) out float gl_FragDepth;\n```\n | ^\n | Error: unrecognized layout identifier `depth_any'\n```\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n\nJust start Blender",
"Blender crashes immediately when trying to open it\nOperating system: Ubuntu 22.04 LTS \nGraphics card: Output of `lspci | grep VGA`\n\n```\n00:02.0 VGA compatible controller: Intel Corporation 3rd Gen Core processor Graphics Controller (rev 09)\n02:00.0 VGA compatible controller: NVIDIA Corporation GK107M [GeForce GT 730M] (rev a1)\n```\n\n**Additional video cards information in the attatched files**\n\nThe selected prime profile **IS** high performance, meaning it will use the nvidia card first.\n\nAlso, this computer was updated from *Ubuntu 21.10*. For some reason **Unity started to complain about graphics** after the update, so the problem might be related with what I am having with Blender, but I am being able to run games with proton in steam which makes me very confused.\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nVersion tested: 3.2.0 stable (e05e1e369187)\n\nBlender crashes silently unless launched in the console. The error in the console is \n```\nERROR (gpu.shader): gpu_shader_2D_widget_base FragShader: \n | \n 81 | layout(depth_any) out float gl_FragDepth;\n | ^\n | Error: unrecognized layout identifier `depth_any'\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of blender.crash.txt is:\n```\n.txt\n# Blender 3.2.0, Commit date: 2022-06-08 10:22, Hash e05e1e369187\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xc1491e0]\n./blender() [0x11d8e2a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f5286770520]\n./blender(GPU_shader_get_builtin_uniform+0) [0xad8a590]\n./blender(GPU_matrix_bind+0x1b) [0xad8729b]\n./blender(UI_widgetbase_draw_cache_flush+0xb5) [0x23d5e65]\n./blender() [0x23d92b2]\n./blender(ui_draw_but+0xc9c) [0x23dd30c]\n./blender(UI_block_draw+0x2fe) [0x237b95e]\n./blender(UI_blocklist_draw+0x34) [0x237b9e4]{F13209478}\n\n{F13209479}\n\n{F13209480}\n./blender(ED_region_header_draw+0x77) [0x1c5fc27]\n./blender(ED_region_do_draw+0x841) [0x1c631c1]\n./blender(wm_draw_update+0x7a3) [0x179dd13]\n./blender(WM_main+0x30) [0x179aa40]\n./blender(main+0x322) [0x10d47e2]\n/lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f5286757d90]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f5286757e40]\n./blender() [0x11d570c]\n\n# Python backtrace\n```\n"
] |
Crash in Sculpt Mode
Operating system: Linux-5.3.0-46-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116
Broken: version: 2.83 (sub 13)
Worked: version 2.82 (sub 12)
Crash when trying to sculpt
Open Blender.
With Default Cube selected, go into Sculpt Mode.
With any brush, try to sculpt on the Cube > Blender crashes immediately.
Doesn't crash when mouse pointer is away from the Cube...
| [
"Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n",
"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",
"Some sculpting brushes work incorrectly on the Grease Pencil object with Armature.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0 Beta\n\nAfter applying the Armature modifier to the Grease Pencil object and after animating the bones, some brushes in Sculpt Mode do not work correctly. In this case Grab brush. Smooth, Thickness, Strength and Randomize brushes work correctly.\n\n\nOpen attached .blend file. Go to the 20th frame. \nSelect Grease Pencil object.\nSwitch to the Sculpt Mode select the Grab brush and test it. Push, Twist and Pinch brushes also work incorrectly.\n[SculptTools_problem.blend](SculptTools_problem.blend)\n\n",
"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",
"Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n",
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"System UI Freeze and blender UI blinks\nOperating system: Linux-6.4.12-zen1-1-zen-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) HD Graphics 630 (KBL GT2) Intel 4.6 (Core Profile) Mesa 23.1.6-arch1.4\n\nBroken: version: 3.6.2\n\nblender often freezes (with the entire UI of the System), sometimes blender comes back to control, but, there are times when doesn't, the blender UI blinks to come entirely black and unresponsive.\n\nThis happens when I was using a graphic tablet to sculpt something.\nJust opened blender and started to sculpt, eventually the situation occur.\n\n",
"Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n",
"Crash after 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```",
"Multres disabled in Sculpt Mode when under another modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nWhen stacking another modifer like Solidify or Mirror over (listed below in the modifier stack) the multires modifier it will disable you from sculpting on the subdivision levels when entering sculpt mode.\nInstead it will show the base resolution. If any modifier visibility is toggled or sculpt level is switched it will be fixed.\nSometimes when sculpting on an object with this bug it also crashes but I couldn't reliably reproduce this.\n\nI assume the intended effect would be that the modfiers other than the multire get disabled, but not the multires itself.\n\n- Add a multires modifier on the default cube\n- Subdivide 2 times\n- Add solidifiy modifier \n- Enter sculpt mode\nNow instead of showing subdivision 2 it will show the base mesh\n- Toggle any modifier visibility, subdivision level or the sculpt mode option \"Use Deform only\"\nNow it will be fixed. Toggle out and into sculpt mode again and it will show the bug again.\n\n",
"Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ",
"Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n\n",
"Blender segfault if Bake Line Art\nOperating system: Debian Linux Stable 11\nGraphics card: Intel internal UHD Graphics 630 (driver: i915)\n\nBroken: 3.2.2 - 3.6.1 official releases\n\nBlender segfault if Bake Line Art.\n\nConsole:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault\n```\n\nFile /tmp/blender.crash.txt:\n```\n# Blender 3.2.2, Commit date: 2022-08-02 18:15, Hash bcfdb14560e7\nbpy.ops.object.delete(use_global=False, confirm=False) # Operator\nDeleted 1 object(s) # Info\nbpy.ops.object.gpencil_add(align='WORLD', location=(0, 0, 0), scale=(1, 1, 1), type='MONKEY') # Operator\nbpy.context.space_data.context = 'MODIFIER' # Property\nbpy.ops.object.gpencil_modifier_add(type='GP_LINEART') # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xc1619d0]\n./blender() [0x11da18d]\n/lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f97f7664d60]\n./blender(MEM_lockfree_allocN_len+0x7) [0xc16e1e7]\n./blender(MEM_lockfree_dupallocN+0x14) [0xc16e624]\n./blender(BKE_gpencil_stroke_duplicate+0x1a) [0x11f926a]\n./blender(BKE_gpencil_frame_copy_strokes+0x42) [0x11f94c2]\n./blender() [0x1207d97]\n./blender(BKE_gpencil_prepare_eval_data+0x1b7) [0x1208b07]\n./blender(BKE_object_handle_data_update+0x2fe) [0x12af9ae]\n./blender(BKE_object_eval_uber_data+0x2f) [0x12afc7f]\n./blender() [0x1913f22]\n./blender() [0x19140f2]\n./blender() [0xc16574d]\n./blender() [0x1796a35]\n./blender() [0x1796ceb]\n./blender() [0x1783d27]\n./blender() [0x1790720]\n./blender() [0x179275c]\n./blender() [0x1792959]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f97f807aea7]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f97f7727a2f]\n\n# Python backtrace\n```\n\n1. Open Blender\n2. Click to default box and delete it (press del)\n3. Press Shift+A\n4. Select \"Grease Pencil\" - \"Monkey\"\n5. At right area select \"Modifier Properties\"\n6. Click \"Add Modifier\"\n7. Select \"Line Art\"\n8. At bottom of this area click \"Bake\" - \"Bake Line Art\"\n9. Segfault here\n\n",
"Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n",
"Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>"
] | [
"Crash: Pressing T in shader editor window crashes Blender\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54\n\nBroken: version: 2.83 (sub 13)\n\n\nPressing T in shader editor window crashes Blender\n\n\n- Load factory settings\n- Open the shader editor in the bottom area (timeline)\n- Press T\n\n\nIf you open the Shader editor in the current 3D view (top area of default template), no crashes.",
"Crash when Navigation Controls are off\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 13)\nWorked: version: 2.83, branch: master, hash: `1239cab11ff9`\n\nWhen Navigation Controls are turned off, Blender crashes whenever the Sidebar is open or being opened.\n\nTurn off the toggle Navigation COntrols in the Preferences -> Interface -> Editors.\nThen open the Sidebar in a 3D Viewport or switch to a workspace that has the Sidebar already open.\n\n\n\n"
] |
Regression. Scrolling issues in 3d viewport and node editor
Operating system: w10
Graphics card: 2070s
Broken: 2.92 latest
Worked: 2.91
if you drag outside the borders of the editor and release it will snap back as if you didnt move anywhere. this is a regression as it doenst happen in earlier versions
[NjzFkjIAVn.mp4](NjzFkjIAVn.mp4) | [
"\"Cursor Extrude Vertex\" causes source vertex to snap\nOperating system: Tux-Based\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe [CTRL}+[RMB] extrude operator (`ops.mesh.dupli_extrude_cursor()`) causes the source vertex to be snapped, in addition to the newly created vertex:\n\n\n\n(GIF.)\n\nSelect a vertex, and do [CTRL}+[RMB] in a situation where there is a valid snap position for it. (I used Surface snap with a surface behind it.)\n\nTest File:\n[#89647.blend](T89647.blend)",
"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.",
"Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n",
"Generic Rigid Body Constraint Bug\nOperating system: Windows 10\nGraphics card: Radeon RX 470\n\nBroken: 2.83.0\nWorked: Unknown if it ever worked\n\nAngle limit not only doesn't work but causes weird neverending twitching back and forth\nUPDATE:\nTwitching happens for both cases when both rigid bodies are active and when one of them is passive.\n[M0DJ38oWQo.mp4](M0DJ38oWQo.mp4)\n\n1. Add 2 rigid bodies, 1 active, 1 passive animated\n2. Position them active on top, passive on the bottom\n3. Add an empty in between them, add a rigid body constraint to it, select the 2 rigid bodies in its settings, uncheck disable collisions.\n4. Change the joint type to Generic, limit location to 0-0 on each axis.\n5. Play. Now it works, once you select the passive RB and move it it should behave normal.\n6. Undo. Check angle limit on Z and choose some angle range (I had it set to -30 to 30).\n7. Play. Move the passive RB and watch it breaking.\n",
"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",
"Viewroll doesn't respect QuadView's 'Lock Rotation'\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\n\nA bit of an inconsistency.\n\n- In the viewport, press Ctrl + Alt + Q to enter Quad view.\n- In one of the axis aligned views, F3 Search -> View Roll.\n- The view rolls even though \"Lock Rotation\" is enabled in the side panel.",
"Pinching effect when using bevel and bevel modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\nThis is particularly visible when using many segments.\n\nTest file:\n[Bevel_test_file.blend](Bevel_test_file.blend)\n\nAt first I thought, that this was some kind of limitation of the bevel operation/modifier, however after observing the top part of the test file mesh i'm very sure that this is a bug, because the left part of the topmost face of the test file mesh has a correctly beveled corner, whileas on the other side there is a clearly visible pinching effect despite the local topology of both sides of the topmost face being indentical.\n\nThank you and have a nice day!",
"Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n",
"The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)",
"Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.",
"Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.",
"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",
"Viewport switches needlessly to perspective mode, when changing from camera-view to local-view // Auto perspective is turned OFF.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0\n\nWhen in camera-view and hitting Numpad Dash to get into local view of selected object, the 3D-Viewport ALWAYS goes into perspective mode needlessly. **Auto-perspective is turned off.**\n\n\n- Open attached .blend file.\n- Cube is already selected.\n- Camera-view **(Numpad 0**) is also already set\n- Hit **Numpad Dash** to go to local view of selected Cube. (**3D-Viewport is now in perspective mode.**)\n[Perspective.blend](Perspective.blend).\n\n\n\n**To further add to the unnecessary switch of view-mode:**\nWhile in perspective local view of the cube as described above, hit **Numpad 5** to switch to orthographic view.\nNow tab**Numpad 0** to go back to camera-view.\nHit **Numpad Dash** again to go to local-view of the cube again.\nOnce again, you are needlessly in perspective mode.\n\nThanks for any fix on this issue.",
"Animation Editors main regions lets you scroll away your channels (e.g. hiding keys in the timeline)\nOperating system: macOS 12.2\nGraphics card: Intel Iris Pro\n\nWorked: 3.0.1\n\nAnimation Editors main regions lets you scroll away you channels (e.g. hiding keys in the timeline).\nThe same scrolling is not possible in the channels area (which is sane) and should be like that in the main regions as well (except for the graph editor probably)\nA lot of new users are unknowingly scrolling down in the keyframe section and then having issues finding their keyframes (which appear at the very top of the keyframe section).\nSame is true for Dopesheet, NLA, ...\nFor those \"list-based\" editors, the \"free\" scrolling in the main region makes no sense.\n\nHere is a short youtube video demonstrating the problem:\nwatch?v=FyF3ct8posQ&ab_channel=JBBlenderBreakdown\n\n- When in the Layout Workspace, insert a keyframe,\n- hover the mouse cursor over the timeline section main region and {key MMB} scroll downward. \n- The newly created keyframe will go out of view. \n\nThere is a vertical scroll bar to indicate to the user that they are scrolling downward, but that only aapears when you approach the right editor border\n",
"Shader editor: nodes moved with G key added to frames based on cursor position\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: 2.83.4 (also with the 2.90 beta from August 25th)\nWorked: I don't know. I remember this strange behaviour for a long time (2.80?) but could not pinpont the exact behaviour until now\n\nIn shader editor, when you have a frame and move nodes outside it with the shortcut G, the node is added to the frame based on the cursor position and not on the node position.\nAs expected, when pressing G key, a user does not align the cursor to the node to be moved but presses the G key regardless of the cursor position.\n\n- Default startup file\n- In shader editor, add and join some nodes into a frame (Ctrl J)\n- Grab another node outside the frame with G with the cursor position far from the node to be moved\n- Move the cursor so that the cursor is inside the frame but the node is not and click to confirm new position\n- The node is added to the frame based on the cursor position although it is far outside the frame\n"
] | [
"zooming in in the geometry node editor causes the view to zoom fully out when releasing the mouse (if the mouse has travelled beyond the editor (continuous grab))\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Alpha\n\nzooming in in the geometry node editor causes the view to zoom fully out when releasing the mouse (if the mouse has travelled beyond the editor (continuous grab)). Turning continuous grab off in the preferences resolves the issue, but obviously, zooming becomes cumbersome as a result.\n",
"Viewport navigation fails with continuous grab\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 426.78\n\nBroken: version: 2.92.0 Alpha\nWorked: version: 2.92.0 Alpha \n\nNavigating snaps back when mouse wraps around viewport region.\nThis happens also with gizmos\n\n[NjzFkjIAVn.mp4](NjzFkjIAVn.mp4)\n\n- Align mouse cursor with cube\n- Press Shift + MMB and drag it off screen, so mouse cursor wraps around region\n# Release MMB\nCube jumps to mouse cursor\n"
] |
Blender crash on pressing R with text strip/color strip
Operating system:
Windows 10 Home 18368.1139
Graphics card:
Geforce RTX 2060
broken: 2.90.1
Blender crashes when I click "R" after adding a strip to the video sequence editor
1. go to video sequence editor
2. add a text strip or color strip
3. move the timeline cursor to some other position
4. press R on keyboard
[textbug.blend](textbug.blend) | [
"Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n",
"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",
"Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes",
"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)",
"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",
"Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n",
"Blender 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 3.3 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",
"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",
"Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n",
"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.",
"Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```",
"Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n",
"Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n",
"Blender 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"
] | [
"Unable to reassign input for effect strips in the Sequencer\nOperating system: Windows 10\nGraphics card: GeForce 1050\n\nBroken: 2.90.1 (latest version recently downloaded)\nWorked: Not sure. Probably worked at previous 2.8\n\nTrying to reassign the inputs for an effect strip results in the message: \"Cannot reassign inputs: strip has no inputs\"\n\nSee attached blend file. Just press R to get the error.\nThe original effect strip was applied to the first blue strip.\nThis was duplicated and you used to be able to reassign the input to a different (e.g. the red strip) clicking the strip, then the effect and hitting R (or reassign in the menu)\n[effect strip bug.blend](effect_strip_bug.blend)"
] |
Broken Viewport for Linked Hair
Operating system: Windows 10
Graphics card: RTX 3080
Broken: 3.2.0
Hair within a linked comp not showing up in viewport in correct location but is correct in render.
File #1 object with hair >> File #2 has File #1 collection linked and moved to a new location >> File #3 has File #2 collection linked. Once in File #3 the hair shows up at world origin in view port.
[File-2.blend](File-2.blend)
[File-3.blend](File-3.blend)
[File-1.blend](File-1.blend) | [
"Object Info Random - inconsistent result\nOperating system: Win10 64\nGraphics card: gtx1050ti\n\nBroken: 2.79, 2.8\n\n*Random* output from **Object Info** depends on every object in scene, even *Empties*!\nThere are two identical scene sets with linked objects, but *Empty* belongs to *Scene.001* only. *Cube* is instanced via duplifaces and *Random* produces different result if *Empty* isn't linked in both scenes.\n\nOpen file, viewport render Scene and Scene.001\n[Obj_info_Random_out.blend](Obj_info_Random_out.blend)",
"Collection instance set to Display As Wire doesn't show in Solid mode when not selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nCollection instanced to scene display options are probably wrongly addressed in code. I'm attaching screenshots with descriptions (JPEGs).\n\n\n\n\n\nCreate an object inside a *Collection*. Instance *Collection*to scene and change its *display as* options to *Wire* and/or *Bounds*. You'll see that *display as bounds* shows wireframe while *display as wire* doesn't show anything. I'm attaching my file to help you investigate.\n\n[displayAsBug.blend](displayAsBug.blend)\n\n(Why hunting bugs feels so good?! Glad I can help with developing Blender 💘)\n\n",
"linked objects un-parent after save and load.\nwindows 8.1, Geforce 660\n\nBroken: #5ebae1c\nWorked: i couldn't test as how far this existed as old versions won't compile against the current SVN.\n\nlinked objects un-parent after save and load.\n\ni included 3 files:\nfile 1: the parented objects.\nfile 2: the objects linked.\nfile 3: the parent object changed to local, everything is fine till it is saved it will un-parent!\n\n[1.blend](1.blend)\n\n[2.blend](2.blend)\n\n[3.blend](3.blend)",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n\n\nChanges appears only after You enter to object mode.\n\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.",
"Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}",
"Regression: Mesh render artifacts\nOperating system: Windows 10\nGraphics card: GTX 1070 TI\n\nBroken: 3.1, 3.6\nWorked: (3.0.1)\n\nNormals on hair mesh is corrupted in newer versions of blender while being perfect in older ones.\nMesh name is LOD0_1_front_hair_omote597.\n\n- Open the attached .blend file\n- View the model/mesh in normals/ambient occlusion render pass (cycles)\n\n",
"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)",
"Some particles are not being rendered during the first render\nOperating system: Windows 10\nGraphics card: I tried on two different computers with different GPUs - Nvidia RTX3070 and Mobile Nvidia RTX2060, same behaviour.\n\nBroken: 2.93.6, 3.0.0 Release Candidate, 3.1.0 Alpha\n\n\nBlender is not rendering some particles (in my case this is a grass) during the first render.\nIt does after re-rendering the scene, but this is quite confusing and inconvenient, especially in the moments when I have to resume render of animation.\nApparently this only happens when we add a force field to control the particles.\n\nOn top of this, 3x does not render trees (particles).\n\nOpen the blend file and press F12 to render. You should have similar result as on the screenshot:\n\n\n\nRender again, and the grass will appear:\n\n\n\nI attach results also from 3.0:\n\n\n\n\n\nand 3.1:\n\n\n\n\n\n- Open attached file\n- Render (F12) - See the particles issue\n- Render again - Now it is ok\n\n[turbulence_particle_eevee_bug.blend](turbulence_particle_eevee_bug.blend)\n\n---\nOriginal File:\nBecause file is big (260M) I have decided to share the link: view?usp=sharing <- if you would prefer me to upload it anyway here, please just let me know.",
"Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n",
"Wrong number of datablocks indicated in the outliner\nOperating system: Linux 64\nGraphics card: GTX 1080\n\n2.93.5 & 3.0\n\nIn certain areas of the Outliner, icons show a little number indicating the total number of each datablock type contained in a collection, scene, etc. But the method for calculating this number is broken! If the same object shows up in multiple places, such as when it is linked in multiple collections, it will add to the total more than once. It's not hard to reveal the error- even the default file has this problem in the Blender File display mode:\n\nIt looks as though our default file has 4 mesh objects, 4 lights, and 4 cameras, but it doesn't. Those things just appear 4 times in different places.\n\n - Open the Outliner and go to Blender File display mode\n - Un-expand the Current File line to see the incorrect total\n # Link an object into multiple collections in one collection to see the same issue in the View Layer display mode\n\n\n",
"Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)",
"Connected child bone's nominal location values affected when transformed about 3D cursor\nBroken: 2.79, 2.90.1\nWorked: N/a\n\nAs expected, when moving a single connected child bone, its location is not affected, only the rotation.\nBut it is still possible to affect them accidentally if transforming about the 3D cursor.\nThis is a minor bug, but it's a definite inconsistency.\n\n - Open attached file.\n - Move/Rotate/Scale the child bone about the 3D cursor.\nNote the bone's nominal location values in the side panel.\n\n[Connected Bone Pose Bug.blend](Connected_Bone_Pose_Bug.blend)",
"Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)",
"Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better."
] | [
"Hair particles won't follow instaced position under 2 level nested collections.\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.3\n\nHappens when you have an object with hair as instanced collection (A) inside another collection (B). Then, when you instance (B) the hair particle from (A) will not follow the relative position correctly.\n\n\n- Open .blend file\n- Select \"Cube\"\n- Object -> Quick Effects -> Quick Fur\n- {key Shift A} -> Collection Instance -> Collection\n- Move the instanced collection little away\n- {key M} -> New Collection -> Ok\n- {key Shift A} -> Collection Instance -> Collection 2\n- Move the instanced Collection 2 little away\n- You will notice the hair particle with a wrong position in relation to the original emitter Cube.\n\n1 min video here:\n[bugOrFeature.mp4](bugOrFeature.mp4)\n\nblend 2.93 here:\n[#91008.blend](T91008.blend)\n\n---\n\nNote that the concept works under 2.7 using Instaced Groups:\n\nblend 2.7 here:\n[ConceptWorks_b27.blend](ConceptWorks_b27.blend)\n"
] |
Broken spacing in modifier panel after reordering open modifier.
Operating system: `Linux 5.4.89-1-MANJARO`
Graphics card: Intel
Broken: 2.91.0
Worked: Unknown
I have a Blender file where the modifiers panel looks like this:

As you can see, the spacing is very messed up. It's also not showing all the modifiers.
I think the empty spaces correspond to the missing modifiers. Clicking near them has no effect, however.
The effect persists after saving and reloading, after resetting the theme, and after searching in the modifier panel.
Panels created by splitting the broken Properties panel inherit the effect. However, new property panels and already-existing property panels in other layouts are not affected:

I think this happened when I tried to move the "Bevel:Root" modifier above the "Solidify:Thickness" modifier, with the former expanded and the latter collapsed.
File which seems to include/produce the error:
[BrokenMods_Stripped.blend](BrokenMods_Stripped.blend) | [
"Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n",
"Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n",
"Node Panels Polishing\n- [ ] Support A to expand/collapse panels.\n- [ ] Support Ctrl+click to isolate panel.\n- [ ] Support dragging all panels to collapse/expand them.\n- [ ] Use the horizontal padding vertically:\n\nBefore:\n\n\n\nAfter:\n\n\n\n---\n\n- [ ] Don't space out socketes when hiding the node\n\n\n- [ ] Bug, hide panel when all its sockets are hidden with Ctrl+H\n\n",
"When loading factory defaults, Render Dimensions preset dropdown menu is not reset\nOSX\n\n2.73a\n\nWhen loading factory defaults, Render Dimensions preset dropdown menu is not reset\n\n\n- Change Scene Dimensions to a preset\n- Maybe change a couple of settings like x resolution to see changes later on\n- Reset to factory default\n- Observe change of X, Y Scale etc of Scene Dimensions Resolution to default\n- Observe Preset dropdown choice still on previous setting before factory default..\n\n\nJust a little teenie weenie thingie.. I know, but thanks for looking into it!\nCheers and thanks again for developing worlds' greatest application!\n\nRoel\n",
"Curve \"solidify\" modifier glitch\nOperating system: Windows 7\nGraphics card: GT750M\n\nBroken: 2.80, 2019-02-28\nWorked:\n\nWhen applying a \"Solidify\" modifier to a bezier curve shape (or imported SVG), it creates random height vector points, creating strange triangles. This can be fixed by simply selecting the errored vector point then selecting one of the transform value (in my case it was Y) in the panel and either pushing enter (keeping the same value) or unselecting the vector point.\n\n\nAttached blend file with imported SVG.\n\n",
"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",
"Update sculpt mode symmetry options as properties of meshes\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere have been multiple patches to improve the symmetry behavior on painting/sculpt modes:\n- 5502517c3c\n- fa9b05149c2ca3915a4fb2670c87a648d927336c\n\nSome `bpy.data.scenes` properties have been left out of this and still need to be unified as a mesh property instead:\n- `tool_settings.sculpt.lock_x`\n- `tool_settings.sculpt.lock_y`\n- `tool_settings.sculpt.lock_z`\n- `tool_settings.sculpt.use_symmetry_feather`\n- `tool_settings.sculpt.radial_symmetry[0]`\n- `tool_settings.sculpt.radial_symmetry[1]`\n- `tool_settings.sculpt.radial_symmetry[2]`\n- `tool_settings.sculpt.tile_offset[0]`\n- `tool_settings.sculpt.tile_offset[1]`\n- `tool_settings.sculpt.tile_offset[2]`\n- `tool_settings.sculpt.symmetrize_direction`\n\n",
"Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n",
"Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n\n\nThis is how it opens in max post export:\n\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n\n\nPrepared debug scene (as requested by Howard): \n\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n",
"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.",
"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",
"Bevel modifier profile direction depends on edge/face order\n[2021-04-18 01-18-54.mp4](2021-04-18_01-18-54.mp4)\n\n[01.blend](01.blend)\n\n\n\nIt is recommended that the Solidify modifier reorder the faces. \n\nThis is the problem I encountered when I was making a column. I thought it was bug. \n\nIt was later found that after the Solidify modifier, the Bevel direction is controlled by the face order, and the Bevel modifier has no option for the face order.",
"Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n\n\nSee attached blend file.[clamp.blend](clamp.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",
"UI bug in preset window after repeated remove\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0\n\nWhen you remove a preset the textfield with the +/- moves one entry up\n[2022-07-15 09-17-07.mp4](2022-07-15_09-17-07.mp4)\n\n1. Go to the scene tab\n2. Create several new presets\n3. Remove all the new created presets in one go without moving the mouse away.\nI think the textfield with the +/- moves should just stay at the bottom and the window should shrink from the top."
] | [
"Modifiers disappear when you have multiples of them (opening old files)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) RX Vega 11 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.91.2\n\nWhen you add multiple modifiers, other modifiers will disappear and cant be changed anymore.\nHere is a video showing the bug when I create multiple modifiers:\n\n\n- Open attached file\n- Add more than one modifier to the object. (mask or shrinkwrap modifiers are most affected)\nYou will see other modifiers disappear and cant be clicked anymore. You will see them when you drag other modifiers around.\n[untitled.blend](untitled.blend)\n\n\nFile from #86101\n[BrokenMods_Stripped.blend](BrokenMods_Stripped.blend)\n\nFile from #86108\n[Model_Tettey Nartey.blend](Model_Tettey_Nartey.blend)"
] |
insert visual keyframes isn't working with IK constraint
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98
Broken: version: 3.5.1 Release Candidate
adding visual keyframes for bones driven by ik doesnt work.
open blend file
go to frame 40
select all bones
press i and choose to insert keyframes for visual location and rotation
turn off the IK constraint and keyframe it so it remains off on frame 40
The bones don't maintain the visual position.
| [
"Auto keying not keying for child bones and not transformed\nOperating system: Windows 10\nGraphics card: RTX 3060 Ti\n\nBroken: (3.1.0 c77597cd0e15 master 2022-03-08 18:16)\n\nWhen I tried to auto key multiple bones by select these and hit G > Mouse1 only the top of parented bone is keyed and nothing for anything else \n\n・Add armature\n・In edit mode -> extrude bone\n・Enable Auto keying\n・In pose mode -> Select All (A) ->Move/Rotate/Scale(but not make any transform, just apply) to add a keyframe\n\nTest file with first 3 steps included:\n[#96473.blend](T96473.blend)",
"Rigid body : the animation of the angle constraint parameters does not work with an animated object\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: 2.92\nWorked: don't know \n\n\nRigid body : A rigid body \"animated\" object + a another rigid body object connected with hinge rigid constraint. The animation of the angle constraint parameters does not work with an animated object. I have bugs sometimes also with other parameters like breakable . (see the blend)\n\n[rigidconstraint.blend](rigidconstraint.blend)\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",
"Armature Symmetrize silently does nothing when no bones are selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: version: 3.5.0 Alpha\nWorked: never AFAIK\n\nArmature Symmetrize does nothing when there are no bones selected.\n\n1. Open the attached blend file\n2. In the Armature menu, choose Symmetrize.\n3. See nothing happening. This is what this report is about.\n4. Press {key A} to select all bones.\n5. Run the Symmetrize operator again.\n6. See that the armature is now symmetrized. This is what I'd expect to happen when no bones are selected.\n\nExpected behaviour would be that when nothing is selected the armature gets symmetrized as if all bones are selected.\n\n[symmetrize-bugreport.blend](symmetrize-bugreport.blend)",
"Bone IK constraint - add lockable axis properties for stretching\n*Adding task after e-mail conversation with Sybren 2020-12-17*\n\nThe bone IK constraint can activate stretching on the constrained bones if constrained bones has \n\n**Properties / Bone properties / Inverse Kinematics / IK Stretch > 0**\n\nexample:\n```\nbpy.context.object.pose.bones[\"Bone.005\"].ik_stretch = 0.01\n\n```\n\nThe problem is that the constrained bones stretch in all axes and not only in the +Y axis of the bone, which results in unwanted \"scaling\" of each bone. \n\n---\nHere is a video showing the issue:\n\n[ik stretch.mp4](ik_stretch.mp4)\n\n---\nMy suggestion is to fix this by adding properties to each bone that show the resulting IK stretching per axis on each bone. These properties should be readable (for drivers) but not possible for the user to change, since the stretching is generated. The property should be lockable by the user in order to fix any unwanted scaling on a specific axis.\n\nAnother solution is to add properties that is a factor (multiplier) to the scaling/stretching per axis. The upside is that the user can change the values, but the downside is that the user does not have a property to read the generated IK stretch values. \n\nI leave it up to you to decide what is the most \"blender way\" in regards to implementation.\n\n\n",
"System Hangs while Interacting with the Viewport\nOperating system: Manjaro KDE Plasma\nGraphics card: Intel HD Graphics (Cherry Trail) Atom X7-Z8700\n\nBroken: 3.5.0, 3.4.0, 3.4.1\nWorked: 3.3.2 (Haven't tried newer versions in the 3.3.x series)\n\nBlender causes the entire system to hang periodically while performing any task. Simply rotating the camera or zooming in or out results in the system freezing for minutes at a time. The mouse cursor responds to mouse and touchpad movement, but the system does not respond to mouse button clicks or keyboard input for long periods of time. Neither Blender nor the desktop respond.\n\nWhen rotating, moving or zooming the camera text overlays in the viewport flicker, sometimes the entire viewport flickers, then the system hangs. There are no errors or warnings printed to the terminal\n\nDoesn't appear to be related to a specific file. The issue is present in all blend files and when starting with the default setup.\n\n",
"Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)",
"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",
"Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n",
"VSE View menu - missing hotkeys for sidebar and toolbar in Preview mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\n\"Caused\" by 6aef124e7d\n\nThe VSE is missing the default hotkeys to open the sidebar and toolbar in Preview mode. T and N\n\nWhen you add them by yourself, then these hotkeys gets added in the Window section. Which can lead to override conflicts.\n\n\n- Open Blender\n- Switch to VSE\n- Watch the View menu in the upper Preview window\n\n\n\n\n\n\n\n\n",
"Add Keying Set and New Keyframes options to the Timeline Sidebar \nIn Blender 2.8, we made the Timeline simpler by moving many options into popovers. \n\nHowever, there are a few advanced features that some users would like to be able to see at a glance without opening up the popover to check.\n\nWe can support this by adding these items to the Timeline Sidebar, which is currently empty. \n\n\n\nThe main options where this is relevant is the Keying Set option, as well as the New Keyframes setting.\n\nWith this solution, the Timeline can remain simple and uncluttered, but with added complexity if users open the Sidebar. ",
"Clip random marker placement in track/mask - not working in 2.8\nWindows 10 x64 with nVidia 1080\n\nBroken: 2.80, 2.83 @ be8879718e24e417d299eb298b8a9d4d2ca324ee\nWorked: 2.79 (because there was no collapsible floating redo panel)\n\nIt's impossible to add a mask (or tracking) using ctrl+left-click in the clip editor.\n\n\n[#57646-clip-marker-placement.zip](T57646-clip-marker-placement.zip)\n\n- Open the above blend file, or:\n - Start Blender in factory settings.\n - Add a VFX → Motion Tracking workspace.\n - Load a video file into the clip editor.\n- {key Ctrl Click} in the clip editor to add a marker.\n- Open the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n- Close the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n",
"Selection problem on new 'add modifier' menu\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nin new 'add modifier menu' which introduced in Blender 4.0 if you hover your mouse over a main menu items like 'edit' to open edit's submenu then move your mouse diagonally from top right to bottom left on main menu, other main menu items not highlighting or selecting.\nI attach a video take look at it, in this video I move my mouse from edit(while it's open) to physics , non of menus open, not even physics which I stop mouse there no matter how much time my mouse stay there it will not open.\nalso I moved my mouse from edit to generate and also menu did not open.\n\n",
"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",
"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."
] | [
"Baking bones with visual keying produces incorrect result\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: 2.90.1\nWorked: Never (2.80+)\n\nBaking bones with visual keying produces incorrect result. See following images:\n\nPose before baking:\n\n\nPose after baking:\n\n\nThere is slight difference in bone positions.\n\nBrief description of rig itself:\nFirst 3 layers are bones with no animation, only constraints. Layer 0 has bones where baking produces incorrect result. Layer 22 has control bones that are animated and control this whole rig.\n\n\n[#81302.blend](T81302.blend)\n\n- Open `#81302.blend`\n- Bake Action - check Visual Keying, Clear Constraints, Overwrite Current Action\nBaked action will be incorrect\n\nHere is fille with complete rig:\n[Rig_Export_Error_Blend File.zip](Rig_Export_Error_Blend_File.zip)\n\n",
"Different results when keyframing visual transforms and applying transforms manually on IK constraint\nBroken: v2.82a and blender-2.90-f9d0f59bed4d-windows64\nWorking: never, tested with 2.75a and that even shows this issue.\n\nThere is a difference between using the insert keyframe menu to insert Visual LocRot compared to if you Apply Visual Transform to Pose and then use normal keyframe LocRot.\n\n\n[keyframe-visual-root.blend](keyframe-visual-root.blend)\n- Open the attached blend file.\n- Set a VisualLocRot keyframe on the root bone.\n- See in the graph editor that the orientation is keyed with quaternion (1, 0, 0, 0), even though the bone was visually influenced by the IK constraint.\n- Disable the IK constraint, and see that the root bone moves.\n\n\n---------------------------------\n\nUsing Keyframe Menu (broken):\n\n[2020-05-15 11-24-58.mkv](2020-05-15_11-24-58.mkv)\n\nIterating Keyframe Insertion (Semi-working):\n[2020-05-15 12-02-32.mkv](2020-05-15_12-02-32.mkv)\n\nManually applying transforms to Pose (working):\n\n[2020-05-15 11-29-47.mkv](2020-05-15_11-29-47.mkv)\n"
] |
Subdividing a Plane (to 32.768 tris) error
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.08
Broken: version: 2.91.0 Alpha
Worked: version: 2.90.0
Caused by 4ea93029c6
Subdividing a plane 7 times makes vertices/edges/faces disapear. Another subdivison makes them visible again.
1. Delete the default Cube;
2. Add a Plane;
3. Go to Edit Mode;
4. Press 'W', choose Subdivide (with default values);
5. Press 'Shift+R' 6 times - after seventh subdivision error appears;
| [
"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",
"Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ",
"Dissolve can create duplicate faces\nOperating system:\nGraphics card:\n\nBroken: 2.81 R970d7ed all the way back to 2.70a\nWorked: likely never\n\nUsing the dissolve tool it's possible to create faces sharing the same boundary edges.\n\n\n**Exact steps for others to reproduce the error (using *Dissolve Vertices*):**\n\n1. In the default scene, edit the cube.\n2. In **vertex** selection mode, select one face (4 vertices).\n3. Still in vertex mode, dissolve using {key Ctrl X}.\n\nYou should be left with a \"plane\" that has 4 vertices, 4 edges, and **2** faces. None of the options for the Dissolve Selection (the ctrl+x) tool seem to help against it. I don't think that any of the built-in clean up helpers can detect these either, at least directly. Select Non-Manifold can be of some small help, if there's some adjacent geometry, but if there isn't (as in this example), it won't select anything.\n\n**Exact steps for others to reproduce the error (using *Limited Dissolve*):**\n\n1. Create a plane and go into Edit Mode\n2. Select a triangular part by selecting 3 vertices and pressing `F`\n3. Select the opposite triangle part by selecting another 3 vertices on the opposite side\n4. Press `A` and `X` *> Limited Dissolve*\n5. Notice that you have 2 faces now.\n6. Repeat this procedure and you can have as many faces as you like all sharing exactly the same 4 vertices\n \n\n\n\n\nThen try to dissolve one vertex with `X` *> Dissolve Vertex*. One face gets deleted.\n",
"Quadriflow Remesh: Undoing the next operator also resets the mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.83.4\n\nUndoing the operation after the remesh also undoes the remesh.\n\n- Quadriflow remesh the default cube\n- Execute any other operator (switch to edit mode, add curve, etc..)\n- Undo\n\nThe mesh will reset to its state before the remesh.\n\n",
"Changing outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nChanging outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update. Have to tab into edit mode to force mesh update.\n[rgb_disp_bug.blend](rgb_disp_bug.blend)\n\nAdd plane with microdisplacement enabled.\nConnect Image node to Separate RGB node and one of the channels into Displacement node.\nChange view to Rendered mode.\nChange channels from R to G to B to R and notice no geometry updates happen in the view port. (Make sure to use an image with different channels)",
"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!",
"Multires Unsubdivide freezes Blender with hidden geoemtry\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIn the Multiresolution modifier the buttons \"Unsubdivide\" and \"Rebuild Subdivisions\" do a similar operation.\nWhen having any faces in edit/sculpt mode hidden though, using any of these operators will freeze Blender.\n\n- Subdivide Cube a couple times\n- Apply modifier\n- In edit mode, hide some faces\n- Add multires modifier (Don't add any more subdivisions)\n- Use \"Unsubdivide\" or \"Rebuild Subdivisions\" \n\n[#99887.blend](T99887.blend)",
"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",
"NURBS subdivision wrong.\nCurve>>segments>>Subdivide\n```\n for NURBS circle changes the shape to a rounded rectangle.\n```\nThis seems to be wrong for all NURBS.\n\nThe Bohm algorithm for dividing a single interval is (this is for a cubic NURBS)\n\n Q_i = P_i for i <= j-3\n Q_i = (1-a_i) P_i-1 + a_i P_i for j-2 <= i <= j\n Q_i+1 = P_i for j+1 <= i\n\n a_i=(t' - t_i)/(t_i+3 - t_i)\nThe interval being divided is between t_j and t_j+1, and is split at t'.\nQ_i are the new control points.\nP_i are the old control points.\n\nThis is taken from Computer Graphics: Principles and Practice\nby Foley, van Dam, Feiner and Hughes, page 509.\n\n\nThe Oslo algorithm for multiple divisions can be found in\n\"Discrete B-Splines and Subdivision Techniques in Computer-Aided Geometric Design and Computer Graphics\" by Cohen, E.T. Lyche and R. Riesenfeld\nCGIP 14(2), October 1980 87-111.\n\n\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)",
"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",
"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",
"Make \"offset edge loop\" slide evenly\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)\n\n\n\n[2019-09-17_15-04-45.mp4](2019-09-17_15-04-45.mp4)\n\nJust repeat the video example\n",
"Multires modifier data (CD_MDISPS) can remain on a (once shared) mesh, bloats filesize, adding a new multires modifer will already have its levels then\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.93.0 Beta\n\nWhen adding multires and press subdivide, a single press adds 3 levels at once and gives the result in the picture\n\nThe left part is obtained after applying the mirror modifier\n\nAdd multiresolution and press subdivide [bug.blend](bug.blend)\nIf the modifier is removed and re-added, the bug disappears\n\nFound a way to reproduce this:\n\n- - [x] add Multires to the Default Cube object, subdivide twice\n- - [x] add a Monkey\n- - [x] change the mesh of the Monkey to the Cube mesh under `Object Data Properties`\n- - [x] (you can delete the default cube object now if you like)\n- - [x] add Multires modifier to the Monkey object\n - > it already has 2 multires levels (without subdividing even once), if you now subdivide, it will jump right to level 3\n - > saving the file at step - [x] will bloat the filesize (even though there is no multires modifier anymore :/)\n\nnote: this behavior does not occur if one removes the Multires modifier from the Default Cube object prior to deletion in step 4\n\nSo opposed to any other modifier (afaict), Multires seems to store info in mesh that is kept around.\nIt does get removed from the mesh when the modifier gets removed, but it does not get removed from the (possibly shared) mesh when the object gets deleted.\n\nUpon further inspection, these are stored in a `CD_MDISPS` custom data layer on the mesh.\nNow when `ob->data` is changed (step - [x]), or when a new modifer is added, the levels of the modifer will be made matching (see `BKE_mesh_assign_object` & `BKE_modifiers_test_object` & `multiresModifier_set_levels_from_disps`)\nThis can also be observed when for example a second multires modifier is added on top of an existing mutires modifier (levels will also be made matching).\n\nNow I assume that in the end this has its reasons (and it might very well turn out to not be a bug), but will leave up to module devs to decide.\n(I think it would be reasonable to remove CD_MDISPS initially when adding a **new** multires modifier?)",
"Dependency Graph: Assert for DEG_get_evaluated_scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace.\n\nDebug build:\n1. Default cube.\n2. Add Geometry Nodes modifier. In node tree:\n a. Add Cube primitive node.\n b. Add Scene Time node.\n c. Putt Cube geometry to Group Output node.\n d. Set some large values in Vertices inputs of Cube node. (~0.5s to compute)\n3. Start playing of animation.\n4. Click on some place of time line\n5. Press undo/redo few times.\n\n"
] | [
"Wireframe is not visible on square planes with 16384 quads\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.83.6 and 2.90\n\nWireframe is not visible on square planes with 16384 quads (128x128), both in edit and object mode.\n\nLaunch blender.\n1. Add a plane.\n2. Get into edit mode.\n3. Subdivide the plane until it gets 16384 quads. You may notice that wireframe disappears at this point. \n4. Switch to face select, delete random quad and wireframe will appear. \n5. Fill the hole with new quad and wireframe disappears again., as soon as topology is back to 128x128 quads.\n\n[16384 quads plane.blend](16384_quads_plane.blend) [16384 bug demo.mp4](16384_bug_demo.mp4)"
] |
sculpt mode: clicking on empty space in T panel moves objects
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
Broken: version: 2.91.0
in sculpt mode click+drag in empty space of the T panel causes the move of the active object.
[grab_issue.mp4](grab_issue.mp4)
| [
"Some sculpting brushes work incorrectly on the Grease Pencil object with Armature.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0 Beta\n\nAfter applying the Armature modifier to the Grease Pencil object and after animating the bones, some brushes in Sculpt Mode do not work correctly. In this case Grab brush. Smooth, Thickness, Strength and Randomize brushes work correctly.\n\n\nOpen attached .blend file. Go to the 20th frame. \nSelect Grease Pencil object.\nSwitch to the Sculpt Mode select the Grab brush and test it. Push, Twist and Pinch brushes also work incorrectly.\n[SculptTools_problem.blend](SculptTools_problem.blend)\n\n",
"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",
"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",
"Improve Render Region Border UI (show/hide the control gizmo)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nRender Region UI control elements are active only after drawing in empty scene or after deleting any object in scene.\n\n1. Create new file and delete all objects in scene.\n2. Draw Render Region border (View --> View Regions --> Render Region or press CTRL+B).\n3. By dragging UI controls adjust Render Region border size.\n4. Add couple of objects to scene and draw Render Region border - UI controls aren't active now.\n5. Delete one of the objects and adjust Render Region border size.\n\n[DGSu5HJRQg.mp4](DGSu5HJRQg.mp4)\n\n",
"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.",
"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.",
"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",
"Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO",
"Empty Hair object in sculpt mode, set select mode control points has wrong tooltip, doesn't show hotkey, adds new hotkey to wrong section\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n\nThe new empty hair object has in sculpt mode two selection methods. Control Points and Curves. The Curves selection method displays the proper tooltip, including the hotkey.\n\nThe Control Point selection method shows a short tooltip called Use Sculpt Selection, doesn't display the existing hotkey for it. And when you try to add your own hotkey, then the new hotkey gets added in the global Windows section, as a context toggle instead of the proper operator.\n\n\n- Add a empty hair object to the default cube\n- Switch to sculpt mode\n- Watch the tooltip for the selection methods in the header\n- Add your own shortcut\n\n\n\n\n\n\n\n\n\n\n\n\n",
"Assign Shortcuts: creates shortcut in the \"wrong\" space\n**OS**: Linux 5.3.8-arch1-1 x86_64\n\n**Blender version**\nBroken: 2.8x (up to and including fc79d27951)\n\nWhen using the context menu to assign shortcut to a button or checkbox, the shortcut is created in a wrong space, which may lead to error popups when pressing that shortcut with mouse hovering over a different space.\n\n\n1. Load the default scene.\n2. In 3D viewport, expand the Overlays popover, right-click the Wireframes checkbox and assign a shortcut through the context menu.\n3. Note that shortcut works while the mouse is over the 3D viewport.\n4. Move the mouse over the Properties and try pressing the shortcut. You'll get an error popup.\n\nThis is due to the shortcut being created in the Window space, not 3D View space.",
"Sculpt Trim tools are very slow\nOperating system: macOS Mojave 10.14.6 \nGraphics card:\n\nBroken: Version 2.91.0 (2.91.0 2020-11-25) & Version 2.92.0 (2.92.0 2020-12-27)\nWorked: n/a\n\n\nUsing Box Trim is very slow. If you use the tool and then switch to another program like a web browser before the task is done, Blender becomes unresponsive and you have to force quit it.\n\nSee video of the slowness.\n\n[boxtrim.mov](boxtrim.mov)",
"Objects in volumes have dirty noisy object pass AOV\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: : 3.4, 2.93\n\n\n\nSee the image for the dirt Object index AOV\n\n\n- Load the attached .blend\n- Render it\n# Check the Comp tab for the result\n\n[_17082022_2227_24.zip](_17082022_2227_24.zip)",
"Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo.",
"Rigid Body Animation segmentation fault after canceled move of passive rigid body\nOperating system:\n\"Ubuntu 20.04.5 LTS\" XFCE window manager\n32 GB RAM\n\nGraphics card:\nNVidia GTX1080 (Zotac Mini) -- Driver Version: 390.157\n\nBroken: 3.4.1\nWorked: 3.5\n\nForcing change to rigid body physics simulation by grabbing passive rigid body object (conveyor belt ) and then canceling results in segmentation fault on play of animation.\n\n - Open attached Blend file\n - In 3D viewport, select belt mesh\n - **NEW MISSED STEP** Play Animation without touching anything (note crazy physics)\n - g, drag, escape the \"Belt\" object to force physics cache to update.\n # Play animation. Segmentation fault should occur.\n\n[convetor.belt09.blend](convetor.belt09.blend)",
"Inactive Rigid Bodies still get affected by Force Fields\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.0 Alpha\nWorked: None\n\nForce Fields still affect inactive ('Dynamic' off, 'Animated' on) Rigid Bodies, making them move after becoming active, even if the Force Field's strength is at 0 then.\n\nI discovered this issue when animating a Chess match where the fractured pieces get pushed away by a Force Field after getting taken down, and the next fractured pieces explode when becoming active, due to the previous Force Field (each piece has it's own Force Field).\n\n1. Download attachment\n2. Press play\n\n[Force bug on inactive Rigid bodies.blend](Force_bug_on_inactive_Rigid_bodies.blend)"
] | [
"Sculpting: Dragging a sidebar tab will transform mesh\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.90.0 Alpha\n\nWhile in sculpt mode, dragging a sidebar tab will transform mesh as if the transform tool was active even if it is not.\n\n- Open Sculpting blend file template\n- Open sidebar\n# Hold down on a tab and drag mouse\n\n\n",
"Sidebar panel allows access to the move tool\nOperating system: Linux-4.19.81-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nDragging on the Sidebar panel allows access to the move tool ignoring our current brush.\n\n\n1. Open Blender.\n2. Go to Sculpt workspace.\n3. Open Sidebar panel\n4. Drag over the panel \n6. You have always access to the move tool\n\n[Video of this behavior report. ](_CefRIMhYqA)\n",
"While in sculpt mode, dragging on the UI causes the mesh to move\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: I think it has been broken since Transform tools in sculpt mode,I experienced it sometimes but I thought it was some mistake in my part.\n\nIf you are in sculpt mode, no matter the brush you have(does not include box selections or mesh filters), dragging a blank part of the right UI of the viewport causes the mesh to move.\n\n**Example**\n\n[2020-09-12 21-26-31.mp4](2020-09-12_21-26-31.mp4)\n",
"Sculpt move tool is applied when clicking within negative space of UI, regardless of active sculpt tool\nOperating system: Windows 10\nGraphics card: nVidia Geforce 1080 GTX\n\nBroken: 2.81.16 (Public release)\nWorked: 2.80.75\n\nIn sculpt mode, the Move transform tool operation is applied to my model when clicking and dragging inside the negative space of the right side panel, regardless of the currently active brush. This poses a very high likelihood for accidental transformation to the model.\n\n* Create a new file.\n* Select the cube.\n* Go into sculpt mode.\n* Open up the right side panel of the 3D viewport (by pressing 'n')\n* Click (and drag) in any negative space within the panel (as shown in the image below)\n* Observe bug: cube is transformed.\n\nAreas where clicking and dragging causes model to transform:\n\n",
"In sculpt mode starting a brush stroke from the N-panel moves the entire mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 15)\nWorked: (2.80)\n\nStarting a brush stroke from the N-panel grabs and moves the entire mesh.\n\n* Open new file with the sculpting preset.\n* Open N-panel.\n* Start a brush stroke from an empty space in the N-panel.\n* The entire mesh is moved.\n\n[2020-05-10_21-20-03.mp4](2020-05-10_21-20-03.mp4)\n"
] |
Blender crash at startup
Operating system: Windows 10
Graphics card: Nvidia Quadro [P2000](P2000.txt)
Broken: latest 2.82 build on blender.org as of 26/03/2020
Worked: No version works right now
Blender crashes at launch.
Debug output:
```lines=6
Switching to fully guarded memory allocator.
Blender 2.82 (sub 7)
Build: 2020-03-12 15:41:08 Windows Release
argv[0] = blender
argv[1] = --debug
argv[2] = --debug-gpu
argv[3] = --python-expr
argv[4] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\JOHANN~1.OLE\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
read file
Version 280 sub 39 date unknown hash unknown
GPUTexture: create : TEXTURE_CUBE_MAP, RGBA16F, w : 2, h : 2, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
GPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
Using OpenGL 4.3 debug facilities
GL application marker: Successfully hooked OpenGL debug callback.
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
GL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error
Crash backtrace not supported on release builds
found bundled python: C:\3D\blender-2.82a-windows64\2.82\python
OpenCL error: CL_INVALID_VALUE in __clewGetDeviceInfo(device_id, 0x1030, sizeof(data), &data, NULL) (c:\b\win64_cmake_vs2017\win64_cmake_vs2017\blender.git\intern\cycles\device\device_opencl.cpp:209)
GPUTexture: create : TEXTURE_2D, RGBA8, w : 2155, h : 26, d : 0, comp : 4, size : 0.21 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.21 MiB.
GPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF67FD17295
Module : C:\3D\blender-2.82a-windows64\blender.exe
```
[#75100.txt](T75100.txt) | [
"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",
"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 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",
"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",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"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",
"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 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 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",
"Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: \n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```",
"Crash 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",
"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",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"Crash 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",
"Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n"
] | [
"Blender using integrated GPU, not dedicated \nOperating system: Windows 10 pro (10.0.18363) x64\nGraphics card: Intel(R) HD Graphics 530 and NVIDIA GeForce GTX 1060 6GB\n\nBroken: 2.82\nWorked: No one\n\nWhen I try to open Blender, appears a small black window and instantly disappears. So i can't access to the program.\n\nI only try to open the program.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)"
] |
Cycles preview Optix denoiser is broken
Operating system: Linux-5.11.0-38-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74
Broken: version: 3.0.0 Beta
Cycles preview Optix denoiser working only in CUDA device.
Pick Cycles render engine - Pick Optix (preferences, system) for Cycles render device - Pick Optix as viewport denoiser.
[Screencast-2021-10-29_03.34.52.mp4](Screencast-2021-10-29_03.34.52.mp4) | [
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)",
"Crash using get_devices_for_type() to choose cycles device with python\nOperating system: Ubuntu 20.04.1 LTS\nGraphics card: GTX 1070 + GTX 1070 + GTX 1050 Ti, NVIDIA 440.100\n\nBroken: 2.91.0 nightly, Commit date: 2020-10-19 22:48, Hash ea4d28aea034\nWorked: 2.83.7\n\nThis is a follow-up of #81520. Commit 1001adb500 fixes get_devices() but get_devices_for_type() remains broken. As previously something about the combination of OPTIX and OPENCL messes up the CUDA devices. Also I have since discovered that by changing the order getting OPTIX devices can mess with OPENCL devices.\n\nThis may be an issue specific to multi-gpu systems. I am willing to reconfigure hardware to help test if needed.\n\n\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n cuda_devices[0].use = True\"\n```\n\nor\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n cuda_devices[0].use = True\"\n\n```\n\n**More information:**\nIt seems like something is overwriting something else. Are these device locations supposed to be inter-related across types? Perhaps this can help. Consider the _different_ CUDA and OPENCL devices for the CPU at 0x7fa3700c8088 and 0x7fa370412188 respectively in the first example. In the second example below the single device at 0x7f72950c8088 is both the **CUDA and OPENCL** device. Which behavior is correct? (And does any of this potentially indicate other issues?)\n\nMy output (formatted)\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n print('CUDA devices before getting anything else', cuda_devices); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n print('CUDA devices before getting OPENCL devices', cuda_devices); \\\n print('OPTIX devices before getting OPENCL devices', optix_devices); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n print('CUDA devices after getting OPENCL devices', cuda_devices); \\\n print('OPTIX devices after getting OPENCL devices', optix_devices); \\\n print('OPENCL devices', opencl_devices); \\\n cuda_devices[0].use = True\"\n\nCUDA devices before getting anything else [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa3700c8088>\n]\nCUDA devices before getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa3700c8088>\n]\nOPTIX devices before getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412208>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412288>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa370412308>\n]\nCUDA devices after getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c8088>\n]\nOPTIX devices after getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412208>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412288>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa370412308>\n]\nOPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa370412188>\n]\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\nand\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n print('CUDA devices before getting anything else', cuda_devices); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n print('CUDA devices before getting OPTIX devices', cuda_devices); \\\n print('OPENCL devices before getting OPTIX devices', opencl_devices); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n print('CUDA devices after getting OPTIX devices', cuda_devices); \\\n print('OPENCL devices after getting OPTIX devices', opencl_devices); \\\n print('OPTIX devices', optix_devices); \\\n cuda_devices[0].use = True\"\n\nCUDA devices before getting anything else [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nCUDA devices before getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nOPENCL devices before getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nCUDA devices after getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8088>\n]\nOPENCL devices after getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8088>\n]\nOPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f7295420108>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f7295420188>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f7295420208>\n]\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n",
"Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n\n\nWhen you turn transparency off, those artefacts disappear:\n\n\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)",
"OpenGL error in console\nOperating system: Windows 10, 11\nGraphics card: 6700 XT, 6800 XT, driver 23.7.2 \n\nBroken: 4.0.0, ecb3262bf04, main, 08.08.2023\nWorked: no information.\n\nFirst of all it's better to run Blender with USD built with this fix 2550 since it fixes a lot of other OpenGL errors in console.\n\nThere is an error in console `Runtime Error: in HgiGLPostPendingGLErrors at line 91 of C:\\GPUOpen\\RPRHydraRenderBlenderAddon\\USD\\pxr\\imaging\\hgiGL\\diagnostic.cpp -- GL error: invalid framebuffer operation, reported from __cdecl pxrInternal_v0_23__pxrReserved__::HgiGLBuffer::~HgiGLBuffer(void)` If you select `Render Engine = Hydra Storm` and run Viewport Shading and stop it.\n\nBut if you start Blender with `--debug-gpu` flag you will an error in console `ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9` and above error with `HgiGLBuffer::~HgiGLBuffer` won't appear anymore.\n\nI put some `debug::check_gl_error` in `detect_mip_render_workaround` and one of them returns `GL_INVALID_FRAMEBUFFER_OPERATION` right after `glClear(GL_COLOR_BUFFER_BIT);` and one more error `GL_INVALID_VALUE` after `glGetTexImage`.\n\nAlso `glCheckFramebufferStatus(GL_FRAMEBUFFER)` returns `GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`.\n\nI tried to get rid of `HgiGLBuffer::~HgiGLBuffer` error via calling `glGetError`. There are only 2 places worked for me: \n1. ViewportEngine::~ViewportEngine;\n2. End of the `detect_mip_render_workaround`.\n\nDefault startup. \nFirst:\n1. Select `Render Engine = Hydra Storm`\n2. Start Viewport Shading\n3. Stop Viewport Shading\n4. Look in the console\n\nSecond:\n1. Start Blender with `--debug-gpu` flag\n2. Look in the console\n\n",
"Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n",
"Vega GPU crash during render\nOperating system: Debian 11 bullseye x86_64 Linux 5.10.0-17-amd64\nGraphics card: gfx900 AMD/ATI Vega 10 XTX [Radeon Vega Frontier Edition]\n\nHip info: \n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release hipconfig\nHIP version : 5.2.21152-4b155a06\n\n== hipconfig\nHIP_PATH : /opt/rocm-5.2.1\nROCM_PATH : /opt/rocm-5.2.1\nHIP_COMPILER : clang\nHIP_PLATFORM : amd\nHIP_RUNTIME : rocclr\nCPP_CONFIG : -D__HIP_PLATFORM_HCC__= -D__HIP_PLATFORM_AMD__= -I/opt/rocm-5.2.1/include -I/opt/rocm-5.2.1/llvm/bin/../lib/clang/14.0.0 -I/opt/rocm-5.2.1/hsa/include\n\n== hip-clang\nHSA_PATH : /opt/rocm-5.2.1/hsa\nHIP_CLANG_PATH : /opt/rocm-5.2.1/llvm/bin\nAMD clang version 14.0.0 (llvm-project roc-5.2.1 22204 50d6d5d5b608d2abd6af44314abc6ad20036af3b)\nTarget: x86_64-unknown-linux-gnu\nThread model: posix\nInstalledDir: /opt/rocm-5.2.1/llvm/bin\nAMD LLVM version 14.0.0git\n Optimized build.\n Default target: x86_64-unknown-linux-gnu\n Host CPU: znver2\n\n Registered Targets:\n amdgcn - AMD GCN GPUs\n r600 - AMD GPUs HD2XXX-HD6XXX\n x86 - 32-bit X86: Pentium-Pro and above\n x86-64 - 64-bit X86: EM64T and AMD64\nhip-clang-cxxflags : -std=c++11 -isystem \"/opt/rocm-5.2.1/llvm/lib/clang/14.0.0/include/..\" -isystem /opt/rocm-5.2.1/hsa/include -isystem \"/opt/rocm-5.2.1/include\" -O3\nhip-clang-ldflags : -L\"/opt/rocm-5.2.1/lib\" -O3 -lgcc_s -lgcc -lpthread -lm -lrt\n\n=== Environment Variables\nPATH=/usr/local/bin:/usr/bin:/bin:/usr/games:/home/ian/.local/bin\n\n== Linux Kernel\nHostname : *****Linux***** 5.10.0-17-amd64 #1 SMP Debian 5.10.136-1 (2022-08-13) x86_64 GNU/Linux\nNo LSB modules are available.\nDistributor ID:\tDebian\nDescription:\tDebian GNU/Linux 11 (bullseye)\nRelease:\t11\nCodename:\tbullseye\n```\n\nBroken: blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release\nWorked: N/A\n\nBlender crashes when attempting to render more complex scenes on Vega GPU.\n\n[lone monk demo](lone-monk_cycles_and_exposure-node_demo.blend)\n./blender ../lone-monk_cycles_and_exposure-node_demo.blend\nrender on gpu\n\n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | tee log.txt\nRead prefs: /home/ian/.config/blender/3.3/config/userpref.blend\nRead blend: /home/ian/Downloads/lone-monk_cycles_and_exposure-node_demo.blend\nWARNING: Shader warning [node_vertex_color]: Invalid attribute.\nMemory access fault by GPU node-1 (Agent handle: 0x7f2683fa6400) on address 0x7f2400000000. Reason: Unknown.\n[1] 25965 abort ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | \n 25966 done tee log.txt\n```\n\n```\n:0:rocdevice.cpp :2652: 2702732952 us: 249488: [tid:0x7f1dd0b76640] Device::callbackQueue aborting with error : HSA_STATUS_ERROR_MEMORY_APERTURE_VIOLATION: The agent attempted to access memory beyond the largest legal address. code: 0x29\n[1] 249488 abort ./blender --factory-startup --debug-all\n```",
"4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n",
"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",
"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)",
"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",
"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",
"Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n",
"Cycles Denoising normal has strange artifacts on materials with subsurface scattering and metallic enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.4.0 Alpha\nWorked: None\nTested on 3.0 LTS, 3.4.0 and 3.6.0, same issue appears in all versions.\n\nDenoising normal shows strange behavior when a material has both subsurface scattering and metallic enabled. This only happens with CPU rendering and can cause denoising issues.\nWhile there is no reason to use metallic and subsurface scattering at the same time, a user might accidentally leave subsurface scattering enabled without noticing.\n\n- Create a new scene or open attached file\n- Switch to Cycles CPU rendering\n- Create a new material and set Subsurface and Metallic to 1.0.\n- Switch to cycles render\n- Select `Denoising normal` in viewport shading popover\n",
"viewport problem\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\n\nwhen I move inside the viewport, some objects become hidden.\n\n",
"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"
] | [
"Cycles Viewport Denoising Appears Red\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\nWorked: 3.0.0 Alpha\n\nEnabling viewport denoising during rendered shading mode would cause the view to turn red\n\n\nBased on the default startup\n1. Switch render engine to Cycles\n2. Turn on Rendered shading mode\n3. Enable viewport denoising and see the default cube turn red\n4. Go back to solid mode and turn on rendered view again, issue gone\n5. Turn viewport denoising off and on, see the red comes back\n\n"
] |
Hair renders with GPU but not with CPU
Operating system and graphics card
Windows 8.1 64 bit
16 GB RAM
Processor: Intel Core i7-4470
MSI NVIDIA GeForce GTX 750 Ti
2.72b
Sometimes hair renders with GPU but not with CPU
Might be related to T41066
but not sure
see also showthread.php?353958-Is-this-a-bug-Hair-not-rendered-with-CPU-but-with-GPU&p=2760759#post2760759
[hair_bug.blend](hair_bug.blend)
Unfortunalety, this is not a simple issue. When I open a new (blank) file and create hair on a random object (like a UV sphere) there is no problem.
But I have an older file which I first created in Blender 2.71 where hair doesn't render with CPU render, only with GPU render. BUT: I tried this file on a different computer without GPU, and on this one the hair is rendered with CPU render totally correct.
So it's maybe not really a bug in Blender but rather a bug in the file. I also noticed that a new file with a UV sphere and hair has a size of 144 KB whereas my old file where I removed everything (at least everything I could find) has a size of 972 KB (with nothing but a UV sphere and hair in it).
I don't know what to make out of all this but at least I wanted to report it.
Thank you,
Ernst Hammann
| [
"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",
"Default Particle System colourization in Particle Edit Mode (Hair) doesn't follow theme wire/verts settings\nArch Linux + GTX 780ti\n\n\nAll versions since 2.5alpha. Currently using Blender v2.79 8ef39d5c882\n\n\n * Choose a dark Blender UI theme (Dark 3Dview background)\n * Working in `Particle Edit Mode` with different different particle systems (PS) the currently selected hair PS wire/verts colours are set to *black* instead. This is ok with light `3DView` (opengl) backgrounds. With black or dark themes or blender scenes the user can't see particle paths.\n * Adding more than one PS shows all unselected PS colours just fine using their set material colour. That is not what this bug report is about. Here the focus is on wire/vertices default colourization for the **currently selected** PS.\n * It looks like selecting the first PS uses black as default wire/verts colour. While selecting all other PS they use theme wire colour somehow, but changing `User settings -> Themes -> 3D View -> Wire/Wire Edit` colour has no impact?!\n\n\n**Side effects**\n * Switching `Particles->Render->Emitter` brings viewport PS colourization \"back\" somehow. Broken, but unselected PS are showing their material colour. randomly (?)\n * Working with three hair PS and playing with Emitter influences only some unselected PS (random)?\n\n\n**Current Workaround**\nWhile editing (Particle Edit mode) the current PS just *select all* and then use the brush to edit them. \n\n\n * Use the attacked blend file [PS.blend](PS.blend)\n * and play around while switching between `PS Red/Green` in `Particle Edit Mode` and randomly switch `Emitter` on/off.\n\n\n**Suggested Result**\nThe currently selected hair PS follows theme wire/verts colourization. All unselected PS are using their material diffuse/base colour.\n\n**PS**\nI added a cloned PS, too. Which was cloned from the Red one `ParticleSystem Green (cloned Red)`. Switching its visibility brings all PS material back.\n\n**Possibly Related Sources**\n* Blender Artists: [How Do I Change Hair Colour In Particle Edit Mode?](showthread.php?320868-How-Do-I-Change-Hair-Colour-In-Particle-Edit-Mode)\n",
"Duplicating hair particles from one file to another is not working\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0\nWorked: I don't know. And at least, v3.2.1 is also affected.\n\nFor Eevee rendering, duplicating the hair particles within the same file is working as expected, because the duplication and the original hair look exactly the same. \nHowever, duplicating the hair particles from one file to another is not working for Eevee rendering, because they do not look identical. \nMoreover, under the Eevee rendering, the duplicated hair can no longer be controlled by the particle system. (In comparison, Cycles rendering is not affected by this problem.)\n\nThe video to reproduce the error:\n[Duplicate hair under Eevee.mkv](Duplicate_hair_under_Eevee.mkv)\n\n**Steps to reproduce**\n[eevee hair test3.blend](eevee_hair_test3.blend)\n\n- Open file\n- Copy objects `LLonglash` and `LLonglash.001`\n- Open new file\n- Paste objects\n# Inspect hair shape\n\n",
"Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n \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",
"Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)",
"Manipulators don't render properly\n## System Info\nOperating system: Debian 10.6 AMD64\nGraphics card: NVIDIA Corporation GF108 [GeForce GT 730] with proprietary drivers packaged from debian\n [system-info.txt](system-info.txt)\n## Blender versions\nBroken: 2.83 and upwards (latest build - Blender 2.92.0 Alpha November 22, 00:30:33- df8cc5662b9a - as well)\nWorked: 2.82 and older\n\n\n## Bug Description\nStarting a new (General) file, selecting the cube and pressing move or rotate, the manipulators render with some colored plane artifacts as in screenshots attached.\n\nThis is caused by the graphics card not being recognized and software rendering being used instead.\n\n## Demonstration\n\n### Video of bug\n\n[manipulators-bug.mp4](manipulators-bug.mp4)\n\n### Video of expected behavior\n\n[manipulators-normal.mp4](manipulators-normal.mp4)\n\n### Screenshots of bug\n\n\n",
"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",
"Render Error using the HIP backend\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 22.40.51.06.230425\n\nBroken: version: 3.6.0 Beta\nWorked: Unknown\n\nMessed up renders in multiple of the common Blender Demo files. Classroom being the most obvious.\n\nStarting blender and running the render with the HIP or HIPRT backend using the 7900 XTX GPU causes the render errors in the attached \"broken\" images. Running and finishing a HIPRT render targeting the CPU results in a proper render, and fixes this for subsequent GPU renders with both HIP and HIPRT, see \"non-broken\" images.\n\n",
"3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n",
"Hair particle distribution can be extremely slow\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.96\n\nBroken: version: 2.93.4\nWorked: ?\n\nDepending on the mesh topology, the particule distribution can be extremely slow (render time varying from 9 seconds to 94 seconds for the same number of particles).\n\nFrom my understanding while debugging the source code, most of the time is spent in particle distribution : `BLI_qsort_r` function called by `psys_thread_context_init_distribute` function.\n\nThis is done in the section which states :\n```\n/* For hair, sort by origindex (allows optimization's in rendering), */\n/* however with virtual parents the children need to be in random order. */\n```\n\nIt seems that here, `BLI_qsort_r` hits the worst case O(n²) complexity case, which can happen depending on the input value distribution (see https:*research.swtch.com/qsort or http:*calmerthanyouare.org/2014/06/11/algorithmic-complexity-attacks-and-libc-qsort.html for more information)\n\n1. Open the attached blend file [quadratic_qsort.blend](quadratic_qsort.blend).\n2. Render the image (9 seconds on my machine)\n3. Disable or remove the subdivision modifier on the selected 'Rug' object\n4. Render the image (94 seconds on my machine)\n",
"Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n",
"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.",
"MacOS: Eevee render crashes with GPU hang occurred\nLaptop: 2019 Macbook Pro 16\" \nOperating system: Mac OS Big Sur 11.1\nGraphics card: AMD Radeon Pro 5300M / Intel UHD Graphics 630 1536 MB\nProcessor: 2.6 GHz 6-Core Intel Core i7\nMemory: 16 GB 2667 MHz DDR4\n\nBroken: \n2.91.0 and 2.91.1 \n\nRender engine: eevee \nBlender crashes in rendered view or after hitting F12 (Render Image)\n> GPU hang occurred, msgtracer returned -1\n\n\nlast step taken in this file before crashing:\nMath node > function power > right side render tab > render: 64 *sample: 256* distribution: 1000\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- \"Render image\" with render engine Eevee.\n[nebula.blend](nebula.blend)\n\nI'm completely new to blender, so I hope I wrote this down correctly! \n\n\n- adding crash report file \n[crashreport.docx](crashreport.docx)\n",
"Cycle CPU + GPU hybrid path tracer\nThe main idea of CPU + GPU path tracer is to have two full size accumulation/render buffers. A unit of work is a single tile (the same size as the frame buffer) with a varying number of samples to render for each scheduled task. \n\nTwo accumulation threads, one for the CPU and one for the GPU, run almost independently until the sum of samples has reached the number of required samples (the threads have to synchronize on the number of rendered samples and the offset for random number generation). \n\nOn every execution, each processor renders the amount of sample that is most suited to its capabilities. The initial number of samples assigned for the GPU is higher than the one assigned to the CPU. As mor rendering information becomes available, the number of samples per device is determined based on the number of samples it can process within an update interval. Only GPU thread updates the display while the rendering is still in process. It allows for more flexibility to determine the launch frequency/number of samples on the CPU device. When all samples are rendered, the two buffers are merged, to produce the final output (the overhead of this method). \n\n```\n\n```\n\nThis is a preliminary and quick implementation, without software design consideration, as a proof of concept to show the benefit of distributing work on two processors with significant capability differences. The implementation has limited support. It is configured to work only on a single GPU + a single CPU, with no support for adaptive sampling, tiling, or offline rendering to name a few. \n```\n\n```\n\nThis version does not consist of new methods for sample distribution of scheduled tasks and is not optimized to its full potential. \n\n",
"Strange hair along small faces line in vertex group\nOperating system: Win 10 Pro\nGraphics card: GTX 1060Ti\n\nversion: 3.3.0 Release Candidate, branch: master, commit date: 2022-09-01 17:38, hash: f366d197db24, type: release\nbuild date: 2022-09-02, 00:43:37\nplatform: 'Windows-10-10.0.19044-SP0'\n\n\n- create a circle\n- rotate it at topview 90° at x axis\n- switch to edit mode\n- extrude in topview along y axis to make a long small cylinder\n- extrude one more sction at y axsis and scale it with alt+s to made a small tip\n- add 5 or 6 loopcuts\n- select at left and right side a face line from cylinder\n- remove the vertices from last two loops opposite the tip\n- make a vertice group and assign it (100%)\n- switch to object mode\n- add a particle system and switch to Hair\n- in Emission set:\nnumber: 150 (equal, each num mades different problems)\nseed: 0\nhair lenght: 4 m\nsegments: 3\n- enable the vertex group\n- go to children and activate \"interpolated\"\n\nnow comes very strange assignments with hair, wrong lengts und strange deformed areas (if you scale points along a axis).\n\n[strange_hair.blend](strange_hair.blend)\n[system-info.txt](system-info.txt)"
] | [
"Particle Carpet renders different in 2.71\nOperating system and graphics card\n\nWin 7 64 Bit, Nvidia Palit 760 gtx\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\nBroken in blender-2.71-c04f301-win64\n\nWorked in 2.70\n\n\nParticle Carpet renders different in 2.71\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nI would have liked to provide the example scene with which i made the shot, but the form doesn't let me. It is too big with 7 Mb. So only a screenshot. Tell me where i can send the file to and i wil do so.\n\nThe carpet is made with Blender 2.70."
] |
crash
Operating system:w10 pro 32
Graphics card:ati radeon 3000
Broken: blender-2.80.0-git.351f537fa83-windows32
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
Based on the default startup or an attached .blend file (as simple as possible).
GPUShader: compile error:
**shader string 1**
1 #version 330
**shader string 2**
**shader string 3**
2 #define GPU_ATI
....
218
219 #endif /* !V3D_SHADING_OBJECT_OUTLINE */
220 }
Fragment shader failed to compile with the following errors:
WARNING: 4:92: warning(#283) Implicit cast from int to uint
ERROR: 4:92: error(#160) Cannot convert from 'unsigned int' to 'mediump int'
ERROR: error(#273) 1 compilation errors. No code generated
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x013A84A9
Module : F:\DesktopEverywhere\blender-2.80.0-git.351f537fa83-windows32\blender.exe
F:\DesktopEverywhere\blender-2.80.0-git.351f537fa83-windows32> | [
"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)",
"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.",
"Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n",
"Crash 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",
"Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)",
"internal error: modal gizmo-map handler has invalid area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen rendering to the Image Editor and toggling \"maximize area\" while rendering, an error is displayed in the console\n\n\n\n**Step to Reproduce**\n- open `test.blend`\n- make sure `Preferences` > `Interface` > `Editors` > `Temporary Editors` > `Render In` is set to `Image Editor`\n- render {key Ctrl F12}\n- Hit {key Ctrl + Space} when rendering\n\n```\ninternal error: modal gizmo-map handler has invalid area\n```\n\n[test.blend](test.blend)\n[userpref.blend](userpref.blend)",
"Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n",
"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",
"Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n",
"CUDA problem Error: Invalid value in cuMemcpy2DUnaligned_v2(¶m)\ndoes anybody know what this error mean (blender 3.5, 3.6, 4.0 win 11):\n\n*Error:Report:\n\nInvalid value in cuMemcpy2DUnaligned_v2(¶m) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\nInvalid value in cuMemcpy2DUnaligned_v2(¶m) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\n\n\nWe tried two rtx 4070ti video cards and this error came up when we were about to render. If I disable one of the two, the render runs fine, but if I enable both, the render freezes. I see that it starts using both, but it still gives an error.\n\nThanks\n\n",
"Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n",
"Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n",
"Shader warnings with --debug-gpu\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon PRO W6800 ATI Technologies Inc. 4.5.14802 Core Profile/Debug Context FireGL 21.Q4 30.0.14002.136\n\nBroken: version: 3.0.0 Beta\n\nWhen launching Blender and the --debug-gpu option on the follow warnings are displayed\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_412 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_399 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_437 GeomShader:\n```\n |\n```\n 5 | #endif\n```\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n```\n\n\n1. Launch blender using blender --debug-gpu\n2. Warnings are displayed to the console.",
"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.",
"Vega GPU crash during render\nOperating system: Debian 11 bullseye x86_64 Linux 5.10.0-17-amd64\nGraphics card: gfx900 AMD/ATI Vega 10 XTX [Radeon Vega Frontier Edition]\n\nHip info: \n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release hipconfig\nHIP version : 5.2.21152-4b155a06\n\n== hipconfig\nHIP_PATH : /opt/rocm-5.2.1\nROCM_PATH : /opt/rocm-5.2.1\nHIP_COMPILER : clang\nHIP_PLATFORM : amd\nHIP_RUNTIME : rocclr\nCPP_CONFIG : -D__HIP_PLATFORM_HCC__= -D__HIP_PLATFORM_AMD__= -I/opt/rocm-5.2.1/include -I/opt/rocm-5.2.1/llvm/bin/../lib/clang/14.0.0 -I/opt/rocm-5.2.1/hsa/include\n\n== hip-clang\nHSA_PATH : /opt/rocm-5.2.1/hsa\nHIP_CLANG_PATH : /opt/rocm-5.2.1/llvm/bin\nAMD clang version 14.0.0 (llvm-project roc-5.2.1 22204 50d6d5d5b608d2abd6af44314abc6ad20036af3b)\nTarget: x86_64-unknown-linux-gnu\nThread model: posix\nInstalledDir: /opt/rocm-5.2.1/llvm/bin\nAMD LLVM version 14.0.0git\n Optimized build.\n Default target: x86_64-unknown-linux-gnu\n Host CPU: znver2\n\n Registered Targets:\n amdgcn - AMD GCN GPUs\n r600 - AMD GPUs HD2XXX-HD6XXX\n x86 - 32-bit X86: Pentium-Pro and above\n x86-64 - 64-bit X86: EM64T and AMD64\nhip-clang-cxxflags : -std=c++11 -isystem \"/opt/rocm-5.2.1/llvm/lib/clang/14.0.0/include/..\" -isystem /opt/rocm-5.2.1/hsa/include -isystem \"/opt/rocm-5.2.1/include\" -O3\nhip-clang-ldflags : -L\"/opt/rocm-5.2.1/lib\" -O3 -lgcc_s -lgcc -lpthread -lm -lrt\n\n=== Environment Variables\nPATH=/usr/local/bin:/usr/bin:/bin:/usr/games:/home/ian/.local/bin\n\n== Linux Kernel\nHostname : *****Linux***** 5.10.0-17-amd64 #1 SMP Debian 5.10.136-1 (2022-08-13) x86_64 GNU/Linux\nNo LSB modules are available.\nDistributor ID:\tDebian\nDescription:\tDebian GNU/Linux 11 (bullseye)\nRelease:\t11\nCodename:\tbullseye\n```\n\nBroken: blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release\nWorked: N/A\n\nBlender crashes when attempting to render more complex scenes on Vega GPU.\n\n[lone monk demo](lone-monk_cycles_and_exposure-node_demo.blend)\n./blender ../lone-monk_cycles_and_exposure-node_demo.blend\nrender on gpu\n\n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | tee log.txt\nRead prefs: /home/ian/.config/blender/3.3/config/userpref.blend\nRead blend: /home/ian/Downloads/lone-monk_cycles_and_exposure-node_demo.blend\nWARNING: Shader warning [node_vertex_color]: Invalid attribute.\nMemory access fault by GPU node-1 (Agent handle: 0x7f2683fa6400) on address 0x7f2400000000. Reason: Unknown.\n[1] 25965 abort ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | \n 25966 done tee log.txt\n```\n\n```\n:0:rocdevice.cpp :2652: 2702732952 us: 249488: [tid:0x7f1dd0b76640] Device::callbackQueue aborting with error : HSA_STATUS_ERROR_MEMORY_APERTURE_VIOLATION: The agent attempted to access memory beyond the largest legal address. code: 0x29\n[1] 249488 abort ./blender --factory-startup --debug-all\n```"
] | [
"Blender 2.8 win64 crashes on start \nOperating system: Windows 7 - 64-Bit Edition on Compaq Presario CQ62 (4Gb RAM)\n\nGraphics card: ATI Mobility Radeon HD 4250\nLatest driver installed: Catalyst Software Suite - Revision Number 13.9\nwith 13-9-legacy_vista_win7_64_dd_ccc_whql.exe from ATI\n\nBroken: Blender 2.80\n\nProblem: the win64 daily build crashes on start (see console output hereafter)\n\nThis problem appeared recently (about 1 week ago).\nI have an \"old\" blender-2.80-0f5b53ba4dc-win64.zip built (01 Dec 2018) which is OK, tested today on same config, with only some warnings:\nWin32 Error# (8341): The specified OpenGL version and feature set are either inv\nalid or not supported.\n\nThanks\nPierre\n\n\nConsole for crash with blender-2.80.0-git.9a8b6d51c12-windows64 built on 11 Dec 2018:\n----------------------------------------\nMicrosoft Windows [version 6.1.7601]\nCopyright (c) 2009 Microsoft Corporation. Tous droits réservés.\n\nC:\\Users\\mcs>cd C:\\Program Files (x86)\\Blender Foundation\\blender-2.80.0-git.9a8\nb6d51c12-windows64\n\nC:\\Program Files (x86)\\Blender Foundation\\blender-2.80.0-git.9a8b6d51c12-windows\n64>blender.exe\nRead prefs: C:\\Users\\mcs\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\config\\\nuserpref.blend\nfound bundled python: C:\\Program Files (x86)\\Blender Foundation\\blender-2.80.0-g\nit.9a8b6d51c12-windows64\\2.80\\python\nGPUShader: compile error:\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nGPUShader: compile error:\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nGPUShader: compile error:\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nGPUShader: compile error:\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nGPUShader: compile error:\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nGPUShader: compile error:\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x000000013F9B78D4\nModule : C:\\Program Files (x86)\\Blender Foundation\\blender-2.80.0-git.9a8b6d51c\n12-windows64\\blender.exe\n\nC:\\Program Files (x86)\\Blender Foundation\\blender-2.80.0-git.9a8b6d51c12-windows\n64>\n----------------------------------------\n",
"Left in the dark\nOperating system:windows 10 pro 32 bit\nGraphics card:ati radeon 3000 \n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)blender-2.80.0-git.aca13040dac-windows32\n\ndoes not start, no message give even if starting it with console and as admin...?\nBased on the default startup or an attached .blend file (as simple as possible).\ndownload and run (on my system)\nBasically \nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0066.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0066.frag\nGPUShader: compile error:\n**shader string 1**\n 1 #version 330\n**shader string 2**\n**shader string 3**\n 2 #define GPU_ATI\n**shader string 4**\nbla bla bla\n\n388 #endif\n389\n390 fragColor = vec4(shaded_color, 1.0);\n391 }\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\nwhole transcript follows\n-----------------\nF:\\DesktopEverywhere\\blender-2.80.0-git.aca13040dac-windows32>blender --debug-all\nSwitching to fully guarded memory allocator.\nread file\n```\nVersion 280 sub 24 date unknown hash unknown\n```\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=SCScene flags=LEGACY_0\nAL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead\nED_screen_refresh: set screen\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=SCScene flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=OBCube flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=MECube flags=LEGACY_0\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=MAMaterial flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=MECube flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=OBLight flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=LALight flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=OBCamera flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=CACamera flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=GRMaster Collection flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=WOWorld flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=SCScene flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=OBCube flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=MECube flags=LEGACY_0\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=MAMaterial flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=NTShader Nodetree flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=MECube flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=OBLight flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=LALight flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=OBCamera flags=TRANSFORM, GEOMETRY, COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=CACamera flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=GRMaster Collection flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=GRCollection flags=COPY_ON_WRITE\nDEG::`anonymous-namespace'::deg_graph_id_tag_update: id=WOWorld flags=COPY_ON_WRITE\nDepsgraph built in 0.178116 seconds.\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: PLACEHOLDER(Eval Init)\n[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_SELECT_UPDATE()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_OBJECT_UBEREVAL()\n[SCScene :: View Layer]: Operation is entry point for update: PLACEHOLDER(Eval Done)\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_LOCAL()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_LOCAL()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: PLACEHOLDER(Scene Eval)\n[SCScene :: View Layer]: Operation is entry point for update: PARAMETERS_EVAL()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_OBJECT_UBEREVAL()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_FINAL()\n[SCScene :: View Layer]: Operation is entry point for update: VIEW_LAYER_EVAL()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_FINAL()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_LOCAL()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_FINAL()\n[SCScene :: View Layer]: Operation is entry point for update: TRANSFORM_OBJECT_UBEREVAL()\n[SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_UBEREVAL()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: PLACEHOLDER(Geometry Eval)\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Operation is entry point for update: COPY_ON_WRITE()\n[SCScene :: View Layer]: Accumulated recalc bits for SCScene: 128\n[SCScene :: View Layer]: Accumulated recalc bits for OBCube: 387\n[SCScene :: View Layer]: Accumulated recalc bits for MAMaterial: 384\n[SCScene :: View Layer]: Accumulated recalc bits for NTShader Nodetree: 128\n[SCScene :: View Layer]: Accumulated recalc bits for MECube: 4294967171\n[SCScene :: View Layer]: Accumulated recalc bits for OBLight: 131\n[SCScene :: View Layer]: Accumulated recalc bits for LALight: 128\n[SCScene :: View Layer]: Accumulated recalc bits for OBCamera: 131\n[SCScene :: View Layer]: Accumulated recalc bits for CACamera: 128\n[SCScene :: View Layer]: Accumulated recalc bits for GRMaster Collection: 128\n[SCScene :: View Layer]: Accumulated recalc bits for GRCollection: 128\n[SCScene :: View Layer]: Accumulated recalc bits for WOWorld: 128\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on WOWorld (08F7C840)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on GRCollection (08F02190)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on GRMaster Collection (08F00930)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on CACamera (08F5D2E0)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on LALight (08F36458)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on MECube (090D7210)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on OBCamera (090D7C50)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on OBLight (090D7790)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on OBCube (08F5CC90)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on NTShader Nodetree (08F5D150)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on SCScene (08FD14A8)\n[SCScene :: View Layer]: DEG::deg_evaluate_copy_on_write on MAMaterial (08FEC5F0)\n[SCScene :: View Layer]: BKE_layer_eval_view_layer on View Layer (0C760020)\n[SCScene :: View Layer]: BKE_object_eval_local_transform on OBLight (090D7790)\n[SCScene :: View Layer]: BKE_object_eval_local_transform on OBCamera (090D7C50)\n[SCScene :: View Layer]: BKE_object_eval_flush_base_flags on OBCube (08F5CC90)\n[SCScene :: View Layer]: BKE_object_eval_transform_final on OBLight (090D7790)\n[SCScene :: View Layer]: BKE_object_eval_transform_final on OBCamera (090D7C50)\n[SCScene :: View Layer]: BKE_object_eval_flush_base_flags on OBCamera (090D7C50)\n[SCScene :: View Layer]: BKE_object_eval_flush_base_flags on OBLight (090D7790)\n[SCScene :: View Layer]: BKE_object_data_select_update on MECube (090D7210)\n[SCScene :: View Layer]: BKE_mesh_eval_geometry on MECube (090D7210)\n[SCScene :: View Layer]: BKE_material_eval on MAMaterial (08FEC5F0)\n[SCScene :: View Layer]: BKE_object_eval_local_transform on OBCube (08F5CC90)\n[SCScene :: View Layer]: BKE_object_eval_uber_data on OBCube (08F5CC90)\n[SCScene :: View Layer]: BKE_object_eval_transform_final on OBCube (08F5CC90)\n[SCScene :: View Layer]: BKE_object_handle_data_update on OBCube (08F5CC90)\n[SCScene :: View Layer]: BKE_object_eval_update_shading on OBCube (08F5CC90)\nDepsgraph updated in 0.083674 seconds.\nfound bundled python: F:\\DesktopEverywhere\\blender-2.80.0-git.aca13040dac-windows32\\2.80\\python\ntime bl_operators 0.1929\ntime bl_ui 0.6596\ntime keyingsets_builtins 0.0141\ntime nodeitems_builtins 0.0176\nbl_app_template_utils.reset('')\n```\n addon_utils.enable io_scene_fbx\n addon_utils.enable io_anim_bvh\n addon_utils.enable io_mesh_ply\n addon_utils.enable io_scene_obj\n addon_utils.enable io_mesh_stl\n addon_utils.enable io_mesh_uv_layout\n addon_utils.enable io_curve_svg\n```\nI1214 12:17:25.350327 2656 blender_python.cpp:189] Debug flags initialized to:\nCPU flags:\n```\nAVX2 : True\nAVX : True\nSSE4.1 : True\nSSE3 : True\nSSE2 : True\nBVH layout : BVH8\nSplit : False\n```\nCUDA flags:\n Adaptive Compile: False\nOpenCL flags:\n```\nDevice type : ALL\nKernel type : DEFAULT\nDebug : False\nSingle program : True\nMemory limit : 0\n addon_utils.enable cycles\n addon_utils.enable io_scene_gltf2\n```\nPython Script Load Time 1.2767\nWarning, unregistered class: Import3DS(Operator)\nWarning, unregistered class: Export3DS(Operator)\nWarning, unregistered class: ImportX3D(Operator)\nWarning, unregistered class: ExportX3D(Operator)\nWarning, unregistered class: PresetMenu(Panel)\nWarning, unregistered class: PARTICLE_PT_render_billboards_alignment(Panel)\nWarning, unregistered class: VIEW3D_PT_tools_grease_pencil_edit(Panel)\nWarning, unregistered class: CYCLES_RENDER_PT_sampling_total(Panel)\nWarning, unregistered class: MASK_MT_add(Menu)\nloading preset: F:\\DesktopEverywhere\\blender-2.80.0-git.aca13040dac-windows32\\2.80\\scripts\\presets\\keyconfig\\blender.py\nFRS_set_context: context 0x05542C10 scene 0x08FF0AA0\nUI_menutype_draw: opening menu \"WM_MT_splash\"\nghost_event_proc: window 1 state = normal\nED_screen_refresh: set screen\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0001.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0001.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0001.geom\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0002.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0002.frag\nShader file written to disk: 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C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0052.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0052.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0053.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0053.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0054.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0054.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0055.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0055.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0056.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0056.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0057.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0057.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0058.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0058.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0059.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0059.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0060.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0060.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0061.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0061.frag\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0062.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0062.frag\nGPUShader: compile error:\n**shader string 1**\n 1 #version 330\n**shader string 2**\n**shader string 3**\n 2 #define GPU_ATI\n**shader string 4**\n 3 #define V3D_SHADING_OBJECT_OUTLINE\n 4 #define V3D_SHADING_SPECULAR_HIGHLIGHT\n 5 #define V3D_LIGHTING_STUDIO\n 6 #define OBJECT_ID_PASS_ENABLED\n 7 #define MATDATA_PASS_ENABLED\n 8 #define NORMAL_VIEWPORT_PASS_ENABLED\n 9 #define WORKBENCH_ENCODE_NORMALS\n**shader string 5**\n10 struct LightData {\n11 vec4 direction;\n12 vec4 specular_color;\n13 vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */\n14 };\n15\n16 struct WorldData {\n17 vec4 background_color_low;\n18 vec4 background_color_high;\n19 vec4 object_outline_color;\n20 vec4 shadow_direction_vs;\n21 LightData lights[4];\n22 vec4 ambient_color;\n23 int num_lights;\n24 int matcap_orientation;\n25 float background_alpha;\n26 float curvature_ridge;\n27 float curvature_valley;\n28 int pad[3];\n29 };\n30 #define NO_OBJECT_ID uint(0)\n31 #define EPSILON 0.00001\n32 #define M_PI 3.14159265358979323846\n33\n34 #define CAVITY_BUFFER_RANGE 4.0\n35\n36 /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */\n37 #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))\n38 const vec4 dither_mat4x4- [x] = vec4[4](\n39 vec4( P(0.0), P(8.0), P(2.0), P(10.0)),\n40 vec4(P(12.0), P(4.0), P(14.0), P(6.0)),\n41 vec4( P(3.0), P(11.0), P(1.0), P(9.0)),\n42 vec4(P(15.0), P(7.0), P(13.0), P(5.0))\n43 );\n44\n45 float bayer_dither_noise() {\n46 ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;\n47 ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;\n48 return dither_mat4x4[tx1.x][tx1.y];\n49 }\n50\n51 #ifdef WORKBENCH_ENCODE_NORMALS\n52\n53 #define WB_Normal vec2\n54\n55 /* From CompactNormalStorage.html\n56 * Using Method #4: Spheremap Transform */\n57 vec3 workbench_normal_decode(WB_Normal enc)\n58 {\n59 vec2 fenc = enc.xy * 4.0 - 2.0;\n60 float f = dot(fenc, fenc);\n61 float g = sqrt(1.0 - f / 4.0);\n62 vec3 n;\n63 n.xy = fenc*g;\n64 n.z = 1 - f / 2;\n65 return n;\n66 }\n67\n68 /* From CompactNormalStorage.html\n69 * Using Method #4: Spheremap Transform */\n70 WB_Normal workbench_normal_encode(vec3 n)\n71 {\n72 float p = sqrt(n.z * 8.0 + 8.0);\n73 n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);\n74 return n.xy;\n75 }\n76\n77 #else\n78 #define WB_Normal vec3\n79 /* Well just do nothing... */\n80 # define workbench_normal_encode(a) (a)\n81 # define workbench_normal_decode(a) (a)\n82 #endif /* WORKBENCH_ENCODE_NORMALS */\n83\n84 /* Encoding into the alpha of a RGBA8 UNORM texture. */\n85 #define TARGET_BITCOUNT 8u\n86 #define METALLIC_BITS 3u /* Metallic channel is less important. */\n87 #define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS)\n88 #define TOTAL_BITS (METALLIC_BITS + ROUGHNESS_BITS)\n89\n90 /* Encode 2 float into 1 with the desired precision. */\n91 float workbench_float_pair_encode(float v1, float v2)\n92 {\n93 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n94 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n95 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n96 int iv1 = int(v1 * float(v1_mask));\n97 int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS;\n98 return float(iv1 | iv2) * (1.0 / float(total_mask));\n99 }\n100\n101 void workbench_float_pair_decode(float data, out float v1, out float v2)\n102 {\n103 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n104 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n105 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n106 uint idata = uint(data * float(total_mask));\n107 v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));\n108 v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask));\n109 }\n110\n111 float calculate_transparent_weight(float z, float alpha)\n112 {\n113 #if 0\n114 /* Eq 10 : Good for surfaces with varying opacity (like particles) */\n115 float a = min(1.0, alpha * 10.0) + 0.01;\n116 float b = -gl_FragCoord.z * 0.95 + 1.0;\n117 float w = a * a * a * 3e2 * b * b * b;\n118 #else\n119 /* Eq 7 put more emphasis on surfaces closer to the view. */\n120 // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */\n121 // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */\n122 // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */\n123 /* Same as eq 7, but optimized. */\n124 float a = abs(z) / 5.0;\n125 float b = abs(z) / 200.0;\n126 b *= b;\n127 float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */\n128 #endif\n129 return alpha * clamp(w, 1e-2, 3e2);\n130 }\n131\n132 /* Special function only to be used with calculate_transparent_weight(). */\n133 float linear_zdepth(float depth, vec4 viewvecs- [x], mat4 proj_mat)\n134 {\n135 if (proj_mat- [x]- [x] == 0.0) {\n136 float d = 2.0 * depth - 1.0;\n137 return -proj_mat- [x]- [x] / (d + proj_mat- [x][2]);\n138 }\n139 else {\n140 /* Return depth from near plane. */\n141 return depth * viewvecs- [x].z;\n142 }\n143 }\n144\n145 vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs- [x], mat4 proj_mat)\n146 {\n147 return (proj_mat- [x]- [x] == 0.0)\n148 ? normalize(viewvecs- [x].xyz + vec3(uv, 0.0) * viewvecs- [x].xyz)\n149 : vec3(0.0, 0.0, 1.0);\n150 }\n151\n152 vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)\n153 {\n154 /* Quick creation of an orthonormal basis */\n155 float a = 1.0 / (1.0 + I.z);\n156 float b = -I.x * I.y * a;\n157 vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);\n158 vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);\n159 vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));\n160 if (flipped) {\n161 matcap_uv.x = -matcap_uv.x;\n162 }\n163 return matcap_uv * 0.496 + 0.5;\n164 }\n165 uniform int object_id = 0;\n166\n167 uniform vec3 materialDiffuseColor;\n168 uniform float materialMetallic;\n169 uniform float materialRoughness;\n170\n171 uniform sampler2D image;\n172 uniform float ImageTransparencyCutoff = 0.1;\n173\n174 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n175 in vec3 normal_viewport;\n176 #endif\n177\n178 #ifdef V3D_SHADING_TEXTURE_COLOR\n179 in vec2 uv_interp;\n180 #endif\n181\n182 #ifdef HAIR_SHADER\n183 flat in float hair_rand;\n184 #endif\n185\n186 #ifdef MATDATA_PASS_ENABLED\n187 layout(location=0) out vec4 materialData;\n188 #endif\n189 #ifdef OBJECT_ID_PASS_ENABLED\n190 layout(location=1) out uint objectId;\n191 #endif\n192 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n193 layout(location=2) out WB_Normal normalViewport;\n194 #endif\n195\n196 void main()\n197 {\n198 #ifdef MATDATA_PASS_ENABLED\n199 float metallic, roughness;\n200 vec4 color;\n201\n202 # ifdef V3D_SHADING_TEXTURE_COLOR\n203 color = texture(image, uv_interp);\n204 if (color.a < ImageTransparencyCutoff) {\n205 discard;\n206 }\n207 # else\n208 color.rgb = materialDiffuseColor;\n209 # endif\n210\n211 # ifdef V3D_LIGHTING_MATCAP\n212 /* Encode front facing in metallic channel. */\n213 metallic = float(gl_FrontFacing);\n214 roughness = 0.0;\n215 # else\n216 metallic = materialMetallic;\n217 roughness = materialRoughness;\n218 # endif\n219\n220 # ifdef HAIR_SHADER\n221 /* Add some variation to the hairs to avoid uniform look. */\n222 float hair_variation = hair_rand * 0.1;\n223 color = clamp(color - hair_variation, 0.0, 1.0);\n224 metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);\n225 roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);\n226 # endif\n227\n228 materialData.rgb = color.rgb;\n229 materialData.a = workbench_float_pair_encode(roughness, metallic);\n230 #endif /* MATDATA_PASS_ENABLED */\n231\n232 #ifdef OBJECT_ID_PASS_ENABLED\n233 objectId = uint(object_id);\n234 #endif\n235\n236 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n237 vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;\n238 n = normalize(n);\n239 normalViewport = workbench_normal_encode(n);\n240 #endif\n241 }\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0063.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0063.frag\nGPUShader: compile error:\n**shader string 1**\n 1 #version 330\n**shader string 2**\n**shader string 3**\n 2 #define GPU_ATI\n**shader string 4**\n 3 #define V3D_SHADING_OBJECT_OUTLINE\n 4 #define V3D_SHADING_SPECULAR_HIGHLIGHT\n 5 #define V3D_LIGHTING_STUDIO\n 6 #define OBJECT_ID_PASS_ENABLED\n 7 #define MATDATA_PASS_ENABLED\n 8 #define NORMAL_VIEWPORT_PASS_ENABLED\n 9 #define WORKBENCH_ENCODE_NORMALS\n10 #define HAIR_SHADER\n**shader string 5**\n11 struct LightData {\n12 vec4 direction;\n13 vec4 specular_color;\n14 vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */\n15 };\n16\n17 struct WorldData {\n18 vec4 background_color_low;\n19 vec4 background_color_high;\n20 vec4 object_outline_color;\n21 vec4 shadow_direction_vs;\n22 LightData lights[4];\n23 vec4 ambient_color;\n24 int num_lights;\n25 int matcap_orientation;\n26 float background_alpha;\n27 float curvature_ridge;\n28 float curvature_valley;\n29 int pad[3];\n30 };\n31 #define NO_OBJECT_ID uint(0)\n32 #define EPSILON 0.00001\n33 #define M_PI 3.14159265358979323846\n34\n35 #define CAVITY_BUFFER_RANGE 4.0\n36\n37 /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */\n38 #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))\n39 const vec4 dither_mat4x4- [x] = vec4[4](\n40 vec4( P(0.0), P(8.0), P(2.0), P(10.0)),\n41 vec4(P(12.0), P(4.0), P(14.0), P(6.0)),\n42 vec4( P(3.0), P(11.0), P(1.0), P(9.0)),\n43 vec4(P(15.0), P(7.0), P(13.0), P(5.0))\n44 );\n45\n46 float bayer_dither_noise() {\n47 ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;\n48 ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;\n49 return dither_mat4x4[tx1.x][tx1.y];\n50 }\n51\n52 #ifdef WORKBENCH_ENCODE_NORMALS\n53\n54 #define WB_Normal vec2\n55\n56 /* From CompactNormalStorage.html\n57 * Using Method #4: Spheremap Transform */\n58 vec3 workbench_normal_decode(WB_Normal enc)\n59 {\n60 vec2 fenc = enc.xy * 4.0 - 2.0;\n61 float f = dot(fenc, fenc);\n62 float g = sqrt(1.0 - f / 4.0);\n63 vec3 n;\n64 n.xy = fenc*g;\n65 n.z = 1 - f / 2;\n66 return n;\n67 }\n68\n69 /* From CompactNormalStorage.html\n70 * Using Method #4: Spheremap Transform */\n71 WB_Normal workbench_normal_encode(vec3 n)\n72 {\n73 float p = sqrt(n.z * 8.0 + 8.0);\n74 n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);\n75 return n.xy;\n76 }\n77\n78 #else\n79 #define WB_Normal vec3\n80 /* Well just do nothing... */\n81 # define workbench_normal_encode(a) (a)\n82 # define workbench_normal_decode(a) (a)\n83 #endif /* WORKBENCH_ENCODE_NORMALS */\n84\n85 /* Encoding into the alpha of a RGBA8 UNORM texture. */\n86 #define TARGET_BITCOUNT 8u\n87 #define METALLIC_BITS 3u /* Metallic channel is less important. */\n88 #define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS)\n89 #define TOTAL_BITS (METALLIC_BITS + ROUGHNESS_BITS)\n90\n91 /* Encode 2 float into 1 with the desired precision. */\n92 float workbench_float_pair_encode(float v1, float v2)\n93 {\n94 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n95 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n96 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n97 int iv1 = int(v1 * float(v1_mask));\n98 int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS;\n99 return float(iv1 | iv2) * (1.0 / float(total_mask));\n100 }\n101\n102 void workbench_float_pair_decode(float data, out float v1, out float v2)\n103 {\n104 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n105 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n106 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n107 uint idata = uint(data * float(total_mask));\n108 v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));\n109 v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask));\n110 }\n111\n112 float calculate_transparent_weight(float z, float alpha)\n113 {\n114 #if 0\n115 /* Eq 10 : Good for surfaces with varying opacity (like particles) */\n116 float a = min(1.0, alpha * 10.0) + 0.01;\n117 float b = -gl_FragCoord.z * 0.95 + 1.0;\n118 float w = a * a * a * 3e2 * b * b * b;\n119 #else\n120 /* Eq 7 put more emphasis on surfaces closer to the view. */\n121 // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */\n122 // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */\n123 // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */\n124 /* Same as eq 7, but optimized. */\n125 float a = abs(z) / 5.0;\n126 float b = abs(z) / 200.0;\n127 b *= b;\n128 float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */\n129 #endif\n130 return alpha * clamp(w, 1e-2, 3e2);\n131 }\n132\n133 /* Special function only to be used with calculate_transparent_weight(). */\n134 float linear_zdepth(float depth, vec4 viewvecs- [x], mat4 proj_mat)\n135 {\n136 if (proj_mat- [x]- [x] == 0.0) {\n137 float d = 2.0 * depth - 1.0;\n138 return -proj_mat- [x]- [x] / (d + proj_mat- [x][2]);\n139 }\n140 else {\n141 /* Return depth from near plane. */\n142 return depth * viewvecs- [x].z;\n143 }\n144 }\n145\n146 vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs- [x], mat4 proj_mat)\n147 {\n148 return (proj_mat- [x]- [x] == 0.0)\n149 ? normalize(viewvecs- [x].xyz + vec3(uv, 0.0) * viewvecs- [x].xyz)\n150 : vec3(0.0, 0.0, 1.0);\n151 }\n152\n153 vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)\n154 {\n155 /* Quick creation of an orthonormal basis */\n156 float a = 1.0 / (1.0 + I.z);\n157 float b = -I.x * I.y * a;\n158 vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);\n159 vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);\n160 vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));\n161 if (flipped) {\n162 matcap_uv.x = -matcap_uv.x;\n163 }\n164 return matcap_uv * 0.496 + 0.5;\n165 }\n166 uniform int object_id = 0;\n167\n168 uniform vec3 materialDiffuseColor;\n169 uniform float materialMetallic;\n170 uniform float materialRoughness;\n171\n172 uniform sampler2D image;\n173 uniform float ImageTransparencyCutoff = 0.1;\n174\n175 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n176 in vec3 normal_viewport;\n177 #endif\n178\n179 #ifdef V3D_SHADING_TEXTURE_COLOR\n180 in vec2 uv_interp;\n181 #endif\n182\n183 #ifdef HAIR_SHADER\n184 flat in float hair_rand;\n185 #endif\n186\n187 #ifdef MATDATA_PASS_ENABLED\n188 layout(location=0) out vec4 materialData;\n189 #endif\n190 #ifdef OBJECT_ID_PASS_ENABLED\n191 layout(location=1) out uint objectId;\n192 #endif\n193 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n194 layout(location=2) out WB_Normal normalViewport;\n195 #endif\n196\n197 void main()\n198 {\n199 #ifdef MATDATA_PASS_ENABLED\n200 float metallic, roughness;\n201 vec4 color;\n202\n203 # ifdef V3D_SHADING_TEXTURE_COLOR\n204 color = texture(image, uv_interp);\n205 if (color.a < ImageTransparencyCutoff) {\n206 discard;\n207 }\n208 # else\n209 color.rgb = materialDiffuseColor;\n210 # endif\n211\n212 # ifdef V3D_LIGHTING_MATCAP\n213 /* Encode front facing in metallic channel. */\n214 metallic = float(gl_FrontFacing);\n215 roughness = 0.0;\n216 # else\n217 metallic = materialMetallic;\n218 roughness = materialRoughness;\n219 # endif\n220\n221 # ifdef HAIR_SHADER\n222 /* Add some variation to the hairs to avoid uniform look. */\n223 float hair_variation = hair_rand * 0.1;\n224 color = clamp(color - hair_variation, 0.0, 1.0);\n225 metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);\n226 roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);\n227 # endif\n228\n229 materialData.rgb = color.rgb;\n230 materialData.a = workbench_float_pair_encode(roughness, metallic);\n231 #endif /* MATDATA_PASS_ENABLED */\n232\n233 #ifdef OBJECT_ID_PASS_ENABLED\n234 objectId = uint(object_id);\n235 #endif\n236\n237 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n238 vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;\n239 n = normalize(n);\n240 normalViewport = workbench_normal_encode(n);\n241 #endif\n242 }\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0064.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0064.frag\nGPUShader: compile error:\n**shader string 1**\n 1 #version 330\n**shader string 2**\n**shader string 3**\n 2 #define GPU_ATI\n**shader string 4**\n 3 #define V3D_SHADING_OBJECT_OUTLINE\n 4 #define V3D_SHADING_SPECULAR_HIGHLIGHT\n 5 #define V3D_LIGHTING_STUDIO\n 6 #define OBJECT_ID_PASS_ENABLED\n 7 #define MATDATA_PASS_ENABLED\n 8 #define NORMAL_VIEWPORT_PASS_ENABLED\n 9 #define V3D_SHADING_TEXTURE_COLOR\n10 #define WORKBENCH_ENCODE_NORMALS\n**shader string 5**\n11 struct LightData {\n12 vec4 direction;\n13 vec4 specular_color;\n14 vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */\n15 };\n16\n17 struct WorldData {\n18 vec4 background_color_low;\n19 vec4 background_color_high;\n20 vec4 object_outline_color;\n21 vec4 shadow_direction_vs;\n22 LightData lights[4];\n23 vec4 ambient_color;\n24 int num_lights;\n25 int matcap_orientation;\n26 float background_alpha;\n27 float curvature_ridge;\n28 float curvature_valley;\n29 int pad[3];\n30 };\n31 #define NO_OBJECT_ID uint(0)\n32 #define EPSILON 0.00001\n33 #define M_PI 3.14159265358979323846\n34\n35 #define CAVITY_BUFFER_RANGE 4.0\n36\n37 /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */\n38 #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))\n39 const vec4 dither_mat4x4- [x] = vec4[4](\n40 vec4( P(0.0), P(8.0), P(2.0), P(10.0)),\n41 vec4(P(12.0), P(4.0), P(14.0), P(6.0)),\n42 vec4( P(3.0), P(11.0), P(1.0), P(9.0)),\n43 vec4(P(15.0), P(7.0), P(13.0), P(5.0))\n44 );\n45\n46 float bayer_dither_noise() {\n47 ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;\n48 ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;\n49 return dither_mat4x4[tx1.x][tx1.y];\n50 }\n51\n52 #ifdef WORKBENCH_ENCODE_NORMALS\n53\n54 #define WB_Normal vec2\n55\n56 /* From CompactNormalStorage.html\n57 * Using Method #4: Spheremap Transform */\n58 vec3 workbench_normal_decode(WB_Normal enc)\n59 {\n60 vec2 fenc = enc.xy * 4.0 - 2.0;\n61 float f = dot(fenc, fenc);\n62 float g = sqrt(1.0 - f / 4.0);\n63 vec3 n;\n64 n.xy = fenc*g;\n65 n.z = 1 - f / 2;\n66 return n;\n67 }\n68\n69 /* From CompactNormalStorage.html\n70 * Using Method #4: Spheremap Transform */\n71 WB_Normal workbench_normal_encode(vec3 n)\n72 {\n73 float p = sqrt(n.z * 8.0 + 8.0);\n74 n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);\n75 return n.xy;\n76 }\n77\n78 #else\n79 #define WB_Normal vec3\n80 /* Well just do nothing... */\n81 # define workbench_normal_encode(a) (a)\n82 # define workbench_normal_decode(a) (a)\n83 #endif /* WORKBENCH_ENCODE_NORMALS */\n84\n85 /* Encoding into the alpha of a RGBA8 UNORM texture. */\n86 #define TARGET_BITCOUNT 8u\n87 #define METALLIC_BITS 3u /* Metallic channel is less important. */\n88 #define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS)\n89 #define TOTAL_BITS (METALLIC_BITS + ROUGHNESS_BITS)\n90\n91 /* Encode 2 float into 1 with the desired precision. */\n92 float workbench_float_pair_encode(float v1, float v2)\n93 {\n94 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n95 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n96 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n97 int iv1 = int(v1 * float(v1_mask));\n98 int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS;\n99 return float(iv1 | iv2) * (1.0 / float(total_mask));\n100 }\n101\n102 void workbench_float_pair_decode(float data, out float v1, out float v2)\n103 {\n104 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n105 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n106 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n107 uint idata = uint(data * float(total_mask));\n108 v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));\n109 v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask));\n110 }\n111\n112 float calculate_transparent_weight(float z, float alpha)\n113 {\n114 #if 0\n115 /* Eq 10 : Good for surfaces with varying opacity (like particles) */\n116 float a = min(1.0, alpha * 10.0) + 0.01;\n117 float b = -gl_FragCoord.z * 0.95 + 1.0;\n118 float w = a * a * a * 3e2 * b * b * b;\n119 #else\n120 /* Eq 7 put more emphasis on surfaces closer to the view. */\n121 // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */\n122 // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */\n123 // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */\n124 /* Same as eq 7, but optimized. */\n125 float a = abs(z) / 5.0;\n126 float b = abs(z) / 200.0;\n127 b *= b;\n128 float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */\n129 #endif\n130 return alpha * clamp(w, 1e-2, 3e2);\n131 }\n132\n133 /* Special function only to be used with calculate_transparent_weight(). */\n134 float linear_zdepth(float depth, vec4 viewvecs- [x], mat4 proj_mat)\n135 {\n136 if (proj_mat- [x]- [x] == 0.0) {\n137 float d = 2.0 * depth - 1.0;\n138 return -proj_mat- [x]- [x] / (d + proj_mat- [x][2]);\n139 }\n140 else {\n141 /* Return depth from near plane. */\n142 return depth * viewvecs- [x].z;\n143 }\n144 }\n145\n146 vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs- [x], mat4 proj_mat)\n147 {\n148 return (proj_mat- [x]- [x] == 0.0)\n149 ? normalize(viewvecs- [x].xyz + vec3(uv, 0.0) * viewvecs- [x].xyz)\n150 : vec3(0.0, 0.0, 1.0);\n151 }\n152\n153 vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)\n154 {\n155 /* Quick creation of an orthonormal basis */\n156 float a = 1.0 / (1.0 + I.z);\n157 float b = -I.x * I.y * a;\n158 vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);\n159 vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);\n160 vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));\n161 if (flipped) {\n162 matcap_uv.x = -matcap_uv.x;\n163 }\n164 return matcap_uv * 0.496 + 0.5;\n165 }\n166 uniform int object_id = 0;\n167\n168 uniform vec3 materialDiffuseColor;\n169 uniform float materialMetallic;\n170 uniform float materialRoughness;\n171\n172 uniform sampler2D image;\n173 uniform float ImageTransparencyCutoff = 0.1;\n174\n175 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n176 in vec3 normal_viewport;\n177 #endif\n178\n179 #ifdef V3D_SHADING_TEXTURE_COLOR\n180 in vec2 uv_interp;\n181 #endif\n182\n183 #ifdef HAIR_SHADER\n184 flat in float hair_rand;\n185 #endif\n186\n187 #ifdef MATDATA_PASS_ENABLED\n188 layout(location=0) out vec4 materialData;\n189 #endif\n190 #ifdef OBJECT_ID_PASS_ENABLED\n191 layout(location=1) out uint objectId;\n192 #endif\n193 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n194 layout(location=2) out WB_Normal normalViewport;\n195 #endif\n196\n197 void main()\n198 {\n199 #ifdef MATDATA_PASS_ENABLED\n200 float metallic, roughness;\n201 vec4 color;\n202\n203 # ifdef V3D_SHADING_TEXTURE_COLOR\n204 color = texture(image, uv_interp);\n205 if (color.a < ImageTransparencyCutoff) {\n206 discard;\n207 }\n208 # else\n209 color.rgb = materialDiffuseColor;\n210 # endif\n211\n212 # ifdef V3D_LIGHTING_MATCAP\n213 /* Encode front facing in metallic channel. */\n214 metallic = float(gl_FrontFacing);\n215 roughness = 0.0;\n216 # else\n217 metallic = materialMetallic;\n218 roughness = materialRoughness;\n219 # endif\n220\n221 # ifdef HAIR_SHADER\n222 /* Add some variation to the hairs to avoid uniform look. */\n223 float hair_variation = hair_rand * 0.1;\n224 color = clamp(color - hair_variation, 0.0, 1.0);\n225 metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);\n226 roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);\n227 # endif\n228\n229 materialData.rgb = color.rgb;\n230 materialData.a = workbench_float_pair_encode(roughness, metallic);\n231 #endif /* MATDATA_PASS_ENABLED */\n232\n233 #ifdef OBJECT_ID_PASS_ENABLED\n234 objectId = uint(object_id);\n235 #endif\n236\n237 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n238 vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;\n239 n = normalize(n);\n240 normalViewport = workbench_normal_encode(n);\n241 #endif\n242 }\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0065.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0065.frag\nGPUShader: compile error:\n**shader string 1**\n 1 #version 330\n**shader string 2**\n**shader string 3**\n 2 #define GPU_ATI\n**shader string 4**\n 3 #define V3D_SHADING_OBJECT_OUTLINE\n 4 #define V3D_SHADING_SPECULAR_HIGHLIGHT\n 5 #define V3D_LIGHTING_STUDIO\n 6 #define OBJECT_ID_PASS_ENABLED\n 7 #define MATDATA_PASS_ENABLED\n 8 #define NORMAL_VIEWPORT_PASS_ENABLED\n 9 #define V3D_SHADING_TEXTURE_COLOR\n10 #define WORKBENCH_ENCODE_NORMALS\n11 #define HAIR_SHADER\n**shader string 5**\n12 struct LightData {\n13 vec4 direction;\n14 vec4 specular_color;\n15 vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */\n16 };\n17\n18 struct WorldData {\n19 vec4 background_color_low;\n20 vec4 background_color_high;\n21 vec4 object_outline_color;\n22 vec4 shadow_direction_vs;\n23 LightData lights[4];\n24 vec4 ambient_color;\n25 int num_lights;\n26 int matcap_orientation;\n27 float background_alpha;\n28 float curvature_ridge;\n29 float curvature_valley;\n30 int pad[3];\n31 };\n32 #define NO_OBJECT_ID uint(0)\n33 #define EPSILON 0.00001\n34 #define M_PI 3.14159265358979323846\n35\n36 #define CAVITY_BUFFER_RANGE 4.0\n37\n38 /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */\n39 #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))\n40 const vec4 dither_mat4x4- [x] = vec4[4](\n41 vec4( P(0.0), P(8.0), P(2.0), P(10.0)),\n42 vec4(P(12.0), P(4.0), P(14.0), P(6.0)),\n43 vec4( P(3.0), P(11.0), P(1.0), P(9.0)),\n44 vec4(P(15.0), P(7.0), P(13.0), P(5.0))\n45 );\n46\n47 float bayer_dither_noise() {\n48 ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;\n49 ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;\n50 return dither_mat4x4[tx1.x][tx1.y];\n51 }\n52\n53 #ifdef WORKBENCH_ENCODE_NORMALS\n54\n55 #define WB_Normal vec2\n56\n57 /* From CompactNormalStorage.html\n58 * Using Method #4: Spheremap Transform */\n59 vec3 workbench_normal_decode(WB_Normal enc)\n60 {\n61 vec2 fenc = enc.xy * 4.0 - 2.0;\n62 float f = dot(fenc, fenc);\n63 float g = sqrt(1.0 - f / 4.0);\n64 vec3 n;\n65 n.xy = fenc*g;\n66 n.z = 1 - f / 2;\n67 return n;\n68 }\n69\n70 /* From CompactNormalStorage.html\n71 * Using Method #4: Spheremap Transform */\n72 WB_Normal workbench_normal_encode(vec3 n)\n73 {\n74 float p = sqrt(n.z * 8.0 + 8.0);\n75 n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);\n76 return n.xy;\n77 }\n78\n79 #else\n80 #define WB_Normal vec3\n81 /* Well just do nothing... */\n82 # define workbench_normal_encode(a) (a)\n83 # define workbench_normal_decode(a) (a)\n84 #endif /* WORKBENCH_ENCODE_NORMALS */\n85\n86 /* Encoding into the alpha of a RGBA8 UNORM texture. */\n87 #define TARGET_BITCOUNT 8u\n88 #define METALLIC_BITS 3u /* Metallic channel is less important. */\n89 #define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS)\n90 #define TOTAL_BITS (METALLIC_BITS + ROUGHNESS_BITS)\n91\n92 /* Encode 2 float into 1 with the desired precision. */\n93 float workbench_float_pair_encode(float v1, float v2)\n94 {\n95 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n96 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n97 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n98 int iv1 = int(v1 * float(v1_mask));\n99 int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS;\n100 return float(iv1 | iv2) * (1.0 / float(total_mask));\n101 }\n102\n103 void workbench_float_pair_decode(float data, out float v1, out float v2)\n104 {\n105 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n106 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n107 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n108 uint idata = uint(data * float(total_mask));\n109 v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));\n110 v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask));\n111 }\n112\n113 float calculate_transparent_weight(float z, float alpha)\n114 {\n115 #if 0\n116 /* Eq 10 : Good for surfaces with varying opacity (like particles) */\n117 float a = min(1.0, alpha * 10.0) + 0.01;\n118 float b = -gl_FragCoord.z * 0.95 + 1.0;\n119 float w = a * a * a * 3e2 * b * b * b;\n120 #else\n121 /* Eq 7 put more emphasis on surfaces closer to the view. */\n122 // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */\n123 // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */\n124 // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */\n125 /* Same as eq 7, but optimized. */\n126 float a = abs(z) / 5.0;\n127 float b = abs(z) / 200.0;\n128 b *= b;\n129 float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */\n130 #endif\n131 return alpha * clamp(w, 1e-2, 3e2);\n132 }\n133\n134 /* Special function only to be used with calculate_transparent_weight(). */\n135 float linear_zdepth(float depth, vec4 viewvecs- [x], mat4 proj_mat)\n136 {\n137 if (proj_mat- [x]- [x] == 0.0) {\n138 float d = 2.0 * depth - 1.0;\n139 return -proj_mat- [x]- [x] / (d + proj_mat- [x][2]);\n140 }\n141 else {\n142 /* Return depth from near plane. */\n143 return depth * viewvecs- [x].z;\n144 }\n145 }\n146\n147 vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs- [x], mat4 proj_mat)\n148 {\n149 return (proj_mat- [x]- [x] == 0.0)\n150 ? normalize(viewvecs- [x].xyz + vec3(uv, 0.0) * viewvecs- [x].xyz)\n151 : vec3(0.0, 0.0, 1.0);\n152 }\n153\n154 vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)\n155 {\n156 /* Quick creation of an orthonormal basis */\n157 float a = 1.0 / (1.0 + I.z);\n158 float b = -I.x * I.y * a;\n159 vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);\n160 vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);\n161 vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));\n162 if (flipped) {\n163 matcap_uv.x = -matcap_uv.x;\n164 }\n165 return matcap_uv * 0.496 + 0.5;\n166 }\n167 uniform int object_id = 0;\n168\n169 uniform vec3 materialDiffuseColor;\n170 uniform float materialMetallic;\n171 uniform float materialRoughness;\n172\n173 uniform sampler2D image;\n174 uniform float ImageTransparencyCutoff = 0.1;\n175\n176 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n177 in vec3 normal_viewport;\n178 #endif\n179\n180 #ifdef V3D_SHADING_TEXTURE_COLOR\n181 in vec2 uv_interp;\n182 #endif\n183\n184 #ifdef HAIR_SHADER\n185 flat in float hair_rand;\n186 #endif\n187\n188 #ifdef MATDATA_PASS_ENABLED\n189 layout(location=0) out vec4 materialData;\n190 #endif\n191 #ifdef OBJECT_ID_PASS_ENABLED\n192 layout(location=1) out uint objectId;\n193 #endif\n194 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n195 layout(location=2) out WB_Normal normalViewport;\n196 #endif\n197\n198 void main()\n199 {\n200 #ifdef MATDATA_PASS_ENABLED\n201 float metallic, roughness;\n202 vec4 color;\n203\n204 # ifdef V3D_SHADING_TEXTURE_COLOR\n205 color = texture(image, uv_interp);\n206 if (color.a < ImageTransparencyCutoff) {\n207 discard;\n208 }\n209 # else\n210 color.rgb = materialDiffuseColor;\n211 # endif\n212\n213 # ifdef V3D_LIGHTING_MATCAP\n214 /* Encode front facing in metallic channel. */\n215 metallic = float(gl_FrontFacing);\n216 roughness = 0.0;\n217 # else\n218 metallic = materialMetallic;\n219 roughness = materialRoughness;\n220 # endif\n221\n222 # ifdef HAIR_SHADER\n223 /* Add some variation to the hairs to avoid uniform look. */\n224 float hair_variation = hair_rand * 0.1;\n225 color = clamp(color - hair_variation, 0.0, 1.0);\n226 metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0);\n227 roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0);\n228 # endif\n229\n230 materialData.rgb = color.rgb;\n231 materialData.a = workbench_float_pair_encode(roughness, metallic);\n232 #endif /* MATDATA_PASS_ENABLED */\n233\n234 #ifdef OBJECT_ID_PASS_ENABLED\n235 objectId = uint(object_id);\n236 #endif\n237\n238 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n239 vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;\n240 n = normalize(n);\n241 normalViewport = workbench_normal_encode(n);\n242 #endif\n243 }\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0066.vert\nShader file written to disk: C:\\Users\\ADMINI~1\\AppData\\Local\\Temp\\blender_a02656\\0066.frag\nGPUShader: compile error:\n**shader string 1**\n 1 #version 330\n**shader string 2**\n**shader string 3**\n 2 #define GPU_ATI\n**shader string 4**\n 3 #define V3D_SHADING_OBJECT_OUTLINE\n 4 #define V3D_SHADING_SPECULAR_HIGHLIGHT\n 5 #define V3D_LIGHTING_STUDIO\n 6 #define OBJECT_ID_PASS_ENABLED\n 7 #define MATDATA_PASS_ENABLED\n 8 #define NORMAL_VIEWPORT_PASS_ENABLED\n 9 #define WORKBENCH_ENCODE_NORMALS\n**shader string 5**\n10 struct LightData {\n11 vec4 direction;\n12 vec4 specular_color;\n13 vec4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */\n14 };\n15\n16 struct WorldData {\n17 vec4 background_color_low;\n18 vec4 background_color_high;\n19 vec4 object_outline_color;\n20 vec4 shadow_direction_vs;\n21 LightData lights[4];\n22 vec4 ambient_color;\n23 int num_lights;\n24 int matcap_orientation;\n25 float background_alpha;\n26 float curvature_ridge;\n27 float curvature_valley;\n28 int pad[3];\n29 };\n30 #define NO_OBJECT_ID uint(0)\n31 #define EPSILON 0.00001\n32 #define M_PI 3.14159265358979323846\n33\n34 #define CAVITY_BUFFER_RANGE 4.0\n35\n36 /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */\n37 #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))\n38 const vec4 dither_mat4x4- [x] = vec4[4](\n39 vec4( P(0.0), P(8.0), P(2.0), P(10.0)),\n40 vec4(P(12.0), P(4.0), P(14.0), P(6.0)),\n41 vec4( P(3.0), P(11.0), P(1.0), P(9.0)),\n42 vec4(P(15.0), P(7.0), P(13.0), P(5.0))\n43 );\n44\n45 float bayer_dither_noise() {\n46 ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;\n47 ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;\n48 return dither_mat4x4[tx1.x][tx1.y];\n49 }\n50\n51 #ifdef WORKBENCH_ENCODE_NORMALS\n52\n53 #define WB_Normal vec2\n54\n55 /* From CompactNormalStorage.html\n56 * Using Method #4: Spheremap Transform */\n57 vec3 workbench_normal_decode(WB_Normal enc)\n58 {\n59 vec2 fenc = enc.xy * 4.0 - 2.0;\n60 float f = dot(fenc, fenc);\n61 float g = sqrt(1.0 - f / 4.0);\n62 vec3 n;\n63 n.xy = fenc*g;\n64 n.z = 1 - f / 2;\n65 return n;\n66 }\n67\n68 /* From CompactNormalStorage.html\n69 * Using Method #4: Spheremap Transform */\n70 WB_Normal workbench_normal_encode(vec3 n)\n71 {\n72 float p = sqrt(n.z * 8.0 + 8.0);\n73 n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);\n74 return n.xy;\n75 }\n76\n77 #else\n78 #define WB_Normal vec3\n79 /* Well just do nothing... */\n80 # define workbench_normal_encode(a) (a)\n81 # define workbench_normal_decode(a) (a)\n82 #endif /* WORKBENCH_ENCODE_NORMALS */\n83\n84 /* Encoding into the alpha of a RGBA8 UNORM texture. */\n85 #define TARGET_BITCOUNT 8u\n86 #define METALLIC_BITS 3u /* Metallic channel is less important. */\n87 #define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS)\n88 #define TOTAL_BITS (METALLIC_BITS + ROUGHNESS_BITS)\n89\n90 /* Encode 2 float into 1 with the desired precision. */\n91 float workbench_float_pair_encode(float v1, float v2)\n92 {\n93 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n94 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n95 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n96 int iv1 = int(v1 * float(v1_mask));\n97 int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS;\n98 return float(iv1 | iv2) * (1.0 / float(total_mask));\n99 }\n100\n101 void workbench_float_pair_decode(float data, out float v1, out float v2)\n102 {\n103 const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);\n104 const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);\n105 const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);\n106 uint idata = uint(data * float(total_mask));\n107 v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));\n108 v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask));\n109 }\n110\n111 float calculate_transparent_weight(float z, float alpha)\n112 {\n113 #if 0\n114 /* Eq 10 : Good for surfaces with varying opacity (like particles) */\n115 float a = min(1.0, alpha * 10.0) + 0.01;\n116 float b = -gl_FragCoord.z * 0.95 + 1.0;\n117 float w = a * a * a * 3e2 * b * b * b;\n118 #else\n119 /* Eq 7 put more emphasis on surfaces closer to the view. */\n120 // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */\n121 // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */\n122 // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */\n123 /* Same as eq 7, but optimized. */\n124 float a = abs(z) / 5.0;\n125 float b = abs(z) / 200.0;\n126 b *= b;\n127 float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */\n128 #endif\n129 return alpha * clamp(w, 1e-2, 3e2);\n130 }\n131\n132 /* Special function only to be used with calculate_transparent_weight(). */\n133 float linear_zdepth(float depth, vec4 viewvecs- [x], mat4 proj_mat)\n134 {\n135 if (proj_mat- [x]- [x] == 0.0) {\n136 float d = 2.0 * depth - 1.0;\n137 return -proj_mat- [x]- [x] / (d + proj_mat- [x][2]);\n138 }\n139 else {\n140 /* Return depth from near plane. */\n141 return depth * viewvecs- [x].z;\n142 }\n143 }\n144\n145 vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs- [x], mat4 proj_mat)\n146 {\n147 return (proj_mat- [x]- [x] == 0.0)\n148 ? normalize(viewvecs- [x].xyz + vec3(uv, 0.0) * viewvecs- [x].xyz)\n149 : vec3(0.0, 0.0, 1.0);\n150 }\n151\n152 vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)\n153 {\n154 /* Quick creation of an orthonormal basis */\n155 float a = 1.0 / (1.0 + I.z);\n156 float b = -I.x * I.y * a;\n157 vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);\n158 vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);\n159 vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));\n160 if (flipped) {\n161 matcap_uv.x = -matcap_uv.x;\n162 }\n163 return matcap_uv * 0.496 + 0.5;\n164 }\n165 vec3 background_color(WorldData world_data, float y) {\n166 return mix(world_data.background_color_low, world_data.background_color_high, y).xyz + bayer_dither_noise();\n167 }\n168\n169 /* [Drobot2014a] Low Level Optimizations for GCN */\n170 vec4 fast_rcp(vec4 v)\n171 {\n172 return intBitsToFloat(0x7eef370b - floatBitsToInt(v));\n173 }\n174\n175 vec3 brdf_approx(vec3 spec_color, float roughness, float NV)\n176 {\n177 /* Very rough own approx. We don't need it to be correct, just fast.\n178 * Just simulate fresnel effect with roughness attenuation. */\n179 float fresnel = exp2(-8.35 * NV) * (1.0 - roughness);\n180 return mix(spec_color, vec3(1.0), fresnel);\n181 }\n182\n183 void prep_specular(\n184 vec3 L, vec3 I, vec3 N, vec3 R,\n185 out float NL, out float wrapped_NL, out float spec_angle)\n186 {\n187 wrapped_NL = dot(L, R);\n188 vec3 half_dir = normalize(L + I);\n189 spec_angle = clamp(dot(half_dir, N), 0.0, 1.0);\n190 NL = clamp(dot(L, N), 0.0, 1.0);\n191 }\n192\n193 /* Normalized Blinn shading */\n194 vec4 blinn_specular(vec4 shininess, vec4 spec_angle, vec4 NL)\n195 {\n196 /* Pi is already divided in the lamp power.\n197 * normalization_factor = (shininess + 8.0) / (8.0 * M_PI) */\n198 vec4 normalization_factor = shininess * 0.125 + 1.0;\n199 vec4 spec_light = pow(spec_angle, shininess) * NL * normalization_factor;\n200\n201 return spec_light;\n202 }\n203\n204 /* NL need to be unclamped. w in [0..1] range. */\n205 vec4 wrapped_lighting(vec4 NL, vec4 w)\n206 {\n207 vec4 w_1 = w + 1.0;\n208 vec4 denom = fast_rcp(w_1 * w_1);\n209 return clamp((NL + w) * denom, 0.0, 1.0);\n210 }\n211\n212 vec3 get_world_lighting(\n213 WorldData world_data,\n214 vec3 diffuse_color, vec3 specular_color, float roughness,\n215 vec3 N, vec3 I)\n216 {\n217 vec3 specular_light = world_data.ambient_color.rgb;\n218 vec3 diffuse_light = world_data.ambient_color.rgb;\n219 vec4 wrap = vec4(\n220 world_data.lights- [x].diffuse_color_wrap.a,\n221 world_data.lights- [x].diffuse_color_wrap.a,\n222 world_data.lights- [x].diffuse_color_wrap.a,\n223 world_data.lights- [x].diffuse_color_wrap.a\n224 );\n225\n226 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT\n227 /* Prepare Specular computation. Eval 4 lights at once. */\n228 vec3 R = -reflect(I, N);\n229 vec4 spec_angle, spec_NL, wrap_NL;\n230 prep_specular(world_data.lights- [x].direction.xyz, I, N, R, spec_NL.x, wrap_NL.x, spec_angle.x);\n231 prep_specular(world_data.lights- [x].direction.xyz, I, N, R, spec_NL.y, wrap_NL.y, spec_angle.y);\n232 prep_specular(world_data.lights- [x].direction.xyz, I, N, R, spec_NL.z, wrap_NL.z, spec_angle.z);\n233 prep_specular(world_data.lights- [x].direction.xyz, I, N, R, spec_NL.w, wrap_NL.w, spec_angle.w);\n234\n235 vec4 gloss = vec4(1.0 - roughness);\n236 /* Reduce gloss for smooth light. (simulate bigger light) */\n237 gloss *= 1.0 - wrap;\n238 vec4 shininess = exp2(10.0 * gloss + 1.0);\n239\n240 vec4 spec_light = blinn_specular(shininess, spec_angle, spec_NL);\n241\n242 /* Simulate Env. light. */\n243 vec4 w = mix(wrap, vec4(1.0), roughness);\n244 vec4 spec_env = wrapped_lighting(wrap_NL, w);\n245\n246 spec_light = mix(spec_light, spec_env, wrap * wrap);\n247\n248 /* Multiply result by lights specular colors. */\n249 specular_light += spec_light.x * world_data.lights- [x].specular_color.rgb;\n250 specular_light += spec_light.y * world_data.lights- [x].specular_color.rgb;\n251 specular_light += spec_light.z * world_data.lights- [x].specular_color.rgb;\n252 specular_light += spec_light.w * world_data.lights- [x].specular_color.rgb;\n253\n254 float NV = clamp(dot(N, I), 0.0, 1.0);\n255 specular_color = brdf_approx(specular_color, roughness, NV);\n256 #endif\n257 specular_light *= specular_color;\n258\n259 /* Prepare diffuse computation. Eval 4 lights at once. */\n260 vec4 diff_NL;\n261 diff_NL.x = dot(world_data.lights- [x].direction.xyz, N);\n262 diff_NL.y = dot(world_data.lights- [x].direction.xyz, N);\n263 diff_NL.z = dot(world_data.lights- [x].direction.xyz, N);\n264 diff_NL.w = dot(world_data.lights- [x].direction.xyz, N);\n265\n266 vec4 diff_light = wrapped_lighting(diff_NL, wrap);\n267\n268 /* Multiply result by lights diffuse colors. */\n269 diffuse_light += diff_light.x * world_data.lights- [x].diffuse_color_wrap.rgb;\n270 diffuse_light += diff_light.y * world_data.lights- [x].diffuse_color_wrap.rgb;\n271 diffuse_light += diff_light.z * world_data.lights- [x].diffuse_color_wrap.rgb;\n272 diffuse_light += diff_light.w * world_data.lights- [x].diffuse_color_wrap.rgb;\n273\n274 /* Energy conservation with colored specular look strange.\n275 * Limit this strangeness by using mono-chromatic specular intensity. */\n276 float spec_energy = dot(specular_color, vec3(0.33333));\n277\n278 diffuse_light *= diffuse_color * (1.0 - spec_energy);\n279\n280 return diffuse_light + specular_light;\n281 }\n282 #define OBJECT_OUTLINE_OFFSET 1\n283\n284 float calculate_object_outline(usampler2D objectId, ivec2 texel, uint object_id)\n285 {\n286 uvec4 oid_offset = uvec4(\n287 texelFetchOffset(objectId, texel, 0, ivec2(0, OBJECT_OUTLINE_OFFSET)).r,\n288 texelFetchOffset(objectId, texel, 0, ivec2(0, -OBJECT_OUTLINE_OFFSET)).r,\n289 texelFetchOffset(objectId, texel, 0, ivec2(-OBJECT_OUTLINE_OFFSET, 0)).r,\n290 texelFetchOffset(objectId, texel, 0, ivec2( OBJECT_OUTLINE_OFFSET, 0)).r);\n291\n292 return dot(vec4(equal(uvec4(object_id), oid_offset)), vec4(0.25));\n293 }\n294 out vec4 fragColor;\n295\n296 uniform mat4 ProjectionMatrix;\n297 uniform mat4 ViewMatrixInverse;\n298\n299 uniform usampler2D objectId;\n300 uniform sampler2D materialBuffer;\n301 uniform sampler2D normalBuffer;\n302 /* normalBuffer contains viewport normals */\n303 uniform sampler2D cavityBuffer;\n304 uniform sampler2D matcapImage;\n305\n306 uniform vec2 invertedViewportSize;\n307 uniform vec4 viewvecs[3];\n308 uniform float shadowMultiplier;\n309 uniform float lightMultiplier;\n310 uniform float shadowShift = 0.1;\n311 uniform float shadowFocus = 1.0;\n312\n313 uniform vec3 materialSingleColor;\n314\n315 layout(std140) uniform world_block {\n316 WorldData world_data;\n317 };\n318\n319 void main()\n320 {\n321 ivec2 texel = ivec2(gl_FragCoord.xy);\n322 vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;\n323\n324 float roughness, metallic;\n325 vec3 base_color;\n326\n327 #ifndef MATDATA_PASS_ENABLED\n328 base_color = materialSingleColor;\n329 metallic = 0.0;\n330 roughness = 0.5;\n331 #else\n332 vec4 material_data = texelFetch(materialBuffer, texel, 0);\n333 base_color = material_data.rgb;\n334 workbench_float_pair_decode(material_data.a, roughness, metallic);\n335 #endif\n336\n337 /* Do we need normals */\n338 #ifdef NORMAL_VIEWPORT_PASS_ENABLED\n339 vec3 normal_viewport = workbench_normal_decode(texelFetch(normalBuffer, texel, 0).rg);\n340 #endif\n341\n342 vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);\n343\n344 /* -------- SHADING --------- */\n345 #ifdef V3D_LIGHTING_FLAT\n346 vec3 shaded_color = base_color;\n347\n348 #elif defined(V3D_LIGHTING_MATCAP)\n349 /* When using matcaps, the metallic is the backface sign. */\n350 normal_viewport = (metallic > 0.0) ? normal_viewport : -normal_viewport;\n351 bool flipped = world_data.matcap_orientation != 0;\n352 vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);\n353 vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb;\n354 vec3 shaded_color = matcap * base_color;\n355\n356 #elif defined(V3D_LIGHTING_STUDIO)\n357\n358 # ifdef V3D_SHADING_SPECULAR_HIGHLIGHT\n359 vec3 specular_color = mix(vec3(0.05), base_color, metallic);\n360 vec3 diffuse_color = mix(base_color, vec3(0.0), metallic);\n361 # else\n362 roughness = 0.0;\n363 vec3 specular_color = vec3(0.0);\n364 vec3 diffuse_color = base_color;\n365 # endif\n366\n367 vec3 shaded_color = get_world_lighting(world_data,\n368 diffuse_color, specular_color, roughness,\n369 normal_viewport, I_vs);\n370 #endif\n371\n372 /* -------- POST EFFECTS --------- */\n373 #ifdef WB_CAVITY\n374 /* Using UNORM texture so decompress the range */\n375 shaded_color *= texelFetch(cavityBuffer, texel, 0).r * CAVITY_BUFFER_RANGE;\n376 #endif\n377\n378 #ifdef V3D_SHADING_SHADOW\n379 float light_factor = -dot(normal_viewport, world_data.shadow_direction_vs.xyz);\n380 float shadow_mix = smoothstep(shadowFocus, shadowShift, light_factor);\n381 shaded_color *= mix(lightMultiplier, shadowMultiplier, shadow_mix);\n382 #endif\n383\n384 #ifdef V3D_SHADING_OBJECT_OUTLINE\n385 uint object_id = texelFetch(objectId, texel, 0).r;\n386 float object_outline = calculate_object_outline(objectId, texel, object_id);\n387 shaded_color = mix(world_data.object_outline_color.rgb, shaded_color, object_outline);\n388 #endif\n389\n390 fragColor = vec4(shaded_color, 1.0);\n391 }\nFragment shader failed to compile with the following errors:\nWARNING: 4:88: warning(#283) Implicit cast from int to uint\nERROR: 4:88: error(#160) Cannot convert from 'unsigned int' to 'mediump int'\nERROR: error(#273) 1 compilation errors. No code generated\n\n"
] |
Circle Select Gizmo Bug
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: AMD Radeon VII ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15031.1000
Broken: version: 2.80 (sub 74)
Worked: version: 2.80 (sub 72)
The Gizmo doesn't work and it is not moving/scaling/rotating the selected Objects, when you are in **circle select mode**!
The **Select Tool**is also buggy and ignores multiple selected faces. It just moves the face, where the mouse is currently.
**Lasso**and **Box select tool**works as expected.
Just open the atached blend file and try to move the selected vertex with the gizmo, while in **circle select mode**
[circle-select-gizmo-bug.blend](circle-select-gizmo-bug.blend) | [
"Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n\n\n\n",
"State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n",
"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.",
"Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n\n\n[Origin_bug.blend](Origin_bug.blend)\n",
"Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)",
"Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)",
"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",
"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",
"Use proximity for edit mesh mirror and mirror selection operator\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt is hard to select the corresponding vertex on the flipped axis side when the topology is non symmetrical and the corresponding vertices on the flipped axis side is slightly offsetted.\n\nIn order to fix this, it would be great with a \"proximity slider\" that selects vertices on the axis flip side that is within the range of the corresponding coordinate of your current selection.\n\n---\nUI mockup for viewport options\n\n\nUI mockup for operator \"Select mirror\"\n\n---\n\nUse cases below:\n---\n\nCurrent behavior works great when **Topology mirror == True** and the mesh on both side of the axis is connected (and the topology was \"built symmetrical\"). Even if vertices on the axis flip side is slightly offseted.\n\n[topology mirror.mp4](topology_mirror.mp4)\n\n---\n\nCurrent behavior does not work when the topology is built symmetrical, but the topology on both side of the axis is not connected (like the eyes in this case). And the mesh is slightly offsetted on the axis flip side.\n\n[symmetry does not work.mp4](symmetry_does_not_work.mp4)\n\n---\n\nCurrent behavior does not work when the topology is not completely symmetrical and the vertices on the axis flip side is slightly offsetted.\n\n[slightly non symmetrical topology.mp4](slightly_non_symmetrical_topology.mp4)\n\n\n\n\n",
"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",
"Affect origins indicator gizmo is not affected by unit scale\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.2\nWorked: never\n\nThe gizmo used to indicate affect origin feature of transform tool is enabled does not change with different unit scale. This makes the gizmo invisibly tiny when using unit scale of 0.01, which is mandatory for Unreal Engine export capability, as described here: scene_scale.mp4\n\n1. In a new .blend file, set unit scale to 0.01\n2. Create a new cube. Newly created cube should be sized appropriately for new unit scale.\n3. Select new cube, Activate move tool, and activate \"Origins\" Affect Only option.\nResult: The gizmo to indicate Affect Only Origins feature is enabled is invisibly tiny and requires extreme zoom in:\n\nExpected: The Affect Only Origins indicator gizmo scale changes appropriately with different unit scales.\n",
"Vertex Transformation, Number Rounding Problem, versions 2.79 and above!\nOperating system: Windows 7 x64 Ultimate SP1\nGraphics card: onboard Intel HD 4600\n\nBroken:\n2.79 (latest) AND 2.80 latest beta\n\nWorked: (optional)\n2.77a works correctly!\n\n\nThis problem is happening on blender versions 2.79 and 2.80! It is NOT present in 2.77a.\nHow to replicate: Selecting a vertex and clicking on its axis transformation on the right pane (N), for example on the Y-axis, enter the number 47.15426 for example.\nSo far, so good. But after clicking on that same field again (to edit or just copy the value to the clipboard), it gets automatically rounded off (just by clicking on it) to 47.1543 for no reason.\nBasically, when I want to select the coordinate of that vertex (47.15426 is its correct value) and just copy it to my clipboard so I can paste it into another program, that number gets changed automatically to 47.1543 inside Blender and it stays that way after de-selecting the Y-axis number field in the Transformation tab!\n\nIn 2.77a version, no such thing can happen, I have been using it since 2016 and there weren't any problems with that.\nI have tested both the 32-bit and 64-bit versions of the affected 2.79 and 2.80 releases, all have this issue.\n\nOpen the attached .blend file: [vertex_coordinate_rounding_problem.blend](vertex_coordinate_rounding_problem.blend)\nThe vertex is already selected. Just navigate with your mouse to the Y: axis transformation and click on the field with the number. It will change from 47.15426 to 47.1543 (which literally lowers the precision of the float by a decimal point). If you try that in Blender 2.77a, this will not happen.",
"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).",
"Threshold of the 'Select Similar' operator (Shift G) is very limited at large scales.\nHi,\nsince I'm working on a project in Unreal Engine it needs to be actually done in centimeters (meaning in mesh-terms it's 100 bigger than meter mesh).\n\nHere is the blend file: [ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend](ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend)\nTry to select a face and Shift+G -> Select Similar (not sure if the shortcut stayed that way)\n\n\nI'm running into an issue here and there where some functions expect the mesh to be in meters and work worse in centimeters (or not at all)\n\nFor example here I was using Shift+G and Area to get the faces with the same area. Because the areas in the centimeters model are so big number-wise it doesn't find any match. So either I think the amount needs to be unlimited (I would put in 100 and that would probably have the same results as when the mesh is 100x smaller) or this needs to be addressed from the unit scale side of things.\n\nThis is in Meters (scaled the mesh 0.01), we get a good window selection because they are mostly the same:\n\nAnd in Centimeters nothing more than the one face is selected.\n\n\nMaybe the scale in Units should be used in these operators to make the mesh smaller?\n\n\nThanks for looking into this.",
"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."
] | [
"Puting 3D cursor in new place when using gizmo\nOperating system: Windows-10-10.0.15063 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78\n\n\nBroken: version: 2.80 (sub 74)\nWorked: key map 2.79, right click select\n\n\nHi,\nEvery time when I'm moving object with gizmo, I put 3D cursor in new place in the same time. Can you fix this?\n\n\n"
] |
Switching dynamics from rigid body animation does not work
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20
Broken: version: 2.81 (sub 4)
Worked: blender2.79b
Switching dynamics from rigid body animation does not work
1.Set location keyframes in 1 frame
2.Move the object slightly in 2 frames and set the location keyframe
3.Add a rigid body to the object
4.Turn off dynamics and set keyframes, turn on Animated and set keyframes
5.Move to the 3 frame
6.Turn on dynamics and set keyframes, turn off Animated and set keyframes
7.When moving to 1 frame and playing the animation, it falls vertically from 3 frames
This is different from 2.79b
[rigidbody_test.blend](rigidbody_test.blend)
[rigidbody_test.mp4](rigidbody_test.mp4)
| [
"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.",
"Can't Animate Texture Mapping Offset For Particle Hair\nWindow 7 64bit 8gb\nnvidia 660\n\nBroken: 2.72 RC\nWorked: I thought this was possible all the way back into the 2.4 series.\n\nAdd a single keyframe to particle texture mapping coordinates.\nMove to another frame and type a new number in the *Offset* mapping field and it will jump back to the number of the first keyframe.\nIn this state there is no way to animate the*Offset*. Even if I insert the same value at the new time location and edit the value in the graph editor the system still refuses to use the *Offset*information for the particle system hair density.\n\nOpen the Attached BLEND file and type a new number in the *X Offset* field.\nThe system refuses to accept the input and resets to the keyframe value.\n\nNOTE: This seems to only be a problem in the *Offset* and *Size* properties for Mapping. You will also see in the BLEND file that I have successfully keyframed the R value of the RGB without experiencing the same problem.\n\n[27_sequin_star_curtain_1a.blend](27_sequin_star_curtain_1a.blend)\n",
"Keymap: use number keys for mode switching (2nd Iteration)\n## Motivation\n\n* Improve ease of mode switching with direct shortcuts (`Tab` and `Ctrl+Tab` functionality remains the same)\n* Consistent accross all object types.\n* Allows the use of pie menus for quickly going into sub-modes (and later adding more options like Island Select mode for meshes)\n* Having the `~` key (or equivalent left to 1) be the Switch Object (`Transfer Mode`) fits better with mode switching than D.\n* The current functionality of toggling Collections visibility often leads to confusion for new users:\n * Objects seemingly disappear\n * Risk of losing visibility settings or undo steps.\n\n## Proposed Solution\nThis task is to evaluate the possibility of using number keys for mode switching, in addition to the already existing `Tab` and `Ctrl+Tab` shortcuts to toggle Edit, Pose, and modes pie menu.\n\nThe current proposal:\n{[F10130043](image.png), size=full}\n\n\n* The numbers row will get a dedicated option in the Keymap Preferences:\n * Collection Visibility (default at least during the trial phase)\n * Mode Switching\n * Potentially `Emulate Numpad` could be part of this option as well.\n\n* Behavior for **Tab** and **Ctrl-Tab** for mode edit-mode switching will be kept as this is convenient and used in many other areas where numbers make less sense (graph-editor, NLA, sequencer... etc, where using numbers doesn't make so much sense).\n\n## Details\n\n- Modes would be mapped to a key consistently between object types, so the pose-mode number-key would do nothing for a curve (for example).\n- Equivalent modes would share a key between object types (grease-pencil Draw to use the same key as mesh Texture Paint, the same goes for Grease Pencil Sculpt, Vertex Paint... etc).\n- Modes to switch include (8): `OBJECT` `EDIT`, `SCULPT`, `TEXTURE_PAINT`, `VERTEX_PAINT`, `WEIGHT_PAINT`, `PARTICLE_EDIT`, `POSE`.\n\n\n## Open Topics\n\n**Should sub-modes have direct access?**\nWith the introduction of pie menus by default in 2.80, users are now used to these and pie menus could be used to access sub-modes. \n\nIt has been proposed in #84380 that vertex/edge/face be expanded into the number buttons too. This only works well for mesh and grease pencil edit-mode, however it has some down-sides.\n\n- We would be using all number keys by default, any additional modes or sub-modes wont fit.\n- Some sub-modes wont fit:\n - Particle edit (currently uses keys 1-3 to switch sub-modes).\n - Weight paint.\n - Texture/Vertex paint.\n\nThe ideal solution in this case isn't clear, either we accept loosing shortcuts for switching sub-modes or accept some inconsistency (having to add a different shortcut for sub-mode switching for modes besides edit-mode).\n\nThere are plans to merge painting modes into a single attribute painting mode, even if this is done, it might make sense to expose weight/texture/sculpt as sub-modes... either way, I don't think we should rely on this change unless it's committed to master before the keymap changes. The same applies to the future of Particle Edit once the new Hair object type is implemented.\n\n**What to do when pressing a modes key a second time?**\n\nCurrently nothing is planned. Options are to toggle the mode or cycle through sub-modes. Both have their pro's and con's so there are no plans to use second-time presses.\n\n**Is overwriting edit-mesh modes acceptable?**\n\nBy switching directly into vert/face/edge modes, this will overwrite the mixed modes which the user will need to manually set every time they enter edit-mode. Holding Shift while changing selection modes will extend the selection as it does currently.\nEven though this isn't such a common functionality, it would be good to avoid breaking peoples workflows.\n\n----\n\n*Updated by @pablovazquez based on notes from the UI meeting on 20 May.*",
"Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n",
"Transform constraints not working with rigid body simulation\nOperating system: Ubuntu 16.04\nGraphics card: MSI 1080Ti\n\nBroken: 2.80, 337eb8c1de4c, master, 2019-03-27,\nWorked: 2.80, 8beab3e33922, master, 2019-01-21\n\nThe new blender release (as of hash: 936014ea8c74), seems to have disabled constraints from animations. \nIf you set a Minimum Z for a rigid body object, it will ignore that minimum.\n\n - Open the default room.\n - Place the cube at (0, 0, 5)\n - Add “Active” rigid body to the cube\n - Add “Limit Location” object constraint and check minimum Z = 0\n - Press play\n\nIn previous versions, the cube would drop and stop at z = 0, but now it falls to -infinity.",
"Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n\n\n[bug.blend](bug.blend)",
"Action Editor: Animations no longer work after renaming bones.\n**Information & Blender version**\nWindows 10, 64 bit, CPU integrated/no graphics card [doubt it's relevant but: AMD A8-7600 Radeon R7]\nBroken Blender Version: 3.3.0, master, 2022-09-06, hash: 0759f671ce1f\nNo idea if it worked in a previous Blender version.\n\n**Description**\nThis happens while using Action Editor and creating several actions to store different animations.\nIf at some point you rename bones, the action that is currently active will automatically update it's paths and continue to work, but any previous actions will not update their path and the animation will no longer play. \n\nFixing it requires either:\n1) manually changing the name of each affected path through the graph editor.\n2) Select the bone, select the affected channel under the action summary, temporarily change the name back to what it used to be, then change it again to the new name. This way the path gets updated.\n\n\n**Reproduce Error & File**\nYou'll need to create at least 1 bone first.\nCreate an action [dope sheet/action editor] and make an animation.\nCreate a new action, make a new animation, and change the name of the bone. The action that is currently active continues to work, but any previous actions now have a broken path and no longer work.\n\nIn this file I made 2 actions with different animations, I had \"Action 1\" active while I renamed the bone form \"Box\" to \"Bone\". Now \"Action 1\" continues to work, while \"Action 2\" no longer plays.\n\nFor this test I changed the name of the bone while in pose mode through Bone Properties.\n\n**Important note: This seems to not happen all the time, I'm not sure why.**\nWhile making this file to recreate the issue, I first created both actions actions and animations, and I had \"Action 2\" active when I changed the bone's name from \"Bone\" to \"Box\". This seemed to create the error for a moment, but when I changed from \"Action 2\" to \"Action 1\" and back to \"Action 2\" it resolved itself and I was able to see both animations.\nI then had \"Action 1\" active while I changed the name of the bone from \"Box\" to \"Bone\", and now the error persisted. [even after closing and reopening the file]\n\nI made the test again with a new file [not attached] and the error persisted, I saved the file, closed it, and after re-opening the file the error was gone.\nSo it seems sometimes the paths get updated automatically and other times they don't.\n\n[BrokenActionTest.blend](BrokenActionTest.blend)",
"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?",
"Rigid Body Animation segmentation fault after canceled move of passive rigid body\nOperating system:\n\"Ubuntu 20.04.5 LTS\" XFCE window manager\n32 GB RAM\n\nGraphics card:\nNVidia GTX1080 (Zotac Mini) -- Driver Version: 390.157\n\nBroken: 3.4.1\nWorked: 3.5\n\nForcing change to rigid body physics simulation by grabbing passive rigid body object (conveyor belt ) and then canceling results in segmentation fault on play of animation.\n\n - Open attached Blend file\n - In 3D viewport, select belt mesh\n - **NEW MISSED STEP** Play Animation without touching anything (note crazy physics)\n - g, drag, escape the \"Belt\" object to force physics cache to update.\n # Play animation. Segmentation fault should occur.\n\n[convetor.belt09.blend](convetor.belt09.blend)",
"Shape Key animations do not render if user is in edit mode when beginning the render.\nOperating system: Windows 10 Home 64 Bit\nGraphics card: Intel (R) HD Graphics 610\n\nBroken: 2.80, ee0d8426ab6d, 2019-05-03\n\nIf the user is in edit mode when they start the render, shape keys will not have any effect.\n\n1. Create an object.\n2. Add the 'Basis' shape key.\n3. Create another shape key, and edit it.\n4. Keyframe the value of the shape key at different frames.\n5. If the user is in edit mode when the render starts, the shape keys will not have any effect. Otherwise, it will work fine.[blend.blend](blend.blend)\n\n[no-edit.mkv](no-edit.mkv)\n\n[edit.mkv](edit.mkv)",
"AutoMerge Keyframes only deletes unselected keyframes (scaling muliple selected to zero or snapping to the playhead fails)\n\n\nLinux Ubuntu & GeForce GTX 580\n\n\nBroken: master\n\nWith \"AutoMerge Keyframes\" toggled on it simply doesn't do that, whether you're scaling keyframes or moving them around.\n\n[auto_merge.blend](auto_merge.blend)\n\nMake an armature, go to pose mode and set keyframes on the bone. Scroll forward a few frames, move the bone around (and rotate) and key it again. Do this a couple of time so you have some keys to work with.\n\nIf you select all the keys in the dopesheet editor and scale them down so some of them land on the same frame, blender doesn't automerge them. The keys seem to still exist on the same frame, as you can see in the graph editor. Even if you select all the keys and move them by one frame (which should trigger the automerge) it still doesn't merge the keyframes.\n",
"Force keyframe with “insert only needed” option on\nBroken: 2.80\n\nI suppose this was intended not a bug, but from an animator perspective it seems like a bug.\n\nWhy when \"insert only needed\" options is ON I can't insert keyframes manually? I only get \"Keying set failed to insert any keyframes\" info\n\nInserting manually only works if you do it outside the current range of animation, but then it removes the key frames next to it. I know there were flat, but it's frustrating when the software deletes keys from my animation. Is it possible to disable this option?\n\nI usually put keys on all available attributes so I don't accidentally change the pose, but on the in-betweens I like to have only keys on changed attributes\n\nIs there a possibility to forcefully insert a keyframe? or just set Autokey to insert only modified attributes? \n\nI somewhat got the functionality I wanted using KeyinSets with overriding the ION option but that worked only when Target ID-Block was set for a specific object. But creating & switching specific keyingsets for all animated object is way to troublesome while animating\n\nCheck the \"insert only needed\" in Preferences > Animation.\nManually add 2 keys for an object e.g. frame 0 & 10. Then try the same keyframe on frame 5. -> Keying set failed to insert any keyframes\" \nAlso later try setting keyframe on frame e.g 15 - > Keyframe on 10 disappears ",
"Motion Blur causes visual glitch on point cloud object moving\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: not known\n\nPoint cloud object + Motion Blur + animation. The first frame of animated movement will incorrectly render compared to before and after the animation starts. \nConvert Cube to point cloud\nAdd a location keyframe on frame 2\nmove the object and add another keyframe on frame 3\nRender with motion blur turned on.\nCompare the rendered frames.\nframe 1 looks correct, frame 2 is too dim even though it is not moving yet.\n\nNote: CPU renders frame 3 incorrectly as well. not sure if this requires another bug report. \n\nFrame 1:\n\nFrame 2:\n\n\nFrame 3 on GPU:\n\nFrame 3 on CPU:\n\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n",
"'constant' f-curve not working happily with sampled motion blur Blender 2.79b\nAttempting to use 'offset animation' of the armature object to combine separate mocap clips in the NLA in v2.79b: the results appear to imply that the 'constant' curve interpolation results in the object animating between positions, not moving 'instantly' as the curve in the graph would imply.\nScene created in v2.79b 2018-03-22 14:10 build\n\nBasically I noticed a couple of frames of 'bullet time' blur happening in rendered footage, it happens when the armature root moves and/or rotates between positions to align the armature pose from the end of one NLA action to the next, using 'constant' interpolation in the curve editor for the keys. Basically rendering this animation option unusable if one is using motion blur for the render.\n\nI tried moving the key frames to fractional frame positions (frame xx.5), on the assumption that using 'centered on frame' motion blur should miss the object move - it did not, still 2 frames with 'bullet time' blur on the character. The render time for the 1st bad frame only going from 30 odd seconds to over 13 minutes! The second bad frame rendered almost as quickly as the good frames interestingly.\nTried 'starting on frame' and 'ending on frame' for the motion blur (with whole number key frames for the animation again) - still got the issue in differing frames but basically the same, except that the blurry character jumped positions and back again which didn't happen using 'centered on frame' motion blur.\n\nHappens on all my computers.\nAll machines are Windows 10, 2 x Pro and 1 x Home.\nBox 1: HP Z800, 2 6 core Xeon, 80Gb RAM, 2 x gtx 1070\nBox 2: Dell R510, 2 x 6 core Xeon, 32Gb RAM, 2 x GTX 970 (external on mining risers)\nBox 3: Gigabyte Aero15, 1 x 6 core i&, 16Gb RAM, 1 x gtx 1060 6Gb (win 10 Home)\n\nIf this is a feature, not a fault, then fair enough (although it makes life harder!).\n\n\nCheers\nMark\n",
"Pin Scene to Workspace doesn't work (when multiple blender windows are open)\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Alpha\nBroken: version: 3.3.0\n\n\nPin Scene to Workspace doesn't work\n\nOpen file, observe that scene.002 is active and pined.\n\n[switch scenes.blend](switch_scenes.blend)\n\nSwitch to Modeling tab then back to Layout.\n\nObserve that instead of scene.002, scene.001 is active. \n\nNOTE: this is only failing with multiple blender windows open (if the second window is closed, it works as expected)"
] | [
"A Rigid Body does not keep the initial velocity after the animated checkbox is disabled\nBroken: 2.83\n\nRigid Body objects whose \"animated\" option is unchecked (for example by a keyframe) do not maintain the velocity that was in the previous frame.\nIt is interesting to note that by setting small values for the rigid body parameters (in the `Scene` tab) \"speed\" and \"steps per second\" the initial speed is maintained.\nFor exemple:\n- With \"speed\" 2.0, 4.0 the RB seems to keep the initial velocity.\n- With \"speed\" 3.0, 5.0 the differences appear again.\n\nIncreasing the \"steps per second\" reduces the differece, but it is still appreciable.\n\nIn the attached file there are six objects whose animation is disabled during the simulation.\n - Open the attached file\n - Run the animation\n\nNote the velocity changing when the checkbox is disabled.\n\nAnalyzing the bullet code we can see that the speed (`btRigidBody::m_linearVelocity`) changes in `RB_dworld_step_simulation`, more specifically `calculateVelocity`.\n\n[test2.blend](test2.blend)",
"Inconsistent behavior keyframing animated rigidbodies\nOperating system: Linux Mint 19.1\nGraphics card: Integrated Intel\n\nBroken:\n2.80 ecdd1864d162 2019-02-18\nWorked: Blender 2.79\n\nA common (but \"hacky\") solution to giving objects an initial velocity is keyframing some motion, then keyframing the animated property on a rigidbody object.**When keyframing the animated property of a rigidbody object in Blender 2.80, it is impossible to have this type of animation start on frame 1**, with a keyframe on location to frame 2, with the animated checkbox toggled from frame 2 to frame 3. This causes the object to get stuck and fall after the keyframed animation ends. If this trick was applied starting on any other frame number, no problems would occur.\n\nAdd a cube. Turn on active rigidbody physics.\nSet a location keyframe on frame 1.\nOn frame 2 move the cube a bit and set a location keyframe.\nSet a keyframe to the animated property for rigidbody physics to on.\nOn the next frame turn off animated rigidbodies and keyframe.\n\nThe object will move then get stuck and fall. This effect works if you start on any other frame. Also, adding two frames for the motion before setting the keyframe for animated works.\n\nHere is a .blend file with all possible scenarios described\n[rigidbody_fail.blend](rigidbody_fail.blend)"
] |
Transforme Orientations - Grese Pencils
Operating system:
Graphics card:
Broken:
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
Based on the default startup or an attached .blend file (as simple as possible). | [
"Grease Pencil problem in drawing short lines\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.83 (sub 10)\n\nThere is a problem with drawing short lines in this version\n\nDraw a very short line and then zoom in on it\n",
"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.",
"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)",
"Update sculpt mode symmetry options as properties of meshes\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere have been multiple patches to improve the symmetry behavior on painting/sculpt modes:\n- 5502517c3c\n- fa9b05149c2ca3915a4fb2670c87a648d927336c\n\nSome `bpy.data.scenes` properties have been left out of this and still need to be unified as a mesh property instead:\n- `tool_settings.sculpt.lock_x`\n- `tool_settings.sculpt.lock_y`\n- `tool_settings.sculpt.lock_z`\n- `tool_settings.sculpt.use_symmetry_feather`\n- `tool_settings.sculpt.radial_symmetry[0]`\n- `tool_settings.sculpt.radial_symmetry[1]`\n- `tool_settings.sculpt.radial_symmetry[2]`\n- `tool_settings.sculpt.tile_offset[0]`\n- `tool_settings.sculpt.tile_offset[1]`\n- `tool_settings.sculpt.tile_offset[2]`\n- `tool_settings.sculpt.symmetrize_direction`\n\n",
"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).",
"If Grease Pencil is set to \"Stroke Depth Order: 3D Location\", blending always with the background and not with previously painted strokes\nOperating system: Ubuntu 20\nGraphics card: GT 1030\n\nBroken: 3.0\n\nIf Grease Pencil is set to \"Stroke Depth Order: 3D Location\", brush color blending seems to use only 1-bit transparency in many cases.\n\nIt is a known issue (see T75684). The linked bug is closed as a presumed limitation of Grease Pencil. However, what the dev calls a limitation there seems to be an unrelated feature (from user perspective, possibly not from a technical perspective). Namely, \"the strokes are always drawn as a billboard face to point of view\" prevents them from looking flat, despite being drawn with a brush defined in 2d space.\n\nI do not know Blender internals, but visually it looks like the problem is elsewhere: blending of colors in \"Stroke Depth Order: 3D Location\" binarizes (at least in some cases) the brush' alpha (opacity) channel. In effect, a hardly visible pixel may completely replace what is behind it. Possibly there is a way to make the scene look correctly at least when rendered.\n\nSee the model attached to the linked bug.",
"C and V keys pressed while drawing a Grease Pencil stroke unchangeable in keymaps\nOperating system: Windows 10\nGraphics card: RTX 3070\n\nBroken: 3.0.0\nWorked: n/a\n\nWhile in the middle of drawing a stroke, pressing C and V keys toggle guides on and off. \n\nThe C and V keys can be bound to something else in preferences, but whatever you bind them to, pressing them while in the middle of drawing a stroke still turns the Guides on and off. I can find no listing for these shortcuts in the Keymaps section.",
"Improve Palette management in Paint Modes (Meshes and Grease Pencil)\nThis is not a task only related to Grease Pencil, but also to any Paint mode.\n\nAs part of the Vertex Paint development in Grease Pencil, we have detected some missing features in Palettes and we have decided to fix it, because Palettes look a little outdate and without improvements for several versions.\n\nMissing features/ WishList:\n\n* There is no default palette.\n* Swatches cannot be re-arranged\n* Colors cannot be sorted\n* Colors can't be named\n* Palettes cannot be merged\n* templatePalette control UI is outdated\n* No ability to import palettes from other software\n* No ability to export palettes to other software\n* Missing easy way to create palettes from images\n\nAbout default palette, in grease pencil we have implemented a default palette similar to Krita/GImp palette. This palette is required by GPencil, but it would be good idea to set this default palette in Texture Paint and Vertex Paint for meshes too.\n\n\nCurrently, I have solved the Sorting, Moving, Join and some Import modules in Grease Pencil branch, but the list above is the initial ideas.",
"Semitransparent grease pencil covers wireframe. Bug or limitation?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nit looks like this \n\n[untitled3.blend](untitled3.blend)\nAnd it is difficuilt sometimes to work with wireframe and GP-sketch when I don`t see vertices\n",
"Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"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)",
"The Arabic language appears reversed\nBroken: 2.79, 2.80, 2.81, ...\n\nThe Arabic language appears reversed\n\n\nExample text: القرآن",
"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.",
"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",
"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"
] | [
"Grease Pencil Objects in Edit Mode have transform gizmos in wrong location\nOperating system: macOS 10.14.1\nGraphics card: AMD Radeon R9 M395X 4096 MB\n\nBroken: Blender 2.8 current build (Nov 30 2018)\n\nGrease Pencil Objects in Edit Mode have transform gizmos in wrong location, if said object is not in the center of the world origin. (0,0,0)\n\nOpen the blend below. Enter Edit Mode and enable the Move gizmo. If you select anything, you can see the gizmo is not over the selection, but in the world origin.\n\n[GP_gizmo_bug.blend](GP_gizmo_bug.blend)"
] |
Blender crashes while rendering, RAM 48gb, VRAM 12gb (nvd 3060)
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98
Broken: version: 3.5.1
Blender 3.5.1 crashes while rendering, crash can happen in 1 minute or maybe in 40 minute, it's random. I have 48 gb RAM and 12gb of Vram, and scene what I try to render is just animation of a bottle, there is no a lot of geometry. I don't have any problems with computer, I thought maybe problem with hardware, but tests which were made in PC service center showed that my computer doesn't have any hardware problem. But I cant understand why does blender random crashes while rendering. Please help, how to fix it.
Blender debug files are attached. Blend files is on google drive, it's too large 189yjWSqU2wrEvngbSfkP-jQ-nAZ0qPkc?usp=drive_link
| [
"Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n",
"Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)",
"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 crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)",
"Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n",
"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 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",
"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",
"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",
"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",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"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).",
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash",
"Crash when 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",
"Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\n"
] | [
"Crash on Cycles rendering using CPU\nOperating system: Windows 10 Pro 10.0.19045 Build 19045\nGraphics card: AMD Radeon RX 6600 XT, AMD Adrenalin driver version 23.5.1 (Up to date as of today)\n\nBroken: 3.51, 2023-04-24 18:11, e1ccd9d4ald3, branch blender-v3.5-release\nWorked: Unknown, hadn't tested with Cycles on this project before now.\n\nA project I've been working on crashes if I try to render it using either CPU or HIP with Cycles. \nSometimes it'll softlock into \"Updating Images\" or \"Updating Shaders\", not freezing until I give up and try to cancel the render (be it by cancelling the render or switching from Render View on the viewport)., but most of the times just crashing Blender.\nI can get renders to work in Cycles on the startup file and on separate project I have. It seems like something specific on this project is what causes the crash.\n\n\nOpen the project and either attempt to render with F12 or switch into Render View in Cycles. Happens both with CPU render and GPU render.\n\n"
] |
Surface strange in Edit mode and Sculpting mode
Operating system: windows10
Graphics card: radeon rx6800xt
Problems with version 2.91.2 and 2.92.0(Candidate) and 2.93.0(Alpha)


Surface strange in Edit mode and Sculpting mode.[sofa4.blend](sofa4.blend) | [
"clay strip brush (and probably any brush) create some strange shading and geometry artifacts...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nclay strip brush (and probably any brush) create some strange shading and geometry artifacts...\n\n1. open blender, subdivide the default cube in edit mode a few times,\n2. add subdiv modifier with 3 levels (25,1 million in total) and apply modifier.\n3. go to sculpt mode and start playing with the clay strip brush and brush settings a little bit...\n4. change the sculpt plane to view plane, and add a stroke continuously in the edge of the cube, and some transparent shading bug appears when i go to check the back side of the stroke made, but this get fixed when i use the smooth brush a little bit in those boundary edges...\n\n\n5. change the sculpt plane to area plane again, and try on other edge the same again, and some grid topology starts to appear suddenly in the first stroke when drawing, but when i keep drawing it was less noticeable the artifact but was still there...\n\n\n\n",
"Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n",
"Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n",
"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",
"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)",
"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)",
"Small Custom Bone Shapes have some Wireframes Artifact.\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti \n\nBroken: version: 2.82.6, hash: a854840e76ae\nWorked: (optional)\n\nSmall custom bone shape has wireframe glitching, the Scale is based on real world but if you resize it in/out u can see it happen.\n\n{[F8257584](Shape.gif) size = full}\n\n\n\n[Bug.blend](Bug.blend)\n",
"Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n",
"UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)",
"Grease pencil 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",
"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",
"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",
"Sculpt Mode - Using Mask while Multiress active = Crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n```\n Tried also with\n```\n 2.83LTS\n 2.92beta 77f73a928439\n 2.93.0 ae1e68f5146d\n\nWorked: None\n\nWas working in Sculpt mode, tried to hide the arms and the program crashed.\nI tried with another objects with multires and it doesn't happen\n\nHere the .Blend with the problem\n [Multires prueba.blend](Multires_prueba.blend)\n\nGo to Sculpt Mode -> Try to mask with mask brush, Mask Lasso or Mask Box",
"Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n",
"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)."
] | [
"Sculpt mode - Mask visual artifacts in perspective view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.91.0\nWorked: 2.82a\n\nIn sculpt mode there are visual artifacts in perspective view, the mask looks fine in orthographic.\nthis happened in all the viewport shading options (except rendered) and all masking tools.\n\nswitch to sculpt mode\nadd a mask\nswitch between orthographic and perspective view.\n\nThanks\n\n\n\n",
"Glitch in Viewport Shading, 2.91 not working properly\n\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card :\nAMD Radeon Vega 8 Graphics\nAMD Ryzen 5 3550H with Raden Vega Mobile Gfx\nNVIDIA GeForce GTX 1650\n\n\nBroken: 2.91\nWorked: Allthough having reinstalled 2.90 seems to have solved the issue, this time other problems occur due to the version being older and bugged.\n\n\nThere's a white layery glitch over the objects in Viewport Shading. \n\nI had to repeat the report due to no response showing up, I've followed the guidelines. Your help would be appreciated.\n\n[blenderbugrep.blend](blenderbugrep.blend)",
"Graphical bug while in Weight Painting Mode with AMD RX 6800XT\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009\n\nBroken: version: 2.83.0 through 2.91.0\nWorked: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release\n\nGraphical artifacts that seems to be originated from the vertices of a mesh\n\n\nI went as far as version 2.82.7, and the artifacts were gone. Since version 2.83, the bugs are present.\n\nI deleted all config files. All versions were redownloaded for testing.\nI have found that, with X-Ray activated, the artifacts disappears\nThose same artifacts can also be seen in Edit mode, but they are less pronounced.\n[2020.12.18-19.40_Trim.mp4](2020.12.18-19.40_Trim.mp4)\nI also tested with the latest version of Blender which was available, the same bug happens:\nversion: 2.92.0 Alpha, branch: master, commit date: 2020-12-17 20:43, hash: 23233fcf056e, type: Release\nThe file used in the screenshots / video:\n[2_91_graphical_bug_amd_6800xt.blend](2_91_graphical_bug_amd_6800xt.blend)\n\nThese artifacts also occur when using a mask in sculpt mode, and when using shadows in solid mode. \n\nStarting with the default.blend: \n - create a mesh with many vertices (a UV Sphere or the default cube with the subdivision surface modifier),\n - go into Weight Paint Mode / Edit mode (although much more visible in Weight Painting Mode)\n\n"
] |
Unable to undo unlinking of IDs like world and materials
Operating system: macOS-13.3.1-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M2 Max 1.2
Broken: version: 3.6.0 Beta
Pressing on an X icon of datablock selection does not create an undo step, which makes it impossible to undo.
Noticed this happens with ID selectors used for World, Material in material slots, Light and Shadow linking collections.
With the default cube scene:
1. Go to World panel.
2. Unlink the world (X icon).
3. Try to undo.
| [
"Error \"Gizmos hidden in this view\" when trying to delete with measure tool and gizmos disabled\nOperating system: Windows 10 64 bit\n\nBroken: 2.83 release, 2.90 ec776f18ff70\nWorked: blender-2.82a-windows64\n\nIf the \"Measure\" tool is selected AND gizmos are turned off (\"Show Gizmo\", in the top right next to \"Overlays\"), trying to delete with the X Shortcut will result in the error \"Gizmos hidden in this view\".\nIf either\n* another tool is selected, or\n* gizmos are enabled\ndeleting works as expected.\n\n[delete_without_gizmo.blend](delete_without_gizmo.blend)\nOpen the file.\nHit the X key.\n\n",
"Undoing using undo history in sulpt rendered mode won't work.\nOperating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 3.0.0 Alpha\n\nUndoing using undo history in sculpt rendered mode doesn't work. This doesn't seem to be a problem in workbench i.e in solid and wireframe mode, bug only happens in rendered and material preview mode. In both cycles and evee \n\n1) Open default startup file.\n2)Go to sculpt mode\n3)Switch to rendered mode\n4)Make any number of brush strokes\n5)Undo to any step after the 'Original' step for example to the 'Sculpt Mode' step.\n\nIt is important that the undo history menu is used as opposed to ctrl+Z, even if you undo only one step back with the undo history menu. Also note that if you make any edits in edit mode before entering sculpt mode and making edits there and then undo back to edit mode everything looks the way it should but if you then redo to sculpt mode the same problem appears\n\n[#88330.webm](T88330.webm)",
"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)",
"Unable to undo subdivision with Multiresolution modifier\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 2.93.6\n\n**Bug**: If i subdivide with Multiresolution modifier after a sculpt action it doesn't undo subdivision but it needs to undo the sculpt action to undo that subdivision done with Multisolution modifier.\n**Note**: If no sculpt action is done before subdivision with Multiresolution modifier, the undo for subdivision just works (No need to undo the action done just before the subdivision to get the result back).\n**Mode** : Sculpt\n\n**Steps**:\n1. File> New> Sculpting. \n2. Add Multiresolution modifier.\n3. Sculpt with Grab brush.\n4. Subdivide once at Multiresolution modifier.\n5. Undo (Doesn't work).\n\n**File**:[Multiresolution_subdivision_bug.blend](Multiresolution_subdivision_bug.blend)\n\n",
"Design Required: How can users choose what datablock/level to edit in the Action Editor?\n**Current Situation**\nThe Action Editor currently only displays/edits the action slot on the active object. However, there are many situations where it would be handy to be able to edit actions that can be reused on other levels instead (for example, actions for different sets of colour+intensity cycles for lamps - e.g. for a disco scene or something like that).\n\n**Problem**\n*1) How do we make it clear to users which level/slot they're editing?*\n- For example, with a single Cube selected, we could potentially have Scene, Compositing Nodes, World, Cube Object, Cube's Material 1, Material 1's Texture..., Material 2, ..., Cube Mesh, ShapeKeys, Particle System 1, Particle System 2,..., and perhaps a few others I've overlooked.\n\n*2) How do we allow users to select which level + slot they're editing?*\n- This naturally follows from the first problem. Basically, if we can display a slot, we can probably try to reuse that mechanism for primitive selection techniques.\n\n**Solutions**\n # **Level + Slot Selectors** - This would be similar to what the IPO Editor used to have (File:ManAnimationEditorsIpoWindowDefaultViz.png).\n - *Benefit:* This is a fairly self-contained approach, and one of the easier ones to implement.\n - *Problem 1:* This was quite nasty if you selected another object that didn't have the types of data that the previous one had. Then again, the Properties Editor suffers from similar problems too.\n - *Problem 2:* Also, it didn't really handle things like materials that well (these were accessed using a number box to choose the index being edited)\n # **Mini-Outliner of Available Slots** - This is a more advanced version of the Level + Slots idea, except that we display a mini tree of available levels that can be edited given the current selection, with the hierarchical relationships between datablocks visible\n - *Benefit:* This copes better with things like Materials and Particles\n - *Benefit:* This is still a \"self-contained\" approach (i.e. each editor doesn't need to know anything about other editors' states)\n - *Problem:* We'd have to develop a new widget to do this - somewhat hairy in the current UI widget toolkit, but we'd want to do this for RNA Path building anyway\n - *Problem:* We'd end up with a semi-blocking/overlapping view that users have to interact with everytime they hunt for this info.\n # **Defer to Outliner (Proper)** - Instead of creating our own outliner tree and using a localised pointer, we just defer these capabilities to the main Outliner. Thus, clicking on Action Slots there (or just the Animation Data entries) tells the Action Editor where it needs to be.\n - *Benefit:* Potentially simpler for users who just expect applications to be monolithic blobs where every single view cooperates with every other view to present a single editing state/context\n - *Problem:* What happens when we've got multiple of each type of window, and we want to have separate views in each?\n # **Controlled by DopeSheet** (From an old suggestion by @venomgfx) The Action Editor can only be entered via DopeSheet. Double-clicking on a channel there opens Action Editor for just that action+level (i.e. in effect it filters the visible channels to just those in that action). When selected object changes or we exit action editor (i.e. back to dopesheet), the slot/level pointer stuff gets reset and/or the Action Editor simply becomes unavailable.\n ",
"Linked Instances Across Scenes have unreliable updates when editing their common mesh data.\n\nBroken: 2.93.4 LTS;\nBroken: master\n\nWith two different objects in two different scenes sharing a same obdata Mesh, editing the mesh in one of the scene can fail to properly update object in the other scene.\n\n- Open attached file.\n- Go to scene 2.\n- Switch to Edit mode.\n- Assign the red material (first slot) to the cube in edit mode.\n- Switch back to Object mode.\n- Go to Scene 1, the Cube in Scene one still uses the second slot material (green).\n# Switch to edit mode and back, now the cube is shown with expected first material slot (red) as well.\n\nNOTE: If you replace step 4 by a mesh geometry editing (e.g. rotate the mesh in Edit mode), in current master there is the same missing update issue in Scene 1, but in 2.93LTS it is properly updated... Regression introduced by 51568030e9.\n\n[Example.blend](Example.blend)\n\n------------------------\n\n# Original report\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.0\n\nIf you link an instanced object to another scene, having it's material link to object, it can have a different material from the non-instance. However upon saving and re-opening the scene, the instance's material will revert to that of the non-instance. \n\n- Open attached file or\n - Take the default cube and assign a material to it. In the viewport display settings assign a color for the material, this will give feedback in the viewport to highlight the issue. \n - Create another material on the same cube and once again assign a color in the viewport display settings.\n - Set both materials to Object Link in the material properties. \n - Name the current scene \"Scene 1\" and proceed to create another scene named \"Scene 2\".\n - Return to Scene 1, and using Alt+D instance the cube.\n - Using Ctrl+ L, link the instance to Scene 2. Delete the newly created instance in Scene 1.\n- In Scene 2, assign the instance a different material than Scene 1 in edit mode. You now have 2 scenes, with 2 cubes that share mesh data, but that are using 2 different materials. This is the desired goal in practice.\n- Save the file and re-open it. Blender will have automatically assigned both cubes to 1 material.\n[Example.blend](Example.blend)\n",
"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",
"Texture Paint: Color Palette operator issues with Undo/Redo -- Vertex Paint is fine though\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5770 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.42.15\n\nBroken: version: 2.83.0\n\n\nIn Texture Paint mode (contrary to vertexpaint mode or gpencil), the palette operators dont work with Undo/Redo\n\nFrom the default startup file:\n- go to vertexpaint mode\n- (a) in the Active Tool tab in the Properties Editor, under Brush Settings > Color Palette, add a palette\n- (b) add a color to the palette\n- (c) Undo --> should be working [color is removed again]\n- so far everything is working\n- go to texture paint and do the same a, b, c --> color is not removed again, Undo is not working\n\nThis is what is probably the cause for the following more specialized original report (but also there the same thing works fine in vertex paint mode)\n\n## original report\n\nWhile in texture mode users press S to activate a color picker (not sure why this isnt the GUI nor the tools palette?)\nWhen its active, we have the options menu (used to be F6 i believe) There is this option \"Add to Palette\".\nThis however always adds colors. When you uncheck it, it will enable itself the next time your use the S key and pick a color.\n\n01. Open the attached scene.\n02. Start texture paint mode\n03. Use S key to enable color picker\n04. Options menu (bottom left) shows \"Add option to palette\" > Deactivate it.\n05. Use S key again > Notice colors are still being added but option is unchecked.\n06. When you let go of the S key, its checked again\n\n\n\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)",
"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",
"Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n",
"Remove unused slots fails with non-mesh objects\nOperating system: all\nGraphics card: all\n\nBroken: 2.83 2.93 3.0daily \n\nwhen object type is Volume or metaball click remove unused slots button.\nWill delete all material slot whether the material been used.\n\nbut if object type is mesh, this action will keep the used \n\n- Open .blend file\n- Material properties tab -> materials specials -> remove unused slots button\n\nTest File:\n[#90338.blend](T90338.blend)",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Fix bad behavior of Armature Join operator\nCurrently, armature 'Join' operator empties its source Armature IDs, while not deleting them. This is both fairly useless, and inconsistent with other 'Join' operations on e.g. Meshes, which do leave source obdata untouched.\n\nIt should instead probably operate on temporary out-of-main copies of the source armatures data, and also leave the original data unchanged.\n\nAlternative option would be to effectively delete the emptied source armature IDs, together with all the objects using them, but this is probably not the desired behavior either.\n\nIssue revealed while investigating #96452 (Armature corrupted after undo), see also [#96452.blend](T96452.blend) for a reproducible case.",
"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",
"Incorrect order in undo stack when switching between Object Mode and Edit Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83 (sub 10)\nWorked: I don't know, I am a new user\n\n**Expected Behavior**\nWhen you undo, you expect to undo the last thing you did (FIFO).\n\nCurrently, if I am in Edit Mode and I change the scale of an object in the \"Transform\" panel on the right, and then undo immediately, it will undo all changes I did in Edit Mode and only then, undo the scale change even though I just did the scale change.\nIn other words, for some reason the undo stack in blender prioritizes things you didn't do in the transform panel when you are in Edit Mode even if these other changes aren't the most recent ones.\n\nFile > New > General\nA cube should appear in the center\nUse Tab to go into edit mode\n(1) Do some changes like moving vertices\n(2) Now change the scale of the object in the transform panel on the right\nNow hit Ctrl+Z to undo the last change\n\nIt will likely undo (1) the \"Edit Mode\" change instead of (2) the \"Transform Panel\" change.\nIf you keep doing Ctrl + Z it will eventually undo the transform panel change after undoing all the \"Edit Mode\" changes."
] | [
"Undo does not undo removing a Geometry Nodes group from the modifier\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 516.59\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nIf you remove a geometry nodes group by pressing 'x' either in the node editor next to the datablock in the header or on the modifier, and then press <kbd>Ctrl</kbd>+<kbd>Z</kbd> to undo removing it, instead of restoring the node group, the Geometry nodes modifier is removed.\n\nNote: There are occasions where it does seem to work, but it mostly doesn't.\n\nI suspect there is a missing undo step, because removing the node group isn't listed as an action in the 'Undo History' in the 'Edit' menu.\n\n1. Add a Geometry Nodes modifier to an object and create a new Geometry Nodes node tree or go directly to the Geometry Nodes editor and press 'New' create a new node tree.\n2. In the Geometry Nodes editor press the 'x' next to node group datablock in the node editor header.\n3. Press <kbd>Ctrl</kbd>+<kbd>Z</kbd> to undo removing the node tree.\n\n"
] |
Cycles texture baking results in jumbled mess if some polygons are assigned to an empty material slot.
Operating system: Windows 10
Graphics card: GTX 1660 ti
Broken: 2.82a, master.
Worked: Unknown, issue is present in all previous versions including 2.79. Issue NOT present in Blender Internal Render.
If the active object has empty material slots assigned to parts of the mesh then baking textures in Cycles seems to get the order of the polygons all jumbled up. This is the case for all types of bakes: AO, Normals, etc...
The expected behavior would be to ignore the polygons assigned to the empty slots and just bake nothing to those polygons. It does apparently skip over those polygons as expected, however all of the other polygons seem to have their indices messed up in the order of the bake (that's my best guess). It's as if all the right data is being baked, but to the wrong polygons.
[EmptyMaterialSlotBakeBug.blend](EmptyMaterialSlotBakeBug.blend) Attached file is a very basic setup, but this appears to be reproduceable in any file.
Compare the "Proper Bake" and "Jumbled Bake" textures to see the jumbled result.
Try baking as-is to reproduce the bug, assign Suzanne's eyes to the baking material slot and try baking again to get a proper bake.
From a fresh blend file all you have to do is:
Add material slot to low poly object.
Don't assign a material to the new material slot.
Assign the material slot to at least one polygon in the mesh (Suzanne's eyes in the example file)
Use 'selected to active' to bake from the high poly to the low poly.
Resulting texture will be a jumbled mess. | [
"Cycles vertex baking seams\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.1.0\n\nThere are seams between the vertices when I try to bake lighting into vertex colors using Cycles, even when the vertices are merged.\n\nHere's my .blend file:\n[baking test.blend](baking_test.blend)",
"\"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",
"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",
"Joining curves overrides other materials\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nJoining two or more curve objects together will result in the curves being assigned the active object's material rather than keeping the material assigned to their points. \n\nOpen the below file:\n[curve_material_bug.blend](curve_material_bug.blend)\nUse Ctrl+J to join the two curves together. \n\n",
"No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG \n\n\n\n",
"Baking dynamic paint to image sequence is cancelled without user interaction\nOperating system: Window 10, 64 Bit, 128GB RAM\nGraphics card: RTX 3090 with the newest studio driver.\n\nBroken: 2.93.5\nWorked: ./.\n\nI am following the cggeek tutorial on creating rain effects (watch?v=35bbyAJodEQ). Like said in 06:30 of the tutorial I wanted to bake the image sequence.\nIt happened some times that the Blender status line said that the bake had started, it sopped announcing that the bake had been cancelled without user interaction.\nI installed 2.93.5 and isolated the 3 concerned objects: The emitter plane, the plane I want to create the baking for and the drop. I started Blender via the debugging command file, clicked on bake and Blender crashed. \nThese are the produced files:\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nPreviously I have tried to find out if the modifier sequence has an effect, but it does not have one. The position of the Dynamic Paint modifier can be arbitrary, and it is not essential if the plan includes particle systems or not.\n\nAfter more trials I could not reproduce the crash, only the indication of cancelling appeared - furthermore withour interacton:\n\n\n\nThanks\n\n- Open attached file (This is a minimum .blend file, which crashed on the first try after installing 2.93.5 and led to the production of the debug files above)\n- With the object \"aBodenFriedhof.002\" selected, go to {nav Physics Properties > Dynamic Paint > Output} and press `Bake Image Sequence`\nAfter a short time, the process will be canceled without an explanation.\n\n[dpSplit.blend](dpSplit.blend)\n",
"Dependency cycle detected even when the constraint is inactive\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.3.0\nWorked: Never\n\nBlender complains on inactive (disabled) dependency cycles each time when I bake animation.\nUnfortunately it affects the baking process (the keys are baked with the delay in one frame). \nI know it might not be considered as the bug, but it is a problem:\n For instance: I'd use empties to fix feet sliding the ground during the complex character root motion movements. \n To make it work first I constraint empties to feets, bake the animation, delete the constraints, then clean up the empties animation so they keep stable toward the surface and finaly constraint the feets to the empties to bake fixed animation. \n Defenetly I would not want to create and delete the constraints over and over again: it is much easier to turn them on and off during the work. Same goes with objects that can guide a character or be guided by one during the same scene. We might just want to choose when the object is constrained to the character and when the character should be constrained to the object. \n \n So when the constraint is disabled it should not be considered as the dependency cycles. (It should not be considered in general)\n1. Create some bone and an empty\n2. Add a Copy Transforms constraint to the bone. Choose the empty as the target.\n3. Add a Copy Transforms constraint to the empty. Choose the bone as the target and **disable the constraint to break the loop.**\n4. Animate empty and try to bake this animation to the bone in a pose mode.\nOnce you press Bake Action (with Visual Keying On) you'll have a warning: Dependency cycle detected like if you have both constraints enabled. \nThe animation will be baked with the delay in one frame.\n\n",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"Normal Baking Inconsistence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha\nWorked: unknown\n\nNormal baking result is different from original.\nAs below, a texture is baked to be used as normal map. Using \"Normal\" bake type the result is inconsistent with the original normal. A baking result using \"Emit\" type is used for comparison.\n\nDiffuse shader :\n[Correct (Diffuse).mp4](Correct__Diffuse_.mp4)\n[Incorrect (Diffuse).mp4](Incorrect__Diffuse_.mp4)\n\"Emit\" bake type has identical result to the original one, while \"Normal\" bake type has a little dimmer color.\n\nGlossy shader :\n[Correct (Glossy).mp4](Correct__Glossy_.mp4)\n[Incorrect (Glossy).mp4](Incorrect__Glossy_.mp4)\nDue to image resolution, the result of \"Emit\" type has acceptable differences at the edges of the squares. The result of \"Normal\" type has areas that shouldn't be brighter/dimmer (check from multiple view angles in the file below).\n\n[Bug Report.7z](Bug_Report.7z)\n\n\n - This is the node setup to generate the texture : \nThese nodes simulate the kind of texture that will connect into \"Normal Map\" node so that it can also be baked using \"Emit\" type.\n\n\n\n - Use the \"Material Output\" nodes to view the differences : \n\n\n\n - If re-bake, use 16-bit color depth can help to get the similar result from original nodes.",
"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",
"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",
"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)",
"Drivers don't refresh simulations.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nAs far as i can remember this bug exists at least from Blender 2.81\n\nAdding Drivers to any of the cloth simulation values will result in them not refreshing the bake when changing that value. When any of these values are changed by the Drivers, user needs to manually go back into the cloth simulation settings and either switch a random setting or Re-Bake the simulation for it to update to the current settings.\n\nAdd custom property to any object -> Copy that value as driver -> Paste it into any of the cloth simulation value settings -> Values will update but cloth simulation won't refresh, forcing you to go back into the cloth settings and refresh them manually. \n\n",
"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"
] | [
"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"
] |
2.82 Bug. Tools menu flicker
Operating system:
Graphics card:
Broken: (example: 2.82 b5244cd
Tools menu random selected
Open default scene > enter to some mode exept object > try to open Tools menu several times
You can see it don't get me to set tool sometimes
[2019-11-03 22-59-51.mp4](2019-11-03_22-59-51.mp4) | [
"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",
"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",
"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)",
"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) ",
"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",
"Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n\n\nSee attached blend file.[clamp.blend](clamp.blend)",
"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",
"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",
"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)",
"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)",
"Intermittent: Control + MMB to zoom non responsive or sluggish vs mouse speed\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nZoom via Control + MMB becomes very sluggish to the point where excessive movement of the mouse is required. Does not match the mouse pointer speed for the rest of the application. \n\nAny model in perspective mode. Attempt to zoom view to the object.\n\n",
"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)",
"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",
"Blender 2.8 Small but really anoing bug when you save rendered images. Cursor shift his position\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 74)\nWorked: (optional)\n\n\nWhen I rendering more then 1 image in same folder, I found that if you will have touch any file (filename) inside explorer - the main string will turn to red (it's normal), but at same time will occure a bug that change mouse position down to 1 string (and it save to all save-explorer menu folder). And it really anoing.\nMaybe will be usefull: 1 - save menu always opens fullscreen, bacause I usual render big size images. 2 I use tablet (Wacom Intous Touch S)\nHere is how it's looks like briefly: a9f6df16ce40e492e4440f6db621dfa9.mp4\nMore closely with my explanation and thoughts what was the reason of this bug: [2019-07-17 02-32-39.mov](2019-07-17_02-32-39.mov)\n\nOpen file. [BUG.blend](BUG.blend) Then press \"F12\". Then \"Shift+S\". In explorer menu create new Folder, and type name \"1\" and press at any empty space. And then press Enter (it will same as you will press \"Save As Image\" effect) Then press Esc, to quit from Render Result Vindow. And repeat all this again, but change each time name to 2,3..ect. \nAnd at some moment (usually it close to \"5\") you will see how render output image will slightly changed, like this: L21z04wuRV9klA.jpg \nAnd that will be mean that bug appeared. And when you will open Save As (SHIFT+S) menu, you will find that cursor position shifted down to 1 string. And you can't normally type anything or select anything. Only when you will maimize windows - it will bring to normal.\n\n",
"GPencil: Hotkeys of Tools is not consistent when Draw Tool is active\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.76\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nI'm not sure whether this is intended or not.\nHotkeys (1 to 9) shift downward one by one depending on whether you are in a draw tool or not.\n\n1. Go to Draw Mode\n2. Select a draw tool by pressing Shift Spacebar, O (Not 1)\n3. Select a fill tool by pressing Shift Spacebar, 1\n4. Select a draw tool by pressing Shift Spacebar, 1 (Not O)\n\n"
] | [
"Tool menu (spacebar) selects option instantly when it's near the edge of a view\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel HD Graphics 5000 OpenGL Engine Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\nWhen opening a tool menu (with spacebar) especially a long one such as in sculpt tools, if the bounding height would exceed the current viewport bottom edge, **the menu will be moved upward (other angles may apply). This causes the menu to select a tool instantly**. For example, if you have the draw tool selected, and menu the box at the bottom of the screen, then you will have scrape/mask/something else under the cursor, and it will re-select by logic (you released spacebar with a different menu item than the active item). This is a bug because the mouse didn't move, so that can't be the intended behavior.\n\nVideo example of the bug:\n9pKdN_sqQws\nsecondary (longer) example, using 2.80 stable\nwatch?v=6rRTrpWNj34\n\ndevtalk thread with issue (moderator verified)\n4\n\nThe default startup file is sufficient to reproduce the error.\nGo into sculpt mode, move the mouse toward the bottom of the screen and press spacebar.\n",
"The Tool Selector Window close one time every two times, when opened too closed to the bottom border of the screen\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\nWorked: (optional)\n\nThe Tool Window, open and close immediately, choosing the tool under the mouse cursor, if the tool window is opened too close from the bottom of the screen.\n\n1) In Edit > Preferences > Keymap, set the \"Space Bar action\" to \"Tools\"\n2) On the 3D viewport, place your mouse cursor in the top area of the viewport\n3) press the spacebar, the tool menu open without any problem, and you can choose a tool with a shortcut key (for example press B to choose the Box selection)\n4) You can repeat that several times in a row without any problems.\n5) Now move your mouse cursor much more closer to the bottom border of the screen, so that you know that the tool window will have to be shifted upward to be displayed correctly.\n6) Press the spacebar a first time. This is ok, you can select your tool\n7) Now press the spacebar a second time. This time, the tool window open and intermediately closed, and the tool selected is the one that is under your mouse cursor.\n8) Press the spacebar again: the tool window open normally\n9) Press the spacebar again: the bug reappear\n10) Now on, every one time over two, the bug appear.\n\n**Expected behavior**\nThe Tool Window should open and stay opened consistently, no matter where the mouse cursor is placed on the screen, when the spacebar is pressed."
] |
Reproducible crash in shading editor
Operating system: Windows 10
Graphics card: Intel HD 4600
Broken: Tested 2.93.7 and 3.0
I can reproducably crash blender. Interestingly I see this working in several tutorials about how to create a procedural wood texture, but on my system this crashes reliably.
Open Blender with the default scene.
Go to shading editor.
Add a noise texture.
Add a Voronoi texture.
Connect Fac of Noise Texture to Vector of Voronoi Texture.
Add a Bump node.
Connect Distance of Voronoi Texture to Height of Bump.
Connect Normal (output) of Bump to Normal (input) of Principled BSDF.
A few seconds later Blender is gone. | [
"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 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.",
"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",
"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.",
"Adding texture to particle emission density breaks particle simulation\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\nPlease see attached file, after adding cloud texture and enabling Density in Texture influences, the simulated particles either stick to the surface or fly of into infinity as a group. \n\nOpen attached file and play animation, note some particles either sticking or a large group of particles incorrectly flying of.[particle_system_broken.blend](particle_system_broken.blend)\n\n",
"output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n",
"Alembic motion blur still fires random velocity vectors and crashes Blender\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Beta, 2.92, 2.90.1\n\nRendering an alembic came from houdini or marvelous designer gives incorrect result on cpu and the same on gpu, but also crashes Blender. Vertex interpolation option gives incorrect mblur render as well, but looking differently.\n[0220-0250.mp4](0220-0250.mp4)\n\n[mblur_test.blend](mblur_test.blend)\n\n[mblur_test.abc](mblur_test.abc)\n\n - Open the file\n - Render the sequence on cpu\n - Render the sequence on gpu (possible crash)\n\n\n\n",
"Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)",
"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",
"Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\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",
"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)",
"Add Signed Noise node to Shader and GN\nThe existing Noise texture was originally designed for textures where values in the range 0-1 are useful.\n\nFor 3D space used in geometry and volumes it is useful to have signed noise.\n\nAfter exploring adding a signed noise output to the existing Noise Texture I created the following patches.\n\n\n\n[D12820: Nodes: Add Vector Distortion node (WIP)](D12820)\n\n[D15947: Nodes: Add Signed output value to the Noise Texture node](D15947)\n\n[D15944: Nodes: Add Signed Noise node](D15944) \n\nSeparate sockets:  \n\nEnum (current patch): \n\nI'm currently in favour of [D15944](D15944) and adding the function as a simple node. \n\nDistortion using just the Signed Noise patch.\n\n\n\nThe advantage of exposing the base noise function is that it allows users to create their own noise based node groups. It decouples the function from the existing Noise texture and only exposes the noise function for a simple UI.\n\nIt is possible to use the existing noise texture for this but it needs the correct values setting plus additional nodes. The underlying code is less efficient.\n\n\n\n\n```\n/* Distortion. */\n\nBLI_INLINE float3 perlin_distortion(float3 position, float strength)\n{\n return float3(perlin_signed(position + random_float3_offset(0.0f)) * strength,\n perlin_signed(position + random_float3_offset(1.0f)) * strength,\n perlin_signed(position + random_float3_offset(2.0f)) * strength);\n}\n\n/* Positive fractal perlin noise. */\n\ntemplate<typename T> float perlin_fractal_template(T position, float octaves, float roughness)\n{\n float fscale = 1.0f;\n float amp = 1.0f;\n float maxamp = 0.0f;\n float sum = 0.0f;\n octaves = CLAMPIS(octaves, 0.0f, 15.0f);\n int n = static_cast<int>(octaves);\n for (int i = 0; i <= n; i++) {\n float t = perlin(fscale * position);\n sum += t * amp;\n maxamp += amp;\n amp *= CLAMPIS(roughness, 0.0f, 1.0f);\n fscale *= 2.0f;\n }\n float rmd = octaves - std::floor(octaves);\n if (rmd == 0.0f) {\n return sum / maxamp;\n }\n\n float t = perlin(fscale * position);\n float sum2 = sum + t * amp;\n sum /= maxamp;\n sum2 /= maxamp + amp;\n return (1.0f - rmd) * sum + rmd * sum2;\n}\n```\n\nvs\n\n\n```\n/* Perlin signed noise */\nr_value = noise::perlin_signed(position);\n```\n",
"EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n",
"Crash 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 crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n  \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n"
] |
Wrong Start Menu link when several versions are installed
Operating system: Windows
When you install several versions of the Blender you have only one link in Start Menu.
1. Install Blender 2.90. You have link "blender.lnk" linked to "C:\Program Files\Blender Foundation\Blender 2.90\blender.exe".
2. Install Blender 2.83. You have only one link "blender.lnk" linked to last installed version "C:\Program Files\Blender Foundation\Blender 2.83\blender.exe". This link replaced the previous link on 2.90, and now you don't have link to Blender 2.90 in Start Menu.
3. Uninstall Blender 2.83. You have one link "blender.lnk" linked to last installed version "C:\Program Files\Blender Foundation\Blender 2.83\blender.exe", not to Blender 2.90. And this link not work, because 2.83 was deleted.
I suggest adding the version number to the file name link in Start Menu: "blender.lnk" change to "Blender 2.83.lnk", "Blender 2.90.lnk" | [
"Broken material assigment after changing mesh-linking to object-linking\nWindows 11\nNvidia RTX 2060 super\n\nBroken: blender-3.2.0-stable+daily.e05e1e369187\n\n\nOn objects with multiple material slots, the currently selected slot gets bugged when switching from object-linking to mesh-linking. It allows the user to select a different material for each link type, which seems to trigger the bug and has lingering effects. For example, in geometry-nodes setting the material becomes unpredicatable, with material names seemingly swapped.\n\nFrom the provided blend file or startup scene:\n1. create a new material slot\n2. pick a material for this slot\n3. swap the material link type between object-link and mesh-link\n4. select a different material for the same slot\nThe material or slot is now bugged. Geo nodes 'set material' will become unpredictable.\n\n[bug_slots.blend](bug_slots.blend)",
"LibOverride: Sanitize handling of library pointer in resync process.\n`BKE_lib_override_library_create_from_tag` takes an 'owner library' data, which is the library owning the currently resync overrides. However, `lib_override_library_resync` always calls it with nullptr library, and later reassign proper lib pointer...\n\nThis needs to be checked, there is likely better/more sensible and straightforward way to handle this. Also somewhat related to #107847.\n\n",
"Error de progama\nno me aparece el modo vèrtice\n\n",
"Breaking Mesh API changes for 4.0\nThis will allow cleaning up code and unifying with the generic attribute system.\n\n- [ ] Normals changes from #108014\n- [x] Remove legacy format writing for #95965\n- [ ] Remove `mesh.vertex_colors`, replaced by `mesh.color_attributes`\n- [x] Remove `mesh.sculpt_vertex_colors`, also replaced by `mesh.color_attributes` and never used in a release\n- [ ] Use a single collection property for `Mesh.edge_creases`\n- [ ] Remove no-op `Mesh.free_loop_normals()` function\n- [ ] Remove `Mesh.calc_normals()`, replaced by lazy calculation\n- [ ] Remove `Mesh.calc_loop_triangles()`, replaced by lazy calculation\n- [ ] Avoid clearing lazily calculated caches in `ED_mesh_update`\n- [x] Remove old custom data API (`polygon_layers_int`, etc.)\n\n**Needs agreement**\n- [ ] Remove `.index` properties, which are much less efficient than writing a loop properly\n- [ ] Remove accessors to properties on mesh element classes, which are accessed much less efficiently than looping through arrays of basic types separately\n\t- [ ] Replace `MeshVertex.bevel_weight` and `MeshEdge.bevel_weight` with attribute API and float attribute type\n - [ ] Replace `MeshEdge.crease` with `Mesh.edge_creases`\n - [ ] Remove hide status from vertices, edges, faces\n - [ ] Remove selection status from vertices, edges, faces\n - [ ] etc (needs further discussion)\n- [ ] Remove some of the redundant ways to assign active layers",
"File Browser: Can't Select/Delete Favorites Bookmark When File Path Is Missing\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCan't select/delete an existing Favorites Bookmark in the Blender File Browser if the path no longer exists on your OS. You have to recreate the path to enable select/delete again.\n\n1. Create a Favorites Bookmark in the Blender File Browser that links to a folder on your OS.\n2. Close the Blender File Browser.\n3. Delete the folder in your OS the Bookmark links to.\n4. Open the Blender File Browser.\n5. The Bookmark is now gray and can't be selected/deleted. (Hovering over the link does show the original path.)\nTo reverse this:\n1. Close the Blender File Browser.\n2. Recreate the original path in your OS the bookmark originally linked to (see 5 above).\n3. Open the Blender File Browser.\n4. The Bookmark can now be selected/deleted.\n\nNOTE: A limited workaround was added some years ago (the 'Cleanup' option that will remove all invalid entries)",
"Remove redundant linked & library override icons\nFor some reason we have a whole bunch of redundant icons for linked data and library overrides. \n\nThese link icons are redundant (only one of each type should be kept):\n- `LINKED`\n- `DECORATE_LINKED` (unused)\n- `LINK_BLEND`\nSame with these library override icons:\n- `LIBRARY_DATA_OVERRIDE`\n- `DECORATE_LIBRARY_OVERRIDE` (only used in custom properties UI, could be replaced easily)\n\nAlso, the `RESTRICT_INSTANCED_OFF` icon looks like thicker version of the linked icon. It and its `RESTRICT_INSTANCED_ON` counterpart are not used.\n\n----\n\nRelated:\n- This looks like the link icons, but indents to indicate locked/unlocked.  Should just use a lock instead.\n- Here the decorator is supposed to indicate a library override (it's `DECORATE_OVERRIDE`), but doesn't look like that at all. Can use the regular override icon instead ",
"Show warning when saving a .blend file with that has been saved with a newer version before\nThe following scenario is a big difficult with our versioning code:\n1. Save file in new version of Blender.\n2. Load and save the same file in an older version of Blender.\n3. Load the file again in the new version.\n\nNot all our versioning code is idempotent and it can lead to hard to detect bugs when some versioning code runs twice. Showing a warning when saving a .blend file in an older version of Blender might help mitigate that issue a bit.\n\nE.g. #93252.",
"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",
"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```",
"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).",
"Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n",
"Compositor in start up file does not show specific passes\nBroken: version: 3.1.0 Alpha\nWorked: Prior to 7e712b2d6a\n\nWhen loading the startup file, some passes will be missing from the compositor. For example the denoiser.\n\nHere is a video showing off the issue: [F12781327](Missing_Passes_in_Compositor.mp4)\n\nWatch the video above or follow the steps below:\n\n1. Start up Blender and change the render engine to Cycles.\n2. Go to the `Viewlayer Properties` tab and enable Denoising Data.\n3. Change one of the areas to the `Compositor` and tick the `Use Nodes` box.\n4. Take note of the passes that are available on the `Render layer` node.\n5. Select from the top of Blender `File -> Defaults -> Save Startup File`\n6. Close Blender\n7. Open a new instance of Blender 3.1 and notice that the `Render Layer` node is missing some of the inputs that should be there.\n\nHow it looks before you re-open Blender:\n{[F13081662](image.png), size=full}\n\nHow it looks afterwards:\n{[F13081667](image.png), size=full}\n\n\nExample of startup.blend:\n[startup.blend](startup.blend)",
"Blender keeps crashing relocating linked library [3.5.1]\nOperating system: Windows-10-10.0.25357-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nRelocating linked library file results in instant crash when different file is chosen. I need this because i work on both OSX and Windows. While testing file version, i had issue with indirectly linked files. These are nested files so to say. They are linked blend files inside another linked blend file. \n\n- Download and Unzip attached `RML-test file-bl350.zip` file\n- open file \"RML-test file-bl350.blend\"\n- go to `Outliner` > `Blender File` and select the linked lib file with exclamation mark \"linked object\"\n- Right click and select \"Relocate\"\n- Point to the file \"linked object-bl293\"\n\nBlender file browser closes and crashes short after.\n\nSide note\nThe linked lib blend file is name \"linked object\", if i rename the \"linked object-bl293\" to \"linked object\" it works. But because i work on both OSX and Windows and sometimes also with different version. I need to rename linked files so i dont break anything.\n\nHowever, i jsut tested these 2 files in an issue folder i created and then it links just fine. When these files are linked in the original folder, blender crashes right after i pick that file \"linked object-bl293.blend\". See attached screengrab.\n\n\n",
"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 4 Alpha Won't Open\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD JUNIPER (DRM 2.50.0 / 5.15.0-79-generic, LLVM 12.0.0) X.Org 3.3 (Core Profile) Mesa 21.2.6\n\nBroken: I tried opening Blender 4.0.0 - Alpha\n August 30, 13:25:10\n e071288ab290\n tar.xz\n 250.91MB\n\nWorked: Blender 4 Alpha from July 15 opens, though.\nBlender 4.0.0 - Alpha\n July 15, 02:35:02\n d8e4fe320784\n tar.xz\n 249.01MB\n\n\n\n- I tried opening Blender 4 Alpha, latest version, and nothing happens.\n- I also tried an earlier version from August 15, and another from July 15.\n- August 15 wouldn't open. I made sure it was set to \"run as executable\".\n- July 15 opens, though.\n- I might check other versions. They take a while to download, though (I live in Canada).\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n - Not sure how others can reproduce this unless they have my pc, or are having the same problem.\n - If there's some kind of terminal window thingy that writes down info while trying to open Blender, let me know how to do that, and I'll copy and paste whatever it says.\n- Note: sometimes Blender 3.6 doesn't open at first. But if I try again, it opens just fine.\n\n"
] | [
"Blender Desktop Shortcut not removed after uninstallation\nOperating system: Windows 10\n\nBroken: 2.83, 2.82\n\nBlender Desktop Shortcut not removed after uninstallation\n\nUninstall Blender from the windows control panel"
] |
Pose Bone data is lost when undoing an Edit Bone deletion.
Broken: 2.80, e8daa615704b
When deleting a bone, then undo-ing the deletion, the "Custom Object" property under Viewport DIsplay is lost, and so are all of the properties that show up when that property is in use(Bone Size, Scale, Custom Shape Transform)
[bone_delete_undo_bug.blend](bone_delete_undo_bug.blend)
- In edit mode, delete the bone and Ctrl+Z
- The bone shape is now gone in pose mode. | [
"All bone drivers selected when reselecting bone\nWindows 8.1\nGTX 580\n\nBroken: 2.77, 2.77a\nWorked: It seems any version before 2.77\n\nVisual explanation:\n\n\nBasically, all created drivers for a bone will be selected instead of the last active one when the bone is selected.\nVery annoying problem that wasn't there before (Had to redo drivers several times because I didn't realize the last active driver isn't the active one anymore).",
"Transform has hard-coded keys to the modal keymap\nCurrently some keys used during transform are hard coded, a few aren't available in the modal keymap either (`O`, `C`, `N`), see `transformEvent`.\n\nIt's not useful to be able to edit the modal keymap when there is also functionality only accessible from hard coded keys.\n\nAll functions should be moved to the modal keymap and hard coded keys removed.",
"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",
"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.",
"Incorrect order in undo stack when switching between Object Mode and Edit Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83 (sub 10)\nWorked: I don't know, I am a new user\n\n**Expected Behavior**\nWhen you undo, you expect to undo the last thing you did (FIFO).\n\nCurrently, if I am in Edit Mode and I change the scale of an object in the \"Transform\" panel on the right, and then undo immediately, it will undo all changes I did in Edit Mode and only then, undo the scale change even though I just did the scale change.\nIn other words, for some reason the undo stack in blender prioritizes things you didn't do in the transform panel when you are in Edit Mode even if these other changes aren't the most recent ones.\n\nFile > New > General\nA cube should appear in the center\nUse Tab to go into edit mode\n(1) Do some changes like moving vertices\n(2) Now change the scale of the object in the transform panel on the right\nNow hit Ctrl+Z to undo the last change\n\nIt will likely undo (1) the \"Edit Mode\" change instead of (2) the \"Transform Panel\" change.\nIf you keep doing Ctrl + Z it will eventually undo the transform panel change after undoing all the \"Edit Mode\" changes.",
"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",
"Parented Rigid Body offsets on transform if the parent has been moved\nWin8.1, 3x gtx580\n\n2.79\n\nIf a rigid body is parented to something (like an empty for group animation before beginning of the simulation etc.), if the parent was moved or animated, when attempting to transform the rigid body, it begins transformation with the offset of the parent (makes it impossible to fine tune simulation starting locations).\nThis happens when animation frame is within simulation range +1.\n\n[wt2.blend](wt2.blend)\n - Press G (grab transform) or use transform widget on the selected plane.\nIf the rigid body gets re-parented, the offset disappears until the parent is moved.\n",
"Lattice loses base shape after removing all shape keys\nOperating system: win64\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nLattice doesn't restore geometry after pressing *Delete all shape keys* from *Shape Key Specials* rollout. Manual removing is also broken.\n\n\n\n - Add Lattice to default scene\n - Create a shape key for it\n # Press *Delete all shape keys* from *Shape Key Specials* rollout (below \"+\" & \"-\" buttons) -> shape key is applying instead of removing\n\nOr in attached file do step 3\n\n[lattice_remove_shapekey.blend](lattice_remove_shapekey.blend)",
"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",
"Shape keys missing from `bpy.data.meshes.new_from_object()` even when the mesh Object is not evaluated\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 4.0.0 Alpha\nWorked: 2.79 (sort of, the API was a bit different due to the depsgraph not existing)\n\nCreating a new Mesh from a mesh Object with `bpy.data.meshes.new_from_object` removes the shape keys (or simply does not copy the them in the first place), even when the Object is not evaluated.\n\nThe API in 2.79 is a little different to 2.80+, since there is no depsgraph; you choose with the function arguments whether or not to apply modifiers:\nWhen using `apply_modifiers=True`, the new mesh has no shape keys as expected. Providing an evaluated Object to the function in 2.80+ is equivalent to this.\nWhen using `apply_modifiers=False`, the new mesh retains its shape keys as expected. In my opinion, providing a non-evaluated Object to the function in 2.80+ should be equivalent to this.\n\n2.79 API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\nCurrent API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\n\nSince the API changed between 2.79 and 2.80, it's not clear whether this is a bug or intended behaviour.\n`Object.to_mesh()` and `BlendDataMeshes.new_from_object()` appear to have identical behaviour in 2.79, though this is again a bit different in 2.80+ because `Object.to_mesh()` now creates a temporary mesh owned by the Object that is not added to `bpy.data.meshes`.\n\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the value of the shape key to 1.0\n1. Run in the Python Console:\n 1. `new_mesh = D.meshes.new_from_object(C.object, preserve_all_data_layers=True, depsgraph=C.evaluated_depsgraph_get())`\n 1. `C.object.data = new_mesh`\n1. Observe that the new mesh has no shape keys (and is not evaluated as expected)\n\nAttached are some .blend files created in different Blender versions that have a script and three Objects that go over different cases (has modifiers/no modifiers/has modifiers but they're disabled) of creating meshes with both `BlendDataMeshes.new_from_object` and `Object.to_mesh` as well as making a copy of an evaluated mesh with `Object.copy` in 2.80+.\n\nThe 2.79 version is a bit different due to the different API, but the 2.80+ version in 4.0.0a results in this:\n(the .to_mesh().copy() behaviour of evaluated Objects has been reported separately as 109327)\n\n\n",
"Regression: Cannot Overwrite Pose in Pose Library\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.5.1\nWorked: 3.3.1\n\nReporting this as it is technically a regression: the current Pose Library system is missing the basic functionality of overwriting an existing pose. This core functionality existed as late as 3.3.1 in the former Pose Library system under the option \"Replace Existing\". However, there is currently **NO** way to overwrite an existing pose asset at ANY time without **FIRST** assigning the pose you want to change and **THEN** changing the bone positions. This is **extremely restrictive** and prohibits the user from updating key poses at will.\n\n**Real world example** : While modeling a chair prop for a character, I posed the character in a seated position, and created a pose asset. As the chair design changed over time, I re-posed the character to accommodate the new design. However, because the \"Seated\" pose asset was not the currently active action, there was **NO** way to overwrite the original pose with my new work. Assigning the original \"Seated\" pose asset in the Action Editor caused any new pose I just made to be lost. This is why I consider this a significant regression, because a user can no longer update a pose at any time they desire.\n\nUnless the new Pose Library is given the basic functionality to overwrite an existing pose with a single click, the old Pose Library system should remain active in Blender.\n\n**I would go further to say that both systems should actually co-exist** , since they are both good and actually complement each other. The new system is better for visual feedback as it provides thumbnail images for each pose, and the old system is better for sheer speed and flexibility (especially during weight painting) since only a single click is needed to overwrite a pose, you can immediately RENAME a pose (without needing to have a separate Asset Browser window open), no actions have to be assigned for it to work, and no thumbnails clutter the interface.\n\n1. Open attached example .blend file. Ensure Pose Mode is active.\n2. Observe the \"Lean Back\" pose asset is currently active in the Action Editor on the left.\n3. Adjust the pose as desired.\n4. Attempt to overwrite the \"Happy\" pose with your current work.\n5. Note that Step 4 is no longer possible in Blender 3.5.1, you will lose your current work if you assign the \"Happy\" pose in the Action Editor.\n\n**To workaround this severe limitation you must perform 3 additional steps**\n6. First click \"Create a New Pose Asset\" for your modified pose in the Action Editor.\n7. Next, (in a separate Asset Browser window) delete the original \"Happy\" pose by right-clicking it and choosing \"Clear Asset\" \n8. Finally, rename the new pose asset to \"Happy\".\n(As you can see, the regression of the missing \"Replace Existing\" feature in Blender 3.5.1 results in many unnecessary steps compared to the ultra-concise workflow of Blender 3.3.1).\n\nThank you so much for your time and for looking into this issue.\n\nSincerely,\nAdam Janz\n\n",
"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",
"Metal: Display of bones in stick mode wrong\nOperating system: macOS M2 Ventura 13.2.1\nGraphics card: M2 GPU\n\nBroken: 3.5.1 and newer\nWorked: with OpenGL backend (see #109389, #108620)\n\n\nBones in Edit mode are displayed wrong when bone display type is set to Stick. In Blender 3.3.7 it looked as usual (see first image). In Blender 3.5.1 and in branch 'blender-v3.6-release' (after calling git pull and rebuilding) it seems broken (second image).\n\nBased on the default startup:\n1. Create a new Armature.\n2. Enter Edit mode.\n3. Set bone display mode to Stick.\nBones are displayed in black (second image).",
"Measure tool undo repitition\nOperating system: Arch Linux | Kernel: 5.11.8-arch1-1\nGraphics card: GTX 1070\n\nBroken: 2.93.0 alpha | Branch: master | Commit: 715c7462969e6075859f44a64bb4eb68d056345b | Date: Wed Mar 24 11:00:31 2021\nWorked: I also tested it in 2.91 and it is the same issue\n\nIf you draw multiple measurements with the measure tool and then try to undo one it instead undos the two most recent ones. Any further undo's after that will undo one as expected.\n\n1. Use the default startup file\n2. Take out the measure tool\n3. Draw a few lines (more than 1)\n4. Ctrl-z undo (two lines will disappear instead of one)\n5. Ctrl-z undo again (one line will disappear as expected)",
"Data lost to a severe crash was auto-recovered and forcefully overrid data that was saved to disk even tho no recovery options were used\nOperating system: Windows 11\nGraphics card: Gigabyte Windforce RTX 2060 OC Super 6GB\n\nBroken: (steam 3.4.x-3.6.2)\nWorked: ()\n\nnote: this is not related to the recovery or auto recovery systems but about pre-crash data being used from ram instead of reading saved data from disk\n\nnote 2: i verified it's old data as it happened with a mask this time and the vertex ids it was assigned after the crash corresponded to the ones that the mask was assigned to after the bug, but was improperly recovered as ids changed due to changes to the mesh, and unmasking those vertices caused them to be moved a random locations as the shapekey they where assigned to did not exist anymore\n\nAfter a severe crash that was not induced by hardware crashes(ie: out of memory/vram, ran out of pagefile memory etc)\nbut from an error internal to blender, even tho data and changes where saved to disk, blender auto recovered data that was not saved and lost to a crash, and it possibly corresponded to a block of ram that was not freed reported by blender in the cmd window;\nafter the unprompted recovery the data even tho it was corrupted it forcefully overrid the data that was saved to disk upon load\n\nthis error seems to recover all kinds of data, it restored a sculpt mask that had been corrupted and was after deleted and saved the file to disk as not having said mask, to even internal textures/texture paint, and changes to properties\n\ni came to this correlation as this type of forceful recovery seems to specifically happen before the ram drops in utilization after a save and a sizable chunk of ram sometimes in the gigabytes is reported as not freed upon closure from the crash\n\nthis also seems to cause blender to not generate crash.log files\n\n\n\nimportant: blender has to terminate from an internal system and not the OS, as even tho blocks of ram still weren't freed windows took care of it in the cases of hardware related crashes causing this error to not happen\n\n\n\nobtain a crash from any of blender's systems not the OS(import, sculpt mask, operators/geometry nodes with faulty input seem to be the most reliable)\n\nif the file is still saving and completes but the ram has not yet been cleared and a crash happens there is a very high chance the old data will be used instead of the data saved to disk\n\n**regarding a blend file:**\nthere is no way for me to provide a blend file as it's dependent on data that is left in the ram by the crash and happened the same way regardless of file, and would require me to find a reliable way to crash blender in this specific conditions, which is out of my knowledge.\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",
"Undoing delete bone will not restore constraints.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n\nUndoing delete bone will not restore constraints.\n\n- Add empty\n- Create armature\n- Add constraint to bone in pose mode - copy rotation with empty as target for example.\n- Check constraint by rotating empty\n- Delete bone with constraint in edit mode.\n- Undo.\n# Check constraint by rotating empty\n\nBone constraint is lost.\n\n[#74486.blend](T74486.blend)",
"assigned constraints are deleted after an undo\n{[F13665510](blender_MihUZxg5rm.mp4)}Operating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1\n\naccidentally delete bones that use constraints,\nwill deleted (constraints) after you have provided them,\nwill not be restored with a single undo,\nConstraints are deleted,\n\n\nuse animated chain\ngo into edit mode \ndelete all chains\nundo\ngo into posemode\n\ncheck if you can move the ik-leg with the footctrl\n\n[constraints_deleted_after_Undo.blend](constraints_deleted_after_Undo.blend)\n"
] |
Bug in uv if first press unwrap
If you press u and unwrap in blender 2.8 in first option this no show settings in this menu.

Last build. | [
"Python API: Mesh editing: Editing uvs after normals with a previously assigned variable doesn't work\nBroken: 3.5.1\nWorked: 3.4.1\n\nCaused by 6c774feba2\n\nHolding on a variable referencing the uv layer data for later uv editing, doesn't work when normals are edited in between\n\nRun the attached python script in Blender 3.5.1\nThis creates three objects, all should have all their loop uvs as 0,0:\n\n- no_set_normals (should have default normals, sideways)\n- with_set_normals_and_reaccess_uv (should have upwards +z normals)\n- with_set_normals_but_no_reaccess_uv (should have upwards +z normals)\n\nGo in edit mode on each generated object, look at the normals and uvs\nThe results are only correct for no_set_normals and with_set_normals_and_reaccess_uv\nFor with_set_normals_but_no_reaccess_uv, neither the uvs nor normals are correct. Both appear to be defaults\n\nIn Blender 3.4.1 this works as expected, i.e. with_set_normals_and_reaccess_uv and with_set_normals_but_no_reaccess_uv are identical\n\nAttached are also screenshots in 3.5.1 of the normals and uvs of each object\nAnd a screenshot in 3.4.1 showing the expected results\n\n**Guess at what's happening**\nOn more complicated cases (actual meshes with hundreds of triangles), the normals are messed up (seemingly random instead of defaults) and Blender is prone to crashing. This leads me to believe holding on the uv layer data after normal editing accesses freed memory or something like that?\n\n",
"Un-subdivide operator damages UVs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nOriginal\n\nUnsubdivided Level 2\n\n\n[unsubdivide UVs.blend](unsubdivide_UVs.blend)\nPress Ctrl+E / Un-Subdivide\nSet operator to step 2 or 4",
"Support Automasking For Texture Paint\nFor #96225 we need to make the auto-masking options from sculpt mode available for texture painting.",
"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",
"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",
"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",
"No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with",
"Set Active UV - new node\n\n\n---\n\nSee also: #98851 (Active UV - new node)",
"Macro operators [e.g. Loop cut and slide]: \"adjust last operation\" fails completely [when called from the menu -- F9 is fine]\nBroken: 2.8x\nWorked: 2.79b\n\nThis might fall into the same boat as anything related to #45964, although it does seem to be \"new\" in 2.8x.\nAfter performing a loop cut and slide operator, you can adjust the properties in the operator panel (albeit with caveats from #45964). However, if you instead open the Adjust Last Operation panel, it will list a different operator name (Loop Cut, not Loop Cut and Slide), and while you can change properties there, those changes have no effect, even though they are reflected by the operator panel.\nThis didn't use to happen in 2.79b, though IIUC the \"Adjust...\" panel is different in 2.8x from the \"Redo Last\" of the 2.7x era.\n\n1. Load the default scene.\n2. Go into edit mode on the cube.\n3. Add a loop cut, e.g. via the shortcut or using the active tool\n4. Expand the operator panel in the bottom left and adjust properties. Note how those adjustments do have an effect on the result.\n5. Go Edit -> Adjust Last Operation\n6. Note the different operator name in that newly opened panel (Loop Cut vs. Loop Cut and Slide).\n6. Try adjusting any properties in the newly opened panel. Note how the operator panel in the bottom left picks up these changes, but at the same time they have no effect on the operation.\n\n[Demo video ](eAlL08M8AZA)",
"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.",
"UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.",
"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).",
"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)",
"Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n\n\n\n\n\n\n",
"Render cloth animation does not resets cache\nBroken: 2.82.7\nWorked: 2.79b\n\nWhen modifier Subdivision is before the cloth physics modifier,but with different subdivision settings for rendering and viewport, the cache remains active even when rendering.\nPossibly related to #74523.\n\n- Open attached file\n- Run animation (without baking)\n- Render animation\nNotice that the cloth is deformed with each rendered frame.\nThis is because rendering reuses the cache.\n\n[bug.blend](bug.blend)"
] | [
"Operator panel fallout occasionally\nOperating system: Windows 10, 64 bit\nGraphics card: Intel inside\n\nBroken: 2.80 release candidate 1\nOperator panel occasionally fails to work/respond once an action triggers it's appearance.\n\nThe annoying thing about this bug is I haven't been able to reproduce it on demand, though it has happened two or three times. The most recent one was when I added a UV sphere in object mode. Trying to adjust it, I found that the collapsed (normal) operator panel had no text (abnormal), and clicking on the little arrow simply moved the 3D cursor; it was as if it was just an unresponsive overlay, not affecting the GUI at all. Deleting then re-adding the sphere triggered normal operation."
] |
Hair and Rigid Body
Operating systems:
* Linux Debian 4.19.118-2 (2020-04-29) x86_64 GNU/Linux
* macOS 10.13.6
* Windows 10
Graphics cards:
* GeForce GTX 1080 Ti (Linux)
* nVidia GeForce 320M (macOS)
* GeForce GTC 1070 (Windows 10)
Broken: 2.83.0 (Released), 2.90.0-281319653e5b
Hair does not follow a rigid body that moves
1.) Make the default cube a rigid body
2.) Add a hair system to the default cube
3.) Play animation
[hair_bug.blend](hair_bug.blend) | [
"cycles stalls with hair particles in viewport\nOperating system: Windows 10 home version 21H1 OSBUILD 19043.1415\nGraphics card: no card\n\nBroken: 3.0.0\nWorked: prior to 3.0.0\n\n\n[CUBE HAIR packed.blend](CUBE_HAIR_packed.blend)\n\ncycles stalls in viewport with hair particles, final render does not work\n\n\n1. Change the render engine to Cycles\n2. Create the material shown below (The parameter surrounded in red have been modified on the Principled BSDF)\n\n3. Give the material created above to a mesh object.\n4. On that same mesh object, add a hair particle system.\n5. Enter the rendered viewport. And take note of the slow rendertimes.\n6. \"Restart\" the render by doing something like **one** of these steps:\n - Move, scale, or rotate an object\n - Click on a material in the 'Material Properties' tab of the `Properties editor`\n - Adjust a material property in the world material or the object material\n - And probably others\n7. Notice the viewport render is now much faster.\n\n> Original Steps to reproduce\n> click display render preview in viewport, observe cycles stalling, then click on 'material' in layout panel, now observe cycles picking up and running at fast pace, then try final render, observe that it does not proceed",
"Particles on Faces/Volumes with grid does not respect zero gravity\nSystem Information\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1650\n\nBlender Version\nBroken: 3.0.0 Release candidate, 2.93.4\nWorked: Not sure\n\nParticles on Faces/Volumes with grid does not respect zero gravity\n\n1. Open a default scene and remove the default cube\n2. Add a plane\n3. Add a particle system and change the emission to Faces or Volumes and Distribution to Grid\n4. Change the Gravity to 0 in Field Weights\n\nExpected result: The particles generated needs to move up\nObtained result: The particles generated sticks to the plane\n\n",
"Changing the seed value is not working for particle children hair\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.0\nWorked: I duuno\n\nEven changing the value of the seed, the position of the children's hair still remains the same.\n\n\n\n\nA sample blender file is attached below.\n\n",
"Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens.",
"Cycles: Hair is not rendered in front of images\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nCurves hair is not visible when it is in front of an image\n\nOpen the [file](https://projects.blender.orgattachment) and render the image.",
"Hair particle distribution changes randomly\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: 3.5.0\n\nHair particle distribution changes without the user changing parameters.\n\nOpen the attached Blender file.\n\nIn the particle settings of the active object, click on the Emission -> Number field to edit it, and then without actually changing it, press enter.\n\nNotice that even though no parameter was changed, the distribution pattern on the emitter changes. \n\nThis keeps happening for 5 repeats of the previous step, until it seems to reach an equilibrium. \nBut you can start it again, by clicking onto the Emission -> Seed field, and hitting enter without changing it. This will allow you to click on the Number field again and cause changes.\n\nFor this to function, we seem to need both Interpolated Children to be active, and a texture to drive the distribution.\n\nAs a side note here, I'm not sure if this should be a separate bug report, but the texture is set to influence Density, but also influences the size of the scattered objects. Whereas if you try to have it influence the Size field, nothing changes.\n\n",
"Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n",
"Default Particle System colourization in Particle Edit Mode (Hair) doesn't follow theme wire/verts settings\nArch Linux + GTX 780ti\n\n\nAll versions since 2.5alpha. Currently using Blender v2.79 8ef39d5c882\n\n\n * Choose a dark Blender UI theme (Dark 3Dview background)\n * Working in `Particle Edit Mode` with different different particle systems (PS) the currently selected hair PS wire/verts colours are set to *black* instead. This is ok with light `3DView` (opengl) backgrounds. With black or dark themes or blender scenes the user can't see particle paths.\n * Adding more than one PS shows all unselected PS colours just fine using their set material colour. That is not what this bug report is about. Here the focus is on wire/vertices default colourization for the **currently selected** PS.\n * It looks like selecting the first PS uses black as default wire/verts colour. While selecting all other PS they use theme wire colour somehow, but changing `User settings -> Themes -> 3D View -> Wire/Wire Edit` colour has no impact?!\n\n\n**Side effects**\n * Switching `Particles->Render->Emitter` brings viewport PS colourization \"back\" somehow. Broken, but unselected PS are showing their material colour. randomly (?)\n * Working with three hair PS and playing with Emitter influences only some unselected PS (random)?\n\n\n**Current Workaround**\nWhile editing (Particle Edit mode) the current PS just *select all* and then use the brush to edit them. \n\n\n * Use the attacked blend file [PS.blend](PS.blend)\n * and play around while switching between `PS Red/Green` in `Particle Edit Mode` and randomly switch `Emitter` on/off.\n\n\n**Suggested Result**\nThe currently selected hair PS follows theme wire/verts colourization. All unselected PS are using their material diffuse/base colour.\n\n**PS**\nI added a cloned PS, too. Which was cloned from the Red one `ParticleSystem Green (cloned Red)`. Switching its visibility brings all PS material back.\n\n**Possibly Related Sources**\n* Blender Artists: [How Do I Change Hair Colour In Particle Edit Mode?](showthread.php?320868-How-Do-I-Change-Hair-Colour-In-Particle-Edit-Mode)\n",
"Snapping collision object to particle emitter not working\nOperating system: Linux-5.9.3-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.9.3-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.2.1\n\nBroken: 2.79 - version: 2.92.0 Alpha\nWorked: -\n\nIt is impossible to snap an object with Collision to an object with a Particle System (not event the snapping circle showing up), but it works the other way round (SnapTo set to everything but Increment). This seems to have been around for a long time, but I can't find any report regarding the issue.\n\nAdd a particle system to the default cube (P)\nAdd another primitive, activate collision in the physics settings (C)\nTry snapping C to P, it won't work\nBut snapping P to C works and collision objects can be snapped to each other. C to P only works if you remove the collision or the particle system.\n\n",
"Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)",
"Hair display error in blender 3.0.1\nHello, when I add new hair in the Particle Edit mode. Then the hair does not come from the mesh itself, but as if it weighs above it. What's the problem, maybe I'm doing something wrong?\n\n{[F12865495](Безымянный.png)}Operating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.148202 Core Profile Context 21.3.1 27.20.15003.1004\n\nBroken: version: 3.0.1\n\n\n\n",
"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",
"Hair Dynamics: cannot generate a valid particle cache\nOperating system: 4.20.12-gentoo Linux\nGraphics card: Radeon(TM) Pro WX9100 (VEGA10, DRM 3.27.0, 4.20.12-gentoo, LLVM 6.0.1)\n\nBroken: 2.80 (sub 48) commit hash: bf9904ec8018 Build: 2019-03-13 01:14:16 Linux Release branch: blender2.7\n\nWorked: (optional) 2.79b commit hash and date unknown; compiled from Gentoo repository\n\nFails to make a valid particle cache when rendering a dynamic hair system via Cntl + F12. Hair particle motion appears compromised after the first frame. see video clip **dyn_on.mkv**.\n\n**Require**\nA .blend file with a mesh object that has a hair particle system defined on it. Hair dynamics is turned on in the particle system properties panel. The file should have been previously saved without a cache. Blend file **dyn_on.blend** provided for this requirement. \n\n1. Open **dyn_on.blend**\n2. Cntl + F12 to render animation (implicitly build in-memory cache)\n3. Observe:\n```\n a. Cache indicator on timeline shows only 1 or 2 valid initial frames; remaining 248 - 249 frames are invalid.\n b. Hair particles exhibit only limited rotational dynamics. They do not follow the surface of the sphere (i.e., they appear \"unanchored\"), nor do they seem affected by gravity. See **dyn_on.mkv** video clip.\n c. After the last frame has been rendered, click on the rewind control in the timeline. The cache section in the Particles properties reports the state of the cache: \"1 frames in memory (216 KB), not exact since frame 0\"\n```\n\n**Workaround**\n1. Bake particle dynamics first or\n2. Run the animation through in the 3D viewport to create an in-memory or on disk cache before rendering.\n\nRendering with an in-memory, on-disk, or with baked dynamics appears to generate an unaffected animation. See **dyn_on_cache.mkv** video clip.\n\n**Notes:**\n1. Examples rendered in Cycles, but EEVEE and Workbench rendering does not change behavior.\n2. Hair particles rendered with a collection of simple mesh geometry in the examples, but rendering with single mesh objects or rendering hair paths does not change behavior.\n3. Running in single thread mode (-t 1 on command line) does not change behavior.\n4. Rendering via CPU or GPU does not change behavior.\n5. Problem seems specific to hair particle systems. Emitter particle systems without pre-computed caches can be rendered with Cntl + F12; the cache seems fully valid in the time line, dynamics of falling emitter particles do not seem unusual and the cache section in the Particles properties reports that there are 250 valid frames in memory at the conclusion of the animation.\n\n**Related:**\n#62439 describes a failure in particle updates which seems very similar in appearance exhibited by particles in video clip **dyn_on.mkv.**\n\n[dyn_on_cache.mkv](dyn_on_cache.mkv) - dyn_on_cache.mkv\n[dyn_on.mkv](dyn_on.mkv) - dyn_on.mkv\n[dyn_on.blend](dyn_on.blend) - dyn_on.blend\n",
"The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n",
"Particle hair with density influenced by texture is (partially) invisible with cycles CUDA backend\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 up to latest (version: 3.3.0 Alpha)\nWorked: 2.9.3 (from memory since these blend files can no longer be opened)\n\nThe particle hair in the given example file does not show up properly when switching to rendered preview using GPU compute and CUDA specifically. Switching to Optix, or CPU render makes the hair appear shaded. With not showing up properly I mean that the grid lines behind the hair does get obscured (only very faintly visible in the screenshots), but they are clearly not shaded. Disabling texture density influence also makes the hair appear in the GPU compute and CUDA combination.\n\nI understand that the particle system is deprecated, but figured I might as well report this issue so it does hopefully not occur in the replacement.\n\n 1. Open the attached blend file. \n\n [hair_invisible.blend](hair_invisible.blend)\n 2. Make sure that CUDA is used as the GPU compute backend, and that the device is set to GPU compute.\n 3. Switch to rendered view.\n 4. Observe that the hair is only obscuring the grid lines, but not shaded. Next there are several possibilities.\n\n 5. Switch to CPU backend for cycles and observe that the hair appears.\n 7. Or, disable texture density influence and observe that the hair appears.\n\n 8. Reduce the children to 23 and observe that some part of the hair appears within some bounding box. Further reducing the children makes it appear and disappear occasionally until everything appears (as above) at 9 children.\n\n"
] | [
"Particle System on a Rigid Body object spawns incorrectly under specific conditions: with small particle number and different start frame.\nOperating system: Windows 7\nGraphics card: GTX 480\n\nBroken: 2.82 (sub 6) , \n\n\nIf a particle object is added to a rigid body object, the particle count lowered below 180 and the start frame changed, a stray particle will show up around the objects original location. \n{[F8267575](ParticlesBug.PNG), layout=center, size=full}\n\n[ParticleBugVid0001-0100.mp4](ParticleBugVid0001-0100.mp4)\n\nFrom default file:\n- Open default file\n- Add rigid body to the default cube\n- Add particle system to the cube \n- Change number of particles to below 180\n# Change particle start frame to e.g. 10\n\nSimple File: [PraticleBugReport.blend](PraticleBugReport.blend)",
"Object position calculated in the Rigidbody simulation is ignored by the modifiers\nBroken: 2.80\nWorked: Partly in 2.79\n\nRigid Bodies are calculated after the modifiers. So the `obmat` that the modifiers use is not computed.\nThe simulation modifiers (such as collision, particles, cloth) are greatly affected by this behavior.\n[ParticleBugVid0001-0100.mp4](ParticleBugVid0001-0100.mp4)\n\n\n**Scene 1 - hair simulation:**\n # Open attached file and play animation\n[hair_particles_on_rigid_body.blend](hair_particles_on_rigid_body.blend)\n\n**Scene 2 - particle simulation:**\n # Open attached file and play animation\n[PraticleBugReport.blend](PraticleBugReport.blend)\n\n**Scene 3 - soft body simulation:**\n - Open attached file\n - Bake the soft body cache of the box.\n # Play animation\n[bouncing-box-279-backup.blend](bouncing-box-279-backup.blend)\n\n",
"Soft bodies or cloth don't interact with rigid bodies\nOperating system: Win10 2004\nGraphics card: Nvidia GTX 1060\n\nBlender v2.83.3\n\nSoft bodies or cloth don't interact with rigid bodies. I create a plane and add rigid and collision, then I create two spheres. First sphere - soft body, the second sphere rigid body, and collision. I start to play animations - soft body and rigid body down on the plane? intersect but without interaction. It's the case don't work 2.83-2.90, it's work in 2.79. \n\n\n1.New scene \n2. Create a plane, add to the plane rigid body and collision\n3. create a sphere under the plane, add to sphere soft body, turn off a goal\n4. Create second sphere and move under the first soft sphere, add rigid body and collision\n5. Start animation and soft sphere don't interact with rigid sphere, collision of second sphere stands in one place.\n[soft rigid.blend](soft_rigid.blend)\nBased on the default startup or an attached .blend file (as simple as possible).",
"Why hair particles not stick to mesh\nI have the current version 2.83. With the default sphere and a plane. To the sphere i added hair particles. Its default hair particles setting. For a sphere and plane i added rigid body and collision to plane. Set active to sphere and passive for plane. When i hit play button the hair not stick to the sphere it just leave away the sphere.\n\n\n\n[sphere hairs.blend](sphere_hairs.blend)\n\n**Brush Model file**[brush hairs leave mesh.blend](brush_hairs_leave_mesh.blend) May i know what issue it has with my brush model\n\n\nWith the reference of this [video ](watch?v=n7Wy2aMCXP8) i tried this same in 2.83. The sphere drop down and hairs in the air.\n\nAny solution or is it a bug that leave the mesh. And i copied the sphere & plane and pasted in 2.79b lower version blender kick me out. Thanks"
] |
Object not showing in sculpting mode in cycles render
Operating system: Windows 10
Graphics card: RTX 2070 SUPER
Broken: 3.3.1
Worked:
Go to rendered view with cycles engine, go to sculpting mode. Object "head_lp" is not shown.
[head.zip](head.zip) | [
"cycles stalls with hair particles in viewport\nOperating system: Windows 10 home version 21H1 OSBUILD 19043.1415\nGraphics card: no card\n\nBroken: 3.0.0\nWorked: prior to 3.0.0\n\n\n[CUBE HAIR packed.blend](CUBE_HAIR_packed.blend)\n\ncycles stalls in viewport with hair particles, final render does not work\n\n\n1. Change the render engine to Cycles\n2. Create the material shown below (The parameter surrounded in red have been modified on the Principled BSDF)\n\n3. Give the material created above to a mesh object.\n4. On that same mesh object, add a hair particle system.\n5. Enter the rendered viewport. And take note of the slow rendertimes.\n6. \"Restart\" the render by doing something like **one** of these steps:\n - Move, scale, or rotate an object\n - Click on a material in the 'Material Properties' tab of the `Properties editor`\n - Adjust a material property in the world material or the object material\n - And probably others\n7. Notice the viewport render is now much faster.\n\n> Original Steps to reproduce\n> click display render preview in viewport, observe cycles stalling, then click on 'material' in layout panel, now observe cycles picking up and running at fast pace, then try final render, observe that it does not proceed",
"Volume scatter and absorption shaders do not work with mesh to volume modifier in eevee\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: 3.2.1; version: 3.5.0 Alpha\nWorked: unknown\n\nWhen using the mesh to volume modifier, volumes are not visible with the volume scatter and absorption shaders in eevee. They are visible with the principled volume shader. They are also visible when using the geometry nodes mesh to volume node instead of the modifier. \n\nAdditionally a very specific bug occurs: when I have the scatter or absorption node attached, then go to eevee rendered view, switch back to cycles rendered view and then attach the principled volume, the geonodes volume becomes invisible. That becomes visible again when I manipulate the blackbody intensity value (but not any of the other values in the shader node). \n\nSee attached blend file\nWhen in viewport shading or eevee rendered view, the cube with the mesh to volume modifier does not render when volume scatter or absorption nodes are connected. Attach the principled volume node and it does render.\n\n[Volume shader test.blend](Volume_shader_test.blend)\n\n",
"GPUOffscreen missing update when deforming geometry in Sculpt mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.1 and since 2.82 (sub 7)\nWorked: 2.81, 2.80 (and even 2.82 alpha)\n\nGPUOffscreen missing update, cause when creating some from the 3d view it is not updated when performing deformations on the mesh in Sculpt mode.\n\nYou can try the '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)' example in the Python API docs and see that it works in 2.80 and 2.81 but stop working on 2.82 while in Sculpt Mode (you deform the mesh with any brush and the offscreen is not updated).\n\nAlso there is no mention about this breaking change in the Python API section of the release notes of 2.82 and as it worked in previous releases I suppose this is a bug.\n\n\n\nThe easy way of testing is via the GPU Offcreen example in the API docs --> '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)'\n - Open Blender 2.81, and run that script\n - Go to edit mode, move some verts, confirm it works (you can see the offscreen is updated)\n # Go to sculpt mode, deform the mesh, confirm it works...\n\n # Repeat steps 1-3 but in Blender 2.82 or latest release at this time (2.93 RC1)\n\n",
"Particle System missing on right eye when renderd via terminal\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 12)\nI tested also 2.8 and it's also broken.\n\nIf you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).\n\n- Add a second cube and make it smaller\n- Add a Particle System to the first cube, as hair, set \"render as\" to object and choose second cube.\n- In output properties enable stereoscopy. Set Outputfilename.\n- Save blendfile and start rendering via terminal, like this on windows:\nC:\\Users\\simeo\\Desktop\\blender2.8_nightly\\blender.exe -b C:\\Users\\simeo\\Desktop\\bugreports\\stereo_terminal_bug.blend -f 1\nHere's my blendfile:\n[stereo_terminal_bug.blend](stereo_terminal_bug.blend)\n\nHere's a comparison between rendered with and without terminal:\n\n\n",
"outliner visibility not binded to bpy.context.object.hide_viewport\nOperating system: Linux-5.7.2-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\noutliner visibility not binded to bpy.context.object.hide_viewport\n\nclicking the \"eye\" icon of an object in the Outliner shows \"bpy.context.object.hide_viewport = True\" in the info panel.\nBut in PythonTerminal the output is:\n>>> bpy.context.object.hide_viewport\n\nFalse\n\nAlso not possible to make it visible again with bpy.context.object.hide_viewport = False.\nSeems like bpy.context.object.hide_viewport is not connected to the Outliner icon at all.\n\n\n",
"Blender locks into Pose Mode if rig-object or the rig's collection is hidden\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\nWorked: 2.9 \n\nBlender locks into Pose Mode if rig-object or the rig's collection is hidden\n\nOpen Blender, add a rig.\nGo to pose mode, hide the rig object (toggle its viewport render or deactivate the collection the rig is in).\nBlender now stays in Pose-Mode unable to leave it without restoring rig visibility.\n\nIn 2.9 Blender automatically exits Pose mode in this scenario. (Desired behavior)\n",
"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)",
"Scene Line Art problem when used with Grease Pencil objects.\nOperating system: Windows 10\nGraphics card: Radeon RX 590\n\nBroken: (2.93.0 Beta, 0f66dbea904f, master, 2021-04-21)\nWorked: ()\n\nScene Line Art or Object Line Art are located in front of the Grease Pencil objects.\n\n\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)",
"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",
"Geometry Nodes: viewer node and output geometries are shown together in Cycles render preview\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\n\n\nThe output geometry should not be shown when viewport preview in Geometry Nodes is active. But it's shown in Cycles render preview.\n\n[ViewportPrivewCycles.blend](ViewportPrivewCycles.blend)\n",
"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>",
"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",
"Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n\n\n",
"Python API bindings for volume render pass broken\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nPython API calls for Volume render pass settings are missing.\n\nEnabling the render pass show in the info window `bpy.data.scenes[\"Scene\"].(null) = True`.\nSetting it with python fails too:\n```\n>>> C.scene.view_layers['View Layer'].use_pass_volume_direct = True\n\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nAttributeError: 'ViewLayer' object has no attribute 'use_pass_volume_direct'\n```\n\n",
"'Show Instancer' option for Viewport hides the mesh in edit mode\nOperating system: Linux-5.7.8-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\nWorked: Never\n\nWhen using either Face or Vertex duplication on meshes, turning off `Show Instancer` in the Instancing settings (Object Properties) hides the parent object.\nThe problem is when you enter edit mode. Both the instancer and the instances are invisible.\nOne solution could be to unhide the instancer.\n\n - Open attached file\n - Uncheck 'Show Instancer' for Viewport\n # In the 3D View, press tab or otherwise enter editmode\n\nYou now are editing an invisible mesh - since we can select and edit the mesh, it would be much, much friendlier to allow editing, as the user probably expects this, by showing the mesh just in edit mode - it could be wireframe only or semitransparent, to indicate that it's hidden in object mode.\n\n(This may be considered an enhancement or a bug - at the very least it feels like a lack of polish in the interface, but it would be extremely befuddling to some users should they find themselves in this state.)\n[instancer_bug.blend](instancer_bug.blend)\n\n"
] | [
"Plane with multiresolution modifier invisible in cycles viewport \nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\nBroken: version: 2.93.5\nWorked:don't know if it ever worked\n\nStill happens in 3.0 beta\n\nViewport rendered view with cycles doesn't show a plane when sculpting with multiresolution.\n\n- open default\n- delete everything\n- add plane\n- add multiresolution modifier and subdivide at least once\n- set viewport to rendered view and renderengine to cycles\n- switch plane to sculpt mode -> plane not displayed. \n",
"The object desapears from the screen after I make a render in Sculpting workspace\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nI was watching the Blender video called: \"Workspaces - Blender 2.80 Fundamentals\" and follow all the steps from minute 1:11 to the minute 1:40 (approximately thirty seconds) and I made a render (the render was OK) and when I closed the render window, my object disappeared. To see again my object I had to press TAB to return to the \"Edit Mode\" and again TAB to return to \"Sculpt Mode\".\nThanks.\n\n\n\nYou can follow the instructions in the video made by Blender called: \"Workspaces - Blender 2.80 Fundamentals\" and follow all the steps from minute 1:11 to the minute 1:40 (approximately thirty seconds) and after that you have to make a render and when already finished it, you have to close the render window. After that, there is no object on the screen or if you move it, it disappears.\nThis video is located in the following web address: watch?v=7DNmaR7TKwU\nThanks.\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!"
] |
Why this happens? (Fixed) ❤️
When I want to insert an image, no matter if it is background or reference, everything around me is affected in this way, this happens with any image.
| [
"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.",
"Strange background grid pattern appears on the compositor panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9079\n\nBroken: version: 2.93.5\nWorked: 2.91.2\n\nStrange grid pattern appears on the compositor background when zooming in (when backdrop is on).\n\nThis is what it should looks like:\n\n\nThis is what it actually looks like:\n\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n\n\n\n\nThis does not happen on my other devices, so I think it might be a hardware compatibility problem. Also, I had the latest graphic driver installed and the graphic card supports OpenGL 4.6:\n\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n",
"Transform Node Messes Up Alpha Channel Manipulation\nArch Linux\nNvidia 750ti\n\nBroken: 2.79 (Tried 2.8 as well and I have the same issue)\n\nAs referenced here:\n4\n\nWhen I take an image in the compositor and scale it up 2x or whatever and then separate the RGBA and dilate/erode the alpha and use that to set the alpha on the image, it only works within the size of the original image and not the scaled up image. Also even if I use the R, G, or B, it still only uses the size of the original image and not that of the scaled up one.\n\n\n\nCropped if I try to mess with the alpha after a transform.\n\n\nUncropped if I mute my changes to the alpha.\n\n\nAlso I believe that if you scale down\n\n[dilatecropissue.blend](dilatecropissue.blend)\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!",
"Workbench: Reference image with 'always back' setting does not display\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 2.92\n\nIn Workbench render preview, reference image with always back setting does not display. It only flickers when the viewport is refreshed. This does not happen in solid mode.\n\nThis also does not happen with Workbench Next.\n\n[WorkbenchRefImage.mp4](attachment)\n\n[WorkbenchRefImage.blend](attachment)\n\n- Set the renderer to Workbench\n- Add an empty object with a image\n- Set its depth mode to Back\n- See it in render preview\n\n",
"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```",
"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",
"Treat object & object data the same for preview generation\nIt shouldn't matter if an object, or an object's data is marked as asset, the same preview should be generated. If the object data ID is passed, a wrapping object can be created if needed, so it's treated as object.",
"Asset Browser refreshes unnecessarily and halts Blender when doing so\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nThe Asset Browser refreshes its thumbnails often, without need for it, and stalls Blender when doing so.\n\nThe video demonstrates that only some actions cause this and that this only happens when the Asset Browser is visible + it shows that the UI can be completely unresponsive for seconds.\n\nThis happens any time the asset browser is open and certain actions such as deleting any object is being performed.\nLarger Asset libraries and slower hard drives compound the issue.\n[2022-08-30_17-22-14.mp4](2022-08-30_17-22-14.mp4)",
"Avoid AssetHandle hacks in BPY\nThe asset handle is exposed directly as the file it wraps to BPY via `context.asset_file_handle`. This is bad design and should not go into the release if possible. Instead the limitations that don't allow us to return `AssetHandle`objects directly to BPY should be resolved. I think this can just be done by allocating the `AssetHandle` and letting the `FileDirEntry` own this. Then we can return the handle safely to BPY. There may be some pitfalls involved with that though.",
"Bone isn't affected by influence keyframe if the action is shared (*).\n(*) The complete tittle would be: \"Bone isn't affected by influence keyframe if the same action is shared with another armature with bones with different names\".\n\n[80-influence-not-respected.blend](80-influence-not-respected.blend)\n\n- Open the file.\n- Move in timeline and see what the bone (armature \"B\") does with its constraint.\n- Select armature \"C\".\n- Move across the timeline in DopeSheet: **bone of armature \"B\" isn't affected by influence keyframe**\n\nThe channel of the armature \"C\" gets red underlined. So, the Action is affected of this \"red-underlineness\"... so, armature \"B\" is affected too.\n\nI know that this is a kinky bug... it is not normal/suggested to use the same action in different armatures with different bones. I discovered this bug by doing that, by mistake.\n\nMaybe it is not usefull to put time on fixing it, because it is not a normal configuration. You guys decide.\n\n",
"Smoke Shadow glitches in Cycles (workaround only with Fluid \"Empty Space\" option)\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D700](D700) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.21\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nWeird artifacts and boxes appear in the shadows of smoke simulations\n\n\nI've seen this happening in different simulations with different results. Sometimes it is a big square in the shadows like in the image attached. Sometimes it's just little squares.\n\nGenerally speaking the workflow I'm following when I see these errors is the following:\n\nSet the scene to cycles\nCreate ground plane\nCreate Sun Light\nCreate smoke domain\nCreate smoke emitter with particles\nSet smoke flow to emit fire and smoke from particles\nCaches simulation\nRender with Cycles\nGlitches appear in the shadows of the smoke\n\nAttached is a blend file and the render result with glitches\n\n[VolumetricsTest.blend](VolumetricsTest.blend)\n\n",
"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",
"Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).",
"Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n"
] | [
"Glitches with new AMD drivers (Adrenalin 22.7.1 or 22.8.2) when overlay has transparent images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) RX Vega 11 Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.2.220819\n\nBroken: version: 3.2.1\nWorked: version 3.1.2 (official release), not when rebuilding it from scratch...\n\nWhen I import some image with transparency to appear as a scene object, distorted colored lines appear as shown in the attached image.\n\n \n\n\n\nRender view (corruption is limited to the cube):\n\n\n\n- Open attached .blend file\n[RefImage.blend](RefImage.blend)\n\nAlso happens for camera-images, but only when in back. when set to front it renders fine. For empties this is the same.\n[RefImage_cam.blend](RefImage_cam.blend)\n\n",
"image issue\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",
"Weird artifacts when add image and put depth option in \"back\"\nSystem Information:\nOperating system: Windows 10\nGraphics card: AMD RX570 8Gb\n\nBlender Version: 3.2.2\nBroken: 3.2.2, bcfdb14560r7, master, 2022-08-02\n\nDescription of error:\nArtifacts like colour pixels appear if we change the depth of an image to \"back\"\n\nExact steps for others to reproduce the error:\nAdd an image (can be reference or background) and go to \"object data properties\" then in \"depth\" click in the option \"back\".\n\nSolution:\nGoing to Preferences / Viewport / Quality and deselect the option \"Smooth Wires\" solve the problem but i don't think this is how it's supposed to work\n\nImportant:\nBlender is in default settings, Steam and downloable version have the same problem.\n\n",
"Getting a glitchy error whenever i import an background image in a camera\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800M ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n\nBroken: version: 3.2.2\n\nThis is what happens if i import an image in a camera. If i go outside the camera, then everything is fine.\n\n\nJust start blender, select the camera, go to camera properties and turn on Background Images, add an image and then the glitch happens.\n\n",
"Viewpoint Shading Glitch Bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX 5500 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.27.02.220907\n\nBroken: version: 3.3.1\n\n\nThere's an issues on Blender where I click Add+Image+Background and Load Background Image to Viewpoint Shading on Blender (can ya'll check and see what the problem is)\n\n*Open attached.blender file\n*Add+Image+Background and Load Background Image to Viewpoint Shading [Viewpoint Shading Glitch Bug.blend](Viewpoint_Shading_Glitch_Bug.blend)\n\nAppreciate it! \n",
"Viewport renderer glitches when an empty is set to backdrop\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 ATI Technologies Inc. 4.5.0 Core Profile Context 22.9.1.220915\n\nversion: 3.3.0\n\nWhenever I try using a reference image my viewport becomes breaks graphically into grids of pixels and the resolution on my editor goes drastically down\n\nunknown.png?width=893&height=473 (image for proof/reference)\n\nThis happens whenever the image is in engine, if I deactivate the reference image it all works perfectly fine\n\nunknown.png?width=886&height=473\n\nI tried reinstalling the app to fix it but it didn't work, same with rolling back the update and updating my graphics drivers\n\nI was hoping id find a workaround but its becoming really hard to model like this\n",
"AMD Grid artifacts when background image added\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon RX 6700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.2.221017\n\nBroken: version: 3.3.1\n\nGraphic artifacts when I add background image to camera, it seems that they affect grid, floor grid as well as grid of object\n\ngo to the Camera tab and add background image, reproduced every time\n\n\n",
"Adding images as reference makes the whole viewport grids to get corrupted \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nI tried to add an image as camera background image, but the whole viewport outside the camera view got corrupted on the grid lines (Corruption only visible when \"Background image\" is enabled and only visible through the camera view\n\n\nAfter that, i tried to use the image as a reference in the 3d viewport, but the whole grid got that corrupted look, even outside the camera\n\n\n- Open blender, try using the fspy addon to import a camera position\n- the viewport looks like the first screenshot\n\n2nd image:\n- tried using the image as a reference with the \"Images as planes\" addon, imported the picture\n- the viewport looks like the second screenshot\n\n\nAnother thing: I've tried to disable anti aliasing on the blender settings and that gets rid of the corrupted grids, but not the corrupted outline when you select an object\n\n\n",
"Random Colored Pixels when adding a background image\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.2.220819\n\nBroken: version: 3.2.2\n\nwhen i add a background image some multi colored pixels appear in the scene\n\nadd a new background image and it should be messed up.\n\n"
] |
BI World doesn't update itself if its HDR texture is modified in the node editor
Linux 3.16.0-12-generic #18-Ubuntu SMP Mon Sep 1 13:06:35 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux
Intel(R) Core(TM) i7 CPU K 875 @ 2.93GHz
GeForce GTX 560Ti
Blender 2.72 (sub 0)
build date: 2014-10-03
build time: 15:59:22
build commit date: 2014-10-03
build commit time: 13:58
build hash: 95182d1
build platform: Linux:64bit
build type: Release
build c flags: -DWITH_FREESTYLE -pipe -fPIC -funsigned-char -fno-strict-aliasing -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE -fopenmp -DNDEBUG -O2 -msse -msse2 -DWITH_MOD_FLUID -DWITH_MOD_OCEANSIM -D__LITTLE_ENDIAN__ -DWITH_AUDASPACE -DWITH_AVI -DWITH_OPENNL -DHAVE_STDBOOL_H
build c++ flags: -pipe -fPIC -funsigned-char -fno-strict-aliasing -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -D_LARGEFILE64_SOURCE -fopenmp -fpermissive -D__STDC_CONSTANT_MACROS -DNDEBUG -O2 -msse -msse2 -DWITH_MOD_FLUID -DWITH_MOD_OCEANSIM -D__LITTLE_ENDIAN__ -DWITH_AUDASPACE -DWITH_AVI -DWITH_OPENNL -DHAVE_STDBOOL_H
build link flags: -lrt
build system: SCons
BI World doesn't update itself if its HDR texture is modified in the node editor.
Use Blender internal renderer. Create world texture with the type "image or movie". Press "Open", choose HDR-file. Modify it in node editor. Preview window in "both" mode shows that the texture has been updated, but the world has not. The world gets updateded when reopening blend-file. | [
"No field in theme editor for \"World\" channel in NLA editor window\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1 Release Candidate\n\nThere doesn't seem to be any way to edit the colour of the \"World\" channel in the NLA editor, it's always the default pale grey/blue with no way to change it as far as I can see in the Themes preferences.\n\n\nIn Blender Preferences - Themes tab - Nonlinear Animation dropdown - there is no colour picker for the World channel.\n",
"\"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.",
"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",
"Volumes look much much different in master compared to 2.79b\nWindows 10 pro x64\nGTX 970\nThread Ripper 1950x\n\n\n\nBasic volume shader with noise texture from build bot today doesnt look the same as 2.79b\n\n\n\n[untitled.blend](untitled.blend)\n",
"3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n",
"Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n\n\n",
"Displacement Animation works only with keyframed node present\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.1.2\nBroken: version: 3.2.0 Alpha\nWorked: unkown\n\nDisplacement Animation works only with a keyframed node present, even if it is not connected!\nI was trying to animate displacement using the object color, finding that it doesn't work.\nWhen trying a keyframed mapping node instead I found that it works but even if the node is not connected!\n\n - Open the attached blender file, switch to render mode and play the animation\n - The displacement will be animated.\n - Now delete the not connected mapping node or clear its keyframes.\n - The displacement will not be animated anymore. Even though I would expect it to be animated by the object color.\n\n[displace-test-1-1.blend](displace-test-1-1.blend) \n\n[displace-test-1-1.mp4](displace-test-1-1.mp4)\n",
"Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)",
"backward compatibility issue: old files break all addons that use render layer socket identifiers due to naming convention change.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.79\n\nBack in the days (some time between 2.73 and 2.79), it appears that some sockets of the `Render Layer` node had the `identifier` different from the `name`.\n\nThis can be seen for example with the `DiffDir` socket which in old files (2.73) had the identifier named `'Diffuse Direct'` and in new files it is layered `'DiffDir'`.\n\nThis makes it impossible to use socket identifiers reliably. This is worsened by the fact that socket identifiers are read only, so can't be upgraded by the addons. \n\nIt's not feasable for addons to use the socket.name because this will break functionality on non render layer nodes....and in my case is a substantial amount of work to update many thousands lines of code.\n\nCould these be automatically renamed to match the current standard during the versioning checks on file load?\n\n- Open the classroom benchmark scene\n- Go to `Scripting` `Workspace`\n- Run this script:\n```\nfor socket in bpy.context.scene.node_tree.nodes['Render Layers'].outputs:\n print(socket.identifier)\n```\n\nThe result will be inconsistent if we compare with new files:\n|Old File| New File\n|---|---\n|Z|Depth\n|Diffuse Direct|DiffDir\n|Diffuse Color|DiffCol\n|Glossy Direct|GlossDir\n|Glossy Color|GlossCol\n|Diffuse Indirect|DiffInd\n|Glossy Indirect|GlossInd\n|Transmission Direct|TransDir\n|Transmission Indirect|TransInd\n|Transmission Color|TransCol\n|Subsurface Direct|SubsurfaceDir\n|Subsurface Indirect|SubsurfaceInd\n|Subsurface Color|SubsurfaceCol",
"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",
"Strange shading behaviour when using boolean modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using a boolean modifier with an object that on a target object it uses the normals of the boolean object on the target object to determine the shading on the affected areas of the target object.\n\nWhen using a boolean modifier with an object that on a target object it uses the normals of the boolean object on the target object to determine the shading on the affected areas of the target object.\nThis means, that when using a boolean object that has shade flat on a target object that has shade smooth, the resulting object will have smooth shading everywhere except where the boolean operation happens.\nAdditionally, when using custom split normals (like e.g. weighted normals) it applies the custom split normals on the target object.\n\nThis behavior already seems pretty strange to me, since it almost always gives strange results since oftentimes the normals from the boolean object and the target object don't perfectly match, causing weird shading issues.\nI can understand that this may be an intentional feature, but it just brings so many problems, since normal editing modifiers after a boolean modifer like weighted normals don't affect the areas affected by the boolean modifier, meaning to tweak shading in these areas you have to tweak the normals of the boolean object and somehow make a seamless transition to the target object...\nApart from that it also causes some other problems, that are a worth a seperate bug report, which i will write shortly.\n\nAn additional problem with this is that shade smooth and shade flat aren't considered custom spilt normals, so after applying the boolean modifier the areas affected by the boolean modifier will change it's shading to that of the target object, since the shade smooth isn't applied as a custom normal.\nFor some reason that doesn't happen automatically, since directly after you aplly the boolean modifier the shading doesn't change immediately, instead it only changes when you \"recalculate\" the normals when using left click -> shade flat or shade smooth.\n\nA test file to demonstrate this behavior:\n[Test_file3.blend](Test_file3.blend)\n\nAfter applying the boolean modifier and \"recalculating\" the normals using left click -> shade flat or shade smooth the normals left from the boolean modifier will have vanished.\n\n\n",
"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)",
"Skipping node auto-attachment doesn't work with custom keymap\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n",
"Cycles: Bump node doesn't distort normals\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 10)\nWorked: Never\n\nHeight input have no effect on bump node output in cycles.\nThe main problem, that Generated texture cordinates give seams with bump. That is why I desided to try Normal input.\n\nEevee:\n\n\nCycles:\n\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n",
"Checker texture artifacts when feeded with object texture coordinates\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: afaik never, still had this issues with all previous versions down to 2.7\n\nChecker texture has calcuation issues when feeded with object texture coordinates.\nOther textures like brick or voronoy are ok.\n\ncreate a plane\nassign the checker texture with object coordinates\n\n\n[checker_texture_problem.blend](checker_texture_problem.blend)\n\n"
] | [
"BI: Texture node missing update for material and world (preview **and** render)\nWin8 64bit | GTX680\n\nBroken: 2.72 a1d80b9\n\nWhen tweaking Texture nodes, material preview often failed to update.\n\n\n\n\n\n[tex_node_test.blend](tex_node_test.blend)\n\nThanks for checking."
] |
Interface Scale Problem
Operating system: Windows 10 Pro
Graphics card: AMD Radeon Series RX570 4GB
Broken: 3.0.1

**I just can't use**
**just open the blender**
Factory start setting | [
"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",
"Blender 4 Alpha Won't Open\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD JUNIPER (DRM 2.50.0 / 5.15.0-79-generic, LLVM 12.0.0) X.Org 3.3 (Core Profile) Mesa 21.2.6\n\nBroken: I tried opening Blender 4.0.0 - Alpha\n August 30, 13:25:10\n e071288ab290\n tar.xz\n 250.91MB\n\nWorked: Blender 4 Alpha from July 15 opens, though.\nBlender 4.0.0 - Alpha\n July 15, 02:35:02\n d8e4fe320784\n tar.xz\n 249.01MB\n\n\n\n- I tried opening Blender 4 Alpha, latest version, and nothing happens.\n- I also tried an earlier version from August 15, and another from July 15.\n- August 15 wouldn't open. I made sure it was set to \"run as executable\".\n- July 15 opens, though.\n- I might check other versions. They take a while to download, though (I live in Canada).\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n - Not sure how others can reproduce this unless they have my pc, or are having the same problem.\n - If there's some kind of terminal window thingy that writes down info while trying to open Blender, let me know how to do that, and I'll copy and paste whatever it says.\n- Note: sometimes Blender 3.6 doesn't open at first. But if I try again, it opens just fine.\n\n",
"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",
"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",
"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.",
"Texture Paint: paint in image editor missing updates on certain specific conditions\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.0?\n\nIn pre-3.5 versions updates are missing in other areas.\n\nPainting in image editor missing updates when specific conditions (probably making the image editor specific size to cause this issue?) are met (see steps below).\n\n[ImagePaintMissingUpdates.mp4](ImagePaintMissingUpdates.mp4)\n\n[ImagePaintMissingUpdates.blend](ImagePaintMissingUpdates.blend)\n\n- Download the above file\n- Use Blender with maximized window in a1080p monitor\n- In Preferences > Interface, set resolution scale to 1.05\n- Open the file, make sure not to change the zoom level in image editor\n- Try painting in image editor\n",
"Offset Edge Tool Menu Rescaling Makes It Impossible To Use\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.13571 Core Profile Context 19.9.3 26.20.13025.1004\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nName: Edit Mesh Tools (0, 3, 6)\nAuthor: Meta-Androcto\n\nThe tool menu ad the bottom left of the viewport pops between sizes making it impossible to use\n\nselect edges, use the offset edge with extrude option.\nopen the tool menu in bottom left of 3D viewport, then switch between Angle or Depth option a few times.\nNow hovering over either the Depth or Angle button will trigger it and rescale the menu. This moves the other button up making it impossible to select.[edit menu pops up and down.mp4](edit_menu_pops_up_and_down.mp4)\n\n\n",
"Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n",
"stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close",
"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",
"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)",
"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```",
"Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n",
"Blender 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",
"Max brush radius is too small for 4k screens\nThe maximum brush radius (500 pixels) is too small when working on 4K monitors. Possible solutions:\n\n - Increase maximum to 1000. Not a generic solution and could make the radius slider less usable (Krita's radius slider suffers from this).\n - Scale brush radius by DPI. Need to investigate if the existing DPI can be used or if we need a separate one for the 3D viewport.\n"
] | [
"When opening Blender doesn't display the side, and top UI. Instead filling them with black\nOperating system: Windows 11\nGraphics card: AMD RX 5700 XT\n\nBroken: Blender 3.2.2\nWorked: Can't seem to download previous versions. Just redirects me to Blender 3.2.2 download\n\nWhen opening Blender, the UI that would normally show on all of the sides are replaced with black squares filling them in. \nThere is really no way to reproduce this it keeps happening when I open it. I tried uninstalling it and then reinstalling it, same thing happens.",
"Corrupt Blender UI\n\nOperating system: Win 11\nGraphics card: 5700XT\nCPU: Ryzen 3900X\n\nBroken: 3.3.1, 3.4.0\nWorked: 3.4.0 \n\nThe UI is completely broken as seen below, however, it is still interactable.\n\n\n\n\nI just reinstalled Win 11 and found the newer 3.4.0 version not working. I downgraded to the 3.3.1 version to see if it would fix the issue. It did not.\nI completely fresh installed Blender deleting every file in Appdata and everything. (I use Steam as my Installer and verified files)\n[startup.blend](startup.blend)\nThis is my default startup file.\nLogs:\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n",
"Blender Broken\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.27.07.221020\n\nBroken: version: 3.3.1\n\nBlender menus are all black and invisible. Can still click on it but don't know what is there. Also trying to open any files or settings is impossible - look at screenshots for why.\n\n\n\n\n\n\n\n\nAll I did was open up blender after installing it. I reinstalled it multiple times completely and still does not work.\n",
"GUI in Black\n{[F13476719](report.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.2.220819\n\nBroken: version: 3.3.0\n\nThe section that is supposed to be the user interface does not appear.\n\nWhen I start the program, this happens, I tried to uninstall and reinstall it and nothing, before this did not happen. Is there anything I can do to fix it?\n\n",
"Launching blender sometimes Gui is blacked out\n\nSystem Model: Alienware Aurora Ryzen Edition\n\nProcessor: AMD Ryzen 9 5900 12-Core Processor, 3001 Mhz, 12 Core(s), 24 Logical Processor(s)\n\nGPU: AMD Raedon RX 6800 XT\n\nBlender Version: 3.2.2\n\nEvery time I opened blender the workspace would load and it would work, but the Interface on the hand was not working as everything was blacked out I couldn't even see anything from my perspective, although when I right clicked or clicked on the black spaces the tools would still be there its just that I couldn't see any of them.\n\n",
"Ui black loadup\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.4.1\n\nit wont load the ui interface properly\n\n\n\n",
"UI is blacked out after AMD driver update on 7-25-2022\nOperating system: Windows 10\nGraphics card: AMD RX 460\n\nBroken: 3.0.2 and 3.2.0\n\nI was making sure that all my Windows 10 updates were up to date and my AMD drivers were updated. I restarted the PC to finish up the updates. I started up Blender, the version was 3.0.2. I encounter the UI like the 'World Outliner\" and taskbar are blacked out. I am not able to see \"File\", \"Edit\"... I thought it was a versioning thing, so I went ahead and download and install 3.2.0, and after the install and started up Blender again. Same thing happened.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nI just started Blender. The image below is the initial new project scene.\n",
"Blender UI Bug\nOperating system: Windows 11\nGraphics card: MSI Radeon RX 5700 XT \n\nBroken: everything newer than 2.79\nWorked: 2.79\n\nEverything except for the 3D window and tool panel window is black but I am still able to interact with the interface. Borders are still visible for each bit of UI, but the content itself within those windows is completely black. Might be some sort of graphics error, but no other application on my PC has this sort of problem. Opening smaller windows such as Preferences also has UI bugs as well.\n\nBased on the default startup or an attached .blend file (as simple as possible). The error occurs on default startup. Currently on 3.3.0. I am unable to send a .blend file as it is not possible to actually click save.  ",
"Error in version 3.3 LTS that makes me unable to use blender anymore\nOperating system : Windows 10\nProcessor : AMD Ryzen™ 5 2500U Mobile Processor with AMD Radeon™ Vega 8 Graphics\n\nBroken: 3.30\n\n**description of error**\nI just updated blender from 3.0 to 3.3 LTS\nIn version 3.0 it runs normally, but in the latest version it makes almost the entire interface black and when I install it back to version 3.0\nThe same thing happened. so I completely can't use blender\n\n",
"Blender bug\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 580 2048SP ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.4.0\n\nMy blender from one day to the next had the menu all black, I already uninstalled and installed it again and nothing\n\n\n",
"Large portions of the screen black\nOperating system: Windows 10\nGraphics card: AMD Radeon RX 5700 XT\n\nBroken: All of them to my knowledge\nWorked: None\n\nNone of the Icons nor UI are showing up with massive portions of windows not showing up or horrible cropped. I can still press buttons and such but there's no icon for it. Making large areas just voids\n\nJust opening blender does it.\n\n",
"Blender viewport error\nOperating system: Windows 10\nGraphics card: AMD Radeon RX 580 2048SP\n\nBroken: 2.92, 2.93\nWorked: \n\nI use Blender 2.92 because it is the latest version I've tested to work with ASE exporter but out of nowhere Blender started opening with black bars all across the top and right of the screen preventing me from accessing menus, exporting file, or doing anything{[F14117397](1.PNG)}\n\n. This is crippling to my work. I tried uninstalling and re-installing, same issue and even tried 2.93 and that also was doing it. Please see my screenshots.\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Blender 3.3 Window Manager/Menus Blacked Out or Corrupted [AMD]\n```\nGPU - AMD Radeon RX 5600 XT - Primary/Discrete\nVRAM - 6128 MB - GDDR6 1750 MHz\nDriver Version - 22.20.27.06-221201a-386340E\nAMD Windows Driver Version - 31.0.12029.1042\nDirect3D API Version - 12.1\nVulkan™ API Version - 1.3.217\nOpenCL™ API Version - 2.0\nOpenGL® API Version - 4.6\nDirect3D® Driver Version - 9.14.10.01523\nVulkan™ Driver Version - 2.0.233\nOpenCL® Driver Version - 31.0.12027.6013\nOpenGL® Driver Version - 22.12.220823_1f70af4\n2D Driver Version - 8.1.1.1634\n2D Driver File Path - /REGISTRY/MACHINE/SYSTEM/CurrentControlSet/Control/Class/{4d36e968-e325-11ce-bfc1-08002be10318}/0000\nUI Version - 2022.1017.1801.1936\nAMD Audio Driver Version - 10.0.1.24\nDriver Provider - Advanced Micro Devices, Inc.\nWindows Edition - Windows 11 Professional (64 bit)\nWindows Version - 22H2\n```\n\nBroken: 3.3\nWorked: Last worked version 2.9\n\nBlack screen - artifacts/corruption - on startup\nError \"ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9\" from --debug-gpu \n\nStack trace:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 3.3>blender.exe --debug-gpu\nRead prefs: C:\\Users\\devin\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9\nStack trace:\nblender.exe :0x00007FF7C42DD500 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF7C42DC780 BLI_system_backtrace\nblender.exe :0x00007FF7C4253E10 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF7C4253CD0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF7C4138220 blender::gpu::detect_mip_render_workaround\nblender.exe :0x00007FF7C4138620 blender::gpu::detect_workarounds\nblender.exe :0x00007FF7C4137E40 blender::gpu::GLBackend::capabilities_init\nblender.exe :0x00007FF7C4119F30 GPU_context_create\nblender.exe :0x00007FF7BF3060F0 wm_window_ghostwindow_add\nblender.exe :0x00007FF7BF306330 wm_window_ghostwindow_ensure\nblender.exe :0x00007FF7BF3065E0 wm_window_ghostwindows_ensure\nblender.exe :0x00007FF7BF2FC000 WM_check\nblender.exe :0x00007FF7BF301190 wm_homefile_read_ex\nblender.exe :0x00007FF7BF2FD220 WM_init\nblender.exe :0x00007FF7BE3F12A0 main\nblender.exe :0x00007FF7C45128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThreads:\nThread : 000067ac\nntdll.dll :0x00007FFF8D9F2A40 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF8D9856F0 RtlClearThreadWorkOnBehalfTicket\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00003758\nntdll.dll :0x00007FFF8D9F2A40 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF8D9856F0 RtlClearThreadWorkOnBehalfTicket\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00001a0c\nntdll.dll :0x00007FFF8D9F2A40 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF8D9856F0 RtlClearThreadWorkOnBehalfTicket\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00001ec0\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00000abc\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00002f1c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00005c08\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00001970\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00001714\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000045c8\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000034d0\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 0000643c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00005288\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 0000130c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000036fc\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 0000158c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 0000335c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00005284\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000022b8\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00003c68\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000057d8\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000022cc\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000028fc\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00003530\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00001564\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 0000228c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00005c34\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00001a4c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00005bfc\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00005c1c\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00006774\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00000480\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00003238\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000055ac\nntdll.dll :0x00007FFF8D9EEE70 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFF8AE49BC0 WaitForSingleObjectEx\nblender.exe :0x00007FF7C50A5F30 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF7C50A5740 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF7BE5B3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF8B6492C0 recalloc\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00005da4\nntdll.dll :0x00007FFF8D9F2A40 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF8D9856F0 RtlClearThreadWorkOnBehalfTicket\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 000015fc\nntdll.dll :0x00007FFF8D9F29E0 ZwWaitForAlertByThreadId\nntdll.dll :0x00007FFF8D9B9740 RtlSleepConditionVariableSRW\nKERNELBASE.dll :0x00007FFF8AE86B70 SleepConditionVariableSRW\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00003754\nntdll.dll :0x00007FFF8D9F29E0 ZwWaitForAlertByThreadId\nntdll.dll :0x00007FFF8D9B9740 RtlSleepConditionVariableSRW\nKERNELBASE.dll :0x00007FFF8AE86B70 SleepConditionVariableSRW\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00003170\nntdll.dll :0x00007FFF8D9F29E0 ZwWaitForAlertByThreadId\nntdll.dll :0x00007FFF8D9B9740 RtlSleepConditionVariableSRW\nKERNELBASE.dll :0x00007FFF8AE86B70 SleepConditionVariableSRW\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\natio6axx.dll :0x00007FFF0BDE6B10 eglGetProcAddress\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00001108\nntdll.dll :0x00007FFF8D9EF940 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF8AE75830 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFF8B973490 CoIncrementMTAUsage\ncombase.dll :0x00007FFF8B973490 CoIncrementMTAUsage\ncombase.dll :0x00007FFF8B973490 CoIncrementMTAUsage\ncombase.dll :0x00007FFF8B973490 CoIncrementMTAUsage\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00002bc8\nntdll.dll :0x00007FFF8D9F2A40 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF8D9856F0 RtlClearThreadWorkOnBehalfTicket\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nThread : 00003bc8\nwin32u.dll :0x00007FFF8AD7ACE0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF8CAF5060 MsgWaitForMultipleObjects\ndirectmanipulation.dll:0x00007FFF72A4AD00 DllGetClassObject\ndirectmanipulation.dll:0x00007FFF72A4AD00 DllGetClassObject\nKERNEL32.DLL :0x00007FFF8C3726A0 BaseThreadInitThunk\nntdll.dll :0x00007FFF8D9ADF90 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF7BE280000 3.3.0.0 blender.exe C:\\Program Files\\Blender Foundation\\Blender 3.3\\blender.pdb [unmatched]\n0x00007FFF8D950000 10.0.22621.885 ntdll.dll\n0x00007FFF8C360000 10.0.22621.1037 KERNEL32.DLL\n0x00007FFF8AE10000 10.0.22621.1037 KERNELBASE.dll\n0x00007FFF87E60000 10.0.22621.1037 apphelp.dll\n0x00007FFF8D650000 10.0.22621.1 WS2_32.dll\n0x00007FFF8BC80000 10.0.22621.1 RPCRT4.dll\n0x00007FFF86420000 tbbmalloc.dll\n0x00007FFF8CAD0000 10.0.22621.885 USER32.dll\n0x00007FFF86460000 tbb.dll\n0x00007FFF8AD70000 10.0.22621.1037 win32u.dll\n0x00007FFF8CC80000 10.0.22621.436 GDI32.dll\n0x00007FFF8B500000 10.0.22621.1037 gdi32full.dll\n0x00007FFF8B620000 10.0.22621.436 ucrtbase.dll\n0x00007FFF8B2F0000 10.0.22621.436 msvcp_win.dll\n0x00007FFF86400000 14.29.30139.0 VCRUNTIME140.dll\n0x00007FFF8CCB0000 10.0.22621.436 ADVAPI32.dll\n0x00007FFF8C0C0000 7.0.22621.436 msvcrt.dll\n0x00007FFF671F0000 14.29.30139.0 MSVCP140.dll\n0x00007FFF863E0000 14.29.30139.0 VCRUNTIME140_1.dll\n0x00007FFF8B7D0000 10.0.22621.436 sechost.dll\n0x00007FFF8CD60000 10.0.22621.1017 SHELL32.dll\n0x00007FFF8B890000 10.0.22621.436 SHLWAPI.dll\n0x00007FFF889C0000 10.0.22621.1 dbghelp.dll\n0x00007FFF8B8F0000 10.0.22621.1017 combase.dll\n0x00007FFF8C170000 10.0.22621.436 ole32.dll\n0x00007FFF56140000 10.0.22621.436 OPENGL32.dll\n0x00007FFF8BE20000 10.0.22621.436 OLEAUT32.dll\n0x00007FFF8D8C0000 10.0.22621.1 PSAPI.DLL\n0x00007FFF8C900000 10.0.22621.885 shcore.dll\n0x00007FFF24B00000 9.0.0.0 openvdb.dll\n0x00007FFF55DE0000 59.16.100.0 avformat-59.dll\n0x00007FFF8D8D0000 10.0.22621.730 IMM32.dll\n0x00007FFF22600000 59.18.100.0 avcodec-59.dll\n0x00007FFF6F370000 59.4.100.0 avdevice-59.dll\n0x00007FFF55C00000 57.17.100.0 avutil-57.dll\n0x0000000070440000 1.0.28.0 libsndfile-1.dll\n0x00007FFF67150000 6.4.100.0 swscale-6.dll\n0x00007FFF531D0000 1.21.1.0 OpenAL32.dll\n0x00007FFF53070000 2.0.20.0 SDL2.dll\n0x000000006ACC0000 libgmp-10.dll\n0x00007FFF863D0000 libgmpxx.dll\n0x00007FFEE4E20000 3.10.2150.1013 python310.dll\n0x00007FFF863C0000 tbbmalloc_proxy.dll\n0x00007FFF8C430000 10.0.22621.746 SETUPAPI.dll\n0x00007FFF8AA60000 10.0.22621.746 CFGMGR32.dll\n0x00007FFF8A690000 10.0.22621.1 bcrypt.dll\n0x00007FFF6F340000 10.0.22621.586 AVIFIL32.dll\n0x00007FFF748A0000 6.10.22621.436 COMCTL32.dll\n0x00007FFF7F500000 10.0.22621.1 VERSION.dll\n0x00007FFF594C0000 10.0.22621.436 GLU32.dll\n0x00007FFF88290000 10.0.22621.436 dwmapi.dll\n0x00007FFF6D9A0000 10.0.22621.1 Secur32.dll\n0x0000000070680000 libfftw3-3.dll\n0x00007FFF67120000 4.3.100.0 swresample-4.dll\n0x00007FFF6E810000 10.0.22621.586 AVICAP32.dll\n0x00007FFF83F90000 10.0.22621.436 WINMM.dll\n0x00007FFF2DEC0000 10.0.22621.1 MSACM32.dll\n0x00007FFF670F0000 10.0.22621.586 MSVFW32.dll\n0x00007FFF88140000 10.0.22621.436 dxcore.dll\n0x00007FFF89FE0000 10.0.22621.870 SSPICLI.DLL\n0x00007FFF89D90000 10.0.22621.1 kernel.appcore.dll\n0x00007FFF88D50000 10.0.22621.1037 windows.storage.dll\n0x00007FFF88C10000 10.0.22621.870 wintypes.dll\n0x00007FFF87FE0000 10.0.22621.436 uxtheme.dll\n0x00007FFF8B1B0000 10.0.22621.1 bcryptPrimitives.dll\n0x00007FFF8ACA0000 10.0.22621.1 profapi.dll\n0x00007FFF8D7F0000 2001.12.10941.16384 clbcatq.dll\n0x00007FFF7C700000 10.0.22621.436 MMDevApi.dll\n0x00007FFF8AA20000 10.0.22621.746 DEVOBJ.dll\n0x00007FFF7B200000 10.0.22621.1017 AUDIOSES.DLL\n0x00007FFF885D0000 10.0.22621.1 resourcepolicyclient.dll\n0x00007FFF8A9B0000 10.0.22621.891 powrprof.dll\n0x00007FFF8A7C0000 10.0.22621.1 UMPDC.dll\n0x00007FFF8D6D0000 10.0.22621.746 MSCTF.dll\n0x00007FFF847D0000 10.0.22621.885 AppXDeploymentClient.dll\n0x00007FFF566D0000 31.0.12027.6013 atig6pxx.dll\n0x00007FFF0BC20000 31.0.12027.6013 atio6axx.dll\n0x00007FFF8ADA0000 10.0.22621.891 WINTRUST.dll\n0x00007FFF8B390000 10.0.22621.870 CRYPT32.dll\n0x00007FFF8AA00000 10.0.22621.891 MSASN1.dll\n0x00007FFF72340000 10.0.22621.436 dataexchange.dll\n0x00007FFF7FFA0000 10.0.22621.726 twinapi.appcore.dll\n0x00007FFF72AC0000 10.0.22621.1017 textinputframework.dll\n0x00007FFF87B80000 10.0.22621.746 CoreMessaging.dll\n0x00007FFF83310000 10.0.22621.436 CoreUIComponents.dll\n0x00007FFF8A4E0000 10.0.22621.1 CRYPTBASE.DLL\n0x00007FFF71E60000 10.0.22621.1017 explorerframe.dll\n0x00007FFF72A20000 10.0.22621.436 directmanipulation.dll\n\nINFO (gpu.debug): Notification : Successfully hooked OpenGL debug callback using OpenGL 4.3\n```\n\nOpen application OR blender.exe --debug-gpu\n\nAttempted to roll back AMD driver a few times (some from 2021, some from early 2022), same result\nNo new drivers for ATI available in Windows Update\nPlease note: I am on Windows Insider build but do not run any experimental or beta versions of AMD driver/software suite.\n\nAlso note: I use Windows High Contrast Accessibility Theme. But the issue persists with Accessibility theme disabled. So that does not appear to be related.\n\nImages attached of rendering corruption in System > Preferences and of main screen\n\n\n\n\n",
"Menu /Main Ui invisible\nOperating system: Lenovo Ideapad3 64-bit operating system, x64-based processor\nGraphics card: AMD Ryzen 3 3250U with Radeon Graphics 2.60 GHz\n\nBroken: 3.5\nWorked: none\n\n**The entirety of the main ui that should be shown at the top is all covered by this black ui and i have no idea what im clicking because of it**\n\n**Open blender, and the ui should be invisible, but interactable (Im talking about the interface thats supposed to be there however in place of it is 2 black bars at the top)**\n\n",
"Bug con el menu\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 22.20.27.07.221020\n\nBroken: version: 3.5.1\n\nTodas las herramientas de blender en negro\n\nNada mas abrir el blender sale todo lo que viene siendo los extremos en negro, se pueden clickar incluso operar con ellos pero no se ve nada, no se puede trabajar bien, pero todo lo demas funciona correctamente, al menos lo que he podido probar\n\n",
"Tool Bar bug\nOperating system: Windows 10 PRO-64-bit\nGraphics card: Radeon RX 570 SERIES\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nAs soon as I enter the application I experience a bug in the toolbar, the whole toolbar disappears and I can't do anything except move the cube in the middle. After some time I decided to start clicking on the empty toolbar. I realized the toolbar exists but it's not shown in the toolbar section, so I watched some tutorials about Blender and I found where the settings are. I pressed settings and tried to adjust the Blender scale with my monitor size, which also didn't work.\nHere is a picture of my problem:\n\n\n* Opening the application causes this bug in the toolbar\n",
"Black UI and because of that cant access tools\nSystem Information- Edition-Windows 10 Home Single Language\nVersion- 22H2\nInstalled on- 23-02-2022\nOS build- 19045.2486\nExperience- Windows Feature Experience Pack 120.2212.4190.0\n**\nOperating system: 64-bit operating system\nGraphics card: AMD Radeon(TM) Vega 8 Graphics\n\nBroken: 3.3.3 and 3.4.1\nWorked: dont work in both versons\n\n**im have a black bar instead of tools like filter, viewpoint, view objects types, etc. i think its a problem with my pc but i tried different versons and it still has the same issues, i never had this issue before.**\n\ni have attached that problem i am facing, you can see the file and see whats wrong with my blender.",
"Black screen in Blender\nOperating system: AMD Ryzen 5 5500U\nGraphics card: AMD Radeon\n\n**Blender Version: 3.4.1**\nBroken:\n\n\n**Short description of error:** Blender starts up with this black screen\n\n",
"Completely black interface and incorrect display of parameters\nOperating system: Windows 10\nGraphics card: AMD RX 580 by Saphire 4gb\n\nBroken: 3.3.1\nWorked: Any version with this bug\n\n\nHaven't used Blender for a long time, but yesterday (26/11/2022) I wanted to do something in it. But when I launched it, the entire interface except for the viewport was black. I saw that you can change the theme and it will somehow work, but in the parameters everything 'moved out' and changing the theme of the application is not possible \n\n\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"UI Not showing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.3.221025\n\nBroken: version: 3.4.1\n\nWhen i open blender, the ui buttons are there, but doesnt show, all of the ui is black except for the modeling scene\n\nI dont know why it happens, i only installed and did open blender.\n\n",
"All in Black!!!!\nOperating system: Windows 10 Pro N\nGraphics card: RX 5600xt\n\nBroken: 3.2\nWorked: 3.2\n\nI can't see anything, everything is black, I tried to reinstall the program and nothing, I also reset the factory values and nothing. I can not work!!!\n\nIn all proyects.\n\nPhoto: view?usp=sharing",
"UI panels are blackedout and preference panel is bugged\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.2.220819\n\nBroken: version: 3.2.2\n\nWhen i launch any version of blender, my UI panels are all blacked out, and when i try to open preferences its all bug out, like the resolution of that panel is all stretched \n\n{[F13460951](Preference_Panel_bugged.png)}out\n\n[Please describe the exact steps needed to reproduce the issue] no idea I just launch blender and its broken, I tried to roll back to other versions and its still broken\n\n",
"Blender interface not visible with AMD PRO Adrenalin Anti-Aliasing Set to Override Application Settings\nOperating system: Windows 11 Pro (10.0.22621 Build 22621)\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.27.07.221025\n\nBroken: version: 3.3.0\n\n[Can't see interface after booting blender if the anti aliasing option is set to override application settings at 8x adaptive multisampling with amd adrenaline driver \"Driver Version\n22.20.44-221025a-385558C-AMD-Software-PRO-Edition\"]\n\n\n"
] |
Mesh Island Node is not being used properly by Shader White Noise
Operating system: Windows-10-10.0.17134-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11
Broken: version: 3.1.0 Alpha

[WHITE NOISE.blend](WHITE_NOISE.blend)
Here's a screenshot for the current workaround that results in the desired result.
 | [
"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",
"Node link drag search in shader editor doesn't filter by render engine compatibility\nOperating system: macOS-11.6.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.7\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't think ever. The feature was introduced in 3.1: 11be151d58\n\nOther than the default node search menu ( {nav Add > Search...} ) the link drag search doesn't filter out nodes that are not compatible with the current render engine.\n\n[node-link-drag-search-bug.mp4](node-link-drag-search-bug.mp4)\n\nAs shown in the video:\n- open the default blend scene with factory settings\n- switch to the shader editor\n- add a *Value* or *RGB* node\n- drag from the node's output and release the link on the canvas to activate the link drag search\n- look for the \"Toon BSDF\"\nResult: inputs from the node appear in the search despite the node not being supported by Eevee.\n\nHere's the simple setup from the video.\n[node-drag-link-search-bug.blend](node-drag-link-search-bug.blend)\n\n",
"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",
"Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n",
"can't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 397.93\n\nBroken: version: 3.1.0 Alpha\n\ncan't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames.\n\nin frame 139, 148, 149, 306, 353 text bleed out of mask_text box Boolean object\n\n[2021_Ecard_1920x976_23d.blend](2021_Ecard_1920x976_23d.blend)\n\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!",
"Mesh Boolean and Bounding Box node joined together make lose the UVs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nApparently, joining 2 branches of geometry node that contain a Mesh Boolean node and a Bounding Box node make the UV gone. On image attached, the cube on the left with the voronoid is the original cube and on the right it's the same cube with the Geometry node turned on. Maybe other node combination recreate this issue.\nWhen inspecting the branches independently the UV are still working but stop working when adding the Join Geometry.\n\n- Have an object with texture applied. \n- Have a geometry node modifier assigned.\n- The geometry node consists of a Mesh Boolean node joined with a Bounding box node. (I used a transformed node to move the bounding box away and see our object)\n\n",
"Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)",
"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.",
"When changing the node type in material, sockets of different node types are reused\nOperating system: MacOS\nGraphics card: Apple M1\n\nBroken: main\nWorked: don't know\n\nShader nodes that have the same input sockets can have different default values.\nBut if you switch between shader nodes in the material interface, then the default values will first of all be copied from pre-existing socket of a node of a different type. Because of this, default values may not be used and may look strange.\n\nIn the default scene, assign Glass BSDF material to the default cube, and check the \"Roughness\" field. Now assign another material without \"Roughness\", such as Hair BSDF, then assign Glass BSDF material again and check the \"Roughness\" field.\n\n",
"Regression: Mesh render artifacts\nOperating system: Windows 10\nGraphics card: GTX 1070 TI\n\nBroken: 3.1, 3.6\nWorked: (3.0.1)\n\nNormals on hair mesh is corrupted in newer versions of blender while being perfect in older ones.\nMesh name is LOD0_1_front_hair_omote597.\n\n- Open the attached .blend file\n- View the model/mesh in normals/ambient occlusion render pass (cycles)\n\n",
"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).",
"Shader Nodetree Error: Invalid implicit socket conversion: Shader -> Color\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 3.3.1\nWorked: I don't know but the problem is also present in the version 3.0.0\n\n\n```lang=glsl\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(float_from_Closure(tmp34), node_tree.u36, tmp37);\n |\n | Error: C1503: undefined variable \"float_from_Closure\"\n\n\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(node_tree.u35, vec4_from_Closure(tmp34), tmp37);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n\nShader Nodetree Error: Invalid implicit socket conversion\nShader Nodetree Error: Invalid implicit socket conversion\n```\n\n\n1. EEVEE render\n2. Shader editor: put some shader socket to color socket\n3. Check the console",
"Shader editor material name on title bar doesn't follow pinned material\nBlender 3.5.1\n\nAs you can see on the screenshot it's displaying material \"Material\" when current node tree is for another material (you can distinguish it by the different base color).\n\nWay to reproduce:\n\n- open attached blend file\n- run the following code in python console\n\n```python\nshader_editor = bpy.data.screens['Shading'].areas[3].spaces.active\nshader_editor.pin = True\nshader_editor.node_tree = bpy.data.materials['Second_material'].node_tree\n```\n\n\n",
"Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)",
"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)"
] | [
"White Noise(shader) with GN attributes issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Beta\nWorked: \n\nGN output face `\"id\"` can be used as factor for `White Noise` in a shader.\nWhile in Orthographic view it works as expected, in perspective 3D view it has some issues.\nRender is same as viewport (eevee & cycles).\n\n\n- Open attached file\n- When using Eevee there's a difference between User Perspective (broken) and User Orthographic (not broken) views\n- Cycles will work correctly in both\n\nFixed file: [white noise with GN attributes1105-fixed.blend](white_noise_with_GN_attributes1105-fixed.blend)\n\n[Original]\n[white noise with GN attributes.blend](white_noise_with_GN_attributes.blend)\n\n"
] |
Crash adding circle
Operating system: Windows 10
Graphics card: NVidia GTG 1080 Ti
**Blender Version** 2.83.3
Created circle in Global mode, after trying to change Align to "View" Blender crashes
See attached screenshot.
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"Subdivision surface with circle curve issue. \nOperating system: Windows 11 Pro\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\nWorked: (on 2.9 was working fine)\n\nCreating a mesh ring with curve circle and applying sub division serface, the modifier fails at two vertecies on the mesh. \n\nAdd curve -> circle -? edit mode -> select verticies -> E to extrude and S to apply size -> E to extrude on Z direction -> done\nObject Mode -> add modifier -> subdivision serface -> issue.\n[Issue with subdivision serface .blend](Issue_with_subdivision_serface_.blend)\n\n\n",
"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",
"Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n",
"Blender 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",
"Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n",
"Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n",
"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",
"Blender (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n",
"Crash 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)",
"Crash when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!",
"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 while using the Cloth Filter brush with collisions enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 3.0.0 Alpha\n\nUsing the cloth filter brush with collisions enabled on *both* the deforming object and the non-deforming object causes Blender to crash.\n\n- Open the attached .blend file with a minimal scene where this error can be observed. Everything has been already set up.\n- With the pre-selected *Cloth Filter* brush set to *Gravity* and both *Use Collisions* and *Use Face Sets* enabled, `LMB` on the \"Skirt\" mesh, and start dragging to the left of the screen, causing the \"Skirt\" mesh to start flying upwards.\n- After a brief while, release `LMB` and repeat the above operation by dragging to the right. Note how the direction of the cloth filter brush was not reversed this time.\n- Almost as soon as this new sculpting operation is initiated, typically Blender crashes. Occasionally it might take a few more attempts.\n\n[facesets-crasher.blend](facesets-crasher.blend)\n\n**Additional notes**\nIf extensive changes are performed to the \"Collisions\" mesh, the bug will not be able to be reproduced anymore.",
"Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n",
"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"
] | [
"Blender crashes when editing Properties of New Object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.83.3\nWorked: 2.82\n\nEditing Properties of New Object consistently crashes Blender to desktop. Any New Object causes the error, from cube to torus. Only occurs in scene with ~400 Objects, properly culled in Collections.\n\n1. Open Blender. (Alternatively open file to Open Blender)\n2. Load car.blend\n3. Click Add > Mesh > (Any Object)\n4. Attempt to adjust any New Object properties using the panel that appears.\nCRASH\n\n",
"\"Add plane > align\" causes crash when certain rigs are in the scene (2.83, fixed in 2.90)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nI can't simplify the scene anymore. Deleting anything more fixes the crash. There are two rigs - rigify and camera rig. There's a rigify script and some leftover copies of it. In this particular example allowing rigify script to run seems to prevent the crash, but in my original project it doesn't matter if the script is executed or not. It doesn't crash in 2.90, although there are other bugs there that I already reported.\n\n - Open file:\n[align_view_crash.blend](align_view_crash.blend)\n - I have automatic execution of scripts disabled, so when prompted about rigify script I press ignore:\n\n - Add Plane or UV Sphere or Ico Spehere (shift+a). Other types of meshes don't crash for some reason.\n - In the \"Adjust last operation\" window go to \"Align\" dropdown menu. Choosing any of the three options should crash Blender.\n[blender_debug_output.txt](blender_debug_output.txt)\nIt will not crash if you first change selection to other object. In my original project however it doesn't matter what's selected."
] |
Sculpt. Scale from cursor and view on masked works wrong
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40
Broken: since 2.83.9, 2.93.0 Alpha
[2021-03-28_12-44-43.mp4](2021-03-28_12-44-43.mp4)
For tests:
[notascale.blend](notascale.blend) | [
"Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n",
"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",
"Camera to View and zoom do not work with orthographic cameras\nIf you switch to ortographic camera (point 1), and try to zoom in with the camera viewport active, the camera behaves as \"view lock>camera to view\" unchecked.\nThe correct behavior is that you can get near the object without changing the camera \"unlock view > camera view\" (point 3). Even though it's checked, it's not working as intended (check point 2 in the picture)\n\n\n- Open attached .blend file\n- Try zoom in, dolly in...\n[ortho_bug.blend](ortho_bug.blend)\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",
"Cycles: Bump node doesn't distort normals\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 10)\nWorked: Never\n\nHeight input have no effect on bump node output in cycles.\nThe main problem, that Generated texture cordinates give seams with bump. That is why I desided to try Normal input.\n\nEevee:\n\n\nCycles:\n\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n",
"Cursor size for \"Use Cursor for Depth\" in Sculpt doesn't reset properly on undo\nOperating system: MacOS 11.6\nGraphics card: Radeon RX 580 8 GB\n\nBroken: 2.93.4 (2.93.4 2021-09-01)\nBroken: 2.93.5 (2.93.5 2021-10-05)\nBroken: 3.0.0 (3.0.0 2021-10-05)\nWorked: don't know\n\n\nCursor size for \"Use Cursor for Depth\" (Sculpt -> Box/Lasso Trim -> Trim Mode: Join) doesn't reset properly on undo.\n\nBased on the default startup\n\n- File -> New -> Sculpting\n- Select Box Trim (or Lasso Trim)\n- In tool options, select Trim Mode: Join \n- In tool options, select Use Cursor for Depth\n\n- Use tool on the outside of the object (Note that the geometry created has a volume)\n- Undo (if you used the tool more times, repeat the undo each time).\n- Use the tool again. \n\nExpected result:\nTool works normally after all undo.\n\nActual result:\nAfter undoing all tool uses, the tool disregards the cursor size and the next shape created is flat/collapsed. \n\nAdditional notes:\nIt only happens when the file starts in Sculpt mode (hence the New -> Sculpting). If started in Object mode, and then switched to Sculpt, it is not occurring. \nAfter switching tools (even without actually using another tool), it seems to work correctly. \nAlso if switched from Sculpt to Object mode and back, it's working properly. Unless you undo from before switching to the Object mode, and undo all the tool uses, it happens again.",
"Sculpt. Mesh filter Inflate. Disabling all three axis in adjustment do not disable transform\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nTo reproduce:\nIn sculpt mode select mesh filter «Inflate» on the cube.\nDrag, to produce result.\nIn adjustment popup disable all three axis (with shift click)\n\n",
"EXR reading : dimensions are based on dataWindow (not displayWindow), leading to e.g. Renderman Cryptomatte processed wrongly by Blender compositor\nOperating system: MacOS Sonoma Beta\nGraphics card: AMD RX6600XT \n\nBroken: ( 3.6, c7fc78b81ecb, release, 2023-06-27 )\nWorked: (none)\n\nRenderman cryptomatte pass images are read wrongly by blender compositor. It is changing the height of the image, based on the alpha, instead of keeping a fixed size. Even Blender 3.6.1 latest version has same issue. \n\n1. create a simple scene with spheres and cubes. leave empty space at the top of frame. \n2. render images with crypto matte using render man addon. \n3. bring the images into blender compositor using cryptomatte node.\n\n",
"Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n",
"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",
"Generative modifiers (solidify, mirror) draw face normals from original face (wrong direction)\n@Baszczer information\nOperating system: Ubuntu 20.04\nGraphics card: Radeon Pro WX 7100\n\n@Alaska information\nOperating system: Linux-5.4.0-7629-generic-x86_64-with-debian-bullseye\nGraphics card: GTX 1050Ti 440.82\n\nBroken: 2.83 (2020-05-26 22:42) `f772a4b8fa`, 2.90 (2020-05-26 20:02) `eb5422828a`\nWorked: 2.82a\n\n**Short description of error:**\nThe viewpoint overlay for displaying faces normals in edit mode for faces that are part of a solidify modifier will always point in the direction of the face normal being solidified with Blender 2.83 and 2.90.\n\n\n2.82a\n\n\n2.83/2.90\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender.\n2. Add a plane.\n3. Give the plane a solidify modifier.\n4. In the modifier panel, enable the \"On cage\" option for the solidify modifier.\n5. Enter edit mode on the plane. \n6. In the viewport overlays enable the \"Display normals\" option for faces. \n\n[#77090 - Solidify Normals.blend](T77090_-_Solidify_Normals.blend)\n\nIn 2.82a, this will be have as expected. The normal lines will be perpendicular to the faces of the solidifies plane. In 2.83, all the normal lines align with the normal line of the face being solidified.\n\nVideo because I feel like I'm having a hard time explaining this in words:\n[2020-05-27 22-55-31.mp4](2020-05-27_22-55-31.mp4)",
"Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n\n\nSee attached blend file.[clamp.blend](clamp.blend)",
"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!",
"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",
"Python API - Scale parameter isn't taken into account when adding certain primitives\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nIn text editor run this:\n\n```\nimport bpy\nbpy.ops.mesh.primitive_plane_add(scale=(5.0, 1.0, 0.0))\n```\n\n... and observe that plane has wrong scale(always default (1,1,1)).\n\ngoing over the primitives, the following need attention:\n\n```\n- add_primitive_plane_exec\n- add_primitive_grid_exec\n- add_primitive_monkey_exec\n- add_primitive_circle_exec\n- curvesurf_prim_add\n\n- NOPE object_add_exec\n\n- TODO effector_add_exec\n\n- these end up in object scale? (or dont make sense):\n- check sense lightprobe_add_exec\n- check object_camera_add_exec\n- object_metaball_add_exec\n\n- object_armature_add_exec\n- object_empty_add_exec\n- object_gpencil_add_exec\n- object_add_text_exec\n\n- object_light_add_exec\n- collection_instance_add_exec\n- object_speaker_add_exec\n- object_hair_add_exec\n- object_pointcloud_add_exec\n- object_volume_add\n```"
] | [
"Sculpt mode transform tools. Weirdness with 3d cursor.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13571 Core Profile Context 19.9.2 26.20.13003.1007\n\nBroken: version: 2.81 (sub 11)\n\n1. In sculpt mode transform tools strange behavior with 3d cursor. Trying rotate part of the mesh, first rotation might be ok and second sometimes ok, but then rotation is going crazy. Exit to object mode then again enter sculpt mode, rotation is ok, but only for 1-2 times then again it acts weird (watch the video 1).\n\n2. Scaling in sculpt mode with 3d cursor not like in edit mode, it is very strange (watch the video 2).\n\n1. Open attached *.blend file, rotate several times, (do not cancel rotation with rmb!).\n\n2. Open attached *.blend file, select scale tool, try to scale, go to edit mode try to scale, see the difference?[video_1.mp4](video_1.mp4)\n\n[video_2.mp4](video_2.mp4)\n\n[bug_rot_scale.blend](bug_rot_scale.blend)",
"Sculpt mode doesn't honor 3d cursor position for transform operations\nOperating system: Win10\nGraphics card: GeForce GTX 960M\n\nBroken: 2.81a\n\n\nIf you want to transform parts of a sculpted object while sculpting, Blender does not let you use the 3d cursor position as a transformation origin point. No matter what 'Orientation' is chosen, the gizmo remains at 0, 0, 0, regardless of where the cursor is placed in Object View.\n\nDid this break after 2.81? This report shows the user using the cursor position for a transformation origin: T70020.\n\n(Or, if I am overlooking something obvious, the documentation needs updated to clearly indicate how to do this.)"
] |
2.83 old system configuration
I do not know if it will only be me, but try to start it with the configuration of 2.82 because I have modified it to my liking and by pressing "configure as the previous version" it will not take over and it will exit and I can no longer enter, I will have to reinstall it and change all manually again | [
"Macro operators [e.g. Loop cut and slide]: \"adjust last operation\" fails completely [when called from the menu -- F9 is fine]\nBroken: 2.8x\nWorked: 2.79b\n\nThis might fall into the same boat as anything related to #45964, although it does seem to be \"new\" in 2.8x.\nAfter performing a loop cut and slide operator, you can adjust the properties in the operator panel (albeit with caveats from #45964). However, if you instead open the Adjust Last Operation panel, it will list a different operator name (Loop Cut, not Loop Cut and Slide), and while you can change properties there, those changes have no effect, even though they are reflected by the operator panel.\nThis didn't use to happen in 2.79b, though IIUC the \"Adjust...\" panel is different in 2.8x from the \"Redo Last\" of the 2.7x era.\n\n1. Load the default scene.\n2. Go into edit mode on the cube.\n3. Add a loop cut, e.g. via the shortcut or using the active tool\n4. Expand the operator panel in the bottom left and adjust properties. Note how those adjustments do have an effect on the result.\n5. Go Edit -> Adjust Last Operation\n6. Note the different operator name in that newly opened panel (Loop Cut vs. Loop Cut and Slide).\n6. Try adjusting any properties in the newly opened panel. Note how the operator panel in the bottom left picks up these changes, but at the same time they have no effect on the operation.\n\n[Demo video ](eAlL08M8AZA)",
"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)",
"Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo.",
"Python console history gets rearranged when editing lines\nDebian unstable, GeForce GTX 980\n\nBroken: 2.76\n\nEditing lines in the Python console causes the console's history order to be manipulated in unintuitive ways. There is a certain logic to it, but that logic is different from just about every other shell in existence(*). Most importantly, it's different from Python's own interactive interpreter.\n\n(*) Based on a sample (n=4) consisting of bash, python3, cmd.exe and Opera's Javascript console\n\nBecause Python console contents are not saved, I think it's pointless to attach a .blend file.\n1. Open Python console in Blender\n2. Seed the history with the integers 1, 2 and 3 in this order\n3. Press up arrow two times to get back to 2\n4. Edit the value to 42 and press enter\n5. Press up arrow repeatedly and observe the history cycling order\nThe history order is now 42 -> 2 -> 1 -> 3 -> back to empty line.\nIf you press the down arrow twice between steps 4 and 5 (it cycles to 3 and then empty line), the history order becomes 3 -> 42 -> 2 -> 1 -> back to empty line. One press of the down arrow is not enough to trigger this.",
"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",
"Replace notifier system with the messenger system\nWe never fully transitioned from the old notifier system and the new messenger system.\nNeed more information.",
"Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n",
"Viewport gizmos in selection tools not updating.\nOperating system: Windows 10 64Bits\nGraphics card: GeForce GTX 1050 Ti latest driver\n\nBroken: version: 2.80.69 hash:4f6e25280558\n\nswitching between Active tools gizmos and viewport gizmos keeps the manipulators in it's previous position until a second selection...i assume because we have two different and unrelated gizmos!! \n\n\n- Activate transform gizmos in the gizmo popover.\n- Use Active tools manipulators and do transformation.\n- Switch to the selection tools.\n\nThe gizmo center is not updated.\n\n**Attachment**\n",
"Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ",
"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",
"Baking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.38.0, 5.8.0-7630-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.1\n\nBroken: version: 2.93.0 Alpha\n\nBaking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. I would expect these 'inbetween' keys to be overridden as well as it should be part of the baking process. \n\nEDIT:\nIt would be great to have an option in the 'bake action' that will delete keys that are not on the stepped keyframes. This way the 'baking on 2s' will be absolutely on 2s, and not have some leftover keys that will still move the character inbetween 2 baked keys.\n\nIt would be great if 'baking actions' are respecting the preferences on which interpolation mode it is set. Let's say I set it to 'constant'. then baking action should output 'constant' keys instead of bezier keys. \n\nAs discussed in the meeting with Sybren, Hjalti, Rik and Sebastian. being able to determine the keys to be baked on frames based on keys of an arbitrary object gives us the freedom to be selective on which frames should be baked and which frames should be held. Let's say want my frames to be baked on frame 2, 4, 6, 7, 8, where frame 7 is an extra key (based on the 2s retoric). By having an object (cube, bone, etc) that has already keys on the designated frames 2, 4, 6, 7, 8. This object could dictate the frames that needs key baking. \n\n\n[#85050-cube_anim_test_baking_on_2s_v1.blend](T85050-cube_anim_test_baking_on_2s_v1.blend)\n\n- Open the above blend file\n- Go to Pose -> Animation -> Bake Action\n- Set Frame Step to '2'\n- Check 'Overwrite Current Action'\n- Bake Data: Pose\n- Click 'OK'\n\nAfter baking, I still see existing keys on frames inbetween the 2 steo even though 'Overwrite Current Action' is turned on.\n",
"Breaking UI API changes for 4.0\n- [ ] Remove grid display for UI lists - Never worked well and is badly maintained. May have been added for an oudated asset UI design even?\n- [ ] Remove asset-view UI template - Should be replaced by the [asset shelf](102879).\n- [ ] Replace/deprecate UI lists? - Probably too much work, would require UI views to be exposed to Python. But can at least be converted to use UI views internally and benefit from its features.\n\n",
"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.",
"Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). ",
"Local view mode is not exited correctly when closing New Windows\nOperating system: Mac OS*\nGraphics card: Macbook pro M1 MAX, 64G ram\n\n**Blender Version** 3.41 (same issues found in 3.2)\nBroken: Local view doesn't work(/)\nWorked: \n\nit's hard to say when it will happened, I used MacBook with two monitors, (one is Mac Studio, an other one is iPad Pro), when I duplicate a new windows to my second screen, like to iPad for sculpting, some times, local view function(hot key\"/\") doesn't work and show 'no more than 16 local views\" error. I met this error 3times from version 3.2 to 3.41\n\n\n\n\n- Repeat the following 16 times\n - Open a new `Window`->`New Window`\n - Go into Local view in the new 3d viewport that appears\n - Close the window while still inside local view\n- Attempt to go into local view 1 more time\n- Observe failure\n\nThe issue is that local view mode is not exited when those temporary New windows are closed. Blender continues to think that those local views are still in use and runs out of available space for any new ones.\n\n[test.blend](test.blend)\n\n"
] | [
"Blender 2.83 LTS instantly crashes when opened\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBlender 2.83\nBroken: 2.83\nWorked: 2.82a\n\nThe cmd window pops up, then for a split second another window opens, then everything closes.\n\nIt started happening when I chose to have the same settings as the previous version, just as I clicked the button, it crashed and never opened again, I've tried restarting, reinstalling, and using the .zip file instead. Nothing works.\n\nThis happens on both default, and .blend startups"
] |
Reloading movie in Image Editor looses Frame Start and Offset parameters upon reloading Blender.
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67
Broken: version: 3.6.1
I use an image sequence or Movie as reference, either in 3D viewport or Image Editor. When I edit Frames, Start and Offset, Blender looses these edited parameters on the next reload and I need to set it up again.
Also, everytime I load it, I need to reload it for correct Frames length.
1. Add Image sequence or Movie either as Reference in 3D viewport or just load it in Image editor
2. Open Image source panel (N panel in Image editor), you need to reload Frames to get the real length
3. Adjust the parameters
4. Reload Blender
5. You can see the parameters are back to 0 when restarting.
| [
"Panning with spacebar in clip editor stops after some movement\nOperating system: Windows-10-10.0.22581-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.00.22 30.0.21000.22018\n\nBroken: version: 3.1.0\n\nWhen I set the spacebar to pan (disabling the play animation, tools, or search options for the same keymap), in all windows the shortcut works properly - when I press spacebar and move the mouse, the screen pans, but the clip editor window. It works for a second and then it stops working. It only works if right after pressing spacebar, I press ctrl, shift or alt, or any other key in fact. I think it causes a reset and it forgets to cancel the shortcut. Also, if I put the shortcut to be release sensitive (not press), it also works, but there's no point in making that, cause I'd have to press spacebar again in another window to apply the pan.\n\n- In default scene, switch to clip editor\n- From preferences tab, Set the spacebar as shortcut for panning in clip editor\n- Pan around by Holding `spacebar` key (stops after some movement)\n\n",
"Scene Proxies in the Video Sequence Editor\nWindows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary)\n\nBroken: (2.79a) Official builds\nWorked: (2.79) Official builds\n\n\nTo cut a long story short @ideasman42 disabled Scene proxies in the Video Sequence Editor because:\n\n> In #54048#485268, @ideasman42 wrote:\n> Looked into this and for now **building proxies doesn't support anything besides movie, so disabling support for this.**\n> \n> 6535f668b4\n\n\n*This shocked me, have I been using Blender wrong?* Because I've been happily doing this for months.\n\nI don't quite understand the rationale behind the removal of is.\n\nThe main problem for me is that I have projects (made in 2.79 and earlier) that rely on scene proxies and when opening them up in 2.79a viewing or creating them doesn't work.\n\nNow there *are* issues with Scene Proxies most notably the aforementioned (#54048) one and it can be really bad:\n\n[0001-2565.mkv](0001-2565.mkv)\nand\n**Other proxy issues**\n - Skipping frames whilst rendering.\n - Properties side panel scrolls up after changing proxy location in the File Explorer.\n - Overwrite don't have the same behaviour as Overwrite does in the render setting (in the properties editor)\n - and [inconsistent functionality ](F2418236).\n\nBut I've always treated this as an incomplete feature, (same way I treat NetRender, it's somewhat stable but is inconsistent. e.g. blender/blender-addons#52502) throwing in a bug report due to just crashing (#53792) and have been fine.\n\nBut now with the update, the [Proxy/Timecode Panel ](proxy.html) is still there and does nothing. and as I said in my query to @ideasman42's decision to disable this:\n\n> In #54048#485618, @ChristopherAnderssarian wrote:\n> So, @ideasman42 does this invalidate my bug report? #53792\n> Also, is it a good idea to disable this considering the Proxy/Timecode Panel option still there (or are you still working on this)?\n> \n> With no information or feedback in the Blender Manual or when trying to create proxies (nothing happens), `you are going to get users confused on a essential feature that worked` (works fine in cycles for me (not the file names the crashing)) in 2.79 `and now doesn't with no apparent reason why. `\n\n___\n\n> In 6535f668b4, @ideasman42 wrote:\n>>...generating proxies currently only works for movies...\n\n*No... they don't. They worked for Scenes before. (and they work for images for that matter)*\n>>...cancel until other types of sequence strips are supported...\n\n*What do you mean by this? That it's officially 'supported', documented?* \n___\n\nNow that I've been trying to research around a bit, is this an incomplete feature or has it slowly gotten broken in time?\nThere's #43857 which uses a scene proxy. So there must be other uses who uses this right? Or was this just an example?\nI would love to use this with Eevee; having the proxies rendered in no time and my GPU not getting taxed.\n___\n\nWhat I think to be good next steps:\n\n - Having the functionality back as it was before.\n - An open task to deal with the *Other proxy issues.*\n___\n\nZipped folder with a working Blender file and proxy:\nTested in Ubuntu VM both 2.79 and 2.79a with reproducible behaviour.^\nTested on a separate laptop with both 2.79 and 2.79a with reproducible behaviour.^\n(Note: In my Ubuntu VM I had to toggle Textured Solid button in the Scene Preview/Render Panel to get the proxy showing in 2.79.)\n(^ Reproducible behaviour being: fully working in 2.79 and not working at all in 2.79a)\n[Blender_VSE_Testing_Scene_Proxy.zip](Blender_VSE_Testing_Scene_Proxy.zip)\n\n\nI'm sure this was just a misunderstanding.\nYours,\nA passionate Blender user",
"3dview header fails to update in second main window showing linked scene\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nWhen leaving edit mode (tab) in a linked scene in a second main window, the original main window showing the original scene does not immediately update the 3dview header.\n\n\n1) Window->New Main Window\n\n2) In one of the two windows, Create a new scene using the Linked Copy option.\n\n3) In one of the two windows select the cube and hit tab. Both 3dviews on both scenes immediately show edit mode in their headers.\n\n4) Hit tab to return to object mode. The 3dview header in the other window does not update and still shows the mode as Edit mode and shows the edit mode menus (everything else, toolbar etc., does switch immediately though). If you mouse over that 3dview it will immediately update to the correct header information.\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",
"When changing the width of frame, it also changes frame location.\nIf you create frame and set it into (0,0) location. Then grab right side of the frame node and make frames width bigger. Now using python read the frame \nlocation again and it is not (0,0) anymore. \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",
"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)",
"BLENDER DISPLAYS INCORRECT NUMBER OF VERTICES, TRIANGLES AND FACES IN VIEWPORT\nOperating system: Windows 11 Pro 10.0.22621 Build 22621\nGraphics card: NVIDIA RTX 2070 SUPER\n\nBroken: 3.5.1\nWorked: Do not recall, however, I first posted this issue in the Blender 3D Artists FB Page on Sept. 8, 2022.\n\nIn the 3D VIEWPORT, with STATISTICS turned on, Blender 3.5.1 (and many previous versions) randomly show the incorrect number of VERTICES, FACES and TRIANGLES ( most often it is something like 10 or 20 BILLION). This SAME error occurs OVER and OVER during my repeated \"daily\" blender usage. I estimate that I have seen it now at least 30 times since I first reported it. I CANNOT SAY WHICH ACTION TRIGGERS IT. Many others have acknowledged that they have seen the same thing. It is very annoying because I OFTEN have large scenes and TRULY need to know how large my scene is, but often cannot. SOMETIMES restarting blender helps, but then it happens again within the newly opened session.\n\nIT IS POSSIBLE that this only happens with fairly large scenes, but since my scenes are usually very large, I cannot say for sure.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nThe blender files where I KNOW it has definitely happened are too large, detailed and proprietary. Sorry, I cannot provide. If I happen to see it in smaller, unimportant blender file, I shall add it to this bug.\n\n",
"'Frame selected' with 'Lock To 3D Cursor' sets weird focus\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0 Alpha\nand 3.1\n\nIf you select something and do 'view3d.view_selected' while View Lock is set to 'To 3D Cursor', the view will focus on the cursor instead of the selected object and if you pan and do 'Frame selected' again, you will get somewhere near the cursor instead of the selected object.\n\nAlso, calling 'view3d.view_center_cursor' won't do anything while 'To 3D Cursor is active'.\n\n1. activate 'Lock': 'To 3D Cursor'\n2. select an object\n3. View -> 'Frame Selected'\n[Video.mp4](Video.mp4)\n\n\n",
"adding drivers in the compositor always results in a dependency cycle which often causes blender to hang when reopening the saved .blend file.\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: 2.90.0 Alpha\n\nadding drivers in the compositor always results in a dependency cycle which causes blender to hang when reopening the saved .blend file.\n\n\nJust to clarify, the append issue I mention in the video only happens if you copy and paste 3d objects from a file with the dependancy cycle problem into a new file, save the new file, and then try and append that new file into another new file, in this instance it also results in a missing data block if trying to re-open the file you copied into.\n\n[compositor dependancy cycle on all drivers.blend](compositor_dependancy_cycle_on_all_drivers.blend)\n\n[2020-06-02 17-50-21.mp4](2020-06-02_17-50-21.mp4)\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",
"VSE: Frame Overlay incorrectly applies Transform to reference frame, ignores keyframes\nOperating system: Ubuntu 20.04.2\nGraphics card: AMD® Verde\n\nBroken: 2.93.3\nWorked: don't know\n\nWhile Frame Overlay is active and set to \"Reference\" or \"Rectange\", the video sequencer applies transformations to the reference frame even when that frame has a different transformation keyframed. The expected behaviour is that the reference frame looks exactly as it does when that particular frame is active.\n\n - Open attached file [vseoverlaytransform.blend](vseoverlaytransform.blend)\n - Note that Frame Overlay is active and Overlay Type set to \"Reference\"\n - Alter the Rotation parametre of the text strip\n - Note that the displayed frame transforms as you change the value\n - Disable Frame Overlay and jump to the first frame\n - Note that the transformation parametre has a keyframe at 0 deg, but the displayed text is still rotated\n - Press Ctrl-R (Refresh All) and note that the text jumps back into its unrotated state\n\n",
"Particle Viewport display options don't reset properly when changing particle type\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\n\nViewport Display panel options don't reset properly when changing the particle type from Emitter to Hair and back to Emitter again.\n\n1. New default scene.\n2. Add particle system to cube.\n3. Go to the Viewport Display panel for the particle system and notice options.\n4. Change the particle system type from Emitter to Hair.\n5. Options under Viewport Display panel change accordingly.\n6. Change the particle system type back from Hair to Emitter.\nOptions under Viewport Display panel are those for Hair and not Emitter.\n\n\n\n",
"Restore default value operator removes redo panel\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.0\nWorked: 3.4.1\n\nWith user installed add-ons (sometimes Blenders own operators too) if the user tries to reset a value by RightMouseClick / \"Reset To Default Value\", the redo panel closes.\n\n1) Activate the user installed add-on\n2) Change a value\n3) RMB on the property from redo panel, select \"Reset To Default Value\"\n\nThis will close the panel and end the active add-on (may not happen on first attempt)\n\nYouTube video at the link:\n4woEVTFSrtw\n\n",
"View -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes.\nOperating system: Manjaro Linux\nGraphics card: nVidia\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nView -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes. \n\nExpand open the Timeline editor, now adjust the horizontal scale of the view (squeeze or expand), then Ctrl+TAB to swith to Graph Editor mode. Notice the scale does not stay in sych as it does when they are separate windows. "
] | [
"Eevee: image sequence data bloc displays different offset attributes when set from different locations (texture editor, shader editor, image locator)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.5.0\n\nif I change the offset (or start frame) of the sequence in the shader editor, I would expect it to also change in the image editor or wherever I am using the same image sequence, otherwise it causes discrepancies and buggy viewport display (since we dont know which offset is displayed in the viewport). \n\nJust change the offset of 1 of the 3 displayed image sequence settings displayed... the other 2 won't follow.\n\nCycles does this fine btw."
] |
Mirror Modifier breaks Bevel Modifier
Operating system: Window 10 Pro
Graphics card: NVIDIA GeForce GTX 970
Broken: 2.8, 2018-12-03 (1b6a394d862)
Enabling and disabling mirror modifier appears to negate bevel modifier in the supplied blend file.
* Open the supplied blend file.
* Enable mirror modifier in viewport.
* Observe loss/softening of edges due to inactive bevel modifier.
[BevelMirrorBug.blend](BevelMirrorBug.blend) | [
"unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)",
"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",
"Boolean Modifier is evaluated if an object linked to the cutter object is link-duplicated\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.91.0\n\n\nSuppose ObjectA has a boolean modifier, the target object of which is CutterA. CutterA shares the same mesh datablock as CutterB. If CutterB is link-duplicated (Alt-D), ObjectA 's boolean modifier is re-evaluated. In large technical scenes with many linked cutters this means Blender frequently stalls, re-evaluating *every boolean in the scene every time you duplicate a cutter.*\n\nExpected behaviour: boolean modifier should only be evaluated if the cutter object datablocks *change*, and adding a user to a datablock should not count as a change.\n\n",
"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",
"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",
"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.",
"Bevel Tool cycling through percent mode locks numerical input\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nIn edit mode, if you input a precise value for a bevel (edge bevel tool), like lets say 0,5, and then cycle through the modes (M-key), after cycling past the percent mode, it resets your numerical input to 0, and you cannot change it anymore.\n\nDepending on what value you have input, and whether you have also moved your mouse or not, gives different results. Sometimes it resets to 0, sometimes to another number. In any case, it is then frozen, and you cannot change it.\n\n\nVersion 1, without mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to 0.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n\nVersion 2, with mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Move your mouse around\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to some other value, probably based on the mouse position.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n",
"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)",
"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}",
"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?",
"snap to face broken with mirror modifier\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\n(same behavior on Windows 8.1)\n\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\nAlso broken in 2.80 stable\n\n* open demonstration blend file with no config dir\n* note that snap-to-face (target:closest, affect:move) is already enabled\n* select small cuboidal in lower left\n* G, then X, to move along X, and attempt to snap to broad side of nearby horizontal cuboidal\n* see that the object flashes erratically, alternately assuming its original position, and alternately assuming an incorrectly snapped position\n* if instead the cuboidal we are trying to move is moved a bit first, without snapping, and then we again try to snap to the face, it doesn't flicker any more, but it still snaps incorrectly (and actually still does flicker on the overlapping face but doesn't jump around in position)\n* if the mirror modifier on the cuboidal we are trying to move is disabled, it snaps correctly\n\nStarting position: \n\nIncorrect snap result: \n\nCorrectly snapped result: \n\nDemo blend file: [snapbug.blend](snapbug.blend)",
"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",
"Pinching effect when using bevel and bevel modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\nThis is particularly visible when using many segments.\n\nTest file:\n[Bevel_test_file.blend](Bevel_test_file.blend)\n\nAt first I thought, that this was some kind of limitation of the bevel operation/modifier, however after observing the top part of the test file mesh i'm very sure that this is a bug, because the left part of the topmost face of the test file mesh has a correctly beveled corner, whileas on the other side there is a clearly visible pinching effect despite the local topology of both sides of the topmost face being indentical.\n\nThank you and have a nice day!",
"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)",
"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"
] | [
"Bevel modifier does not bevel: Edge Data - Mean Bevel Weight\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT 750M\n\nBroken: 2.80 Beta, 2018-12-05 02:05, hash: 1fa527bfa3a (64 bit)\nWorked: (optional)\n\nBevel modifier doesn't bevel edge data mean bevel weight.\n\n- Scene included a mesh called: Knife HP, select that\n- go into edit mode and see the edges that contain Mean Bevel Weight: 1.0\n- check the modifier added to the mesh, which is the bevel modifier\n- Limit Method: Weight\n\nWith the bove settings it should show a bevel, but whatever I chance it won't bevel the Edge Data. When I set Limit Method to Angle, I can see the bevel work but all over my mesh. Looks like the bevel modifier doesn't take Mean Bevel Weight into account.\n\n[combat knife_001.blend](combat_knife_001.blend)",
"mirror modifier + bevel modifier error\nOperating system: win7 64\nGraphics card: gtx1070\n\nBroken: git.0f5b53ba4dc\nWorked: 2.79\n\na mesh with \"bevel modifier\" using bevel weighted option with a \"mirror modifier\" won't work properly.\n\n\nPlease, {[F5776575](mirror.blend)}open the file and turn on/off the mirror modifier to see the problem.\n\nthanks!"
] |
Blender is not using the CPU correctly
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40
Broken: version: 2.91.2
Blender is not using the CPU correctly
Blender is not using the CPU correctly, very low CPU usage and consequently, the rendering takes a long time, a 3h render was for 20 hours
[Video_CPU.mp4](Video_CPU.mp4)
| [
"blender's UI repeatedly freezes when editing a material while the material settings are open.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen I load any .blend file containing at least 1 material that has image texture maps assigned to it, and I open the material settings, blender's UI will freeze for a while when I change any value or property related to said material, either in the shader editor or the material settings. \n\nThe whole process will repeat whenever you change any value/property in the materials settings or shader editor. The time it freezes depends on what formats and resolutions the textures are. In the below example with 16k textures, it should freeze for about 10 seconds on a fast computer, but if you replace the textures with 8 or 16k PNGs (which are available from the same site where the blend is hosted), the freeze time increases significantly: 120 seconds or more. \n\nThe only way to get it to stop repeatedly freezing is to close the material settings. \nIt will keep happening in render preview or in solid mode, it also happens regardless of whether the material preview in the material properties is enabled or disabled. \n\nThis also happens with 8k and 4k textures, but it's less noticeable.\n\n\n1. download and open clay_floor_001.blend\n2. select the sphere.\n3. open the material settings.\n4. change any property or value in the material properties or in the shader editor\n5. wait for a moment and blender's UI should freeze completely for 10-25 seconds. \n6. after it unfreezes, change any value/property in the materials properties or shader editor again, and the process should repeat.\n\ndownload the blend hosted here: clay_floor_001\nNote: you can also download png versions of the textures for this blend by clicking the little menu button to the top right of the site.\n",
"Investigate curve to mesh node performance\nThe hair files from 1336677 are quite slow. While we don't need to expect meshing to be realtime in that case, it should be much faster.\n\n- The node should be profiled to see which parts are the slowest. \n- Maybe topology info could be copied instead of recalculating for each combination when all splines have the same length.\n- Changing the node to have separate loops for vertices, edges, faces, and corners might make sense, and allows for better parallelization (like 7808ee9bd73d)",
"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",
"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)",
"Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n",
"Crash 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```",
"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",
"3d viewport High memory usage--MacOS intel--\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.5.0 Alpha\n\nhigh memory usage of the factory settings startup file.\n\n- Open latest macos blender build 3.5 for MacOS 13.2 Intel\n- Perform selection operation (box select, click select, etc.)\n[Screen Recording 2023-02-07 at 2.27.06 amsmall.mp4](Screen_Recording_2023-02-07_at_2.27.06_amsmall.mp4)\n\n\n",
"Latest Blender 4.0 not opening\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: blender-4.0.0-alpha+main.b5c89822ac40-linux.x86_64-release\nWorked: 3.6.3 Release Candidate\n\nAfter double-clicking on the \"blender\" starter-folder, it shows what you can see on the picture, before canceling the session\n\nJust try to start 4.0. I guess it's my drivers and noone can confirm, right?\n\n",
"Slow EEVEE timeline scrubbing when using Scene World material\nOperating system: Arch Linux\nGraphics card: Intel UHD 620 (`iris` with `INTEL_DEBUG=reemit`)\n\nBroken: `0781c22ceedc`, `2.90`\nWorked: \n\n\nScrubbing through the timeline on an empty scene is slow when viewing through EEVEE and Scene World enabled, even though the node graph for it is a simple Background Shader node.\n\nThis also happens when *nothing* is connected to World's material output.\n\n[slow_scrub.mp4](slow_scrub.mp4)\n\nYou can see in the first part of the video, when using LookDev and have Scene World disabled, the scrubbing is relatively fluid and very close to the cursor. After enabling Scene World you can see that the scrubbing is lagging behind the cursor.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Create a new scene\n2. Delete everything (not really necessary)\n3. Try scrubbing the timeline without Scene World in LookDev\n4. Try scrubbing the timeline *with* Scene World in LookDev\n5. Notice that the latter is less responsive\n\n**Note**\n\nI have only experienced this on this GPU (probably due to its low-performance), however I still feel this is a weird bug.",
"Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n\n",
"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!",
"Eevee slower than cycles when using a lot of particles or collection instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 17)\n\nWhen using a lot of collection instances with particles in them, or with a lot of objects, Eevee seems to be very slow in evaluating the scene. \neevee: 2min and 2sek \ncycles (gpu): 9sek\n\nopen the file switch to cycles - hit render\nswitch to eevee hit render\n",
"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)",
"Crash on render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)"
] | [
"Cycles CPU rendering performance regression 2.91 and later\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: \n - 2.91.0\n - 2.92.0\nWorked: 2.90.1\n\nI encountered some major rendering time downgrade from 2.90.1 to 2.91, resulting in the render time being doubled. With this scene included, the render time goes from **01:34 min** (2.90) to **02:36 min** (2.91).\nWith Optix denoiser enabled, the scene goes from**02:11 min** (2.90) to **04:30 min!!** (2.91).\n\nWith the file included, render the scene with 2.90 and then render the same scene with 2.91\n[render bug.blend](render_bug.blend)\n\n\n",
"Performance regression when rendering at very high resolution\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.92.0 Alpha\nWorked: blender-2.90.1-windows64\n\nTime to render:\n2.90.1: ~4min\n2.92: ~30min\n\n[#82591.blend](T82591.blend)\n- Open file\n- Set User Preferences > Interface > Render In to Keep User Interface\n- Render image (CPU)\n"
] |
Drop down menu with too many items are not usable
Operating system: Linux-5.0.9-2-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits
Graphics card: Mesa DRI Intel(R) Sandybridge Mobile Intel Open Source Technology Center 3.3 (Core Profile) Mesa 19.0.3
Worked: None
Drop down with too many items are not usable and some of them are not even selectable.
To reproduce it: the ACES OCIO config file can be used. It has a very long list of items as image/strip input color space and not all of them can be selected because it goes beyond the window area.
OpenColorIO-Configs

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"For ID blocks, move + and x buttons into popover\nWith our ID blocks in the top right of the window, the little + and x icons make the Blender UI overly busy and complex. There's also the problem that, at least on Windows and Linux, the close button is in the top right corner of the display, creating this clumsy configuration of two X's. \n\n{[F5673488](Screenshot_2018-11-22_at_01.50.52.png), size=full}\n\nWe could change these ID blocks to work as popovers instead, creating a much simpler top level interface. When opened, we can display the controls to add, remove or rename items inside the popover, similar to what we already do for the presets:\n\n\n\nThis would result in a cleaner top level UI, and avoid the double X on some OS's:\n\n{[F6622971](Screenshot_2019-02-16_at_01.19.50.png), size=full}",
"Avoid clipping data-block name in data-block menu because of library name\nThe grayed out, right aligned library .blend name in the menu can cause space problems when the data-block name and/or the library name are long. E.g. from #77929: \n\nA few things we could do:\n* - [ ] Increase the menu width.\n* - [ ] Hide the `.blend` suffix.\n* - [ ] Hide the square brackets.\n* - [x] Show the full data-block and library name in the tooltip.\n* - [x] Clip the middle of the data-block name, not the end.\n* - [x] Clip the library path name.\n* - [ ] (Dynamically enlarge the menu width based on the item name widths.)",
"When search is active in keymap section of preferences, top level text truncated for no reason.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.99\n\nBroken: version: 4.0.0 Alpha\n\nWhen search is active in keymap section of preferences, top level text truncated for no reason.\n\n\nGo to Edit > Preferences > keymap.\nIn the search box type \"eye\".\nSee the useless truncated text, and all the unused space.\n\n",
"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)",
"Subdivision Surface: Out of memory exception in in post 2.79 versions\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)",
"Missing visual representation of multiple selected color channels (`Blender Light` theme)\nOperating system: win10 64\nGraphics card: 1050ti\n\nBroken: (example: 2.91, default light theme)\nWorked: (2.79b)\n\nThis is how it was in 2.7x when selecting multiple RGB channels:\n\n In recent versions it misses visual representation of how many channels are selected until changing values to see if slider has been updated (left - nonselected, right - all channels are selected):\n\n\n\n - Open default scene\n - Go to material tab\n - Left mouse click any color slot\n - Left mouse click first color channel and hold it\n # While holding, slide cursor below to cover all channels\n\n\n",
"Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : \n- render.\n\nwithout motion blur :\n antialiasing problem\n\nwith motion blur :\n\n\nsame render result with and without alpha on composite node :\n\n\n\n.Blender here : \n[#73376.blend](T73376.blend)",
"Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n",
"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",
"Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n",
"Assign Shortcuts: creates shortcut in the \"wrong\" space\n**OS**: Linux 5.3.8-arch1-1 x86_64\n\n**Blender version**\nBroken: 2.8x (up to and including fc79d27951)\n\nWhen using the context menu to assign shortcut to a button or checkbox, the shortcut is created in a wrong space, which may lead to error popups when pressing that shortcut with mouse hovering over a different space.\n\n\n1. Load the default scene.\n2. In 3D viewport, expand the Overlays popover, right-click the Wireframes checkbox and assign a shortcut through the context menu.\n3. Note that shortcut works while the mouse is over the 3D viewport.\n4. Move the mouse over the Properties and try pressing the shortcut. You'll get an error popup.\n\nThis is due to the shortcut being created in the Window space, not 3D View space.",
"Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n",
"Known-issues with interaction handling inside pop-ups\n# Known-issues with interaction handling inside pop-ups\n\n*Pop-up in this case includes menus and popovers.*\n\nThere are quite some old and some new issues with pop-ups. Their increased usage after 2.80 means that users run into them more and more.\n\nIn this task all related known issues should be listed, to give a good view over the situation. Eventually it should help deciding how to move forward.\n\n* Resetting default value does not work in popovers or menus. (#69200)\n* Context Manual Help Operator does not work in context menus. (#67201)\n* Add Driver : Clicking the picker doesn't work. (#58341)\n* Popover: Color Sampling doesn't work. (#63890)\n* No color drag'n'drop in Viewport Shading popover. (#70654)\n* Eyedropper does nothing on \"New\" in Uv image editor (button is disabled as workaround). (#32396)\n* ~~Most ID selectors (like e.g. the 'target' ones in constraints and modifiers) do not show difference between local and linked IDs. Even worse, they do not allow to select linked ones when a local one exists with the same name. (#73156)~~ (d6cefef98f)\n* Double-click not working in UI_Lists in popovers (e.g., grease pencil layers renaming) (#66286)\n* #76833 (Eyedropper in object selection box doesn't work)\n* #76124 (Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager)\n\nMost of these issues probably have similar roots (e.g. code not checking if `CTX_wm_menu()` can be used over `CTX_wm_region()`, but often times the former returns `NULL` when it shouldn't).",
"Custom Properties Improved UI\nCurrent UI:\n\n\n\n- [ ] Allow reordering of custom properties in ways that make the most sense to an artist\n- [ ] Allow editing from the sidebar\n- [ ] Decrease the space between properties\n- [ ] Using an 'X' icon to delete\n- [ ] User and edit icon instead of \"Edit\"\n- [ ] Better location of icons\n- [ ] Group properties by the selected object/bone (see image)\n- [ ] Add a drop-down to select the data type\n- [ ] Allow the use of checkboxes to represent booleans\n\n",
"Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n"
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"Custom Color Spaces doesn't fit in the selection window\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.72\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nI've instaled the [OpenColorIO-Configs ](aces-1.1-config) and I can't select presets from the end of the list in one monitor (monitor resolution 1920x1080). Right now the only solution to select a Color Space preset from the **end** of the list is to place blender in the middle of two monitors.\n\n\n\n\n\n\n\n\n\nAll the best!\nGunterr,\n\n1. install OpenColorIO-Configs: [link ](aces-1.1-config)\n2. select a Color Space from the **end** of the list in one monitor in Movie Clip Editor - Footage settings\n3. select a Color Space from the **end** of the list in one monitor in Properties - Color Management - Sequencer\n4. select a Color Space from the **end** of the list in one monitor in Shader editor - Object /or/ World - Image node - Color Space"
] |
Custom Color Spaces doesn't fit in the selection window
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.72
Broken: version: 2.81 (sub 3)
Worked: (optional)
I've instaled the [OpenColorIO-Configs ](aces-1.1-config) and I can't select presets from the end of the list in one monitor (monitor resolution 1920x1080). Right now the only solution to select a Color Space preset from the **end** of the list is to place blender in the middle of two monitors.




All the best!
Gunterr,
1. install OpenColorIO-Configs: [link ](aces-1.1-config)
2. select a Color Space from the **end** of the list in one monitor in Movie Clip Editor - Footage settings
3. select a Color Space from the **end** of the list in one monitor in Properties - Color Management - Sequencer
4. select a Color Space from the **end** of the list in one monitor in Shader editor - Object /or/ World - Image node - Color Space | [
"VSE: Separate images does not handle resolution correctly\nOperating system: Windows 11 Home 64 bit\nGraphics card: NVidia GeForce 2060 RTX SUPER\n\nBroken: 3.0.1\n\n- Add image sequence to VSE where each image has different resolution\n- Separate images to discrete strips\n\nCheck resolution of separated strips - they are all same, but they should not be.\n\n\n\n\n\n\n\n",
"UV Editor Header and Windows background colors do not match in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0\n\nWhen setting UV Editor and Header Color and Window Background color to same value, the resulting displayed UI colors do not match in neither hovered or unhovered state. This is inconsistent with other editors, such as Properties editor, where the colors match correctly.\n\n1. In Theme editor, UV/Image Editor, Theme space, set both Window Background and Header color to the same dark gray color.\nResult: The colors displayed in the UI do not match when cursor is not over the editor\nExpected: The colors match when cursor is not over the editor, like with other editors\n\n",
"Changing colorspace on image with pixels set from Python erases all pixels\nBroken: 3.0 (and older)\n\n\n* Image created with Python, pixel values set with `foreach_set()`\n* Changing the colorspace erases all pixels, setting them to black\n\n\nOpen this .blend file: [image_test.blend](image_test.blend)\n\nExecute the Python script in the text editor:\n\n\n```Py\nimport bpy\nimport random\n\nimg = bpy.data.images.new(\"test\", 200, 200, alpha=True, float_buffer=True, is_data=False)\n\n# Fill pixels with colors\nimg.pixels.foreach_set([random.random() for x in range(200*200*4)])\n\n# Changing the colorspace will set all pixels to black\nimg.colorspace_settings.name = \"Linear\"\n```\n\n**Expected Behaviour**\n\nIn my opinion, Blender should convert the pixels from the old colorspace to the new one. The output should be the same as when changing colorspace on an image loaded from disk.",
"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",
"Cycles viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn.",
"Color Picker 'Square (SV + H)' changes Hue while editing SV\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0\n\nWhile using one of the theme color widgets, if change the saturation, the hue will change\n[blender_FLKonKBXBK.mp4](blender_FLKonKBXBK.mp4)\n\n- In {nav Blender Preferences > Interface > Editors} change `Color Picker type` to `Square (SV + H)`\n- In {nav Blender Preferences > Theme} click any color widget\n- Choose a `Hue` between blue and cyan\n- Change SV values in the square interface",
"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",
"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.",
"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",
"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",
"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",
"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",
"CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n",
"The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n",
"Lookdev HDRIs are interpreted incorrectly when using different colour spaces\nOperating system: Any\nGraphics card: Any\n\nBroken: 2.82 (sub 1), type: Release\n\nHDRIs installed into Blender for use in Lookdev Mode don't offer an option to set their colour space.\n- Blender probably assumes they are encoded in Rec.709, but this doesn't hold up if they're not.\n- Alternatively, when using a different OCIO config, the Rec.709 colour space is almost never listed as just 'Linear', so Blender picks a different space from the config.\nBoth scenarios cause undesired hue shifts. This is most probably also true for MatCaps, but to be fair I haven't looked yet into how they work.\n\n\n- Install a differently encoded HDRI into Blender, for example one of the EXRs from the imageworks/OpenColorIO-Configs repo on GitHub.\n- Switch the viewport to lookdev mode and activate the newly installed HDRI. The colours will have shifted.\n\nor:\n\n- Start Blender using an alternate OCIO config, such as one from said imageworks/OpenColorIO-Configs repo.\n- Switch the viewport to lookdev mode and try the HDRIs that ship with Blender by default. Those colours will also have shifted."
] | [
"Drop down menu with too many items are not usable\nOperating system: Linux-5.0.9-2-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Mesa DRI Intel(R) Sandybridge Mobile Intel Open Source Technology Center 3.3 (Core Profile) Mesa 19.0.3\n\n\nWorked: None\n\n\nDrop down with too many items are not usable and some of them are not even selectable.\n\nTo reproduce it: the ACES OCIO config file can be used. It has a very long list of items as image/strip input color space and not all of them can be selected because it goes beyond the window area.\nOpenColorIO-Configs\n\n\n"
] |
Sculpt: Remesh: Voxel Size Edit Keymap conflicts with Redo Keymap
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30
Broken: version: 2.93.0 Alpha
Interactively setting the voxel resolution of a sculpt is keymapped to Shift+R
Repeat Last operator is keymapped to Shift+R
Remesh takes priority over Repeat but while it can ONLY run in the 3D view, Repeat is blocked from being ran by for example moving the mouse to a different area to activate it.
Since Remesh is disabled during Dyntopo, Repeat will then be able to run in sculpt mode again.
Those are two factors of this issue. The big issue being these two operators share the same keymap, which then creates conflicts of what pressing the key does. | [
"Sculpt brush Reverts to Default When Undoing\nOperating system: Windows-10-10.0.25336-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\nWorked: 2.79\n\n**Description of error**\n\nWhen using a non-default brush such as clay strips, then undoing, the brush switches to the default one (draw brush). Now this is frustrating to the user because you need constantly switch back to your brush after every ctrl + z. Stupid bug that interrupts the workflow.\n\nNow this bug is not limited to sculpt mode, it happens in vertex painting, weight painting, texture painting and hair sculpt mode.\n\nHowever this bug doesn't happen to most users because for it to happen you need to have two main windows.\n\n* Add a new main window (`Window > New Main Window`) and switch the workspace (say \"shading\")\n* In primary main window: switch to sculpt mode\n* Choose clay strips\n* Press ctrl + z\n* Observe the brush is draw brush and not clay strips 😵💫\n\nNote: I think this has to do something with workspace since switching them can fix this bug but also crash blender\n\n[video](https://projects.blender.orgattachment)",
"\"Shape Key Edit Mode\" toggle for correct mesh deformations\nWhen using the toggle \"Shape Key Edit Mode\" it gives me a representation of all shapekeys mixed together but it's only a visual preview. \n\n\n\nIt doesn't affect the result of rotating or scaling the mesh since you still only work on the shapekey that is selected instead of the mixed representation that is shown. \nAnd since it's all just based on vertex location the results can be pretty odd, especially when using the 3D cursor as a pivot point. \n\n[2019-07-15 11-23-25.mp4](2019-07-15_11-23-25.mp4)\n\nSince working with multiple shapekeys is a great way to work non-destructively it would be a big improvement if the mixed shapekey representation would also be used for any deformations made.\nThis could be by default or as an additional toggle.",
"Tool Menu does not wait in Sculpt mode unless the cursor is hovering on the previously selected tool.\nOperating system: Windows 10\nGraphics card:\n\nBroken: 2.90.3 alpha Date: 2020-05-25 19:50 Hash : 5254ffa17bf0 Branch: master\n\nTools menu does not wait even for a second Shift + Spacebar in Sculpt mode. Tricky thing is : unless the mouse cursor is on the previously selected tool in the menu.\n\n- Go to Sculpt Mode\n- Press Shift + Spacebar.\n\nOnly when you PRESS TWICE the \"Shift Spacebar\" key combination TOOL MENU STAYS. i.e., Only if cursor hovering on the previously selected tool menu stays otherwise it disappears. ",
"MultiRes cannot \"Apply Base\" when ShapeKey have been added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 635M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.71\n\nBroken: version: 2.90 (sub 0)\n\nChanges to Level 1 (and higher) cannot be propagated down to Level 0 using the \"Apply Base\" button after Shapekeys have been added.\n\n1. SubDivide the default cube using Ctrl+3 and apply\n2. Add a MultiRes modifier and press \"Subdivide\"\n3. Do some sculpting at Level 1\n4. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows the sculpting has been applied.\n\nScenario A:\n5. Add a shape key (\"Basis\")\n6. Do some more sculpting at Level 1\n7. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n\nScenario B:\n5. Add a shape key (\"Basis\")\n6. Do some more sculpting at Level 1\n7. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n8. Add a second shape key (\"Key1\")\n9. Scrubbing the \"Value\" of Key1 between 0 and 1 shows the sculpting from Level 1 being applied to the Level 0 mesh. (Bizarre! \"Apply Base\" was pressed before Key1 even existed!)\n\nScenario C:\n5. Add a shape key (\"Basis\")\n6. Add a second shape key (\"Key1\")\n7. Do some more sculpting at Level 1\n8. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n9. Add a third shape key (\"Key2\")\n10. Go to Sculpt Level 0. \n11. Scrubbing the \"Value\" of Key2 between 0 and 1 shows the sculpting from Level 1 being applied to the Level 0 mesh (which is what was originally wanted)\n12. Go to Sculpt Level 1.\n13. Scrubbing the \"Value\" of Key2 between 0 and 1 shows the sculpting from Level 1 (Value = 0), and double the deformation (Value = 1) - bizarre, and very unexpected!",
"Unnecessary Proportional editing in Sculpt Mode.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 and 2.82 (sub 1)\nWorked: (optional)\n\nthis is probably not a bug but more of a design since Sculpt mode now has regular transform tools.\n\nI accidentally found out that if you enable Proportional editing then going to Sculpt mode the Transform tools will show Proportional editing & it's hotkeys in the Status bar.\n\n * Enable Proportional editing in Object mode.\n * Enter Sculpt mode.\n * Use any tool of the Transform tools.\n",
"QuadriFlow remesh does not work on tiny objects\nOperating system: Linux-6.2.9-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics (ICL GT1.5) Intel 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 3.5.0\nWorked: None (I only tested 3.4)\n\nQuadriFlow does not work for tiny objects, but the same mesh works if scaled up.\n\n1. Start blender, create an icoSphere\n2. Scale it down a lot (about 1/5000), apply scale\n3. Now try to QuadriFlow remesh the sphere\n\nBlender says \"QuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent direction\", but the mesh is clearly good and clean.\n\nIf we scale the object up to the original size and apply scale, QuadriFlow works again.\n\nWhy this matters: when using a custom scene unit scale, models that look normal can be mapped to tiny sizes internally, and the error message is very misleading.\n\nI attached a reproducing blend file. The sphere cannot be QuadreFlow remeshed, but if the scale is applied, remesh works again.\n\n",
"Undo/Redo if Sculpt Mode toggle doesn't have Undo History produces Draw Brush in Sculpt Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nUndo/Redo if Sculpt Mode toggle doesn't have Undo history produces Draw Brush in Sculpt Mode\n\nCreate new 2D animation project\nInstall the following addon, which binds a \"gpencil.sculptmode_toggle\" with no Undo history to \"LEFT_CTRL\" and \"ed.undo\" to \"D\" \n[no_undo_sculpt.py](no_undo_sculpt.py)\nDraw lines in paint mode\nHold \"LEFT_CTRL\" to switch to sculpt mode, press \"Z\" to undo\nDraw brush is now in Sculpt Mode\nAlso affects redo if you use \"D\" to undo and not switch to Sculpt Mode, use \"CTRL+SHIFT+Z\" to redo\nWhile in this state, pressing \"TAB\" to switch modes produces \"Unable to execute 'Strokes Sculpt Mode Toggle', error changing modes\"\nPressing \"TAB\" again switches to Object Mode\n[2021-04-08 16-51-03-00.00.00.000-00.00.28.016.mp4](2021-04-08_16-51-03-00.00.00.000-00.00.28.016.mp4)",
"Rebind default 'Set 3D Cursor' hotkey to Shift+Alt+Middle doesn't work\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 2.93.0, 3.4\nWorked: it was working with 2.92\n\nRebinding the default Shift+Right press hotkey to Shift+Alt+Middle press hotkey doesn't work. It moves the 3D cursor but I can't drag it everywhere I want like the default behavior.\n\n- Find the default shorcut by typing cursor to the search bar\n- Under 3Dview there is Set 3D Cursor (view3d.cursor3d)\n- Change the default to Shift+Alt+Middle\n- It doesn't work as expected\nioGcz_mV78k",
"Auto keyframing causes Duplicate Linked object to change location \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.1.0\nWorked: Never (2.8+)\n\n- Open new general animation template,\n- Turn on auto keyframing\n- Add a mesh object\n- Alt+D create few Duplicate Linked objects,\n# Change frame\n\nDuplicate Linked objects will change location.\n",
"Texture Mapping issues on large brush radius\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\n\nWhen a large brush radius for textured brushes in sculpt mode, the outer-most affected geometry doesn't apply the texture fully. This is especially noticeble on the Clay Strips and Paint brushes when the stroke method is set to anchored.\n\n\n\n\n\nBlend file = [bug.blend](attachment)\n\n- Open the File\n- Use the provided paint brush and clay strips brush on a subdivided cube or suzanne head like shown\n- Notice how the outer edges of the falloff is not updating the geoemtry fully\n\n",
"Remove DerivedMesh: Multi-res Baking\nCurrently multi-res baking uses DerivedMesh because of it's access to internals of the evaluated ccgdm derived mesh.\n\nSee: `MultiresBakerJobData` use of `DerivedMesh`.",
"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",
"Sculpt. Mesh filter Inflate. Disabling all three axis in adjustment do not disable transform\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nTo reproduce:\nIn sculpt mode select mesh filter «Inflate» on the cube.\nDrag, to produce result.\nIn adjustment popup disable all three axis (with shift click)\n\n",
"Remesh modifier causes splitting wrongly\nWindows 7 Professional Service Pack 1 64-bit\nIntel Core i7-2600 3.40GHz\n8GB RAM\nNVIDIA GTX560\n\nBroken: 2.77 22a2853\n\nRemesh modifier causes splitting wrongly.\nIt happens when remesh modifier's scale value is 3/4, 1/2, 3/8, 1/4, 3/16 etc.\n\n[RemeshGlitch.blend](RemeshGlitch.blend)",
"Remesh Modifier in Voxel mode produces surface artifacts when Adaptivity enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: \n - 2.83.9\n - 2.91.0 Beta\n - 2.92.0 \nWorked: never\n\nRemesh modifier produces artifacts on mesh which look like a result of bad triangulation.\n\n1. Open attached blender file\n2. Open modifier panel and select testMesh\n3. Change adaptivity value from 1 to 0 cm and back\n4. Observe black shading artifacts \n[remesh_bug.blend](remesh_bug.blend)\n"
] | [
"Sculpt: Shift + R (voxel grid preview) exits Sculpt Mode if the object has a Multires modifier\nOperating system: Linux-5.4.0-62-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\nWorked: ?\n\nPressing the shortcut Shift + R (voxel grid preview on the viewport inside Sculpt Mode) exits Sculpt Mode if the object has a Multires modifier with at least 1 subdivision.\n\n1. Load Factory Settings\n2. Add a Multires Modifier to the default cube and press \"Subdivide\" so it has at least 1 subdivision level\n3. Enter Sculpt Mode and press Shift + R (default shortcut for previewing the voxel grid in the viewport)\n\nExpected behaviour: we see the interactive voxel grid\nCurrent behaviour: we return to Object Mode\n\nNote: this doesn't happen if we add the modifier directly inside Sculpt Mode and press Shift + R. So it only happens if we enter Sculpt Mode and the object has the Multires + 1 or more levels.\n\n",
"Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n",
"Voxel size shortcut Shift + R causes blender to crash when Dyntopo is on constant detail\nOperating system: Windows 10 home x64\nGraphics card: gtx 1080\n\nBroken: version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29c0, type: Release\n\nVoxel size shortcut Shift + R causes blender to close without warning when Dyntopo is on constant detail at slightly higher resolutions. May or may not work at a resolution of 16 but does not closes. always crashes at 32 after detail flood fill\n\nPreparing mesh:\n- On the START UP FILE go to SCULPT MODE on the CUBE.\n- Set DYNTOPO to CONSTANT DETAIL\n- set the dyntopo RESOLUTION to 32,\n- then press DETAIL FLOOD FILL.\n\nReproducing the crash:\n- With the mesh having the new topology. press SHIFT + R + (R + R + R ...) repeatedly until it crashes"
] |
can't select remaining vertices after hiding a portion
win 10
intel i5
amd radion
blender 2.8
8996e26116f0
Select top four vertices of the cube , press H (hide ) ,
I can't select the remaining vertices when in solid mode ( only in wireframe mode ) | [
"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",
"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.",
"GPencil: Missing functionality in Vertex Paint mode Selection tool (left-click-select)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nWhen Points select is enabled in Vertex Paint mode, the Selection tool doesn’t behave like in Edit mode:\n- it cannot select a single vertex,\n- a left click away from points doesn’t deselect them.\n\nAdditionally there is no color picker when this tool is selected, so if you select some points to use the Set Color Attribute operator on them, you can’t see the current color or choose a different color, unless you switch to a different tool.\n\nMake sure you use Left Click Select in Preferences > Keymap\nAs shown in video, open any stroke in Vertex Paint mode, enable Points select and select the Selection tool.\n- You can box select points but can’t left click on a point to select it and you can’t click away to deselect points.\n- There is no color picker.\n<video src=\"attachment\" title=\"Selection Bug-1.mp4\" controls></video>\n\n",
"Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n",
"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.",
"Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n",
"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",
"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",
"Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n|  |  |\n\n1. Open the attached blend file bugball.blend, and enter edit mode on the ball to see the random floating ghost edges.\n2. Press 2 and try selecting things (selections on the un-hidden faces are invisible, and the ghost edges can't be selected).\n3. Press Alt-H and Shift-H to see that a different set of floating edges appears every time.\n\nIf the blend file doesn't work, try and import the attached STL file using file -> import -> stl and observe the same behavior.\n\n",
"How to handle edit-mode face/edge select-modes without any face/edges.\nBased on this report #41562,\n\n----\n\nSimple example of the problem:\n\n- Add a Circle\n- Enter EditMode\n- Select Face Mode\n- Select All (AKey)\n- Grab *(Nothing happens)*\n\n----\n\nIf you have a mesh without faces in edit-mode and use face-select for example,\nQuite a lot of tools don't work usefully.\n*(same for edge select-mode on a mesh containing only vertices, but for purpose of discussion - just talking about faces for now).*\n\nLists of tools which fail when edges/vertices are selected but no faces exist.\n\n- Transform Grab/Rotate/Scale does nothing.\n- Extrude does nothing.\n- Inconsistent de-select-all verts and edges (AKey) - *(but border/circle/mouse select dont work).*\n- *...Likely others exist, off hand these are the ones I can find...*\n\nThere are some possible solutions.\n\n- Automatically switch out of face mode *(when entering edit-mode - doesn't solve problem completely since you can remove all faces while editing)*\n- Make tools support this configuration *(need to check how to support for each tool).*\n# Make tools report a warning when its not supported (or add support when it makes sense), *otherwise - assume users know what they're doing and not attempt to second-guess their actions.*\n\nFor this design issue, Id like to come to some agreement on a good way to handle this case.\n\n----\n\nSome things to consider regarding automatic select-mode switching:\n\n- Users may temporarily remove all faces, so changing select-modes automatic for the users could disrupt their workflow.\n- Switching modes automatically could break scripts (and generally give unpredictable behavior).\n- Checking if the mesh has faces isn't really reliable since you may have hidden faces which is like having no faces from the users POV.",
"Circle select does not select all vertices within the same pixel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.90.1\n\nSelecting closely-arranged vertices with circle select tool doesn't consistently select all vertices.\n\nCreate plane geometry with three vertices located close together (e.g., the end of a sword or a blade of grass). Type 'C' to use the circle select tool and select the vertices. Zoom in to verify that all vertices have been selected. De-select vertices. Change zoom level. Repeat selection. Repeat verification. See animated GIF, attached, using simple .blend file, attached.\n\n\n\n[C3DE_Ch4_L12a.blend](C3DE_Ch4_L12a.blend)\n\n",
"pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n ",
"Unable to zoom/scale graph editor with [ALT] middle mouse button after frame selected of lowest point\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.2.0 Alpha\nWorked: Likely never\n\nGraph editor goes into locked cycle when frame selecting certain points\n\n[Bug.blend](Bug.blend)\nOn attached file. Box select lowest point of y location on frame 25. Hit Num Pad . to frame the selected point\nAttempt to scale or move graph up and down with [Alt} middle mouse button\n\n",
"object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown ",
"Dissolve Edges should not dissolve vertices that are not previously selected\nOperating system: Win 11\n\n\nBroken: 1a44120d7175\nWorked: N/A\n\nUpdated description:\n\nThe \"Dissolve Vertices\" option from \"Dissolve Edges\" operator should not dissolve vertices that are not previously selected.\n\nThe vertex in red circle should not be dissolved in any way, no matter whether \"Dissolve vertices\" option is on or off. And this only happens when the vertex in red circle and the adjacent selected one being 3-way connected.\n\n\n\nReproduce:\n\n1. Open `109765.blend`.\n2. x > Dissolve Edges.\n3. Try enabling and disabling \"Dissolve Vertices\" option in the operator arguments panel, either way it's incorrect.\n\nExpected behaviour:\n\n\"Dissolve Vertices\" option should never dissolve the vertex circled in red.\n\n-------\n\nOriginal description:\n\nIt seems like Blender removes non connected vertices during edge dissolve. See the video and the image\n\n| | |\n|--|--|\n|  | <video src=\"attachment\" title=\"blender_mqFBR66QUe.mp4\" controls></video> |\n\n\n1. Load `bug_05072023_2041_45` file.\n2. delete the selected edges using \"X->Dissolve Edges\".\n\n"
] | [
" subdivision modifier ,adjust edit cage to modifier result , vertex selection bug \nWin 10\namd radeon \nIntel i5 \n\nblender 2.8 \n Hash :7707bf203c0f\n\nExtremely innacurate (impossible ) result when trying to select vertices when adjust edit cage is on for the subdivision modifier \n\n\n- Create plane\n- Go into edit mode\n- create subdivision modifier \n- Enable ''adjust edit cage to modifier result \n- Now try to select so,e vertices with the left mouse button , ctrl +righ mouse button ( lasso ) doesn't work either \n "
] |
Crashes with Boolean modifier
Operating system: macOS-13.1-arm64-arm-64bit 64 Bits
Graphics card: Apple M1 Max Apple 4.1 Metal - 83
Broken: version: 3.4.1
Worked: Unknown
Consistent crash or freeze when using the boolean modifier.
A simple mesh and a target shape for cutting.
Use boolean modifier and choose target shape for cutter.
Mostly crashes when choosing the shape with the eyedropper.
Sometimes crashes when the shape is transformed.
Freezes when applying the boolean modifier on the rare occasion that the picker works.[Test.blend](Test.blend)
| [
"Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n\n\nSee attached blend file.[clamp.blend](clamp.blend)",
"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",
"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).",
"Some transform modes don't apply absolute grid snaping \nOperating system: Windows 10 \nGraphics card: GTX 1080 ti \n\nBroken:\nBlender 2.8 January 31, 01:48:40 - 8c8979067490 Beta\nBlender 2.79 (It worked)\nBlender 2.77 (It worked)\n\nAbsolut grid snaping dont work with \"Face Inset\" and neither with loop cuts. \n\nTurn on the snaping (increment) -> turn on absolut grid snaping -> spawn a plane -> try to snap while loop cutting or inseting faces.",
"Lattices don't display selected vertices with modifier \"Edit Mode\" enabled\nSince 2.8x, lattices have not been displaying selected vertices when the modifier option \"Edit Mode\" id enabled.\n\nThis is easy to test:\n\n- add a new lattice object\n- add a wave deform modifier.\n- enter edit-mode.\n- enable \"Edit Mode\" toggle for the modifier.\n\nThis test file shows the problem too, open it and toggle the \"Edit Mode\" modifier button.\n\n[#77184.blend](T77184.blend)\n\n----\n\nReporting this to keep track of the issue: `BKE_lattice_modifiers_calc` is making a copy of the lattice `lt_eval` which doesn't contain an edit-lattice, which is then used for drawing.",
"Intersect Selection in edit mode\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIntersect existing Selection apply just to what in the viewport frame \nI can t reproduce it with an exact steps\nopen the linked file and select some vertexes with Select Box and with Intersect Mode\nthe intersection apply just to the vertexes shown in the viewport frame \nsame problem in 2.83 - 3.1 - 3.2\n[bug.blend](bug.blend)",
"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",
"GP Fill tool crashes with maximum Precision (macOS, Metal)\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThe Fill tool leads to crashes when Precision is set to maximum. (macOS, Metal)\n\n- new 2D Animation\n- draw a Circle\n- select Fill tool\n- set Precision to max (8)\n- try to fill\n\n<details>\n <summary>Thread 0 Crashed:: Dispatch queue: com.apple.main-thread ...</summary>\n\n0 libsystem_kernel.dylib \t 0x7ff80c84200e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff80c8781ff pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff80c7c3dbe __abort + 139\n3 libsystem_c.dylib \t 0x7ff80c7c3d33 abort + 138\n4 libsystem_c.dylib \t 0x7ff80c7c30cb __assert_rtn + 314\n5 Metal \t 0x7ff8152fd8a4 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff8152e7c05 MTLReportFailure + 529\n7 Metal \t 0x7ff8152e0378 _MTLMessageContextEnd + 1278\n8 Metal \t 0x7ff815231bdf -[MTLTextureDescriptorInternal validateWithDevice:] + 3296\n9 AMDMTLBronzeDriver \t 0x7ffa28ecc4f5 -[BronzeMtlTexture initInternalWithDevice:descriptor:] + 59\n10 Blender \t 0x112db8230 blender::gpu::MTLTexture::ensure_baked() + 1280\n11 Blender \t 0x112db832f blender::gpu::MTLTexture::get_metal_handle_base() + 15\n12 Blender \t 0x112d8997f blender::gpu::MTLFrameBuffer::bake_render_pass_descriptor(bool) + 879\n13 Blender \t 0x112d7c8c0 blender::gpu::MTLCommandBufferManager::ensure_begin_render_command_encoder(blender::gpu::MTLFrameBuffer*, bool, bool*) + 112\n14 Blender \t 0x112d806b5 blender::gpu::MTLContext::ensure_begin_render_pass() + 325\n15 Blender \t 0x112bdddd7 GPU_clear_color + 71\n16 Blender \t 0x10dd4f9e8 gpencil_fill_modal + 4456\n17 Blender \t 0x10d26677d wm_handler_operator_call(bContext*, ListBase*, wmEventHandler*, wmEvent*, PointerRNA*, char const*) + 1389\n18 Blender \t 0x10d265551 wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1841\n19 Blender \t 0x10d2647e0 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n20 Blender \t 0x10d263b7a wm_event_do_handlers + 2554\n21 Blender \t 0x10d259950 WM_main + 32\n22 Blender \t 0x10ca4a59e main + 878\n23 dyld \t 0x12095152e start + 462\n</details>\n\n",
"Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n",
"Running a script that registers an operator from the same operator crashes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIf you execute an `bpy.ops.text.run_script()` through the operator through the panel in a Text editor, then blender crashes.\n\nP.s. maybe it's my fault and I did something wrong, but is blender supposed to crash?\n\nCopy the script or download the file:\n```Py\nimport bpy\n\nclass Op(bpy.types.Operator):\n bl_idname = 'op.op'\n bl_label = \"Op\"\n def modal(self, context, event):\n bpy.ops.text.run_script() # <------- here -------\n return {'FINISHED'}\n def invoke(self, context, event):\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n self.layout.operator(Op.bl_idname, text='Click me')\n\n\nclasses = (Op, Panel)\n\ndef register():\n for c in classes:\n bpy.utils.register_class(c)\ndef unregister():\n for c in reversed(classes):\n bpy.utils.unregister_class(c)\n\nif __name__==\"__main__\": register()\n```\n\n",
"Frequent crashes when performing minor adjustments with rigid body constraints\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-16.5.2\n\nBroken: version: 3.0.0 Alpha\n\nWith a simple rigid body setup (see attached file), there are frequent crashes when doing simple adjustments such as moving the constraint around, rotating it, starting/stopping the animation, undoing some steps. There is not a single scenario leading to a crash, but performing a combination of these actions in succesion consistently leads to a crash (segmentation fault) within about 30-60s.\n\n[Rigid body crash.blend](Rigid_body_crash.blend)\n[Rigid body crash.txt](Rigid_body_crash.txt)\n\nI closed #91025 because I thought it was fixed, but it turns out the crashes still occur. I have found one reproducible way to get the crash:\n- With factory preferences, open attached blend file.\n- Press spacebar to start the animation\n- Press command-Z to undo and then shift + left arrow to restart at the first frame\n- Repeat the last step (command + z and then shift + left arrow) a few times\n- Blender will crash usually after repeating 2-3 times, sometimes a few more.\n",
"Blender 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.",
"Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n",
"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",
"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"
] | [
"Blender 3.3.2 or greater crashes model instantly when trying to do anything with simple mesh\nOperating system: Ventura 13.1\nGraphics card: Macbook M1 Pro (system report attached)\n\nBlender 3.3.1 works perfectly. Anything greater than Blender 3.3.1 crashes. \n\n\nI've attached a screenshot that has the part of the model that when any attempt to rotate or edit crashes blender. Please use that as a reference point. \n\nI have tried this on a non-M1 mac and it seems to not have the problem. SO it does seem to be M1 specific. I've tried multiple versions after 3.3.1 but then all crash including the most recent beta and the most recent stable 3.4.1. I also tried appending the model into a fresh blender environment but that did not help either.\n\nI also did do a search of other reports but I did not find anything similar. \n\nThe attached .zip file contains the model in question, the screenshot to use for reference, and the specs for the M1 Mac I am experience the problem on. \n\n[Todd-Archive.zip](Todd-Archive.zip)",
"Crashes when rotating with union brush on Apple Silicon\nOperating system: macOS-13.2-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.1\n\nWhen you try to rotate a mesh which has a union brush from bool tool in place, blender crashes, 100% of the time. It may take a second or so of rotation.\n\nRotate the cube named \"rotate me\" in the file. It make take a few seconds of rotation. If you want to create you own file, add two meshes, create a union brush with one of them. Try to rotate the result.\n[union brush rotation crash.blend](union_brush_rotation_crash.blend)\n\n",
"Crash with boolean modifier exact mode depending on face orientation (regression from 3.3.1 to 3.3.2)\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.2, 3.5.0 Alpha\nWorked: 3.2.2; 3.3.1\n\nThe specific combination of modifiers in the file consistently crashes blender when moving around the first object\n- One object with a displacement modifier and a boolean modifier referencing the second object\n- A second object with a subdivision surface modifier\nChanging the boolean from exact to fast avoids the crash. After applying the displacement modifier, the crash still occurs, but when simply removing it crashing is much less likely to occur (but in the end with some patience it still does).\n\nWith the attached blend file, grab the sphere object and move it around for a few seconds.\n\n[Crash moving 2.blend](Crash_moving_2.blend)\n[Crash log moving.txt](Crash_log_moving.txt)\n",
"Crash scaling object with boolean modifier\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.4.1\n\nWhile changing the scale of object with Boolean modifier (boolean object is simple cube with Subserf modifier 2 level)\nBlender crash. This can happen immediately or after a few mouse movements to zoom in or out.\nThe more complex the original object, the faster it manifests itself.\n\n\n\n1. Apply several Loop cuts to default cube in Edit mode (Ctr| + R), let's say 16 loops.\n2. Create another cube, reduce its size slightly, add modifier Subdivision Surface 2 level on it (Ctrl +2).\n3. Add boolean modifier on first cube, boolean object is second cube.\n3. Try change the scale of first cube pressing S and move mouse to zoom in and out. It is possible to turn on axis limiting for a faster effect, but the effect occurs sooner or later anyway.\n\n[CrashSample.blend](CrashSample.blend)\n[system-info.txt](system-info.txt)\n[Crash_Logs.txt](Crash_Logs.txt)",
"Crash on Geometry Nodes Mesh Boolean\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nGeometry Nodes Mesh Boolean Difference does not work as expected. Blender even crashes at specific configurations.\nNode setup:\n\nUnexpected boolean difference:\n\n\nOpen attached .blend file [tes02.blend](tes02.blend)\nPress G to move the selected Cube.001 and the small cubes will flicker.\nKeep moving around the selected Cube.001 and Blender will crash after a bit. It could happen immediately or after 30-60 seconds.\n\nI also tried to add the same node setup to the Suzanne geometry and it gives the same results.\nHowever, it is a bit harder to find the points to flicker and crash.\nUnexpected boolean difference:\n\nBlend file:\n[tes03.blend](tes03.blend)\n\n\nThanks!"
] |
Cryptomattes dont render with save buffers enabled
Operating system: Windows 8.1
Graphics card: NVIDIA GeForce GT 620M
Broken: 2.80, e4dbfe0a98c1, blender2.8, 2018-12-27
The cryptomatte passes are not rendering while the save buffers option is enabled.
1. Enable cycles.
2. Go in the render tab to performance -> final render and enable save buffers.
3. Enable the cryptomatte passes in the view layer tab.
4. Render the current frame and try to read the render passes with the cryptomatte node in the compositing editor.
[cryptomatte_saveBuffer.blend](cryptomatte_saveBuffer.blend) | [
"Dither affects 'File Output' image even when \"save as render\" is disabled \nThe dither option in the Post Processing tab affects images saved through the file output node in the compositioner even when \"save as render\" is disabled, when disabled it should not touch the output image, when \"save as render\" is enabled it makes sense to dither.\n\n\nnoise in output file\n\n\n- Open attached file\n- Optionally change the Dither in {nav Output Properties > Post Processing}\n- hit render\nIt will generate an image in the directory pointed to by the node `File Output`.\nNote that Dither also affects this image.\nMaybe the fileoutput node needs his own dither value, it really is bad when generating raw pixel data.\n\n[gradient.blend](gradient.blend)",
"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",
"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)",
"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",
"Particles animation dont show\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nemitter particles animation don't show movement when i press G shortcut to move the model that contain the particles but they don't show any movement, so i can't do an autokeying animation whit the desire movement of the mouse.\n\nadd a cube, put particle emitter, press space bar and G key to move, the particles don't show movement only flickering.\n",
"Eevee viewport rendering Overscan doesn't work\nOperating system: Linux-5.11.0-34-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.4\n\nWhen I use viewport rendering in Eevee render mode it's ain't capturing SSR precisely that in the actual viewport. And overscan feature doesn't work for viewport rendering.\n\n[Screencast-2021-09-09_13.09.43.mp4](Screencast-2021-09-09_13.09.43.mp4)\n\n\n",
"Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n \n\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n",
"can't use Cryptomatte-Picker when window is teared off\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\ncan't use Cryptomatte-Picker when window is teared off\n\nIt seems that the Picker does not work to select objects for the cryptomatte when the composite window is teared off.\n\n- > set up a basic render with selected Cryptomatte - object , material whatever.\n- > render image\n- > create cryptomatte node in compositor\n- > when the compositor window is integrated in the main blender workspace selecting objects in the render window using the picker works as expected\n- > tear off the compositor panel\n- > picker does not select objects when the picker from the second (floating) window is used but works nevertheless from the main window\n\n\n\n",
"Render Result not applying the compositor if the region is cropped\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\nWhen you render just a small region (to save time) and make the composite in full size (fullHD), it isn't taken into account in the final result. \nHaving the resulting file (in this case full size - fullHD) without the compositing taken into account, makes no sense.\n\nThis really limits the use of both *render region* and *Compositor*\n\nWorkaround is *File Output* node but that doesnt support video output.\n\n\nThanks and regards\n\n\n\n- Open attached file\n- render it and compare the compositor preview with the render result output\n\n[Test.blend](Test.blend)\n\n",
"Blocky artifacts in various render passes when rendering Mantaflow volumes in Cycles\n## Simplified Report\n\n- Open the attached file and set the VDB path to the attached VDB volume.\n- The VDB volume file is the result of a Mantaflow simulation generated in Blender using Quick smoke.\n- Render the scene and look at the shadow pass.\n- The shadow pass contains blocky artifacts as shown in the attached image.\n\n[blockyVolumeShadowPass.blend](blockyVolumeShadowPass.blend)\n\n[fluid_noise_0060.vdb](fluid_noise_0060.vdb)\n\n\n\n## Original Report\n\n[system-info.txt](system-info.txt)\n\nBroken: 3.1, 3.4.0 Alpha, branch: master, commit date: 2022-09-27 23:42, hash: 5beaecb33e74\nWorked: most likely never\n\nRendering imported vdb generated with Mantaflow in Cycles gives blocky artifacts in various passes. \nMost visible artifacts are in shadow pass and denoising albedo. Less visible can be seen in volume direct and indirect.\n\nThis bug is particularly nasty as the artifacts are mostly invisible in beauty pass. \nHowever when volume have high density and is illuminated with intense light the artifacts starts to appear in combine pass.\nArtifacts in denoising albedo pass can ruin seemingly good volume render.\n\nI wasn't able to replicate the artifacts in EEVEE.\n\nHere is how the bug looks with Quick smoke on default cube (scene in attached blend file):\n\nshadow pass\n\n\ndenoise albedo pass\n\n\nAnd here is an example how this bug might affect production scene:\n\nshadow pass\n\n\n\ndenoise albedo pass\n\n\n\nvolume direct\n\n\n\nvolume indirect\n\n\n\nbeauty (cropped)\n\n\n\n\nReproduce render artifacts:\n- open first attached blend file\n- hit `F12`\n- observe shadow pass\n- change `Render Layer` output in `Compositor` if needed\n\nRecreate vdb (optional):\n- open second attached blend file\n- (optional) in `Properties` -> `Physics Properties` -> `Fluid` -> `Cache` set path for cache\n- in the same panel hit `Bake All` and wait until bake is completed\n- navigate to cache directory and open `noise` folder, pick one file (better to pick one from the end where the smoke have more complicated shape)\n- import vdb to the first file and place it so the camera can see it\n\n[volume_bug_render.blend](volume_bug_render.blend)\n[volume_bug_sim.blend](volume_bug_sim.blend)",
"Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)",
"EEVEE renders black when no normal NODES connected to mix node --> normal input.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Release Candidate\n\n\nEEVEE renders black when no normal NODES connected to mix node --> normal input. Works fine with Cycles. \n\nOpen below file and click on each material output to see the issue. Switch to cycles and all fine.\n\n[empty normal bug.blend](empty_normal_bug.blend)\n\n\n\n\n",
"Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n\n[donut.blend](donut.blend)",
"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",
"Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n"
] | [
"\"Save Buffers\" doesn't allow saving the volume passes\nWindows 10\n\nBroken: 2.79 aa844ad676d (2018-09-12)\n\nThe volume passes can sometimes not be saved when \"Save Buffers\" is enabled.\n\nOpen the provided blend file and render it. This should create four OpenEXR files due to how it is set up in the node editor. All files are created, except for the volume passes.\nIf you disable \"Save Buffers\", the volume files are stored too.\n[SaveVolumeBug.blend](SaveVolumeBug.blend)\n\nIMPORTANT\nI tried to reproduce this from scratch, but was not able to do so! I took a file where the issue occurred and removed all the assets from it."
] |
3D noise different in 2.9 vs 2.83 while using Optix
Operating system:
Graphics card:
Broken: 2.90
Worked: 2.83
When "object" coord is connected to 3D noise in 2.90 while using Optix to render, the noise does not render like it should.
Render the attached file with 2.83 while using Optix and 2.90 while using Optix, gives different results.

[cubeNoise.blend](cubeNoise.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",
"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",
"3.5 Alpha: OSL GPU \"Displacement and Bump\" broken / not implemented\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nIf displacement maps are used via OSL the result differs from what we get as an image node\n\n\nThis is how the displacement looks like via an image node:\n\n\nAnd this when loaded via OSL OPTIX:\n\n\n\nDemo file:\n[displacement.zip](displacement.zip)\n\nDon't forget to adjust the image path in the OSL file to test:\n\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n",
"Improve volume render passes\nCycles volumes mostly do not write to render passes currently. Given the transparency it's not always useful or meaning to do this, but we can do better.\n\nA few known issues:\n- [ ] Cryptomatte is not written for volumes. We could accumulate cryptomatte contributions of objects while ray-marching.\n- [ ] Mist is not written, which causes the background value to be used when the volume is opaque. More useful would be to either write it based on the volume position weight by transparency, or to write mist for the object behind. (#91280)\n- [ ] There is no Volume Color pass currently, equivalent to the Diffuse/Glossy/Transmission Color passes. We do now write albedo for denoising, a similar thing could be added for volumes but it's unclear if this is useful for compositing in practice, especially with overlapping volumes.\n",
"Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n",
"Denoise + Pixel Size + Render Region = Artifacts in Viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: \nNVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84, \nNVIDIA GTX 1080.\nOptix is used.\n\nBroken: version: 3.2.0 Alpha\nWorked: Don't know.\n\nWhen the pixel size for render preview is increased, (2X, or 4X), Render region is set, and viewport denoiser is turned on, the viewport render gives weird artifacts.\n\n\nTurn on render preview, and zoom in this file:\n[Pixl Size Denoise Render region.blend](Pixl_Size_Denoise_Render_region.blend)\n\n",
"Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n",
"Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.",
"Regression: 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)",
"Z depth not correct when using a volume shader\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.0\n\nZ depth gives strange \"far away values\" when using volume shader and thus cant be used for compositing\n\n\nJust render this blend file\n[Zmist.blend](Zmist.blend)\n\n\n",
"Motion blur artifacts on complex object animation (reproducable)\nOperating system: win10\nGraphics card: 2070super\n\nBroken: (example: 2.83.4, 2.92.0alpha)\n\n\n**motion blur gives strange artifacts in some frames.**\n\n[bug_motion_blur.blend](bug_motion_blur.blend)\n\n\nIn the attached file, this happens on frames 9 and 20. Bug reproducable",
"World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n\n\n\n**2.83:**\n\n\n**diff:**\n",
"Cycles: improve subsurface scattering for some meshes shapes\nIn cycles-x, the Christensen-Burley dipole approximation was fully replaced by random walk.\n\nHowever for some mesh shapes results are not as good, or could be improved regardless.\n* Self-intersection meshes give dark borders. Counting back/front facing intersections could help determine inside/outside better to avoid such artifacts.\n* Sharp corners \"glow\", which may be physically correct but is not necessarily desired. It may be possible to add user control with an option somehow, using some minimum throughput\n\nIf these can't be solved, we may consider adding back the dipole approximation, but since path splitting and the memory usage is a difficult fit for the new kernels we'd really like to avoid it.",
"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)",
"Adaptive Sampling Noise Threshold strange behaviour on Ambient Occlusion bake\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.6\nWorked: 2.9 (No noisy regions, but I'm not sure if the threshold is even working)\n\nStrange noise regions appear on baked ambient occlusion map. They are not related to geometry, and not related to illumination, since even the light AO regions appear noisy. Disabling adaptive sampling or changing the threshold to extremely small values removes the issue. Values for the noise threshold look inadequate in these regions. Setting it to 0.01 gives around 27 out of possible 256 light difference between adjacent pixels in HSL color. In regions with reduced noise, the level looks similar to what it should be, you can see both on the image below. The noise disappears when threshold is turned off, so it's not related to maximum samples count. Same issue does not appear on baking direct or indirect light and the noise level seems adequate. It's not related to denoiser, since it's not working in baked maps (unfortunately).\n\nIt's hard to imagine synthetic scene in which the situation will repeat itself. In the attached scene, you just need to click the bake button and see the results. Try changing the Noise Threshold values or disabling it. You can change AO map texture size to make baking happen faster.\n\n"
] | [
"Cycles different texture mapping for CPU and GPU\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.83\n\nBroken: version: 2.91.0\n\n\nIn cycles depends on CPU or GPU - mapping of procedural texture changne ( see attachment ).\n\n\n\n\nTurn on Cycles.\nAdd on cube/cylider simple material - shader principled BSDF and add noise as bump for example ( but for difiuse is the same error) , samples for example 500. \nWhen You start viewport to preview render ( or make render ) start switching beetwen CPU/GPU.\nGPU - looks horrible\n\n",
"Procedural Textures with Optix artifact - 2.9\n\n\nOperating system: win 10\nGraphics card: evga rtx 2060 ko ultra\n\nBroken: (2.90.0 Beta)\nWorked: (2.83)\n\nWhen adding procedural textures (noise, musgrave, etc) in shader editor as part of the material and using Optix Cycles in the viewport, the textures becomes kind of broke, and when hitting render it also stills broke. If I change the render engine to eevee or cycle cuda the textures displays correctly\n\n\n[Blender Bug.blend](Blender_Bug.blend)\n\n",
"Procedural textures seem to be broken in 2.90 OPTIX\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\nWorked: 2.83\n\nProcedural textures produce a weird pattern when rendered with OPTIX, this didn't happen in 2.83. \n\n\nOpen this file [textures.blend](textures.blend) \nand go to rendered viewport, with OPTIX GPU rendering. Instead of the regular noise texture a strange stripey pattern appears. \nIt's just a normal file with a regular plane and one material with noise texture.\n"
] |
Animations only play for a frame
Operating system: Linux-5.11.0-25-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: Mesa DRI Intel(R) HD Graphics 4000 (IVB GT2) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.0.3
Broken: version: 2.93.2
When I click the play button or press space, the animation only plays for a frame then stops.
play animation in the sequencer.
here's a screencats: [sequencer-2021-08-10_13.24.28.mp4](sequencer-2021-08-10_13.24.28.mp4)
| [
"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)",
"Metaballs particles with drag force disapearing\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.33.01\n\nBroken: version: 2.83.2\nWorked: Never (2.8+)\n\nHi Guys,\n\nas you could see in the atachment file, the metaballs instances particles disapears on certains frames ...\nThere is no problem when Drag Force is not applied\n\nThanks in advance for your help !\nYour Software is amazing !! We love it !\n\n[MetaballsParticlesBug.blend](MetaballsParticlesBug.blend)\n\n- Open file\n- Play animation",
"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!",
"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",
"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",
"Timeline showing key-frames for trackers all the time.\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn the Layout view, the timeline normally shows only the keyframes for the selected item. When I add do some motion tracking in the movie clip editor and create the scene. Switching back to layout view, the timeline now shows a keyframe on every frame even if I have no objects to select. I can't find a way to hide the keyframes from the timeline either. If I expand the timeline and twirl down the summary, I see lots of trackers with keyframes.\n\n\n",
"Physics menu - Dynamic Paint breaks the menu layout\nOperating system: Linux-5.4.92-050492-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.3 - kisak-mesa PPA\n\nBroken: version: 2.91.2 , 2.93 Alpha 699b2d98553f \n\nIt is quite simple, Dynamic paint causes the menu to become one column instead of sticking to two as shown in the video.\n\nOpen up a new file, go to Physics Properties tab, click on Dynamic paint.\n\n[Based on the default startup, no need to provide a file]\n\n[blender-dynamic-paint-menu-bug.mp4](blender-dynamic-paint-menu-bug.mp4)",
"Eevee: Soft shadows causing flickering in animation and temporal AA in scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.80\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nEevee soft shadows in objects with thin reflections causes flickering in animation and temporal AA in still images. This type reflections common in interior Arch Viz.\n\nScene 1 example of flickering of soft shadows in animation. I have remove all light probes and effects to focus only light and shadows. Open attach file \"Scene1_AA_eevee.blend\".\nRender the animation with Soft Shadows ON. Then Render animation with Soft Shadows OFF.\n[Scene1_AA_eevee.blend](Scene1_AA_eevee.blend)\n\nAnimation with Soft Shadows ON. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_eevee.mp4](Scene1_AA_eevee.mp4)\n\nAnimation with Soft Shadows OFF. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_No_SShadow_eevee.mp4](Scene1_AA_No_SShadow_eevee.mp4)\n\nAnimation in Cycles for comparison. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_cycles.mp4](Scene1_AA_cycles.mp4)\n\n******************************************************************************************************\nScene 2 example of temporal anti-aliasing cause by soft shadows. I have simplify the scene 2 to focus only light and shadows. Open attach file \"Scene2_AA_eevee.blend\".\nRender Image with Soft Shadows ON. Then Render Image with Soft Shadows OFF.\n[Scene2_AA_eevee.blend](Scene2_AA_eevee.blend)\n\nRender image with Soft Shadows ON. Make sure to view at full size. Notice the temporal AA on the edges on horizontal counter, vertical counter, oven handle and oven racks.\n\n\nRender image with Soft Shadows OFF. Make sure to view at full size. Notice the temporal AA is gone.\n\n\nRender image with Cycles for comparison. Make sure to view at full size.\n\n\n",
"Panning with spacebar in clip editor stops after some movement\nOperating system: Windows-10-10.0.22581-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.00.22 30.0.21000.22018\n\nBroken: version: 3.1.0\n\nWhen I set the spacebar to pan (disabling the play animation, tools, or search options for the same keymap), in all windows the shortcut works properly - when I press spacebar and move the mouse, the screen pans, but the clip editor window. It works for a second and then it stops working. It only works if right after pressing spacebar, I press ctrl, shift or alt, or any other key in fact. I think it causes a reset and it forgets to cancel the shortcut. Also, if I put the shortcut to be release sensitive (not press), it also works, but there's no point in making that, cause I'd have to press spacebar again in another window to apply the pan.\n\n- In default scene, switch to clip editor\n- From preferences tab, Set the spacebar as shortcut for panning in clip editor\n- Pan around by Holding `spacebar` key (stops after some movement)\n\n",
"Timeline > Playback > Follow Current Frame Does not work if you drag the frame number widget.\nOperating system: Win 10\nGraphics card: AMD R7 200\n\nBroken: Blender 3.61 release.\nWorked: never, checked back till 2.83.20\n\nFollow Current Frame only works with keyboard arrow keys and ALT+Middle mouse button dragging in the timeline editor area\nDoes not work with the click and drag area of the Timeline header current frame box, or its arrow buttons\n\nAs show in attached video\n1. Open Default General file\n2. In the Timeline, Click on Playback > Follow Current Frame\n3. Drag the frame number widget, the frame indicator will go outside the region, while if use play or keyboard arrow keys, region follows the frame indicator.\n4. Expectation is that it should follow the frame, regardless of where the current frame is being changed from.\n\n",
"Rigid body bugs\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.21\n\nBroken: version: 2.93.1\n\nSimulation somehow broken for small (less than 1 cm) or light (less then 100 grams) objects. In first example below object stay still between bouncing and small shivering. And that is just one example. Another examples are – reaching speed of light instantly (one frame), partial simulation when one object (or some objects) acts like it suppose to, but others act completely inadequate, two or three similar parts in one simulation (example 2). I tried different options but nothing helped. \"Substeps per frame\" and \"Solver iterations\" seems not working because there are no actual changes with different values or simulation just goes nuts.\n\n[r_body-bug.blend](r_body-bug.blend)\n[r_body-bug2.blend](r_body-bug2.blend)\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)",
"Switching a speakers sound data-blocks fails\nSwitching the sound data-block of a speaker doesn't update audio playback.\n\nRedo with this file:\n\n[sound_switch_bug.blend](sound_switch_bug.blend)\n\n- Spacebar to play animation (white noise will play).\n- In the \"Sound\" panel, switch the sound datablock from \"W\" to \"B\".\n- Notice nothing plays (pause / play, it still doesn't work).\n\nTo hear playback from the updated data-block you can:\n\n- Open and close the preference window (on closing, the new sound will begin to play). This also works with any file-selector window (not windows created from \"New Window\" / \"New Main Window\" though).\n- Save and reload the file. Play animation. \n\nTested with 3.0 and `1705587e21bc62f67a0aa297769853e1903d2a44`.",
"Regression: Failure to render stereoscopy correctly in background (rendering of curve objects with cycles and motion blur)\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon Vega 8 Graphics (raven, LLVM 15.0.6, DRM 3.47, 5.19.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.1\n\nCaused by b32f5a922f05989ff129c3d266ebbed14b751e2a\n\nIn stereoscopic rendering with cycles curve objects are missing (mesh objects are fine) for the right eye if motion blur is activated. This only occurs in rendering without GUI via command line.\n\nCreate new \"General\" file\nDelete Cube\nAdd Bezier-Curve\nSet Curve Data-Properties: Geometry-Bevel Depth to 0.1 m\n\nRender Properties: Cycles; Motion blur: ON\nOutput Properties: Stereoscopy ON\nSet Framerange from 1 to 1\nsave as \"test.blend\"\n\nRender animation from GUI -> works properly\nCommand line: \n$ blender --background test.blend -a\n\nproduces a frame without the curve for the right eye.\n\nThe bug has similarities to the one reported by @SimeonConzendorf in /blender/blender/issues/70114#issue-38464 several years ago (Version 2.81). The bug seems to have irregularities, I had a similar behaviour in version 3.0.0 where it occured not in every frame in a quite complex scene. But I was not able to reproduce it in a simple way. The uploaded file doesn't reproduce the bug in that version and 3.0.1, but after these in 3.1.0, 3.3.1 and the actual daily build blender-3.6.0-alpha+main.d5fc1b9ba4b8-linux.x86_64-release \n\nI uploaded smaller anaglyph images instead of the separated images for better illustration.\n\n",
"Affects only origins does not work for Point Cloud, Curves, Text objects\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nAffects only origins does not work for Point Cloud, (new hair) Curves and Text objects.\n\n- Add Point Cloud (experimental), Curves or Text object\n- Set Affect Only: Origins\n- Try to move\n\n[AffectOnlyOrigin.mp4](AffectOnlyOrigin.mp4)"
] | [
"VSE playback only works backwards for .mov files\nOperating system: Ubuntu 20.04.3 LTS\nGraphics card: NVIDIA Corporation TU104GL [Quadro RTX 5000] (rev a1) \n\nBroken: 2.93.4\nWorked: n/a\n\nWhen I load a .mov file into the VSE it plays back reasonably well when only when it is played backwards using the < button. It will not play forwards at all, but playback simply stops.\n\n1. start blender\n2. File > New > Video Editing\n3. Add > Movie > select .mov file from the file system\n4. play it forwards (nothing happens)\n5. click on the timeline select a frame with a higher frame number\n6. play backwards\n\nFormat/ codec used: MOV/H.265 lpcm\ncompression Long GOP\n4K\n[DSCF0100.MOV](DSCF0100.MOV)\n[faulty_playback.blend](faulty_playback.blend)\n\nResult: The movie file plays backwards (even without changing the cache size or setting proxy size manually - although that does help)\n",
"VSE playback periodically refuses to work (Pulseaudio, OpenAL seems fine)\nDebian, stable, git build of Master from today.\n(e 8 a 4bddef4ff) (I put spaces because the hash was auto-referencing another bug report.)\n\nI'm not sure when this used to work, and am not sure how to diagnose it.\nPlayback in the VSE, while working, will periodically get into a state where it no longer plays. It will do a frame, then stop, while \"pretending\" it's still playing. The frame will progress only one forward then stay there, and the FPS stays showing in the corner of the preview.\n\nReloading blender will get it going again, but after some time it might happen again.\nI don't have a minimal .blend to demonstrate this yet, but here is a video showing it.\nAny time the play/pause are toggled I am either using the mouse or hitting spacebar.\n(Also, I forgot to enable mouse-cursor in the recording, but you can see the red indicator of clicks, except when I'm using spacebar to toggle playback).\n\n[vokoscreen-2021-06-10_16-23-34.mp4](vokoscreen-2021-06-10_16-23-34.mp4)\n\nIf I change the Audio Device from \"Pulseaudio\" to \"OpenAL\" in Preferences after opening. The problem didn't appeared after, but I have to check more and in a longer duration.",
"Video editing preview in blender get frame by frame automatically and audio scrubbing also stop working.\nOperating system: Arch Linux\nGraphics card: Nvidia Geforce 950\n\nBlender 2.93.0\n```\n build date: 2021-06-08\n build time: 17:45:28\n build commit date: 2021-06-02\n build commit time: 13:05\n build hash: ddb2d7143899\n```\n\n\nIn video editing I do some changes, I press space and I get smooth video preview. But very easily with little bit of working, Suddenly instead of smooth video preview 'space' key just move one frame, Even after clicking on play button on bottom it just move frame by frame. But clicking on back work so video runs in reverse properly. Also audio is gone.\n\n- Open blender\n- Go to video editing\n- Import and play any video. \n- Turn on audio scrubbing.\n- Do some work for 30 sec or in my case I even just pressed spaces quickly for sometime.\n- and bug will get triggered. \n\nExpected behavior - Space / Play button : to play video smoothly.\nActual behavior - Space / Play button will just move video one frame forward. Also no audio scrubbing. \n\n\n\n\n\n"
] |
Dimentions size changes on updating sphere segments in centimeters as units
Ubuntu 17.10
Broken: 2.78c
Changing segments count of a new sphere with centimeters as units, changes dimentions of sphere
- Create a new file
- Delete created cube, light and camera objects
- Change Units to centimeters in Scene tab
- Press N to show number panel
- Update End property of Clip to 20m
- Add a new UV Sphere object by SHIFT+A
- Update Segments value to 16
Actual result:
Number of segments of sphere changed
Dimentions changed to X: 200 Y:200 Z:200 in number panel
Expecter result
Number of segments of sphere changed
[dimetionsChangeBug.blend](dimetionsChangeBug.blend) | [
"Particle system removal\n- [ ] Convert hair particle system combs to curves objects with versioning\n- [ ] Remove explode modifier\n- [ ] Remove particle instance modifier\n- [ ] Remove non-hair particles\n\n\n**Needs agreement**\n\n- [ ] Decide how much of simulation and non-hair particle systems to replace with versioning vs. remove\n\n",
"Geometry Nodes: Realize Instances node does not take size into account for radius\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\nIf the instances have been scaled, then the radius attribute does not take this into account be realization.\nBut displaying such instances takes into account:\n| Realized instances | Instances |\n| -- | -- |\n|  |  |\n\n1. Geometry Nodes modifier. In node tree:\n a. Points node.\n b. Instances on Points.\n c. Points to /Points and Instance inputs of second node.\n d. Change scale of instances.\n e. Apply Realize Instances node on result.\n\n",
"Transform Node Messes Up Alpha Channel Manipulation\nArch Linux\nNvidia 750ti\n\nBroken: 2.79 (Tried 2.8 as well and I have the same issue)\n\nAs referenced here:\n4\n\nWhen I take an image in the compositor and scale it up 2x or whatever and then separate the RGBA and dilate/erode the alpha and use that to set the alpha on the image, it only works within the size of the original image and not the scaled up image. Also even if I use the R, G, or B, it still only uses the size of the original image and not that of the scaled up one.\n\n\n\nCropped if I try to mess with the alpha after a transform.\n\n\nUncropped if I mute my changes to the alpha.\n\n\nAlso I believe that if you scale down\n\n[dilatecropissue.blend](dilatecropissue.blend)\n",
"2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.",
"\"Ctrl+Scroll\" to pan horizontally cause issue inside geometry node editor \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n[ The two actions (Pan horizontally & change any float value of the parameters) are linked to same key combo (Ctrl+Scroll) inside geometry node editor which conflicts,]\n\n[1. Add cube and goto Geometry node editor\n2. add Transform or any node inside geometry node editor.\n3. Try to pan horizontally with Ctrl+scroll. As soon the node hit your mouse pointer while panning, the panning action will stop and it will change the slider value where the node hit the mouse pointer, this cause accidental change in value and other issue. either use Alt+scroll to pan. this same thing should be fundamental everywhere that Alt+scroll to change different tabs and Ctrl+scroll to change values, if possible.{[F10173799](Untitled.png)}]\n\n",
"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)",
"UV: Add 3D Gizmos for UV projections, Cube, Cylinder and Sphere projection\nThe \"Unwrap > Projection\" operators are powerful, but would be even better with artist control over exact placement in 3D space.\n\nPropose to add gizmos in the 3D viewport to allow precise artistic control over the cube, sphere and cylinder.\n\nConsider adding Planar Projection as well.\n\nThanks @BlenderBob for the suggestion!\n\n",
"Edit Dyntopo Detail Size: Add resolution value for visual feedback\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\n## Issue\n\nWhen using the `sculpt.dyntopo_detail_size_edit` on `R` while Dyntopo is set to 'Constant' or 'Manual' Detailing in the dyntopo settings, \nit can easily happen that the overlay doesn't show the wires that indicate the resolution.\nThis happens when the value is much higher than the current brush size, like when working on a very small object.\n\n\n\n## Suggestion\n\nIt would be give better feedback to the user that this is happening by displaying the 'Resolution' value\n- in the header\n- in the viewport itself, like with `object.voxel_size_edit` on the same shortcut.\n\nThe first solution would be the easiest and most consistent with other operators.\nThe second solution is also very welcome but would need the text to be placed outside of the brush cursor (Perhaps even dynamically placed depending on the availible viewport space).\n\n\n\n",
"Fade Geometry state changes selectability\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 10)\n\nWith Fade Geometry enabled, other objects can not be selected while in pose mode.\nWith Fade Geometry disabled, other objects can be selected while in pose mode.\n\n[#70907.blend](T70907.blend)\n\n- Open file\n- Try clicking on bone and cube - selected item and interaction mode should be changed\n- With the bone selected and in pose mode: in Viewport Overlays, check Fade Geometry\n- Repeat step 2 - once in pose mode, cube can not be selected\n\n\n",
"Crash or error when exporting big Layout Uvs\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nIntel(R) Xeon(R) W-2225 CPU @ 4.10GHz 4.10 GHz\n64GB RAM\nGraphics card: NVIDIA RTX A4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.1\n\n\nI either get this error:\n\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.4\\3.4\\scripts\\addons\\io_mesh_uv_layout\\__init__.py\", line 137, in execute\n export(filepath, polygon_data, different_colors, self.size[0], self.size[1], self.opacity)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.4\\3.4\\scripts\\addons\\io_mesh_uv_layout\\export_uv_png.py\", line 20, in export\n pixel_data.dimensions = width * height * 4\nAttributeError: dimension must be greater than or equal to 1\n\nor blender just crashes. \n\n\nWhat I am doing. \nI work with dpi of 1270 (Laser machining) so the textures are big. \non this case, 40 000 x 20 000px. \n\neven if I set the maximum of the export to the max preset (32 768 x 16384) it will crash. \n\n\nPlease provide feedback\n\n",
"Packed OpenVDB volumes are not working (once unpacked to disk again they are though)\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2070 Super\n\nBroken: 3.2.2\nWorked: None\n\n.blend file size increases with 'Automatically pack resources' when OpenVDB volume is in scene. But it doesn't show up in the scene if the original VDB files are deleted. \n\n1. In an empty scene, {key shift A} to add an object and {nav Volume > Import OpenVDB}\n1. Import the attached VDB file\n1. Save the file (Note that the file size is something around 800 KB)\n1. {nav File > External Data > Pack Resources} or Turn `Automatically pack resources` on\n1. Save the blend file (Note that the file size is something around 6.800 KB)\n1. Delete original VDB files\n1. Revert or Reopen the saved .blend file\n1. Although the size is larger, when you open the blend file again, volume object shows nothing.\n\n[Cloud_1.VDB](Cloud_1.VDB)\n\n9. unpack the volume from the Properties Editor [ `use file from current directory (create if necessary)` option]:\n\nThis will unpack the volume to `//volumes/Cloud_1.VDB`\n10. save the file\n11. revert the file >> now working again\n\nNOTE: doing the unpacking will leak memory",
"Sidebar changes\nCurrently, the Sidebar has several UI-related issues, especially in the 3D View.\n\n\n\n - Use of vertical text\n - Finite space for tabs\n - The tab bar works poorly with Region Overlap, pushing the panels further into the viewport, and overlapping\n\nYou can see an example of using lots of tabs here. This is an extreme example: \n\n\nWe also have a visual clash with the Properties tabs often:\n\n\nTabs also often appear outside the panel region, which looks glitchy:\n\n\n\n----------\n\nWe can address these issues by making a number of changes:\n\n\n\n\n - No vertical text\n - No bar which extends all the way down the viewport\n - Not bound by the viewport height \n - Floating design mirrors the toolbar\n\n\nThe menu at the top could be expanded into a list, which would allow users to re-order sections. If users mainly use a couple of sections, they could move those to the top for easy access. \n\nWe could also add the ability to view several sections at once, something which would be hard to support with tabs:\n\n\n\nNote: This would require changes to UI lists in Blender to support this, but would also benefit other areas.\n\nThese changes could also be adopted by other sidebars in Blender. ",
"Mantaflow replay length change doesn't take into account effectors.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 15)\n\nWhen you run a mantaflow simulation with replay, then increase the length of the simulation, collision effectors fail\n\nOpen file, Shift + right arrow to go to initial frame and make folder. play to bake till frame 20. (it'll be quick)\nPause, change frame end for baking to something bigger: 50. \nShift + right arrow to go to first frame. Play. After 20th frame, see effector being ignored & fluid rushing in.\n[#76075.blend](T76075.blend)",
"Cycles: Persistent Data option make Point Cloud position is dirty for transformed objects\nOperating system: Linux-6.2.6-76060206-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: Curent main.\nWorked: Never (3.0+).\n\nIf you turn on `Persistent Data` in cycles render settings, and change some object position properties, point cloud objects gonna be incorrect positions have on render.\n\n| Shifted point cloud. Expected. | Second result with persistent data option. |\n| -- | -- |\n|  |  |\n\n1. Create Point Cloud object.\n2. Turn ON `Persistent Data`.\n3. Try to render.\nEverything is okay.\n4. Open N-panel. Just click on point cloud position properties. No need to really change something.\n5. Try render again.\n\n",
"Change UV Channels from the UV Editor on multiple selected objects\nWhen multiple objects are selected and user is in edit mode in the 3d viewport, she/he can change uv channel of the**active object** in the top right corner in the UV Editor. It would be a nice change to **iterate through each selected object**and if the iterated object has a uv channel with the current name in the UI, that uv channel will be made active on the iterated object.\n\n"
] | [
"Units will not stay in millimeters\nWindows 10 x64, NVIDIA GTX 760\n\nBroken: blender-2.79.0-git.0aec2dc-windows64 (Feb 24, 2018 build)\nWorked: Not sure. It has been like this for a while\n\nWhen I use Blender to model for 3D printing I like to work in mm. I select it but it keeps reverting to Blender units.\nI made a 1 minute video that demonstrates it: hVC_id1XhQw\n\nOpen blender\nDelete the cube :)\nSelect the scene tab\nSelect unit preset millimeters\nshift-a select mesh cylinder\nChange the raduis from default 1m to 8mm\nCylinder is not 8mm and unit preset still says mm but length unit shows None\n\n\n"
] |
Navigation - Autodepth cause Blender 2.8 Official FREEZE
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: AMD Radeon (TM) Pro WX 7100 Graphics ATI Technologies Inc. 4.5.13571 Core Profile Context FireGL 19.9.2 26.20.13003.1007
Broken: version: 2.80 (sub 75)
Worked: (optional)
Hi all guys, working here in Blender 2.8 official, and as usual i use Navigation - Auto Depth ON.
But Blender freeze every about 5 minutes of work or less.
When i Disable the option, no more problem. But i used to it, and hate navigation without autodept.
The scene is really simple package for our customer.
Just random click for orbit, pan etc etc with autodepth, and often it will freeze blender.
[Pack_Chiusura_V04_report.blend](Pack_Chiusura_V04_report.blend)
| [
"System UI Freeze and blender UI blinks\nOperating system: Linux-6.4.12-zen1-1-zen-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) HD Graphics 630 (KBL GT2) Intel 4.6 (Core Profile) Mesa 23.1.6-arch1.4\n\nBroken: version: 3.6.2\n\nblender often freezes (with the entire UI of the System), sometimes blender comes back to control, but, there are times when doesn't, the blender UI blinks to come entirely black and unresponsive.\n\nThis happens when I was using a graphic tablet to sculpt something.\nJust opened blender and started to sculpt, eventually the situation occur.\n\n",
"'Solve Camera Motion' operator sometimes prevents Auto Save from running\nBroken: 3.5.1, 3.6\nWorked: maybe 3.4\n\nInvestigated in #107421 by @3di.\nIt's still unclear when this happens, but it could be replicated with the attached file.\nThe function `void wm_autosave_timer(Main *bmain, wmWindowManager *wm, wmTimer * /*wt*/)` in `wm_files.cc` skips AutoSave if any modal operators are running.\nIn this case, this can happen with the `\"CLIP_OT_solve_camera\"` operator even after the operation is theoretically completed.\n\n- Unzip attached .blend file\n- Go to \"Motion Tracking\" workspace\n- In the solve tab, press `Solve Camera Motion`\n\nAuto Save stops saving or saves very late.\n\nno%20autosave.zip?dl=0\n\n",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze",
"Blender hangs due to deadlock caused by two registered draw handlers\nOperating system: Only happens on Linux (Ubuntu 22.04)\n\nBroken: 3.2.2\nWorked: unknown\n\n\nWhen my addon is used together with the addon [\"node minimap\" ](1366781), Blender hangs/freezes completely under certain conditions (details below).\nTo close Blender in this state, not even Ctrl+C is enough, it is necessary to close the parent terminal from which Blender was started.\n\n\n[addons.zip](addons.zip)\n\n[test.blend](test.blend)\n\n- Install the two addons \"node minimap\" and \"test addon\" from the attached zip file.\n- Enable both addons (search for \"node\" in the addon list to find both).\n- Open the blend file.\n- Convert the editor on the lower left to a Shader Editor.\n# Blender will immediately hang.\n\n\n",
"Move To Line Begin and Reset View operators in the console editor conflict when pressing Home key\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\n\nIn the python console editor, both the Move To Line Begin and the Reset View operators have the same shortcut \"Home\", so it is not possible to invoke the Move To Line Begin operator.",
"Support Viewport roll - around the cursor position\nCurrently view orbit supports zoom-to-mouse-position as a way to rotate and zoom around the cursor position.\n\nView roll however always uses the view center.\n\nWhile low priority, this would be nice to support. See: #70761 (Roll View ignores Auto Depth)",
"Alt modifier key to disable node auto-connection\nWe often get requests to make the behavior of auto-connection when placing nodes optional. This is because it can be tricky to place a node without connecting to overlapping links, among other reasons.\n\nA simple solution discussed in earlier [sub-module meetings ](22309) was is using the `alt` key to disable the auto connection.\n\n",
"Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\n\n",
"Wintab rarely gets into a bad state and prevents Blender startup\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nFor a few months now, I have been getting a fairly rare, but reoccurring issue (maybe once a week on average) where Wintab gets into some erroneous state and prevents Blender from starting if the Tablet API setting of the Input preferences is set to `Wintab` or `Automatic`.\nWhen Wintab gets into this erroneous state and Blender is already open, Blender will crash if I attempt to open the User Preferences. I'm not sure what else might cause a crash when Blender is already open.\n\nBy adding extra logging to a custom build of Blender, I've determined that the crash when starting Blender occurs when calling the `open` (`WTOpenA`) function: GHOST_Wintab.cc#L85\n\nMy drawing tablet's software also reports an exception in `WTOpen`, the value of which appears to equal 0xC0000005 which I think indicates a `STATUS_ACCESS_VIOLATION` according to 596a1078-e883-4972-9bbc-49e60bebca55.\n\n\nIn the drawing tablet's software, this exception only occurs if I actually connect the tablet to my PC, whereas Blender crashes even when the tablet is not connected.\n\nCurrently, if I don't actually need my tablet, I'm working around the issue by starting Blender headless, changing the Tablet API setting to Windows Ink, and then starting Blender normally.\n\nI have already tried updating the drivers for my tablet to the newest version and it made no difference.\n\nIf I start Blender with `--debug-wintab`, all that's printed is:\n```\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release> .\\blender.exe --debug-wintab\nRead prefs: \"C:\\Users\\Thomas\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\config\\userpref.blend\"\nLoading Wintab for window 00000000000910C4\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release>\n```\n\nEvery version of Blender I've tried between 2.79 and 4.0.0a crashes unless I have the Tablet API set to `Windows Ink`.\n\nI don't know the specifics of how Wintab is handled, but could it be possible to either catch the exception in `WTOpen` and allow Blender to continue loading, or to check for a connected tablet before attempting to call `WTOpen`, similar to what my tablet's software appears to be doing?\n\nUnfortunately, Wintab getting into this erroneous state where it crashes in `WTOpen` occurs too rarely for me to figure out how to reproduce it and I'm not even sure if it's Blender that is causing it to get into this state in the first place.\n\n",
"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",
"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",
"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",
"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",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"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"
] | [
"Random crashes with auto depth, mesh editing and textured shading\nOperating system: Windows-10-10.0.18941 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.5 26.20.13001.25001\n\nBroken: version: 2.81 (sub 3)\n\nThe crash is not very predictable, but it does involve UV + Vertex selection + Depth buffer drawing\n\nI was able to isolate the crash in the attached file.\nMake sure you have the `Auto Depth` option enabled by default (Edit -> Preferences -> Navigation -> Auto Depth).\n1. Open the attached file;\n2. Select a vertex (don't perform any other operation before this);\n3. Zoom in towards the Cube;\n\nCrash!\n[tmp3.blend](tmp3.blend)\n"
] |
Gizmo
 in subdivide modificator Gizmo not folow to controled vertex, same problem with snaping.
When Gizmo has been use vertex coordinates after modifier this make modeling process more usable and precisely 
 | [
"Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n",
"Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n Figure 1: A grassy slope mesh in Blender.\n\n Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.",
"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",
"Scaling in edit mode with individual origins and snapping activated is broken\nWin7 x64\n\nBroken: 2.76\n\nFollowing #39161. Scaling in edit mode works well with \"median\" as pivot point but with \"individual origins\" it breaks.\n\n\nIn attached file:\nScale and choose a vertex with \"ctrl\" pressed, cube seems to disappear.\nTo compare, press \"G\" and choose a vertex for snap, the cube's center is moved as a cube (also individual origins could make all selected verts move to that position making a point instead of a cube?) to that vertex.\nScale with \"median\" as pivot, it works\n[bug scale individual origins.blend](bug_scale_individual_origins.blend)\n\nSo maybe to make it consistent, make \"individual origins behave like median.\n",
"No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n",
"Bisect Tool Snap does not Work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1\n\nWhen using the bisect tool and dragging the yellow arrow, snapping does not work when holding the CTRL key despite it being an option in the context tool bar. With the rotate gizmo it works fine. \n\n1. Add for example Suzanne.\n2. Select the whole mesh.\n3. Use the bisect tool.\n4. Try first the rotate gizmo and hold Ctrl, snapping works fine.\n5. Now use the yellow arrow instead, no snapping at all regardless of the snapping settings.",
"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",
"Curve Extrude Tool Todo\n## Curve Extrude\n * - [x] {icon circle color=red} Add Extrude tool to Curve Edit toolbar \n * - [x] {icon circle color=yellow} Add Extrude manipulator when using this tool\n * - [ ] {icon circle color=green} The direction of the extrude handle is only correct on one of the extremes:\n\nCorrect:\n\nGizmo points away from the curve\n\nIncorrect:\n\nGizmo points towards own curve\n\nThe gizmo should always point outwards at each end. ",
"Bend Tool Todo\n## Bend Tool Todo\n * - [ ] {icon circle color=green} We should add the Bend tool to the toolbar\n * - [ ] {icon circle color=green} Should work with drag-release paradigm, similar to other tools in the toolbar\n * - [ ] {icon circle color=green} We should introduce an interactive Gizmo for this tool, such as this:\n * - [ ] {icon circle color=yellow} Just like the transform gizmos, the manipulator should be visible immediately, not only *after* the initial bend operation.\n\n",
"Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n\n\n\n",
"OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n",
"Subdivision modifier does not interpolate zero weights.\nOperating system: Linux\nGraphics card: Intel UHD\n\nBroken: 2.90.1\nWorked: ???\n\n\nThe subdivision modifier usually interpolates both value and membership across subdivided vertices.\n\nThis allows it to be used in non-destructive, modifier-based workflows that operate on or using vertex groups.\n\nIt does not do this, however, when vertex weights are equal to zero. The original vertices retain their (zero-weighted) vertex group membership, while new vertices in between them have no vertex group membership.\n\nAn example of why this is problematic is screenshotted below, with the file attached:\n\n\n\nEach Subdivision'd sphere has a bumpy texture applied using a Displace modifier after a textured VertexWeightMix modifier.\n\nThe rightmost sphere has its vertices weighted to 0.01, and interpolates and behaves correctly.\n\nThe leftmost sphere has its vertices weighted to 0.00. It intuitively (and, numerically/extrapolatively) should be indistinguishable to the 0.01 sphere. Because its weights aren't correctly interpolated, it instead ends up with a bunch of spikes at each of its original vertices.\n\nThe middle sphere has vertices weighted in a gradient from 0.00 to 0.50. It serves as an example of a feasible real-world application which would be broken by this kind of behaviour. Perhaps the original vertex weights act as a sort of base heightmap for a terrain model, and the changes made by the Subdivision and textured VertexWeightMix modifiers add an extra layer of detail. In this case, the clear and useful behaviour would be for behaviour to be continuous in the transition from 0.01 to 0.00. Instead, there is a sharp cutoff at 0.00, and inconsistent and discontinuous behaviour after that.\n[ZeroWeightSubdiv.blend](ZeroWeightSubdiv.blend)\n\nApply a subdivision modifier to a mesh with zero vertex weights, then check the vertex group membership of its vertices afterwards.\n\nOr download and open the attached `.blend` file.",
"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.",
"Support modal axis & user/local space switching for the shear tool\nCurrently the shear tool doesn't support setting the axis XYZ, Local/Global etc. As translate or scale do.\n\nInternally this is supported (the gizmo can do this), however there is no way to access this functionality using keyboard shortcuts.\n\nNote that some design is needed for this task since shear has a secondary axis - unlike most other transform modes.\n\nThere will need to be a key assigned to cycle between the secondary axis too.\n\nSee: blender/blender-addons#73879 (custom property values not setting correctly via code)",
"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)"
] | [
"Poly Build tool - selection highlights discrepancy while using modifiers with \"on cage\" toggle\nOperating system: Windows-10-10.0.14393 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThis is not a exactly a bug but more of a visual hindrance\nWhen using Poly build tool with an object that , for example, has a subdivision modifier and \"on cage\" turned on so vertices appear on their modified space, the poly build tool still highlights and snaps to original non modified geometry\n\nHere's an example between working with \"on cage\" turned off VS turned on\n[2019-11-05 12-50-49.mp4](2019-11-05_12-50-49.mp4)\n[2019-11-05 12-52-24.mp4](2019-11-05_12-52-24.mp4)\n\nI think poly build is a really powerful tool, and fixing this would substantially increase speed and quality of the workflow!\nAlso, I think this problem might appear in other tools as well, but I haven't found any case as affecting as Poly Build Tool\n\n\n- Create a plane\n- add subdivison modifier with \"on cage\" toggled on so vertices appear on a modified shape\n- start using poly build tool with left click to drag and move vertices around\n- notice that highlights don't respect the \"on cage\" toggle, and instead appear in their original geometry location\n",
"Rotate Move and Scale Gizmos do not take in account the vertex deformation in edit mode with cage and display deformed options turned on.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe gizmos do not adjust their position when a modifier has the \"display modifier in edit mode\" option turned on. This makes it very uncomfortable to edit the deformed mesh. Especially if the deformers are rotating the geometry.\n\nOpen the attached blender file bug_report.blend and try to us the move tool in edit mode on the vertices weighted on \"Bone.001\" .\nYou will notice the gizmo is in a different position of the selected vertex.\n\n",
"Gizmo appears far away from vertex when working with shape keys\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\nBroken: version: 2.81 (sub 16)\n\nI'm not sure if this is a bug, but when i'm working with two or more shape key applied mesh in edit mode, the gizmo appears far away from the vertex.\nI know if i uncheck shape key edit mode button, the gizmo appears correctly, but i need that button checked when doing complicated modeling.\nI have included a video and .blend file.\n\n1. Start blender \n2. add shape keys\n3. Enter edit mode\n4. move vertices, in both keys, notice that gizmo appears far away from vertex.[shape_key_gizmo.mp4](shape_key_gizmo.mp4)\n\n[shape_key_gizmo.blend](shape_key_gizmo.blend)\n",
"Gizmo doesn't take in account modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Alpha\n\nWhen trying to edit an object that as an armature, and isn't on the rest pose, the gizmo is offset to the rest pose position.\n\n- Select the default cube\n- Enter edit mode\n- Extrude the top face twice\n- Create an armature\n- Create 2 more bones in the +Z\n- Parent the Cube to the Armature with auto weights\n- Change the pose to something bendy (see screenshot)\n- Select the Cube and enter edit mode\n- Change modifier settings to Edit Mode and On Cage\n- Select the Move tool\n- Set edit mode to vertex select\n- PIck a vertex from the bended part.\nResult: Gizmo position doesn't match the selected position, it shows the rest pose position\n\n\n\n",
"Gizmo in edit mode with subdivision surface modifier with on cage selected is not aligned correctly\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon (TM) Pro WX 7100 Graphics ATI Technologies Inc. 4.5.13559 Core Profile Context FireGL 26.20.11018.6\n\n\nBroken: version: 2.80 (sub 75)\n\n\nWith cage edit enabled, the gizmo doesn't align with what's being selected\n\nImage without On Cage:\n\n\nImage with On Cage:\n\n\n\nCreate a plane, scale, add edge loop and move the vertices from the edge loop around. Then add a subdivision surface modifier and enable the \"On Cage\" property. \n",
"Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)",
"Gizmo, pivot, axis, for manipulation need to show modifier applied mesh elements position.\nall 2.8 and recent 2.7 builds\n\nwhen mesh have modifier (typically armature) which deform mesh,in Edit mode , gizmo do not show correct selected vertex position, and do not use pivot of current defromed visuall location, and rotation.\n\n\n1 load cube, load armature (single bone)\n2 select cube, with ctrl select single bone armature, (Active) , ctrr + p >Armature deform >with automatic weight.\n3 clear selection, then select the cube, go to Properties editror > modifier , then activate \"Display modifier in edit mode\" and \"Adjust edit cage to modifer result.\n4 clear selection, select armature (single bone) , in pose mode, translate bone 7 unit and rotate bone.\n5 now the cube mesh posed with bone. then go to edit mode. we can see visual transformed positon of mesh verts \n\n6 \"transform problems\" with gizmo, pivot, and trasform axis.\n\n```\n Select one vertex of cube, then activate \"move tool\" ,with set pivot as Active Elements. As visual infomation, we can see selected vertex keep the posed position. but Gizmo never locate on the vertex place. though we can still transform , if the mesh hardly posed we may not see gizmo in current UI. without we adjust view.\n```\n\n Select one face of cube, then set Transform orientation as \"Normal\" , it never move face to current visuall face normal direction. just show non posed mesh face normals. (so all orientation just show non-posed mesh orientation) . Rotation and Scale have same issue . because axis and pivot just keep non posed direction with each option. we can never edit with visuall infomation. (axis line or current gizmo, and pivot)\n\nOf course Cusor to selected, just move cursor to Non posed selected elements position. (so can not use as pivot too)\n\n 7 \"proportional editing problem\"\n```\n When activate proportional edit, we need to check circle radius. but the radius circle locate on, Non defromed position. It cause difficult to adjust mesh verts with proportional edit. almost un-useful, when we need detail work.\n```\n\n\n\nThen, It is already reported,\n[Manipulator position is wrong while editing corrective shape keys ](T50597)\nThis subject just leave it off as piority Normal. But it really important for modeling with modifier, and shape keys. (modify animated mesh etc etc,,)\n\nI really hope some developer try to solve this issue. (though I do not call it bug, but really important future, for editing mesh)\nat least change priority from \"Normal\" please.. , I expected blender 2.8 new dependency graph will solve this problem. \n"
] |
Viewport Shading Modes Assign Shortcut Error
Operating system: Win10
Graphics card: GTX980
Broken: 2.8 RC2
The option "Assign Shortcut" to an Viewport Shading Type gives an error if executed via the assigned Shortcut/Hotkey.
1. Rightclick on any Viewport Shading Button (Wireframe, Solid, Look Dev,...)
2. Select "Assign Shortcut" and assign any shortcut
3. Execute function with shortcut, an Error report appears
There is the "Z" pie menu and the toggle in the Blender Keymap, still direct Shortcuts should be possible if the interface suggests it.

| [
"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",
"Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)",
"Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n",
"paint.sample_color operator options no longer accessible by default due to undo flag removal\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\nWorked: 3.1.2\n\nThe undo flag for `paint.sample_color` was removed in rB511a08585d2934b38e7d3de447752686b5f0e15b, this means that the 'redo toolbar panel' no longer pops up after sampling color with the default keybinding of 'S'. Previously, users could change the default settings through the 'redo toolbar panel', without it, I don't think the \"Sample Merged\" and \"Add to Palette\" options are accessible to users by default any more.\n\nI'm not sure if this should be considered a bug or an API change, but for the latter, I think there should at least be some other way to access these options through the UI or default keybindings without requiring users to create new keybindings with these options specifically enabled/disabled.\n\n'redo toolbar panel': \n\n1. Enter Texture Paint mode\n2. Hit `S` (default keybinding of `paint.sample_color`)\n3. No 'redo toolbar panel' appears to allow for changing operator options\n\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",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)",
"Clicking on a pie menu item doesn't work when holding the pie menu key.\nOperating system: Windows 10\n\nBroken: 2.79, 2.92\n\nClicking on a pie menu item doesn't work when holding the pie menu key. This is a problem because sometimes the pie menu key release isn't detected by blender and then the it locks the UI.\n\n1. On the 3D Viewport hold Z for the shading pie menu.\n2. While still holding Z try clicking on the pie menu items. Doesn't work.\n3. While still holding Z, left click on Windows's Taskbar then release z.\nAfter that, clicking on the pie menu items doesn't work even though the user isn't holding the pie menu key anymore, blender still considers that the key is held. Then Blender gets locked to the user unless he knows to press esc or right click. The solution is making the pie menu clickable even when the pie menu key is held.",
"Geometry Nodes input subtype changes on assign\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 522.25\n\nBroken: version: 4.0.0 Alpha\n\nWhen setting GN modifier value in Python, float input changes subtype from `Angle` to `None`.\n\nExample code:\n`object.modifiers[0]['Socket_2'] = 3.14`\n\n\n1. Open attached [blend file](attachment)\n1. Notice how modifier value is in degrees.\n1. Execute code in Console area.\n1. Move mouse over modifier value to refresh UI.\n1. Value displays 3.14 radians instead of 180 degrees.\n\n_* Note: I also noticed that subtype does not affect input default value._\n\n",
"Edit mode has two different knife tools\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\n\nThe knife tool accessed through the button on the left side panel is different from the one accessed through the shortcut K, as the latter is not affected by settings.\n[1506-2326.mp4](1506-2326.mp4)\n\nChange the settings of the knife tool and notice they don't reflect when it's accessed through the shortcut.\n",
"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",
"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",
"Tool 'builtin.move' not found for space 'VIEW_3D'\nOperating system: Wondows 10 Home\nGraphics card: RTX2060\n\nBroken: 2.93.3, 3.0.0 Alpha\n\nIf you try to use W, E, R, T hotkey while you in Weight paint mode with some Armature selected, you will have this error/warning :\n`Tool 'builtin.move' not found for space 'VIEW_3D'`\nI tested it in Industry Compatible keymap which i used in both mentioned Blender versions. \n\n- Open attached file\n- Set the `Industry Compatible keymap`\n- Select Armature then Shift+select the skinned mesh\n- go to Weight paint mode.\n- Press W, E, R or T key and you will have this error:\n```\n'builtin.move' not found for space 'VIEW_3D'\nor 'builtin.rotate' not found for space 'VIEW_3D'\nand so on.\n```\n\n*The error also will appear if you try to use Q hotkey which are Box Selection tool. In this case it will be - Tool 'builtin.select_box' not found for space 'VIEW_3D'*\n\nThe problem its not just a warning/error themselve, but the fact what you will no longer have ability to set a hotkey for those keys trougth any addon, as example in my case - \"Pie Menu Editor\". \nSo a lot of hotkeys which can be set for certain modes will be lost and completely unavailable.\n[tool_shortcut_bug.blend](tool_shortcut_bug.blend)",
"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.",
"GPencil: W shortcut in Draw mode not working and displays error\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.1\n\nThe W shortcut used to display the Context menu, the same summoned with RMB, but it's not working & displaying this error message:\n```\nTool 'builtin.select_box' not found for space 'VIEW_3D'\n```\nOpen a new 2D Animation file and press W.\n\n"
] | [
"AttributeError: 'SpaceView3D' object has no attribute 'context'\nOperating system: Linux-5.2.0-arch2-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 600 (Geminilake 2x6) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.1.2\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThis error appears if you link a shortcut to any item in the Properties window and assign it a left mouse button.\n\nJust assign a keyboard shortcut to the left mouse button and you will see an error when you click on an empty space in the 3d viewer.\nScreenshot: j2jRKL7.jpg"
] |
shader graph Displacement out not bump mapping in eevee
win10
nvidia 1070
Broken: (master 8_30)
Worked: (stable 8_20)
working

not working

file
[displace_test.blend](displace_test.blend) | [
"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)",
"Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n\nBanding of vertex color is also visible when using it as a color for shader. \n\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)",
"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",
"Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n\n\n\n\n",
"Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)",
"Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)",
"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)",
"Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n",
"Node link drag search in shader editor doesn't filter by render engine compatibility\nOperating system: macOS-11.6.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.7\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't think ever. The feature was introduced in 3.1: 11be151d58\n\nOther than the default node search menu ( {nav Add > Search...} ) the link drag search doesn't filter out nodes that are not compatible with the current render engine.\n\n[node-link-drag-search-bug.mp4](node-link-drag-search-bug.mp4)\n\nAs shown in the video:\n- open the default blend scene with factory settings\n- switch to the shader editor\n- add a *Value* or *RGB* node\n- drag from the node's output and release the link on the canvas to activate the link drag search\n- look for the \"Toon BSDF\"\nResult: inputs from the node appear in the search despite the node not being supported by Eevee.\n\nHere's the simple setup from the video.\n[node-drag-link-search-bug.blend](node-drag-link-search-bug.blend)\n\n",
"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.",
"Mesh edit, Shift+V vertex slide adjustment produces unexpected result\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nInstead adjustment movement with slider i have broken shape:\n[2021-04-30_15-00-38.mp4](2021-04-30_15-00-38.mp4)\n\n",
"The SHIFT key, mapped on my graphic tablet is not working in Blender 2.80\nOperating system: Windows 10\nGraphics card: NVidia GeForce GTX 1070\n\nBroken: 2.80 25-12-2018\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nI own a Huion NEW 1060 PLUS 8192 graphics tablet. One of my keys is mapped as SHIFT, but Blender doesn't recognize it at all. As one of the pen keys is mapped as the Middle Mouse Button.\nAnother key on the tablet is mapped as CTRL, another as ALT etc. and they all work with the MMB on the pen, but the SHIFT key is not recognizable to Blender. I can zoom, I can rotate, I can change views but i cannot pan nor select multiple objects. Basically, everything that is connected to the SHIFT key is dead.\nBlender recognizes the keyboard SHIFT key, as well as a mapped SHIFT shortcut on the mouse, but not on the tablet.\nAll around the OS and in Rhino, Photoshop, Illustrator, the Shift key from my tablet is working perfectly, but inside Blender no.\n\nOh, and this is the first time I'm trying 2.8. \nEverything works fine in 2.79.\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n",
"Distribution: Jittered And Random ignore flag \"Use Modifier Stack\" PS\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\njitter and random ignores modifier stack\n\n\n- Open default scene\n- In particle system change distribution to grid (modifiers stack appears to be included)\n- Change type to jitter/Random\n[GNParticle.blend](GNParticle.blend)\n",
"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)"
] | [
"Bump Node not generating normals of textures using Geometry Position \nOperating system: Ubuntu 18.04.3 LTS (Bionic Beaver)\nGraphics card: NVIDIA Corporation GP107M [GeForce GTX 1050 Mobile] (rev a1)\n\nBroken: blender-2.81-ed779333bb82 to current\nWorked: blender 2.80 release version\n\nWhen using the \"Position\" output from the \"Geometry\" node for textures the \"Bump\" node does not output a normal map based on the bump map.\nThis \"Position\" output also doesn't work with the \"Displacement\" node. \n\n- Select cube.\n- go to the \"Shader Editor\".\n- delete \"Principled BSDF\" node.\n- Add a \"Geometry\" node.\n- Add a \"Noise Texture\"\n- Connect the \"Position\" output of the \"Geometry\" node into the \"Vector\" input of the \"Noise Texture\" node\n- Add a \"Bump\" node.\n- Connect the \"Fac\" output of the \"Noise Texture\" node into the \"Height\" input of the \"Bump\" Node.\n# Connect the \"Normal\" output of the \"Bump\" node into the \"Surface\" input of the \"Material Output\" Node.\n\nEdit: You can switch out the Bump node for a \"Displacement\" node and there will be no bumps displacement texture.",
"Textures mapped with the Geometry node don't make bumbs with the Bump node\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nIf a texture has a Geometry node output, like Position, as its vector input somewhere in the nodetree, and you plug that texture to the Height of the Bump node, there won't be any bump. Textures mapped with the Texture Coordinate node do work however. And using the texture for other things like color also works, just not bump.\n\nOpen the file, compare the materials of both Suzannes.\n\n[Test Crackle.blend](Test_Crackle.blend)\n\n\n\n"
] |
Appended custom sculpting brushes with image textures not loading
Operating system: Windows 10
Graphics card: Nvidia GTX 1050
Broken: 2.90

Every time I append my custom brushes (to a new scene) and save it as the new startup file, when I close and reopen Blender, my brush textures don't load in. Even when I click the "Reload Image" icon it still doesn't load.
I don't want to have to go back in and find my textures all the time when I want to sculpt something.
[Screenshot ](m6eG8ZB) | [
"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)",
"Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n",
"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]().",
"Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.",
"Persistent Base Layer Brush doesnt work first time and after Undo\nOperating system: Windows 10\n\n2.83 master and 2.90 master\nCommit: 47f46637be1bef9672ede0ab6795a7e9ea97fc6a\n\nWhen setting a persistent base for the new layer sculpting brush, then sculpt onto a mesh and undo, the persistent layer is deleted with the undo and the same happens when setting the persistent base the first time.\n\n1. Add a UV sphere and remesh in sculpt mode so that you can use the layer brush\n2. Enable **Persistent** for the brush and press **Set persistent base** button\n3. Sculpt with layer brush onto the mesh\n\n\n\n4. sculpt a second time onto the mesh on a different area and then over the area where using the layer brush the first time:\n\n**It's not \"merging the layer\" correctly**\n\n\n\n5. Undo, set persistent base again and then sculpt\n\n\n\n6. Then sculpt on a different area and the layers are merged:\n\n\n\n7. After undo the sculptings so that we have a sphere again and then sculpt with layer brush, the persistent base is again lost:\n\n",
"Huge memory consumption by studio HDRIs previews\nOperating system: MacOS 10.14.5\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 2.91 d8585e184a\n\nGrab a texture file of 10-20 MB size. \nPut it in \"~/Library/Application Support/Blender/2.91/datafiles/studiolights/world\". Duplicate the texture file around 10 times.\nOpen Blender, open preferences, lights tab. \nSee memory increase.\n\n\n",
"Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).",
"Brush thumbnail redesign\nThis task is about revamping the current set of thumbnail images that are used across various modes and object types.\nThis is aimed to be done for the release of further brush assets in upcoming releases.\n\n### Current Issues\n\nThe issues with the current thumbnails are:\n- Many brush types are reusing/duplicating old thumbnails\n- They lack a coherent visual identity\n- Some modes are just duplicating the tool icons\n- Some thumbnails were lost in the transition to Blender 2.8\n\nHere is an overview of most current brush thumbnails:\n\n\n### Proposal\n\nThere are various aspects that can improve and unify the current use of brush thumbnails.\n\n##### Brush Type Icons\n\nA common use of online brush pack is to indicate the type of a brush via icons.\nThis can\n- help the user identify how a brush works\n- help the brush author categorize the brush assets\n\n\n\nThe inital idea was to tag brushes and have icons autoamtically added and dynamically scale with the asset thumbnail.\n\nBut for free customizability and unqiue visuals for each brush, these are instead part of the image.\n\n##### Accessible Style\n\nThere are key aspects for the new thumbnails. They must be:\n- Easy to reproduce by anyone (Simple Matcap & grease pencil elements)\n- Not set in a strict camera angle and shape\n- Focused on the recognizable effects of the brush\n- Additional elements are only added to communicate hidden informations (Categories and non-obvious brush behavior)\n\nThis will reduce the friction when making your own brushes. The ideal end result is that a casual brush user can screenshot their current work for a custom brush, and their brush will immediately fit in.\n\nThis is the current set of thumbnails:\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",
"Very slow brushstroke in Blender 2.91 compared with older Blender version\nWin 10\n2080 rtx\n\nblender 2.90 and 2.91\n\npainting is very low and produce imprecise brushstroke with blender 2.91 compared with 2.90 (and previous) blender version. \n\nlook at the videos and/or try to paint with the attached file.\nThanks\n[blender_2.91.mkv](blender_2.91.mkv)\n\n[test_painting.blend](test_painting.blend)\n\n[blender_2.90.mkv](blender_2.90.mkv)\n\n",
"\"Texture properties\" tab hidden after creating \"New Scene\"\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\nGraphics card: GeForce 1080 Ti\n\nAfter adding a New Scene in Blender, the Texture properties tab in the Properties window is missing.\n\nSee my attched image to reproduce the error in detail, please.\n\n1. Start with empty scene\n2. Add a New Scene inside your scene by creating a \"Scene.001\"\n3. Texture properties are hidden in \"Scene.001\"\n\nThis happens in v2.82 too.\n\nIs this a bug or do I miss something, please?\n",
"2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)",
"Huge memory usage when trying to paint on UVs far ouside the 0-1 range\nBroken: version: 2.82a (sub 7)\nWorked: Never\n\nBlender freezes when I attempt to use the paint options, after adding an image to Texture Paint. Memory will skyrocket from 150MB to 13GB and does not un-freeze.\nYoutube tutorial I'm following trying to learn to paint textures, bug happens after adding the image at 2:35, and I attempt to paint the model: watch?v=lmbAs9jE1vI\nI am very new to Blender, but pretty sure it shouldn't be doing that when attempting to use the Paint tools.\n\n\n\n- Open attached file\n- Try to paint the mesh\n\n[texture_paint_huge_memory_usage.blend](texture_paint_huge_memory_usage.blend)\n\n",
"Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~",
"Hair particles: 'Use modifier Stack' option with simple children leads to texture disappearing in cycles [interpolated children are fine]\nOperating system: Mint Tara\nGraphics card: GTX 1080ti\n\nBroken: 2.79 latest, 2.80 latest\n\nThe render engine can't read a texture while using the \"use modifier stack\" checkbox with simple children. Works fine with Interpolated or None.\n \nOpen the attached blend file.\nSet the viewport to render.\nActivate the \"use modifier stack\" checkbox.\nTexture disappears.\n\n[hair_use_modifier_stack_texture_bug.blend](hair_use_modifier_stack_texture_bug.blend)"
] | [
"Brushes Storage\nIn Blender, one of the core issues with brushes, is that they are currently stored *inside* the blend file. This is not very useful, because it puts a large burden on users to then manually save and load brushes for each project or blend file. \n\nInstead, we would like for brushes to be stored centrally, so that they will be accessible from any blend file on the user's system.\n\nHere's how this could work:\n\n - Brushes are stored in a central location, much like LookDev HDRIs\n - Adding or removing a brush will affect this central repository\n - Any local changes to a brush is not saved unless users explicitly choose to do so, otherwise any temporary change would overwrite the main brush in the repo\n - Brushes are stored as 1 brush per blend file, so it's easy to manage them and share them, but will be cached in an index for fast loading and browsing. \n\nNote: For brushes to be more useful and work well, we will also need to;\n - Create automatic dynamic previews of the brush, so you can see the opacity, spacing, texture, falloff, and so on. Otherwise browsing brushes will largely be a guessing game\n - Have a way to see brushes for all tools, and let selecting the brush set the tool\n - Have some way for users to categorize brushes (the primitive method would be to use file system folders - a nicer way could be via the asset browser)\n\nOpen Questions:\n - Should brushes tie into the assets system somehow, and should you be able to manage them in the asset browser?"
] |
Intel HD 520 viewport glitchy
Operating system: Intel(R) core i3 6006U x64 bit
Graphics card: Intel (R) HD graphics 520
Broken: (3.5.1 hash: elccd9d4ald3 date: 2023-04-24)
Worked:
In material preview mode and in render preview mode the object outline shows glitch effect and transparency
plz help | [
"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)",
"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",
"Viewport material is darker than the rendered version\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.82 (sub 3)\nConfirmed in 2.81 release\n\n\nThe material consists \na transparent shade mixed with a translucent shade, mixed with an emission shade with\nfrenel node multiplied with a noise texture as the factor\n\nThe sample sizes are the same\n\nJust render\n\n\n[necro_core_reduced.blend](necro_core_reduced.blend)",
"Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n\n\nNotice the vertical and horizontal line noise\n\n\n[system-info.txt](system-info.txt)",
"Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)",
"Incorrect interaction glass with visibility of other objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.3\n\nIncorrect interaction glass with visibility of other objects. I have objects which disappear if I look at them at a certain angle through the glass.\n\nGif of the trouble \n\n\nTest file:\n[#91424.blend](T91424.blend)\n",
"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",
"Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n\n\n\n\n\n\n",
"Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n|  |  |\n\n1. Open the attached blend file bugball.blend, and enter edit mode on the ball to see the random floating ghost edges.\n2. Press 2 and try selecting things (selections on the un-hidden faces are invisible, and the ghost edges can't be selected).\n3. Press Alt-H and Shift-H to see that a different set of floating edges appears every time.\n\nIf the blend file doesn't work, try and import the attached STL file using file -> import -> stl and observe the same behavior.\n\n",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG \n\n\n\n",
"Regression: Passepartout Flickers when using Solid Viewport Shading and Background > Viewport\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 2.93, 3.5\nWorked: 2.83\n\nThe Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport\n\n1. Create a 2D Animation workspace\n2. Zoom out to see the Passepartout\n3. Switch to Solid Viewport Shading and set the Background to Viewport\n\nIn this screencast, the Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport. In the video, it stops flickers when switching to World, however it is doing now. It does stop when using Material Preview Shading.\n\n[Passepartout.mp4](Passepartout.mp4)\n",
"Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n",
"Grease Pencil Alpha/Opacity bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 3.1.0\n\nGrease pencil objects containing strokes with stroke materials can not be seen through separate grease pencil objects with either a stroke with fill material with an alpha value >0 or <1, a layer with opacity value >0 or <1. \nWhen the grease pencil object with the alpha material (or layer opacity) has its location moved forward in object mode, the other grease pencil object's stroke can be seen beneath it as expected.\n\n\n\n\n\n\n\n\n\n - Create grease pencil object\n - Create stroke with material with alpha value >0 or <1\n - Set Stroke depth Order to 3D location\n - Move layer location Y forward (-0.05m)\n - Create other grease pencil object\n - Create stroke with stroke material\n\n[grease_pencil_alpha_error.blend](grease_pencil_alpha_error.blend)\n\nThank you :D\n\n",
"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)",
"Grease Pencil phasing through objects even when 3d location is selected \nOperating system: Windows 10\nGraphics card: NVIDIA RTX 2060 SUPER\n\n3.1.2\n\nGrease Pencil strokes that should be under the floor/behind objects are phasing through with a weird grainy texture. Looks perfectly fine in viewport rendering but when I render an image/animation it looks weird. Not sure what im missing or if its a bug?\n\n**Blender project**\n[clothtest.blend](clothtest.blend)\n\n"
] | [
"Error in eevee render engine in render mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 24.20.100.6292\n\nBroken: version: 2.93.17\n\nIn render mode in eevee engine there is pixelated effect or glittering effect around the edges of objects. To include further details- everthing was fine 1-2 days ago, no new graphics driver installation, everything is fine in cycles. Samples and denoising is also not working. One intersting thing if I split 3d viewport, splitted window is fine in render mode, but as soon as I join the area issue persists.\n\nI myself don't know how it occurs.\n\n"
] |
Adding very weak emissions to the scene weakens the highlights in cycles render
Operating system:macOS 10.15.2
Graphics card:Radeon Pro 580X 8 GB
Broken:2.82 Beta 2020-01-22 12:36 Hash:a60a623a1ac5
Worked: (optional)
Adding very weak emissions to the scene weakens the highlights in cycles render
[Light_test.mp4](Light_test.mp4)
Uploaded blend file has strong emission, very weak emission and background light.
Very weak emissions have keyframes, 1 frame has a value of 0, and 2 frame have a value of 0.001.
Comparing the rendered images shows that the highlights of the 2 frame is weaker than the highlights of the 1 frame.
It seems strange that the highlights get weaker if you add a very weak emission that does not affect the scene.
Not included in the video, but placing very weak emissions close to strong emissions has the same effect.
If you add weak radiation, I think it will be a bit brighter, but the result will be darker.
[Light_test.blend](Light_test.blend) | [
"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.",
"Freestyle > \"Render Animation\" uses only the widest keyframed focal length for all the frames\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nBroken in the most current 2.83, date: 2020-02-17 00:09:39, hash: `819af2094b21\nWorked: 2.8\n\n\nWhen the focal length of the camera is keyframed to different values over several frames, Freestyle takes only the widest focal length and uses it for all keyframes\n\n[Freestyle_Test.blend](Freestyle_Test.blend)\n1. Open the attached blend file\n2. Set the Output location for the rendered images\n3. Select \"Render Animation\" and check the finished frames\n\nThanks so much for your help! Highly appreciated\n\n",
"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)",
"Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n\nDisable render for the Selected object.\n\nClick on Bake again, and a black image will be created.\n\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.",
"Strong emissive materials bleeding through grease pencil objects\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1\nWorked: N/A\n\nExact steps to reproduce the error:\n\nGive default cube an emissive material with strength ~50 or so and put any grease pencil object in front of it in Rendered view. This artifacting carries over into the actual renders. \n\n\n(I think it's an opacity issue, because creating a duplicate of the grease pencil on top of itself (Array modifier with 0,0,0 offset) covers the emission glitch up.)\n\n**Steps to Reproduce**\n- Open .blend file\n- Render in viewport\n\nTest File:\n[#94004.blend](T94004.blend)\n\n",
"Mantaflow viscosity: Repeating emission from inflow causes initial emission to be twice as fast compared to proceeding emissions. \nOperating system: Windows 10 Pro - 64 bit\nGraphics card: AMD RX 5700XT\n\nBroken: blender-2.92.0-c1740e9ad02d-windows64\n\nWhen I tried to animate the inflow of turning it on and off, I noticed that the initial emission of liquid moves twice as fast, as if it is slamming to the ground, while the proceeding emissions moves slowly and being more stable.\n\nWhile trying to find a fix, I managed to get a somewhat decent result with increasing the min and max time steps but nevertheless you still get weird behavior, and increasing the bake time for a simple simulation seems not ideal.\n\n**FLIP**\n[viscosity - flip.mp4](viscosity_-_flip.mp4)\n\n**APIC**\n[viscosity - apic.mp4](viscosity_-_apic.mp4)\n\nOpen Blender, Add mesh -> Monkey -> Go to object -> Quick effects -> Quick liquid -> Click the domain and turn on 'Viscosity' and 'Diffusion' -> Click the monkey -> Change 'Flow behavior' to 'Inflow' -> animate the 'Use Flow' parameter to turn the emission of liquid on and off.\n\n(Sample file)\n[sample.blend](sample.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Liquid Emission unlimited\n\"Surface Emission\" value ignored I suppose, see the screenshot and the project file below:\n\n[test_emission.blend](test_emission.blend)\n\nThat's looks the same or almost same for \"Surface Emission\"=1,10,100,...\n\nBlender Version 2.90.0 (2.90.0 2020-08-07) on MacOS Mojave.",
"Viewport material is darker than the rendered version\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.82 (sub 3)\nConfirmed in 2.81 release\n\n\nThe material consists \na transparent shade mixed with a translucent shade, mixed with an emission shade with\nfrenel node multiplied with a noise texture as the factor\n\nThe sample sizes are the same\n\nJust render\n\n\n[necro_core_reduced.blend](necro_core_reduced.blend)",
"Cycles motion blur: The start and end of the motion blur range are not exposed like the rest of the range.\nOperating system: Fedora Linux\nGraphics card: AMD (rendered on AMD CPU)\n\nBroken: 3.5.1\n\nWhen rendering motion blur with Cycles (with the constant shutter curve preset) it seems like the shutter is not fully open at the start and end of the motion blur range.\n\nBased on the attached .blend file (as simple as possible).\n\nRender the first frame with Evee and Cycles and compare the motion blur.\n\n",
"Reflection of smoke on object surface has white box surrounding \nOperating system: win10\nGraphics card: GTX TITAN X\n\nBroken: (2.82, 2.83.10, 2.9, 2.91)\nWorked: (none)\n\nReflection of smoke on object surface has white box surrounding when a back light is added.\n\nLooks fine with front light only\n\n\n**With back light added:**\n2.83.10: Domain Empty Space = 0\n\n\n2.83.10: Domain Empty Spcace = 0.000001\n\n\n2.91: Domain Empty Spcace = 0\n\n\n2.91: Domain Empty Spcace = 0.000001\n\n\nSet shot with back light highlighted\n\n\nbake domain and render at around frame 200+ (when smoke touches the black object)\n\n[TEST.blend](TEST.blend)",
"Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n",
"Denoising passes are darkened when denoising is enabled for multi-device rendering\n## Simplified Report\n\nDenoising passes like Albedo and Normal are darkened when denoising is enabled when rendering using multiple devices.\nThis is most likely because the passes are scaled in-place during denoising and then scaled again in the pixel accessor.\n\n## Original report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\nWorked: 3.2.2\n\nWhen rendering a scene using Cycles with the Denoise option enabled, the Denoising Normal and Denoising Albedo passes don't render correctly, the images correspondent to those passes are much darker than they should be.\n\n1. Open attached file or\n - Open Blender.\n - Delete the default cube.\n - Add an icosphere and set it shade smooth.\n - With the icosphere selected, go to the Shading workspace and add a material to it.\n - In Principled BSDF of the icosphere's material, go to base color and add a color (any color other than black, white or gray).\n - Go to Render Properties and select Cycles as render engine and GPU as Device.\n - In the Render section of the Render Properties, disable Denoise (it is enabled by default).\n - Go to View Layer Properties.\n - In the View Layer Properties, go to Passes section, Data sub-section and enable Denoising Data.\n - Go to the Compositing workspace and enable Use Nodes.\n2. Render the image (Press F12).\n3. In the Render Layers node, visualize the Denoising Normal and Denoising Albedo outputs (Ctrl+Shift+LeftClick with the Node Wrangler Add-on enabled).\n4. In the `Properties Editor` Go to {nav Sampling > Render} and re-enable `Denoise`.\n5. Render the image again (Press F12 or use the small buttom at the bottom right of the Render Layers node).\n6. Repeat step 3.\n\nBy comparing the images from step 3 and step 6, the difference is clear, the images from step 6 (Cycles' denoise enabled) are much darker than they should be;\nI tested with a more complex scene and noticed that the darker images do remove noise when used with the Denoise node in the compositor, so it may not be a big problem for Blender, but it may affect someone using other softwares in a pipeline, unfortunally, I can not tested it because I don't have acess to external compositing softwares, I only use Blender.\n\nThank you, have a nice day :).\n\n[#101071.blend](T101071.blend)",
"Nishita sky node is noisy when using 0° sun size\nOperating system: Win10\nGraphics card: RTX 2080 Super\n\nBroken: 3.0\n\n\nTitle self explanatory\n\n\n I believe this has to do with world sampling settings but there's no way to fix the noise\n\n\nI made a small file where frame 1 is noise and frame 2 is not (due to the sun size changing)\n[Bug report.blend](Bug_report.blend)",
"Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: \n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: \n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)",
"High subsurface on principled bsdf causes glowing edges on polygons for walk\nBroken: Current main.\nWorked: Never.\n\nUsing high values for principled bsdf subsurface scatter causes glow effect on polygon edges. This happens with walk but not burley. \n\nAttached is a simple blender scene with a ball. Rendering you can see the squares polygons on the ball have glowing edges. I know that the walk radius calculations were changed around blender version 3.4. If you use burly the ball renders smooth. \n\nGraphics - set to optix, experimental, cycles.\nShape - make sure its set to smooth shading. You may have to recreate the stock sphere and set it to smooth shading.\n\n"
] | [
"As light object numbers increase, the indirect brightness of bright lights is decreased while indirect light clamping enabled - Cycles\n**System Information:**\nOperating system: Linux-5.16.0-6-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\n**Blender Version:**\nBroken: version: 3.2.0 Alpha\nWorked: Blender 2.93 and older **when using Branched Path Tracing**.\n\n**Short description of error:**\nWhen lights are added to a scene, it ends up changing the indirect brightness of intense lights if indirect light clamping is enabled. \n\nHere is an example scene:\nThis scene is mostly lit up by indirect light from a a Sun light. I have rendered the scene once, then added 32 lights inside a box where they will have no impact on the scene and rendered the scene again. You will notice in this second render that the scene is much darker. This is due to the indirect light brightness being reduced due to how the indirect light clamping system interacts with this situation of many lights.\nIf I then change the \"Indirect Light Clamp\" to 0 (thus disabling it), you will notice that both scenes have the correct brightness.\n\n||Sun Light - Indirect Clamp = 10|Sun Light + 32 lamps - Indirect Clamp = 10 - **ISSUES**|Sun Light - Indirect Clamp = 0|Sun Light + 32 lamps - Indirect Clamp = 0|\n| -- | -- | -- | -- | -- |\n|Full Renders|{[F13000832](Sun_Light_-_Indirect___10.jpg),width=100%}|{[F13000839](https://archive.blender.org/developer/F13000839/Sun_Light__32_Lights_-_Indirect___10.jpg),width=100%}|{[F13000836](Sun_Light_-_Indirect___0.jpg),width=100%}|{[F13000843](https://archive.blender.org/developer/F13000843/Sun_Light__32_Lights_-_Indirect___0.jpg),width=100%}|\n\n**Exact steps for others to reproduce the error:**\n1. Create a new file and change the render engine to Cycles.\n2. Add a bright light (Nishita Sky World Shader works well by default).\n3. Create a scene that is mostly lit up by **Indirect** Lighting from this light and place a camera looking at it.\n4. Create a new collection.\n5. In the new collection, add a bunch of lights to the scene (E.G. 32 Point lamps) and adjust their settings and/or position such that they should have little to no impact on the lighting in the scene. (E.G. Leave the light settings as default and place the lights inside a box where they will have no impact on the scene) Note: The brightness of the light must remain above 0 for this to work.\n6. Render the scene with a high sample count (Turning adaptive sampling off will avoid some issues and decreasing the render resolution will result in faster renders.)\n7. Switch to a different render slot in the image viewer. Disable the collection with the lights in it, and render the image again. Compare the results. Notice how they have very different brightnesses.\n8. Change the `Indirect Light Clamp` to 0 (turning indirect clamping off) and repeat steps 6 and 7. Notice that the renders don't look different now (with the exception of noise levels).\n\nHere is a file with steps 1-5 done for you:\n[#97305 - Light Clamping + many lights leads to loss of brightness.blend](T97305_-_Light_Clamping___many_lights_leads_to_loss_of_brightness.blend)"
] |
All objects losing rigid body physics after copy
Win10 64bit
Blender Version 2.8 (.0-git.009dbc2bc9fb-windows64) april 13th 2019
All objects losing rigid body physics after copy one of them.
Add "rigid body" physics to a object and copy it.
After copy all physic options on all objects are gone. | [
"Armature driving other object visibility gets out of sync if the parent collection is hidden/shown again in viewport\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.1\nWorked: Never\n\nWith a linked override library with some driver on some linked object (render or viewport visibility), if you disable viewport visibility for one parent collection of that object, when the file went open again the changes made to the linked armature gets messy and a resync is needed.\nNote that it happens only if there is some driver on one of the linked objects.\n\n\nOriginal file:\n[override_driver_original.blend](override_driver_original.blend)\nLinked file:\n[override_driver_linked.blend](override_driver_linked.blend)\n\n - Open the file named \"override_driver_linked.blend\"\n - Move \"Armature\" somewhere\n - Enter in Pose Mode and move the Bone somewhere, exit from Pose Mode\n - Disable from viewport the parent collection, named \"Collection.001\" (Globally disable in viewport)\n - Save the file and exit\n - Re-open the file\n - Make the \"Collection.001\" visibile again, note that both the armature and the object are misplaced!\n - Enter in Pose Mode, note that the object move but the armature is still misplaced!\n - Make a Resync on the armature to replace all in the right position\n\n \n\n\n\n",
"Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n",
"Bug on Rigid Body Simulation when an object is parented to another\nOperating system: Windows 10\nGraphics card: GTX 1060 6G\n\n2.80\n\nBug on Rigid Body Simulation when an object is parented to another\n\nPlease check the video......\n[BL280BUG.mp4](BL280BUG.mp4)\n\nMore, I have some questions on Rigid Body. I want to ask something, coding and algorithm, to the developers who work on it...\nHow can I reach them?\n\nThanks.",
"Creating Lattice object with script with {\"REGISTER\", \"UNDO\"} if parameters was changed in Undo window and mesh was in Edit mode - undo last changes to the mesh or last action\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.1\n\n{\"REGISTER\", \"UNDO\"} also undo last action if parameters was changed in \"Adjust last action\" pannel and mesh was in Edit mode.\n\n[Register_Undo_Issue.mp4](Register_Undo_Issue.mp4)\n\n[REGISTER_UNDO_in_EDIT_Mode.blend](REGISTER_UNDO_in_EDIT_Mode.blend)\n\n",
"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",
"Animation. Keyframes. Copy - move to the current frame.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\n[Animation. Keyframes. Copy - move to the current frame for replacing the previous one. If you copy keyframes and move them to the current frame it won't work properly. All will seem good but the last frame will play an animation relay on the previous parameters. ]\n\n\n[bug.blend](bug.blend)\n\n\n\n",
"Motion Blur glitches, the further an object is placed from the world origin (even with no motion)\nMac Os 10.14.5\nRadeon Rx580 \n\nBlender 2.8 & 2.81 Beta (5/11/19 build)\n\nObjects are seriously corrupted when the motion blur checkbox is ticked, even when there is no camera or object motion.\n\nI have attached a simple project with only a Cube, Camera & light... & placed it 500,000m from the world origin on the Y-axis.\n\nThe image is distorted in rendered camera view...moving the cube backwards towards the world origin fixes the issue at around 50,000m\n\nMoving the object further away (try adding a zero to push the cube 1,000,000 from the world origin) distort the object more.\n\nSwitching off motion blur on the (static!) camera restores the image quality.\n\nI'm doing a space animation with some large distances involved, & this bug has just bitten me. I'd appreciated if others could confirm.\n[Motion Blur Draw Distance Test.blend](Motion_Blur_Draw_Distance_Test.blend)\n\n\n\n",
"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",
"Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens.",
"Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n\n[donut.blend](donut.blend)",
"Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)",
"Geometry Nodes Object Group input does not remove dependencies\n[system-info.txt](system-info.txt)\n\nBroken:version: 3.4.0 Alpha, branch: master, commit date: 2022-10-04 22:45, hash: f9a10e7ed039, type: release\n...been already around for a while\n\nIt seems that Blender does not correctly remove the dependency from the formerly connected object from the Geometry Nodes Object Group input.\nEven when deleting all the default values.\n\n- Append the object `Cube` from the attached .blend file\nit will also append Suzanne even though all former links in the setup have been removed.\nThe only thing that helps to get rid of the dependency is to delete the input and recreate it together with all the links. \n[dependency_bug.blend](dependency_bug.blend)\n...and do not get me wrong i really like Suzanne! But if she appears all the time even when she is not invited it gets a bit annoying.\n",
"Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n|  |  |  |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.",
"Rigid body Bounciness parameter not functioning\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: 2.92 and version: 3.0.0 Alpha\nWorked: 2.83.13\n\nIn recent Blender versions the bounciness parameter of rigid bodies does nothing.\n\nOpen attached file, press space to start animation.\nOlder versions: ball bounces\nRecent versions: ball falls and immediately comes to an halt when it hits the surface of the cube.\n\n[Bounciness bug.blend](Bounciness_bug.blend)",
"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)"
] | [
"Loading external library removes all rigid body information\nOperating system: Ubuntu 16.04\nGraphics card: MSI 1080TI\n\nBroken: 2.80, 99d4321feff6, master, 2019-03-29 and a few releases before\nWorked: 2.80, b87b6e8e289, master, 2018-12-12\n\n`bpy.data.libraries.load` removes rigidbody information for objects in parent file.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Download attached .blend file or use your own (just a blend file with an object in it that you can import with `bpy.data.libraries.load()`\n\n2. Create a script `test.py` with the following:\n\n```\nimport bpy\n\ndef select_self(obj):\n bpy.ops.object.select_all(action='DESELECT')\n obj.select_set(state=True)\n bpy.context.view_layer.objects.active = obj\n\ndef add_rigid_body(obj):\n select_self(obj)\n bpy.ops.rigidbody.object_add()\n obj.rigid_body.type = 'ACTIVE'\n obj.rigid_body.collision_shape = 'CONVEX_HULL'\n obj.rigid_body.collision_margin = 0\n\ndef add_solidify_modifier(target_obj, thickness):\n select_self(target_obj)\n mod = target_obj.modifiers.new(type='SOLIDIFY', name='solidify_mod')\n mod.thickness = thickness\n\n\n# TEST\nobj = bpy.data.objects['Cube']\n\n# ADD MODIFIER AND CHECK THAT IT IS IN DATA\nadd_solidify_modifier(obj, 2)\nif list(bpy.data.objects['Cube'].modifiers) is None:\n raise Exception('modifier_never_set')\n\n# ADD RIGID BODY AND CHECK THAT IT IS IN DATA\nadd_rigid_body(obj)\nif bpy.data.objects['Cube'].rigid_body is None:\n raise Exception('rigid_body_never_set')\n\n# LOAD LIBRARY FROM EXTERNAL BLENDER FILE\nfiles = []\nwith bpy.data.libraries.load('grab_from.blend') as (data_from, data_to):\n for name in data_from.objects:\n files.append({'name': name})\n\n# CHECK TO SEE IF MODIFIERS HAVE BEEN REMOVED\nif list(bpy.data.objects['Cube'].modifiers) is None:\n raise Exception('modifier_gone')\n\n# CHECK TO SEE IF RIGID BODY DATA HAS BEEN REMOVED\nif bpy.data.objects['Cube'].rigid_body is None:\n raise Exception('rigid_body_gone')\n```\n\n3. Run:\n```\nblender -b --python test.py\n```\n\nIn previous versions (such as the one quoted in the description), the script would complete without raising exceptions. In the latest releases, it will raise the final selection stating: `rigid_body_gone`. If you run it without `-b` you can see that in previous versions, the modifiers and rigid body info are there, but in the latest the rigid body info has been removed.\n\n",
"rigid body problem\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nI have a scene where several objects belong to the rigid body world, having rigid body settings (active, passive, passive animated) and some Rigid body constraints. After baking, everything works fine, until I append an object or material from another file: instantly all rigid body settings disappear, and i have to re-introduce all rigid body setting and constraints again. After baking everything works untill performing the next append.\n\ncreate a scene with a plane and a cube above it. Cube: rigid body active, plane rigid body passive. Bake (scene - Rigid body world - cache - bake. Sart simulation: cube falls on plane. Append an object from another file. Start simulation. Nothing happens., although under cache is indicated \"250 frames in memory\". Apparently, cube nor plane kept their rigid body settings.\n\n",
"Rigid bodies and constraints not working after append\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX1080\n\nBroken: blender-2.80-893fa598319e-win64\n\nWhen you add an object with File-> Append, rigid bodies and constraints are initialized.\n\n1. Move the Cube on the initialization screen (x = 2)\n2. Save it.\n3. Initialize or restart blender\n4. Add a rigid body to the Cube\n5. Append Cube from file saved in 2\n6. Check the physical information of the Cube to which the rigid body was added. The rigid body is disconnected. (Information is also initialized)\n7. Although not shown here, the rigid body constraint also disappears for both object1 and object2.\n",
"Rigid Body removed from all objects if new object is copied into file\nOperating system: WIndows 10\nGraphics card: Nivida GeForce GTX 1060 6GB\n\nBroken: blender-2.80.0-git.07f6be87a97e-windows64 3-25-2019\nWorked: 2.79\n\n**Copying an object from another file removes all the rigid bodies from all objects in the file being copied into**\n\nAdd rigid body to default cube keep all defaults for rigid body\nadd mesh plane \nscale large enough to catch the cube\nput a rigid body on the plane, make is passive\nrun animation and it works. The plane catches the cube\n\nOpen blend file from 2.79 or latest 2.8\ncopy object \npaste into the file you have the cube and plane in\nall rigid bodies in the file you added the plane in are gone."
] |
Annotations cannot draw inside Gizmo
Operating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109
Broken: version: 2.82 (sub 1)
Worked: (optional)
When you try to draw and annotation by holding 'D' or using the tool, it cannot draw inside the gizmo.
(The gizmo is activated instead of the annotate tool)
This is the the same for left click or right click select.
And was functioning in 2.79 correctly.
Try to draw inside the gizmo
(see video)
[annotate-cant-draw-inside-gizmo.mp4](annotate-cant-draw-inside-gizmo.mp4)
| [
"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).",
"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.",
"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.",
"Transform & Drag Action \nWhen switching the transform tools in the toolbar, there are times when you would still like to be able to box select while gizmos are active.\n\nWe can solve this by adding a Drag Action tool option to all the transform tools:\n\n\n\nWhen set to Box Select, you can still drag in the viewport to select, while using the gizmo to move, rotate or scale.\n\nDetails:\n - This option should ideally be shared between all tools with gizmos, I think. If you set one tool to work this way, you likely want them all to\n - This works best if we add back the Transform tool\n\n",
"Node Operators: Add Selection input node\n_No response_\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",
"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)",
"VSE: Tool option Drag options exposed in Annotation & Sample Tool\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\nDrag options shouldn't be exposed in the Annotation and Sample Tool, as it doesn't make sense to change dragging behaviour in these tools:\n\n\n",
"Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" ",
"Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n",
"Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)",
"Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n>  \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n",
"Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.",
"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",
"Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n\n\nThanks\n"
] | [
"Annotation Tool Cursor not properly Showing/Updating.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\n\nThe Cursor of the Annotation tool doesn't work well when using the hotkey for Active Tools, it's either showing the wrong one or not updating when changing to other Tools\n\n**Demo**\n{[F7865920](Ano.gif) size = full}\nDefault Scene switch to Annotation tool with Shift+Spacebar, use the tool, The Cursor doesn't show up.\nSwitch to another Tool , the Cursor doesn't update."
] |
curve geometry extrude does not respect scale.
Operating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits
Graphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103
Broken: version: 2.82 (sub 2)
Worked: (optional)
the "extrude" value under "geometry" for curves does not respect scale.
add two curve circles.
scale one of them by 5 and apply its scale. The scale shown in the object properties does show the change from scale 5 to scale 1.
set 'extrude' value to 1 meter on both of them.
the first curve will be 2 meters tall, the second will be 10 meters tall. just like its scale had not been applied. I would expect both to be 2 meter.
If you change the height of the second one from 5 meters to 2 meter (scale z 0.2) and apply the scale it will jump back to 8.5 meters tall.. which I don't get at all..
| [
"World Cavity Not Scale-Agnostic\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.7, 2.8\nWorked: Never, I think.\n\n\nBlender's viewport AO behaves differently depending on scene scale, to the effect of significantly limiting its usability at larger or smaller scales than 1BU.\n\nA scene that has been scaled up does not have the same AO patterns as the original scale, even if you also increase the \"Distance\" and/or \"Valley\" factors proportionally.\n\nThe noise behaviour is also significantly degraded at larger scales.\n\nDefault scene scale and world cavity settings:\n\n\n\nScene scaled up 100X, cavity still defaults:\n\n\n\nScene scaled up 100X, cavity distance also increased 100X:\n\n\n\nScene scaled up 100X, cavity distance and strength also increased 100X. Notice the noise:\n\n\n\nThis might seem like a feature request for a new AO algorithm, but I think it crosses over into being a bug report because the current behaviour means that the usefulness of world cavity rendering is significantly degraded for any feature sizes that are much larger or much smaller than 1BU. I.E. It's not that a totally new algorithm is necessarily required; the issue is that the current system is effectively broken outside a very narrow range of settings. Outside that range of settings, its best performance is either too weak or too noisy to be useful.\n\n\nSet up two geometrically similar scenes at different scales, then try to find world cavity settings that produce equivalent results for them. Set \"Lighting\" to \"Flat\" to make it easier to see.\n\nOr: Set up a scene where the average feature size is much larger than 1BU, and then try to find useful world cavity settings for it.\n\nOr: Open the below file that has two differently sized Suzannes in two viewports, and play around with world cavity settings.\n\n[WorldCavityFailure.blend](WorldCavityFailure.blend)",
"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)",
"New Add Object tool: Size parameter in the Redo panel does not match the real size of the object\nOperating system: Linux-5.3.0-61-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 20.0.0-devel - padoka PPA\n\nBroken: version: 2.90.0 Alpha\nOldest 290 version I have is:\nversion: 2.90.0 Alpha, branch: master, commit date: 2020-06-12 13:39, hash: 9cc059755699, type: Release\nbuild date: 2020-06-12, 13:41:27\nThis version is the same\n\nWhen adding an object with the Add Object tool, the size value in the redo panel is incorrect for all object types\nThe `Transform` panel shows the correct dimensions\n\n- Enable Add Cube tool (can be sphere or cone too).\n- Add a Cube with the tool.\n- Expand the Add Object dialog (default is 2 m)\n\nGiven that the user actively defines the size of a new object during creation - are dimensions in the Add Object dialog necessary if it's already shown and editable in Transform > Dimensions? \n\nCould the dimensions be shown \"Live\" during object creation in the Transform > Dimensions dialog or the object bounding box be shown overlay style with dimensions (in object and edit mode)?\n\nA more useful feature in the Add object dialog would be \"step size\" for object creation to force object size in increments of so many units\n",
"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",
"Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n\n\n\n\n\n\n\n",
"Account for curvature in curve to mesh node\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103\n\nBroken: version: 2.90.0\n\nI used a curve as a bevel profile on another one with 90 degree angles but the result is not 90 degrees on the result\n\nplease see attached file\n[badBevel.blend](badBevel.blend)",
"Changing dimension on multiple objects no-longer works\nOperating system: Windows\n**working version:**\n2.79b\n**Last known *working* version:**\nblender-2.80.0 Beta (dec 2018)\nHash: e4dbfe0a98c1\nBransh blender2.7\n2.80.39\n**Earliest known *broken* version**\nblender-2.80.0 Beta (april 2019)\nHash: 480a09a92f7f\nBransh blender2.7\n2.80.60→2.83.2→2.90.0 Alpha\nManipulating the values in ‘`3d view`→`n-panel`→`dimensions:`' with ‘alt-key’ held down and dragging the mouse cursor will no-longer affect all the selected objects, only the parent.\n(feature still present for '`Location`', '`Rotation`', '`Scale`'.)\n\n1. Duplicate the default cube and move it so both cubes are visible.\n2. select both cubes and go to ‘`3d view`→`n-panel`→`Dimensions:`'\n3. With both cubes selected, hold down the alt-key and start manipulate the value by dragging your cursor in one of the three fields for 'Dimensions'\n\n**PS.** feature did not have the same affect as just scaling the objects, (see animated gif bellow)\n\n[dimbug.blend](dimbug.blend)\n",
"Regression: Set curve radius. Operator/window do not react to Enter immediately\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.5, 3.1.0 Alpha\nWorked: 2.79b\n\nIn 2.79 i can call Set curve radius and press {key Enter} right after that. And it will set existing radius.\nIn 2.93—3.1 this window ignores {key Enter} (but reacts to {key Esc})\n\n[2021-12-02_18-59-11.mp4](2021-12-02_18-59-11.mp4)\nOpen the file\n[untitled.blend](untitled.blend)\nCall operator search\nFind «Set curve radius» and call it\nYou see small window with field and default 1.0 radius\nPress {key Enter}\nRadius of curve node remains the same.\nCompare to 2.79 version.\n\n",
"Geometry Node: New Sample Curve\nAdding support for a random attribute to the sampling node exposed the problem of attribute evaluation ignoring the calculated curve. This design variant is intended to treat the sampling of values from calculated curves as a new attribute-based сontext.\n| [2022-08-01 14-00-56 (video-converter.com).mp4](2022-08-01_14-00-56__video-converter.com_.mp4) |    |\n| -- | -- |\nThe crux of the problem is that a random attribute, when sampled, must be able to have a position behavior. Other behaviors are not covered yet, but may be added later.\nSampling attributes do not belong to the curve and have their own size. Their interpolation may not be linear, but based on the type of curve, which increases the speed for large objects.\n\nExample: sampling a random vector from curve points. You want the vector to keep its length. But even the original implementation of normals kept the length just because of the normalization. Nonlinear interpolation in spline space for a vector has the ability to rotate it without loss of length and incorrect deformations.\n\nOr you want to sample a color. You can set the color for the breakpoints and... Whoa, those are just linear transitions! Handles cannot be used. They are not a domain and this design does not violate that. Simply by sampling an attribute, you can sample it not only from breakpoints, but from handles!\n\nAlso, in addition to entering an attribute as the domain of the sampled curve, a segment data node is offered. This low-level node is for primary access to cache data. The sampled attribute input node uses this as its signature. But it can also be useful for the user to be able to use this data, for example, to visualize the operation of a bezier curve.\n\nWhen sampling, 3 types of values must be present in the scope of the context:\n - Curve data obtained from the visible version of the curve\n - Curve data sampled from its points and handles\n - Sampling destination data. To keep things simple, if multiple post-sampling values are going to be used with geometry definitions, it's best to do this before the sampling node to keep the output of the node to a minimum.\n\nAlso sampling features:\n1. The option of sampling a vector in normal/target space + sample position can be used as a variant of the curve mesh deformation\n2. Sampling at an arbitrary point creates freedom to obtain information about the curvature of the surface.\n\n---\nCurve Input:\n - Spline type (Select current type curves / index of type)\n - Select Spline By Type (By type index)\n\n---\nChanged Nodes:\n - Sample Curve\n - Input:\n - Curve\n - Factor / Length\n - Curve (Index)\n - Attribute (Random type) (use SampleCurveContext)\n - Output:\n - Value (Random type)\n```\n\n```\n - Position:\n - In SampleCurveContext return evaluated_positions\n - Normal:\n - Same Position\n - Curve Tangent:\n - Move TangentFieldInput to Fields Input and add it in SampleCurveContext same position\n - Index:\n - Same position. Index in sampling input index of current curve\n - ID:\n - Same Index. ID is index of current sample. Sampling no has order ad id make sence only for random and same things\n - Spline Length, Parameter, Resolution, Cyclic:\n - Data of spline same changed. Data of point internolated by sampling\n\n- Context Add:\n - Sample Signature Input:\n - Curve Index\n - Curve Type\n - First Point\n - First Factor\n\n---\nAdd Nodes (Valid only in SampleCurveContext):\n - Sample Attribute on Curve:\n - Input:\n - Attribute (Random type)\n - Hadles type ? left/right position : Weight\n - Output:\n - Value (Random type)\n - Sampling Attribute:'\n - Input:\n - Attribute (Random type)\n - Output:\n - Value (Random type)\n - Sample Segment:\n - Output:\n - Previous Point of original curve\n - Factor for interpolatin in current segment\n\nFirst test version: P3114",
"EEVEE: Spotlight Parented To Scaled Object Behaves Incorrectly\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: Blender 2.82a, 2.90 alpha eaf7d36d66e5\n\nIn EEVEE, Spotlights parented to a scaled object cast an incorrect shape once they are rotated.\nThe viewport overlay, however, indicates the correct shape.\n(Note: This does not apply to Cycles, see #76823)\n\n[spotlight_ellipse_parented.blend](spotlight_ellipse_parented.blend)\n\nSet view to rendered.\n\nThe scene has a Spotlight (unscaled, not rotated) parented to an Empty (scaled).\nThis results in an elliptical spot.\n\nHowever, if the Spotlight is rotated around its Z-Axis, the spot's shape should stay identical. (As indicated by the overlay.)\nBut it does not.",
"Node editor: zoom is affected by DPI\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2\nSame on 3.3.0 beta and 3.4.0 alpha\n\nGeometry nodes panel does not re-scale when Blender window is moved to a display with a different DPI (e.g. retina to non-retina display, in Apple's parlance). Everything else in the GUI gets re-scaled correctly.\n\nSee attached screen-shots.\n\nHave 2 displays - one with a higher DPI.\nOpen Geometry Nodes panel.\nMove Blender window from one display to another.\n\n",
"Edges generated by Bevel Modifier do not inherit correct crease values\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nThe Bevel Modifier ignores the crease values of connected edges, producing unexpected/undesired results.\n\nExample image of the bug in production asset (the rear of a flatbed car):\n\nPlease observe how the top is rounded toward the center of the car, despite the vertical corner crease and the horizontal beveling. This roundness goes against the artist's intention.\n\n\nOpen this file: [#70587-bevel-edges-bug.blend](T70587-bevel-edges-bug.blend)\n\nThat file was created by following these steps:\n\n1. Create a cube\n2. Set Edge Crease of vertical edges to 1.0\n3. Set Edge Bevel Weight of top horizontal edges to 1.0\n4. Add Bevel Modifier in Weight Mode\n5. Add Subdivision Modifier\n\nThis produces undesired result 1:\n\nPlease observe how the top of the cube becomes circular because the creasing on the vertical edges does not extend to the newly generated loop of faces.\n\nThis can be seen in image 2:\n\n\nOnly after manually adding the crease value to the new edges do we get the expected result, image 3:\n\n",
"Extrude Edge Along Axis is not clearly visible in Blender 2.80\nOperating system:\nGraphics card:\n\nWindows 7\nGeForce GTX 650Ti\n\nblender-2.80-b4db7d80f18b-win64\n\n\nIn Blender 2.80 if you have just an edge and want to extrude that edge on side orthographic view along an axis, what you are extruding is not clearly visible. In Blender 2.79 i just have to scroll the mouse to zoom in and from that moment, even if i zoom out, the extrusion along axis will be clearly visible.\n\nJust extrude an edge in side orthographic along an axis and the edge being extrude will not be clearly visible even if you zoom in.",
"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",
"Breaking change? Curve point tilt default orientation rotated by 90°\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\nWorked: 2.80\n\nThe default orientation (0°) of curve points has changed by 90°. If the curve is used for another object's curve modifier, the result between Blender 2.80 is different to newer versions (reproduced with 2.81...3.6). This is a change that I did not find listed in the release notes, so this is either a bug or by design. In any case, it's a breaking change.\n\n2.80 vs 3.6:\n\n\n\n1. Open the attached project in Blender 2.80 and in 3.6\n2. If you compare the two, you see that the normal orientation is different, consequently the result of the curve modifier affecting the mesh is different.\n\nAfter migrating a bigger project this causes several issues that would need to be fixed. Or Blender needs to be fixed.\nThis is an old issue, so I hope it's not a duplicate. Didn't find it.\nThank you.\n\n"
] | [
"Wrong Deformation when using Curve Modifier\nOperating system: Linux-5.3.11-300.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.4\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing a curve modifier on an object, using a scaled ( and applied ) curve, results in a wrong deformation. \n\n1. Create a curve\n2. Create a Cube\n3. Resize curve and apply transformation\n4. Add Curve Modifier to Cube\n\nBelow is a screenshot with different scenarios of curve modifier use.\n\n\n"
] |
Continuous Grab unexpected behavior when using remote connection
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47
Broken: version: 3.3.1
When I control my PC remotely using Parsec (build 150-85e) or Steam Remote Play, Blender's continuous grab does not work as expected as soon as the mouse leaves the viewport. If rotating, the rotation begins to stutter until the mouse comes back into the viewport. If moving an object, the object will fly off into the distance as soon as the mouse leaves the viewport.
Issue does not happen if using the navigate gizmo or if mouse is kept within the viewport window. Continuous Grab works as expected when scaling objects.
Client computer is a Macbook Pro AppleM1 running macOS Ventura 13.0. Have tried several different mice on client side. Have tried connecting them via bluetooth, USB, and even tried the built-in trackpad. All reproduce the same result. I have not been able to test this issue using another Windows PC as the client.
* remote access your host computer using Parsec or Steam Remote Play
* run Blender
* middle mouse click to rotate around your view and then pull the mouse outside of the viewport window
[Desktop 2022-11-08 - 15-12-34-06.mp4](Desktop_2022-11-08_-_15-12-34-06.mp4) | [
"Self-referencing driver works in viewport, but not in render.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional) 2.79b\n\nRotation property of object is updated in viewport, but not in render.\nIf run same script in 2.79 - all works fine both in viewport and render.\n\n```\ndef rotator():\n var1=bpy.data.objects[\"Suzanne\"].rotation_euler.z\n var3=bpy.data.scenes[\"Scene\"].render.fps\n\n new_value=var1+math.radians(var3)\n\n return new_value\n```\n\n\n[Script_bug_2.8.2.blend](Script_bug_2.8.2.blend)\n\n- run the file Script_bug_2.8.2 ('Run script', 'Update Dependecies')\n- play in the viewport - the animation works correctly\n- render (Ctrl + F12) - the animation does not work;\n\nViewport:\n[bug_video_render0001-0050.mkv](bug_video_render0001-0050.mkv)\n\nRender:\n[bug_video_render_20001-0050.mkv](bug_video_render_20001-0050.mkv)\n\n2.79 file:\n[Script_work_2.79.blend](Script_work_2.79.blend)\n\n",
"Object with follow-path constraint jumps off path, continuing slightly displaced.\nOperating system: Linux, Debian 10 (Buster)\nGraphics card: Secret (970)\n\nBroken: (example: 2.81 alpha, 2019-08-09 a571ff2c16c6, master as found on the splash screen)\nWorked: Unsure\n\nEmpty leaps off path.\n\nLoad attached blend. Move forward about 12 or so frames and you'll see the Empty jump off the path a bit. Increasing the curve resolution draws it increasingly closer to the visible path.[cam-follow-path.blend](cam-follow-path.blend)",
"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.",
"Wayland: Cursor hover effect flickers when scaling a Blender window\nOperating system: Fedora Linux (Wayland, Gnome Shell 44.1)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nWhen scaling a Blender window the buttons get highlighted under the position the cursor was at when starting to scale the window.\n\nI'm not sure if the flickering shown in the video is related or belongs in it's own bug report.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nGrab the Preferences window next to a button to scale it bigger.\nThe button and sometimes one other button will flicker once a button reaches the position the cursor started to scale at.\n\nThe \"original cursor position\" is only updated when hovering the cursor over the window again, not when sliding along the edge of it.\n\n",
"File dialog operator doesn't completely block focus/event to main window\nOperating system: Ubuntu 22.04.1 LTS x86_64 (X11 session, XFCE) AND Windows 11\nGraphics card: NVIDIA Quadro K5100M\n\nBroken: 2.9~3.6\nWorked: assuming none\n\n`alt-tab` to Blender main window while a file dialog is opening seems to give focus on main window, and if you press `S` then you will be invoking the scaling operator but no way to actually do anything except pressing `esc`, and then the file dialog confirm row is gone (I assume it exits the file selection operator), while the scaling operator is still running.\n\nYou could right click on a blank place in the 3d viewport to exit that operator, but continuous grab makes it harder since the file dialog is quite big on my screen.\n\n\n- Open Blender\n- Menu->File->Open\n- `alt+tab` to another application\n- `alt+tab` to Blender's main window (The file dialogue should be on top of it)\n - Or simply clicking the main window's title bar.\n- Press `S`, you can see you actually invoked scaling operator on the object (well any other key should also do it I guess).\n- Click inside the file dialogue, seems to be registering.\n- Press `esc`, you now exited the file opening operator, if you didn't click inside the file dialogue, you will exit the scaling operator, but if you did:\n - The dialogue is still there\n - The scaling operator is still running\n- If you can move your mouse to a blank place in the 3d viewport, right clicking it can exit the scaling operator.\n\nNote if you click blender from \"minimized window bar\" place to activate the window, it will not work.\n\nCould be a problem with X11 or XFCE as well, just want to see if any linux guys could reproduce the issue.\n\n",
"Cyclic Strip Time not work with non-zero Action Clip Start Frame\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.3\nWorked: ???\n\nCyclic Strip Time not work with Action Clip\n\nI attached .blend to show this bug.\nThe track called \"Ok\" works with the \"Cyclic Strip Time\" check mark correctly.\nThe track called \"Bug\" works with the \"Cyclic Strip Time\" check mark incorrectly.\n\nIn the track \"Ok\", there are two keys, at 0 and 10 frames.\nIn the track \"Bug\", the same two keys, but for 43 and 53 frames. In the Action Clip, I set the values Frame Start =43 and End = 53.\nI expect that the \"Bug\" track will perform the same actions as the \"Ok\" track, but this does not happen.\nI think this is a mistake.\n[BugCST.blend](BugCST.blend)\n",
"Regression: Image Editor Texture Draw Stops Updating\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0 (probably introduced by {f663a1dc09}?)\nWorked: 3.0\n\nthis was actually exposed with 507a4deef1 (but we have seen before that that commit is not the real cause for a couple of issues -- @lichtwerk)\n\nImage on Image Editor -> Paint does not update when being drawn on at certain close view levels until the viewport is moved \n\nLoad default scene\nSwitch to Texture Paint tab\nCreate new image\nZoom in 7 or 8 times (for reference I am using a scroll wheel that has steps)\nDraw on the image\nIt will sometimes update fine, sometimes stop updating when it passes over a what looks like a UV boundry, that extends off the screen\n\nSee gif where I added a material to it\nSorry if this has already been reported, haven't been able to find a public bug tracker\n[image_paint_bug.blend](image_paint_bug.blend)\n\nThis is the file I (-- @lichtwerk) used on linux to bisect/reproduce on a 1920x1080 display (since this seems to depend on monitor/zoom etc):\n[image_paint_bug_repro.blend](image_paint_bug_repro.blend) ",
"Viewports should go out of localview when switching scenes\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 60)\nWorked: (optional)\n\n\nI don't know what the purpose of it.. but it seems like bug. Because I can't find any usefull explonation to this \"fuatures\".\nWhen you have few scenes and going into isolate mode in one of them, and then decided to change scene (and will forget turn off isolate mode) - you will see: nothing :D \nI think in this case more usefull to: a) auto-skip isolate mode when you chanhe SCENES (easy) b) auto-skip isolate mode to all SCENES exept those where you turn on (local storage of isolate mode for each SCENE) (harder)\n\nDefault. Create in scene 2 cubes. Create another one scene and put there few monkeys heads. Then select one of them and o to isolate mode (press \"/\"). Then change scene to another and you will see nothing :)\n",
"Copy and Pasted framed nodes jitter around when grab and drag\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0\nWorked: N/A\n\n\nWhen copy pasting framed nodes with Ctrl + C then Ctrl + V, then G to move by mouse, many nodes appeared to be jittering for unknown reasons.\n\nThis behaviour doesn't exist when G to move existing framed nodes or when duplicating via Ctrl + D.\n\n(the video compared the behaviour \"ctrl + c / ctrl + v / g to drag\" with \"ctrl + d drag\")\n\n[blender_1n2MKEk5wo.mp4](blender_1n2MKEk5wo.mp4)\n\nThis is important because I have a reasonable doubt that copy pasting framed nodes from 1 node graph to another will sometimes erroneously create invalid socket link due to this jitter. This larger problem is very difficult to reproduce, BUT here is a case where I believe such behaviour result in a \"2 link in 1 socket\" invalid setup (when grab them over other frame nodes).\n\n\n\n- Download the blend,\n- Use Select Box to select the Frame and all nodes inside,\n- use {key Ctrl C} then {key Ctrl V} to duplicate framed nodes in GN view,\n- {key G} to move nodes to see the then swimming.\nTry varying the Zoom if the problem is not noticed.\n\nNOTE: The problem is more noticeable by setting the `Noodle Curving` in Theme to 0\n\n[frame-group-jitter.blend](frame-group-jitter.blend)\n",
"Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n\n\n\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)",
"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",
"Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\n\n",
"Compiling shaders for Eevee locks up the viewport until the process is complete (MacOS)\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.0 Beta\nWorked: I don't believe this has ever been good on the Mac platform\n\nWhen working in a heavy scene (the spring or barbershop demo, for example), the UI will \"beach ball\" or lock up while blender calculates Eevee shaders. On a pc, these calculations don't appear to lock up the interface the way it does on Mac. The expected behavior would be that the UI remains responsive at all times.\n\nOpen the Spring or Barbershop demos. Switch the viewport to full Eevee interactive rendering. The UI will lock up while Blender calculates the shaders. Once this process is complete, the viewport will return to normal behavior.\n\n",
"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",
"Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens."
] | [
"Cursor warping not supported on Remote Session\nOperating system: Linux-3.10.0-1160.59.1.el7.x86_64-x86_64-with-glibc2.17 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.2\nNever worked on previous Blender Version as far as I am aware\n\nMouse wrapping (seem in `Walk Navigation` for example) in Remote Sessions is unusable.\nAs Unreal had a similar issue that was fixed, I was wondering if that was something that could be fixed for Blender as well.\nIt happens both on Linux and Windows.\n\nInfo from the Remote tech used and possible issue:\nrelative_mouse_support/\nInfo on Unreal Problem and Solution:\n141157\n\n- Under a Remote session, go to View > Navigation > Walk Navigation to activate the tool.\n- panning and tilting around,\nthe camera will lag a lot and get out of control by over-panning/tilting\n\nThanks a lot :)\n\n"
] |
RBD collisions ignore geometry nodes deformation
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Broken: version: 3.1.0 Alpha
Open below file and press play a few times. The green monkey has it's object scale keyframed, the blue monkey has it's shape key keyframed, and the red monkey has it's geometry node's transform node's scale keyframed.
All monkeys are set to use active rigid bodies. Both green and blue work correctly with the physics system, but the red one floats in mid air.
[deforming mesh doesnt work with geo nodes.blend](deforming_mesh_doesnt_work_with_geo_nodes.blend)
[2021-12-13 22-45-31.mp4](2021-12-13_22-45-31.mp4)
| [
"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)",
"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",
"Follow Active Quads affects on non-selected islands, when selected several objects\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.4\n\nWhen using Follow Active Quads, it is expected that it affects only the island(s) whose faces are highlighted. However, this works when one object is being edited, when editing several objects, the operator affects random islands of other objects\n\n[2023-01-18 05-07-25.mp4](2023-01-18_05-07-25.mp4)\n[untitled.blend](untitled.blend)\n1. execute Follow Active Quads first with one selected cylinder, and then several. The cylinders can be taken from the file above in order to shorten the time",
"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",
"The image node in GeoNodes can't use UDIM tiles\nOperating system: Windows 11\n\nBroken: 4aac5b92c1bb\n\n\nIt seems like the image texture node is not able to access the UDIM uv range properly. As you can see in the image the objects have proper UDIM tiles that the regular textures can utilize . The image texture node of the geonodesseems to bound the UVs within 0-1 range and cant access the tiles.\n\nPassing the UVs from the modifier does not seem to help with it.\n\n\n\n\nload the attached .blend file\n\nselect the NOUDIM object\n\nopen the geometry nodes graph of the object's modifier\n\nenable the viewer node\n\n[_01122022_2239_12_02_2022.zip](_01122022_2239_12_02_2022.zip)\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 is not being deformated correctly via Mesh Deform Modifier (quads, tris behave better)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4\n\nI have an Object 1 that I use as a Mesh Deformer target to on Object 2. Both are meshes, of course. Object 1 is parented to an Armature with just 1 Bone.\nWhen I rotate the bone, the Object 2 is deformed incorrectly. It looks like \"waves\" are going through it.\n\nBind Object 2 to and Object 1 with Mesh Deform Modifier. I use Precision of 6 which I think must be enough for such a simple construction. Then Rotate the Main Bone.\nI also added the Camera parented to the Bone, so that you could use view from camera to see changes, relative to the rotation movement itself.\n\nNote: triangulating the cage mesh with a modifier during bind seems to eliminate most of the wiggeling.\n\n[Mesh_Deform_Bug.blend](Mesh_Deform_Bug.blend)\n\n[Mesh_Deform_Bug.mp4](Mesh_Deform_Bug.mp4)",
"Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n",
"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",
"Geometry Node: Order of connection to Join Geometry node affect on shader local space\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: Main\nWorked: Never\n\n\n### Simplified report:\nOrder of connection to Join Geometry node affect on shader local space:\n| | |\n| -- | -- |\n|  |  |\n\n\n\n1. On default cube:\n a. Created shader with noise.\n b. Create geometry node tree.\n2. Create other cube, trhansform that.\n3. In first cube, add `Object Info` node for represent second cube.\n4. Add `Join Geometry` node, connect `Object Info` and `Group Input` nodes in `Join Geometry` node input.\n5. Try to render this object. Switch connection in `Join Geometry` node.\nExpect: Local space of noise used only for one of joined objects and depend of connections order.\n\n\n\n### Original report:\nThe way how normals are rendered are affacted when I use a geometry node with delete and join.\n\n\nSetup:\n\n\n\n\n\n\nOutput without geometry node:\n\n\n\nOutput with geometry node:\n\n\n\nThe normals seems to have a different scale.\n\nThis is the follow up of #102189, which fixed the uv maps. These are working now as expected, seems to be a normal only issue.\n\n",
"Geometry Nodes: HSV color circle has incorrect position\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\n*Input > Constant > Color* shows incorrect position compared to numerical edit or shader editor.\n\nOpen file, compare node representation of a color with position, when you numerically edit input color\n\n",
"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)",
"Cannot set the Color attribute to display an object through Geometry Nodes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: version: 3.4.1\n\nbehavior changed in 6514bb05ea\n\nUsing the \"Store Named Attribute\" node setting the Attribute \"Col\" in geometry nodes, no longer sets the Vertexcolor of an object procedurally. When the Curve is converted to mesh and then the created \"Col\" Vertexcolor attribute is clicked, the colors show up.\n\nIn 3.4 and below this would override the vertexcolor attribute in \"realtime\" without converting the curve to mesh.\n\nOn a Curve Object, add a geometry node\n- create \"Store Named Attribute\"\n- set the \"Name\" to \"Col\"\n- change the color\n- Set the Viewport shading to color \"Attribute\" (seeattached Images) to view the result\n\nAttached file with example setup that used to overwrite the vertexcolor in 3.4.1, but no longer does in 3.5.1\n\n",
"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",
"Scaled Rigid Body causes issue (moving origin or mesh breaks collision, double transforms on negative scale)\nOperating system: Ubuntu 18.04 LTS\nGraphics card: Intel HD 4000\n\nBroken: 3.0\nBroken: 2.90.1\nWorked: I don't know if this works with any other version, I created the file using 2.90.1.\n\n\nSee the attached .blend file. This file contains two errors with Rigid body simulation. I'm filing both errors in one bug because these may be related (both happen in one example simulation).\n\nError 1: object origin distance from another object changes interaction between objects\n\n1. Open attached example case (.blend file)\n2. Play the animation to verify that \"Ball\" is attached to the chain.\n3. Stop the animation and jump to first frame.\n4. Select object \"Ball\" and from menu Object - set Origin - Origin to Center of Mass (Volume)\n5. Play the animation to verify that \"Ball\" is no longer attached to the chain.\n\nError 2: Rigid body type \"Active\" changes orientation of the object\n\n1. Open attached example case (.blend file)\n2. Play the animation to verify that chain is attached to the object \"Cube\".\n3. Stop the animation and jump to first frame.\n4. Change \"Cube\" Physics properties - Rigid body - Type: Active and Settings: Dynamic\n5. Play the animation and notice that Cube is now rotated 180 degress around the X axis. Obviously this results in chain no longer connected to the cube as expected and chain and Ball drop directly down during the animation.\n\nExample .blend file (cannot simplify more because Blender seems to be unstable with this file):\n[physics-test.blend](physics-test.blend)\n\n**Additional information**\nIt seems that I can work around Error 1 by selecting all items and applying \"Rotation & Scale\". I think this should not be required to get two objects to interact during simulation so I'm reporting the problematic file as-is. I cannot figure out the reason nor workaround for Error 2.\n\n$ apt policy blender\nblender:\n```\nInstalled: 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0\nCandidate: 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0\nVersion table:\n```\n *** 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0 500\n 500 ubuntu bionic/main amd64 Packages\n"
] | [
"RBD sim ignores mesh (cloth) deformation\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\nWorked: BLENDER 2.79b\n\nOpen below file and press play. RBD sim ignores mesh deformation and reacts to its undeformed state instead. The setting of 'deforming' shown below is ignored in versions after 2.79b:\n\n\n\n[rbd sim ignores mesh deformation .blend](rbd_sim_ignores_mesh_deformation_.blend)\n\nHere's another file, this time using an alembic as the deforming object. It still acts as though the mesh is not deforming...which is strange considering it's an imported deforming object.\n\n[rbd sim ignores mesh deformation on imported USD as well .blend](rbd_sim_ignores_mesh_deformation_on_imported_USD_as_well_.blend)\n\n\nAll works as expected in 2.79b\n\n[279b physics .blend](279b_physics_.blend)\n\n[2021-09-04 19-46-49.mp4](2021-09-04_19-46-49.mp4)"
] |
Selection Outline remains present in Edit Mode for curves
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29
Broken: version: 3.0.0
[bandicam 2021-12-30 17-06-37-253.mp4](bandicam_2021-12-30_17-06-37-253.mp4)
[CurveBug.blend](CurveBug.blend) | [
"Eevee Depth of field creates white outline\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.93.2 Release Candidate\n\nwhite outlines appear on out of focus objects\n\n\n- open attached file and turn to rendered mode\n\n[dof bug recovered.blend](dof_bug_recovered.blend)\n",
"Bevel Vertex selection stops after for planar geometry\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1060 3 GB\n\n2.83.2\nBevel Vertex does not maintain the selection for planar objects. For other objects the selection is transferred onto the verts created from the Bevel.\n\nCreate a plane, circle, or any planar object/ \nIn edit mode, Bevel any amount of vertices (ctrl+shift+B) on a plane, circle, or any other type of planar geometry and try to bevel any number of the corners.",
"GPencil: Inconsistent brush profile using Line/Shape tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.0\n\n- When certain brushes with unique characteristics like \"Ink Pen\" or \"Marker Chisel\" brush is selected, and *Draw tool* is used, the brush characteristics (thickness, frequency of effect) are appealing (image: green). \n- But when those brushes are selected, and any *Line/Curve/Shape* tool is used, the brush characteristics have undesired effect (image: red). The peaks are extreme, and the frequency of the extremes along the stroke is high (not as smooth as drawing).\n- (A) The Thickness Profile can reduce the maximum peaks, but not even-out the minimum valleys. (B) The frequency of the brush effect can't be distributed evenly across the stroke. It seems the only way to edit it is through manual sculpting. \n- The number of points (few/many) also doesn't smooth out the effect. \n\n*Also just an additional suggestion, when using line/shape tool in its edit mode (before confirmed with Enter) it would be helpful to be able to adjust its settings (Subdivision, Radius, Strength, Thickness Profile) in real-time to preview the changes - without having to confirm the stroke, undo, change settings, and apply stroke again. Only mouse-wheel scrolling, that controls subdivisions, allows preview of settings changes in real-time.\n\n\n\n",
"Grid lines showing up when origin is far from mesh\nOperating system: Win 10 Home\nGraphics card: GTX 1070\n\nBroken: (example: 3.2.1, a2d59b2dac9e, master, 2022-07-05, as found on the splash screen)\n\n\nGrid lines showing up when origin is far from mesh but only when bumping out the normals in the shader editor, more testing required. (only happens in cycles regardless of optix/cuda or cpu rendering)\n\nopen the attached blend file and go to camera view, then switch to viewport shading or render an image. you will notice a grid on the surface of the plane in certain areas. And the grid goes away when origin is set to centre of mesh. Or you disable the bump node in the shader editor. Seems to be a rendering bug.",
"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",
"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",
"Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better.",
"Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: \nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK",
"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",
"Regression: Strange crease when using proportional editing with the \"connected only\" option turned on (edge selected)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nPretty sure this is caused by 21b9231d7f\n\nWhen using proportional editing, there is a strange pinching/creasing that is going on where it should be smooth. It seems to only happen when \"Connected Only,\" is turned on\n\n1. Open new file\n2. Add plane\n3. Add a whole bunch of edge loops\n4. Enable proportional editing + \"Connected Only,\" option\n5. Grab one edge and move it up || down\n\n\n\nTest File:\n[#89968.blend](T89968.blend)",
"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.",
"Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.",
"Default theme: Data types corresponding with modes\nFor the release of Blender 2.83, we have removed the use of the crosshair cursor for Edit Mode, because it was conflicting with tool cursors. \n\nInstead, we can use other things to help clarify to users which mode is active. \n\n{[F8383208](Screenshot_2020-03-02_at_11.07.10.png), size=full}\n\nCurrently, selection in all modes is orange. But, as you can see above, we already color code different kinds of data in Blender. Object data (mesh, curve etc) is set to green, so we could use that as the edit mode selection color.\n\n\n## Examples:\n\nVertex:\n{[F8383329](theme_vertex.png), size=full}\n\nEdge:\n{[F8383332](theme_edge.png), size=full}\n\nFace:\n{[F8383334](theme_face.png), size=full}",
"Make channel selection consistent with outliiner\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\n\nChannel selection are either cleared or not detected when selecting with Shift-ctrl-LMB\n\n- open attached file\n- In outliner `ctrl-click` on two objects to select them\n- then `shift-ctrl-click` on third object (selects third object and doesn't clear previous selection)\n- Now perform same with animation-channels\n\n",
"Update animation operators for previously hidden redo panel contents\nWith the changes in [D14960](D14960), many operators that had previously hidden options are showing their redo panel.\nThis applies to the timeline editor, dopesheet (all modes) and NLA editor.\n\nI tested all operators in each editor to find out which ones need changes. The following list is complete, meaning that any operator that is not listed here works as expected when tweaked:\n\n# Dopesheet\n\n- - [ ] Transform\n - Hide W axis\n - Not sure how to do this for `transform.transform` with `TIME_TRANSLATE`\n- - [x] Box Select\n - Hide redo panel (it never shows in 3d view)\n- - [x] `select_column`\n - Hide mode selector (the modes are very distinct from each other, and don't make sense to be changed by the user)\n- - [ ] `leftright`\n - Hide the \"Check if Select Left or Right\" mode\n - Does not seem like you can hide enum entries, so this may have to be split into a separate property\n\n# Markers\n\n- - [x] Holding select (rightclick)\n - Hide redo panel\n- - [x] Move\n - Hide tweak checkbox\n- - [x] Select before/after\n - Capitalize parameter names\n- - [x] Box Select (see Dopesheet)\n\n# NLA Editor\n\n- - [x] Duplicate\n - [D15086](D15086) fixed the issues related to the duplicate operator\n- - [x] Push Down Action\n - Hide redo panel (seems to be an internal property not worth changing)\n- - [ ] Transform (see Dopesheet)\n - Additionally, the Proportional Editing property can not be toggled (probably since the NLA editor does not have this option at all), so the checkbox should be hidden\n- - [x] Box Select (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n# Graph Editor\n\nWhile not affected by the above patch, it's still worth touching up, since the original patch that added its redo panel [D6286](D6286) did not change related operators either.\n\n- - [x] Box Select\n - While we should hide redo panel for consistency, the \"Select Curves\" option may be interesting to toggle? But at the same time, it currently does not update, so needs to be fixed.\n- - [x] `select_column` (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n---\n\nA lot of operators would benefit from functional changes, now that the user can adjust their parameters not only through different menu items, but also by tweaking the settings in the redo panel.\nThis could be tracked as an additional to do task."
] | [
"Text object has orange outlines in edit mode with solid rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: 2.93\nText objects have orange outlines while in edit mode, this used to be different in 2.93\n\nCreate text object, go to edit mode in solid rendering mode\n\n\n\n",
"Curve Outline in Edit mode doesn't off\nOperating system: Linux-5.11.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nIn previous versions outline of curve switching off when you going to Edit Mode (as well as you edit Meshes). In 3.0 Outline very interferes to edit curve in Edit mode.\n\nCreate Bezier Curve - Add Depth - Enter to Edit Mode.\n\n[Screencast-2022-01-08_19.56.26.mp4](Screencast-2022-01-08_19.56.26.mp4)\n",
"Regression: Selection outline of curves in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\n\nCaused by b9febb54a4\n\nIf I add extrude or bevel to any curve, it keeps showing the object selection too!\n\nThe bug is present from sometime September. My end of August build is fine but end of September build is already buggy.\n\n\n\nAdd any curves, add extrude and / or bevel to it then go to edit mode.\n\n[#93573.blend](T93573.blend)\n\n\nAlso: that selection outline should not look like that in editmode"
] |
Setting material.cycles.displacement_method with Python is missing an update
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: GeForce GTX 760M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31
Broken: version: 3.1.2
Broken: version: 2.93.1
A material is missing an update when `cycles.displacement_method` is change via Python. Requires `update_tag()`. Also setting `use_transparent_shadow` and `sample_as_light` via the UI updates `displacement_method` but not with Python.
[material_cycles_displacement_method_setting_test.blend](material_cycles_displacement_method_setting_test.blend) | [
"Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n",
"Changing colorspace on image with pixels set from Python erases all pixels\nBroken: 3.0 (and older)\n\n\n* Image created with Python, pixel values set with `foreach_set()`\n* Changing the colorspace erases all pixels, setting them to black\n\n\nOpen this .blend file: [image_test.blend](image_test.blend)\n\nExecute the Python script in the text editor:\n\n\n```Py\nimport bpy\nimport random\n\nimg = bpy.data.images.new(\"test\", 200, 200, alpha=True, float_buffer=True, is_data=False)\n\n# Fill pixels with colors\nimg.pixels.foreach_set([random.random() for x in range(200*200*4)])\n\n# Changing the colorspace will set all pixels to black\nimg.colorspace_settings.name = \"Linear\"\n```\n\n**Expected Behaviour**\n\nIn my opinion, Blender should convert the pixels from the old colorspace to the new one. The output should be the same as when changing colorspace on an image loaded from disk.",
"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",
"3.5 Alpha: OSL GPU \"Displacement and Bump\" broken / not implemented\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nIf displacement maps are used via OSL the result differs from what we get as an image node\n\n\nThis is how the displacement looks like via an image node:\n\n\nAnd this when loaded via OSL OPTIX:\n\n\n\nDemo file:\n[displacement.zip](displacement.zip)\n\nDon't forget to adjust the image path in the OSL file to test:\n\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n",
"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",
"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",
"Collection instancing does not include metaballs.\nOperating system: Win 10 x64\nGraphics card: Gtx 1070\n\nBroken: blender-2.83-50ef801a79b5-windows64\n\n\nAdd some objects to a collection. Then add a metaball to the collection. Once done instance the collection. The metaball is not included in the new instanced collection.\n\n\nPlease see the attached image and the scene for a quick look at.\n\n\n\n[NoMetaball.blend](NoMetaball.blend)",
"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",
"No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with",
"A combination of shader nodes causes lack of material emission at any brightness (Cycles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.0(tested as well on 3.3.0 and 3.5.0 alpha)\nWorked: (none)\n\nA difference of bevel node and normal coordinates produces no light at any emission level. Clipping the result due to suspicion about negative brightness has no result.\nNote: adding any value to the result adds corresponding emission, but despite visuals, brightness from combination above does not.\n\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n",
"Hair particles: 'Use modifier Stack' option with simple children leads to texture disappearing in cycles [interpolated children are fine]\nOperating system: Mint Tara\nGraphics card: GTX 1080ti\n\nBroken: 2.79 latest, 2.80 latest\n\nThe render engine can't read a texture while using the \"use modifier stack\" checkbox with simple children. Works fine with Interpolated or None.\n \nOpen the attached blend file.\nSet the viewport to render.\nActivate the \"use modifier stack\" checkbox.\nTexture disappears.\n\n[hair_use_modifier_stack_texture_bug.blend](hair_use_modifier_stack_texture_bug.blend)",
"UI: Annotate Tool - Missing Layer and Color Parameters\nOperating system: Windows 10\n\nBroken: 3.5.0, 3.6.0 (2023-04-06)\n\nIn some places, layer and color parameters are missing:\n\n\n",
"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",
"If Grease Pencil is set to \"Stroke Depth Order: 3D Location\", blending always with the background and not with previously painted strokes\nOperating system: Ubuntu 20\nGraphics card: GT 1030\n\nBroken: 3.0\n\nIf Grease Pencil is set to \"Stroke Depth Order: 3D Location\", brush color blending seems to use only 1-bit transparency in many cases.\n\nIt is a known issue (see T75684). The linked bug is closed as a presumed limitation of Grease Pencil. However, what the dev calls a limitation there seems to be an unrelated feature (from user perspective, possibly not from a technical perspective). Namely, \"the strokes are always drawn as a billboard face to point of view\" prevents them from looking flat, despite being drawn with a brush defined in 2d space.\n\nI do not know Blender internals, but visually it looks like the problem is elsewhere: blending of colors in \"Stroke Depth Order: 3D Location\" binarizes (at least in some cases) the brush' alpha (opacity) channel. In effect, a hardly visible pixel may completely replace what is behind it. Possibly there is a way to make the scene look correctly at least when rendered.\n\nSee the model attached to the linked bug.",
"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: BoolProperties not updating from the python console \nOperating system: MacOS Monterey\n\nBroken: 3.2.0 Alpha and 3.1.0\nWorked: ---\n\n*All done in Cycles with rendering preview*\nSetting `bpy.context.object.data.cycles.cast_shadow = False` in the python console will run but produce no changes. The UI button will not update. Changing to another tab (ie. Object Constraint Property) and then changing back will show that the UI button has now updated. The change will not affect the scene though. Running another command such as: `bpy.context.object.data.energy = 500` or manually changing another property will then update the boolean. \nI was able to experience this with `cast_shadow` in the `Object Data Property`, `use_camera_cull` and a custom BoolProperty that are both in `Object Property`. More specifically: `cycles/blender/addon/properties.py` - `CyclesObjectSettings()` and `CyclesLightSettings()` \nI'm not sure if this is caused by the BoolProperty itself or because of the context that it is in. \nTo note: other boolean properties such as the Viewport Display -> Show Name do work through the python console.\n\n**Steps to Reproduce**\n- Open default scene and switch render engine to cycles\n- Select light in viewport and Change to scripting workspace\n- Change to Object data properties tab and see the `Cast shadow` (default enabled)\n- Run `bpy.context.object.data.cycles.cast_shadow = False` in console\nValue does not update in User interface unless we perform some action there (resize properties window, change property tab, etc.)",
"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"
] |
Rendering colour glitch
Operating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03
Broken: version: 3.2.1
Rendering animation ends up with different colours than showed in Viewport Shading section. Results differ rendering with Cycles and Eevee, but still not same as expected. Cycles on Windows behaving similarly as on Linux. Rendering whole animation seems to behave in same way as rendering separate frame. For animation effect used Shader nodes to change material colour per frame.
Render with Cycles animation that changes material colour per frame.
[mltKrsToW.blend](mltKrsToW.blend)

Thank you and my apologies if the glitch is caused by my poor understanding how to use the software - still trying to get in to it.
| [
"Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender",
"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)",
"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 !",
"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",
"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",
"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",
"Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n",
"Eevee in VSE as Scene strips - erratic behaviour\nOperating system: Win 10\nGraphics card: Radeon RX580\n\nBroken: 2.80 version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-16 23:08, hash: 12da679fa094, type: Release\nbuild date: 16/06/2019, 17:07\n\nWhen using Eevee Scene Strips in VSE , the VSE viewport shows the wrong items on screen in OpenGL preview, and then the Render also does not show correct layering or camera moves\n\nOpen Blend file\nSee 3 scenes. \n- 2x animated (linked) scenes that render several layers in Eevee properly, then composite as expected\n- 1x Edit scene that has those linked scenes as Scene Strips in the VSE.\n\na) Observe in VSe that the viewport doesn't not reflect each Eevee scene in preview.\nb) Press render in VSE scene, and observe the render layers are broken and don't match the orig scene.\n\n[20190626.blend](20190626.blend)",
"Cycles GPU/CPU render difference with more than 64 transparent bounces and coplanar faces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\n\n\nWhen using particle plane with transparency ( to fake volume scatter ), we have a color mismatch between CPU and GPU rendering. \n\n\n see attach file\n\n\n\n[cpu_gpu_issue.blend](cpu_gpu_issue.blend)\n \n",
"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",
"Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n",
"The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n",
"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)",
"Rendering in cycles causes objects with materials to go black and shiny when using the GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\nWorked: N/a\n\nWhen my render engine is set to cycles and device is set to GPU Computer (with HIP and my 7900 XT selected), if I look at an object with a material applied in either viewport shading or as a rendered image the model will appear black and shiny or occasionally will just show as a flat blue colour. \n\nThis issue does not occur when using the CPU as the device instead and also did not begin to occur until a few days ago (prior to which it was working fine).\n\nI've checked the same blender file on a laptop with a 3060 GPU which worked correctly so I don't think the file itself is corrupted.\n\nI have also checked multiple blend files, some of which work fine, others do not, one file has some things working and other things broken (I will attach it to this bug report)\n\n\n1. Load the attached blend file \"ArkenV1R1_Interior.blend\".\n2. Go to edit > preferences > system > cycles render devices, set it to HIP with RX 7900 XT selected.\n3. Under scene settings, change the render engine to cycles and device to GPU compute.\n4. Switch to Viewport shading.\n5. Observe that the bullets and floor panel are shown as black and shiny while the table renders correctly (grey and blue).\n6. Press F12 and observe that the rendered image also shows the bullets and floor panel as black and shiny.\n\n\n**Additional**\nIncorrectRender.png was rendered using GPU\nCorrectRender.png was rendered using CPU\n\nI will be happy to provide anything else needed to figure this out, thanks!\n\n",
"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"
] | [
"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)"
] |
Mac OS Graphic AMD Radeon drives not recognized by Blender 2.80 and above
Operating system: macOS Catalina Version 10.15.6 (19G73)
Processor: 2.6 GHz 6-Core Intel Core i7
Memory: 16 GB 2667 MHz DDR4
Graphics card: AMD Radeon Pro 5500M 8 GB
Version 2.83.0 (2.83.0 2020-06-03).
Blender does not recognize the graphic card drivers on the above and previous Catalina macOS versions.
Note: drivers recognized OK by Windows 10 on same machine.
This forced me to create a boot camp drive with windows 10 and switch back and forth
Install Blender on Mac pro 16 inches under Catalina OS.
Hope I provided enough info to help solve the issue | [
"UI: Linux & Mac Support for Clipboard Copy/Paste Images\nAs of the merge of #105833 Windows users can copy and paste images between Blender and other applications. That PR should have made it fairly easy to add similar support for other platforms.\n\nNot shown in #105833 (added later) is that each platform has a \"Capabilities\" flag that indicates that some optional features are supported. For Mac, for example, you can open up intern/ghost/intern/GHOST_SystemCocoa.mm. There is a getCapabilities() function and you can just remove `GHOST_kCapabilityClipboardImages` from that list of things not supported.\n\nThen you are going to declare a few functions in `GHOST_WindowCocoa.hh` and define them in `GHOST_WindowCocoa.mm`, using #105833 as a guide. `GHOST_hasClipboardImage` is meant to return true if the system clipboard contains a format that you are able to read and use. In the unlikely event that your platform does not provide this information you could just return true as that is only used to enable/disable the menu item.\n\n`putClipboardImage` gives you an array of bytes in RGBA order, and a width and height of the image buffer. The data will be without padding, so 4 X width X height of bytes (0-255 per channel). You just need to massage it into whatever format your platform wants and put it on the system clipboard. Returning true if you are able to do so.\n\nWith `getClipboardImage` you need to confirm that there is indeed an image available, get that image from the system clipboard. Set *r_width and *r_height to the dimensions of the image. Then return a pointer to the image data as an array of RGBA bytes without padding. Use 255 for Alpha if your image does not support it. The memory that you malloc for the buffer will be managed by the caller of the function.\n\nNote that the Windows implementation in `GHOST_SystemWin32.cc` is probably much more complicated that you will probably have to write. Windows has a long and strange history with clipboard formats and support for alpha. Implementations on other platforms could be extremely trivial in comparison.\n\n",
"VSE strip can't be seen with frame all\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.90.0-ba2d1c889819-windows64` (BF Build Bot)\n\n\nChannel 32 can't been seen with Frame All\n\n\n|  |  |\n| -- | -- |\n\n\nHave at least 2.00 Display Scaling\n\n[Channel_32.blend](Channel_32.blend)",
"GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)",
"MacOS Crease Problem Back end Metal\nOperating system: Macbook Pro 14\nGraphics card: Apple M2 Pro\n\n3.6.2\n\n\nWhen the backend setting of macos is set to metal, the color change of the edge when applying blender's vertex crease. When edge crease is used, magenta color does not come out and it is processed as black color.\n\nrecording video\n\nview?usp=sharing\n\nview?usp=sharing\n\n",
"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",
"Textures mapped on UVs with very high location values appear emissive when rendering on CPU\nTextures mapped on UVs that have vertices with very high location values appear emissive or black with CPU rendering. The UV vertex location values are around the range -3960966. \n\n### Original Report\n\nOperating system: macOS Monterey 12.4\nGraphics card: Apple M1 Max\n\nBroken: In every version I can find but for example in 3.2.1 2022-07-06 and 2.80 2019-07-29 as well as the nightly alpha 3.3.0 2022-07-17\nWorked: Cannot find a version in which it works.\n[system-info.txt](system-info.txt)\n\n**Background**\n\nI'm generating images in python using a script and I load objects from a dataset called SceneNet. Some of these objects have poor UV mapping, which is not a big deal, but it's causing rendering artifacts which are a problem.\n\n**The Bug**\n\nWhen a surface has incorrect UV mapping and has a stretched out texture, it leads to the surface becoming extremely bright. It does not *emit* light, the issue only occurs when there is a light source, emissive surface, or world background in the scene. The surfaces with stretched textures seem to multiply the reflected light by a high factor.\n\n**In the viewport** the issue only occurs when rendering on CPU. When rendering on GPU, the texture looks stretched out but with the correct color and not bright.\nExample 1:\nGPU ONLY  CPU \nExample 2:\nGPU ONLY  CPU \nExample 3, the same scene but with UV mapping fixed for part of the wall:\nCPU \nExample 4, blender 3.3.0 2022-07-17:\nGPU  CPU  Replaced problem faces with 100% white diffuse material \n\n**When rendering to file**, I have seen two cases:\n - The image looks like in the viewport while rendering, but when finishing the render the image becomes black.\n - When rendering with mixed CPU+GPU in Blender 3.1.0, the upper part of the image has the lighting issue from the CPU, and the rest of the image looks fine. \n\n**Desired behavior:**\nThe result from pure GPU rendering is the desired behavior.\n\nOpen attached .blend file, change viewport to render, switch between GPU and CPU rendering to see the difference. Try render to file using CPU/GPU/Mixed.\n[bug-textures.blend](bug-textures.blend)",
"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",
"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",
"Fluid simulation result not visible after reloading file\nOperating system: MacOs\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.91\nWorked: -\n\nHello. After I opened project, that I closed before, the fluid simulation didn't exist. It is very easy, to know the issue. Thanks for attention.\n- New file\n- Quick liquid effect on default cube\n- Save file\n- Close Blender\n- Open the same file again\n- The domain is just a smooth shaded cube until you play the file long enough for it to loop back to the first frame.",
"Dual monitor issue\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.5.0\n\nUsing a new Mac Mini Pro with single monitor (Apple Studio Display), Blender 3.5 is very fast.\nAdd in a second Studio display and the interface becomes 'clunky', contextual menus take sometimes 2 or 3 seconds to appear, playback is jerky. \n\nTried various settings in preferences but no change. Unplugging the second monitor returns good performance...\n\nUodate:\nSetting 'GPU Backend' to 'OpenGL' improves things a little...\n\nUpdate-2:\nVersion 3.4.1 seems to have similar issues\n\nUpdate-3\nI seem to have solved some of the issue..\nThe Apple Studio Displays have 4 input ports, one Thunderbolt port and 3 USB-C ports.\nThe external display was plugged into one of the USB-C ports.\nSwapping input to the Thunbderbolt port seems to speed things up.\nStill a lot of lag on contextual menu pop-up,and selection box drag out.\n\nUpdate-4\nSo it tried reducing the Blender window to 1/4 screen, Blender becomes smooth again.\n\nI then methodically made it bigger and bigger until the latency suddenly reappears.\n\nProvided I leave around 15mm of gap around the edge of the Blender window with the desktop peeking around the edge, Blender stays very smooth.\n\nPull it a bit further out and the latency returns.\n\nIt can’t cope with absolute full screen, knock it back 5% smaller and it’s fine.\n\nWeird!!\n\n\n\n",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"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",
"GPU: GPU accellerated depth testing for gizmos\n0cb5eae9d0 tried to implemtne GPU accellerated depth testing for gizmos. It resulted in some platform specific issues:\n#97771 (Regression: light gizmos not working (Windows + NVidia)) #97124 (Regression: Area lights. Size manipulators lost (WIN+NVidia)) #96435 (Regression: very long input delay when dragging some gizmos handles in macOS)\nWe decided to revert the change for Blender 3.2 and created a todo to keep track of the wish to have GPU accellerated depth testing for gizmos.\n",
"Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : 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\"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703464472576,\n \"size\" : 49144,\n \"uuid\" : \"13b5e252-77d1-31e1-888d-1c5f4426ea87\",\n \"path\" : \"\\/usr\\/lib\\/system\\/libsystem_pthread.dylib\",\n \"name\" : \"libsystem_pthread.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703622746112,\n \"CFBundleShortVersionString\" : \"1.0\",\n \"CFBundleIdentifier\" : \"com.apple.audio.caulk\",\n \"size\" : 155648,\n \"uuid\" : \"43ed8c13-59df-3c8d-b4d2-aee44e4939b9\",\n \"path\" : \"\\/System\\/Library\\/PrivateFrameworks\\/caulk.framework\\/Versions\\/A\\/caulk\",\n \"name\" : \"caulk\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703498108928,\n \"CFBundleShortVersionString\" : \"5.0\",\n \"CFBundleIdentifier\" : \"com.apple.audio.CoreAudio\",\n \"size\" : 7319550,\n \"uuid\" : \"e9f27094-01cb-337a-8530-0cab0e2cc96d\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/CoreAudio.framework\\/Versions\\/A\\/CoreAudio\",\n \"name\" : \"CoreAudio\",\n \"CFBundleVersion\" : \"5.0\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 5211590656,\n \"size\" : 63488000,\n \"uuid\" : \"10431d8f-5e3b-3bbc-abd5-81f6a73a5269\",\n \"path\" : \"\\/Applications\\/Blender.app\\/Contents\\/Resources\\/3.4\\/python\\/lib\\/python3.10\\/site-packages\\/numpy\\/.dylibs\\/libopenblas64_.0.dylib\",\n \"name\" : \"libopenblas64_.0.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64h\",\n \"base\" : 140703464873984,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.CoreFoundation\",\n \"size\" : 4820992,\n \"uuid\" : \"dbc459f3-81bb-398a-8f74-3f7392392bb7\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/CoreFoundation.framework\\/Versions\\/A\\/CoreFoundation\",\n \"name\" : \"CoreFoundation\",\n \"CFBundleVersion\" : \"1953.1\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703516651520,\n \"CFBundleShortVersionString\" : \"6.9\",\n \"CFBundleIdentifier\" : \"com.apple.AppKit\",\n \"size\" : 16797687,\n \"uuid\" : \"817d572e-eb8c-3999-b7a0-68e1c4b47266\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2299\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703463780352,\n \"size\" : 364532,\n \"uuid\" : \"06015868-b157-3745-889b-69e23c5034fd\",\n \"path\" : \"\\/usr\\/lib\\/libc++.1.dylib\",\n \"name\" : \"libc++.1.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703620857856,\n \"CFBundleShortVersionString\" : \"306.2.4\",\n \"CFBundleIdentifier\" : \"com.apple.Metal\",\n \"size\" : 1888252,\n \"uuid\" : \"4ac8bfa1-153f-3c2d-8f98-6831b7c643f8\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/Metal.framework\\/Versions\\/A\\/Metal\",\n \"name\" : \"Metal\",\n \"CFBundleVersion\" : \"306.2.4\"\n}\n```\n],\n```\n\"sharedCache\" : {\n\"base\" : 140703460519936,\n\"size\" : 21474836480,\n\"uuid\" : \"840e528a-0c70-3c6a-b7b4-4f05f32ccc51\"\n```\n},\n```\n\"vmSummary\" : \"ReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\\n\\n VIRTUAL REGION \\nREGION TYPE SIZE COUNT (non-coalesced) \\n=========== ======= ======= \\nAccelerate framework 256K 2 \\nActivity Tracing 256K 1 \\nCG backing stores 960K 4 \\nCG image 228K 14 \\nColorSync 228K 25 \\nCoreAnimation 64K 14 \\nCoreGraphics 12K 2 \\nCoreImage 4K 1 \\nCoreUI image data 636K 9 \\nFoundation 16K 1 \\nIOAccelerator 12.8G 547 \\nIOKit 148K 10 \\nIOSurface 58.3M 8 \\nKernel Alloc Once 8K 1 \\nMALLOC 32.1G 1445 \\nMALLOC guard page 48K 9 \\nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\\nOpenGL GLSL 256K 3 \\nSTACK GUARD 176K 44 \\nStack 69.8M 44 \\nVM_ALLOCATE 158.7M 96 \\nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\\n__CTF 756 1 \\n__DATA 59.9M 642 \\n__DATA_CONST 51.3M 373 \\n__DATA_DIRTY 1753K 211 \\n__FONT_DATA 2352 1 \\n__GLSLBUILTINS 5174K 1 \\n__LINKEDIT 274.5M 70 \\n__OBJC_RO 65.1M 1 \\n__OBJC_RW 1982K 2 \\n__TEXT 989.1M 651 \\ndyld private memory 512K 3 \\nmapped file 298.9M 95 \\nshared memory 447.1M 580 \\n=========== ======= ======= \\nTOTAL 48.8G 4936 \\nTOTAL, minus reserved VM space 47.4G 4936 \\n\",\n\"legacyInfo\" : {\n\"threadTriggered\" : {\n```\n\n```\n}\n```\n},\n```\n\"trialInfo\" : {\n\"rollouts\" : [\n {\n \"rolloutId\" : \"5fb4245a1bbfe8005e33a1e1\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000021\n },\n {\n \"rolloutId\" : \"62b4513af75dc926494899c6\",\n \"factorPackIds\" : {\n \"COREOS_ICD\" : \"62fbe3cfa9a700130f60b3ea\"\n },\n \"deploymentId\" : 240000014\n }\n],\n\"experiments\" : [\n```\n\n```\n]\n```\n}\n}\n\nModel: Macmini8,1, BootROM 1916.40.8.0.0 (iBridge: 20.16.420.0.0,0), 6 processors, 6-Core Intel Core i7, 3.2 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nDisplay: ASUS VG32V, 2560 x 1440 (QHD/WQHD - Wide Quad High Definition), Main, MirrorOff, Online\nGraphics: AMD Radeon RX 6800, AMD Radeon RX 6800, PCIe, 16 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Sep 14 2022 18:10:05 version 9.30.489.3.32.5.84 FWID 01-31bf0e8d\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci8086,15f0, USB eXtensible Host Controller, Thunderbolt@13,0,0\nPCI Card: pci144d,a808, NVM Express Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```",
"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"
] | [
"Blackmagic eGPU not reconized\nOperating system: macOs\nGraphics card: Blackmagic eGPU\n\nBroken: Version 2.83.1 (2.83.1 2020-06-25)\nWorked: Version 2.79b (2.79b 2018-03-22, Blender Foundation) \n\n\n\nMy Blackmagic eGPU is not reconized by the new blender version. It worked very well with the 2.79b version\n\nScreenshots in attachment.\n\n."
] |
File Browser Not Retaining Folder Order Changes
Operating system: Windows 10 (Home and Pro versions)
Graphics card: Nvidia GTX1070 and AMD RX580
Broken: Blender 2.92.0 - Version File: 2.92.15 - Hash: 02948a2cab44 - Date: 2021-02-25 - from Steam Distribution (also occurs in downloaded portables from Blender.org)
Worked: Unknown
When using Blender I rely on Recent Files and Favorites for opening projects or importing other data into scenes. When I change the order of the Areas - Area - Space File Browser - Folder stacks, when the File browser is closed and reopened, the File Browser does not retain the order change. Saving Preferences after a change also has no affect on the order change when the File Browser is reopened.
The File Browser is a temporary screen and each time it is opened, it creates a new instance of itself called "temp" and appears to be built using default settings.
Walking through the Data API of an instance, it appears that there are no elements within the data types to permanently set the Areas - Filebrowser - Spaces parameters for the folders to retain the folder order change.
Based on the default startup or an attached .blend file (as simple as possible).
This is based on Blender Defaults, attaching a .blend file is not required.
I am not trying to access this through Python, I'm just trying to set the order of the File Spaces in a normal File Browser instance and have the Browser retain that order (even if it is only during the current session). I think the building of the "temp" File Browser Screen is a built_in function either in the main Blender.EXE or one of its .DLLs, I can not find a .PY file that builds it.
Request: The ability to change the File Browser Spaces and have Blender retain the order after closing the File Browser.

| [
"Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)",
"Changing driven rigidbody constraint value does not invalidate cache\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nChanging driven rigidbody constraint value does not invalidate cache.\n\n[0385-5151.avi](0385-5151.avi)\n\n[#83561.blend](T83561.blend)\n\n- Open file\n- Change Y location of Empty.006 - pinned in upper editor. This should change velocity of motor of Empty.005\nThis should invalidate rigidbody cache, but it doesn't\n\n[T83561_simplified.blend](T83561_simplified.blend)\n",
"Having a second window open makes top bar dissapear after switching workspaces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI created a new window with \"Window\" -> \"New Window\". Then I switched to a different workspace tab on the main window, which made the top bar with all its workspace tabs dissappear. after resizing the window the top bar is visible can be used again. After closing the new window, Blender behaves normally again.\n\n- Started Blender with new file\n- Open new window\n- Move new window to display with 125% scaling\n- Switch to next workspace\n- Switch to next workspace again\n\nworkspaces tab in main window dissapear\n\n\n\n\n\n\n",
"Weird behavior of collapsed area in the preferences editor.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.1\nWorked: \n\nIf you open the Preferences editor NOT with edit menu but by changing editor type, there has always been a weird behavior with a collapsed \"area\" in the bottom left of the editor, where a cut scrollbar appears but doesn't lead to anything. Wouldn't be better to make this editor exactly the same way of opening it with Edit, with the 3 lines with saving options and without the \"Preferences\" menu in the top left?\n\n- Open Blender\n- change any editor with the Preferences editor.\n- Expand collapsed header from the bottom\n\n[2022-02-04 13-14-26.mp4](2022-02-04_13-14-26.mp4)",
"Particle Edits not being deleted from blend data after 'Delete Edit', filesize bloat\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nAfter deleting a particle edit, the filesize remains the same.\nFor particle systems with large amount of particles, this leads to massive filesize bloat that cannot easily be reversed.\nThe only way around it is to delete the Particle System and add it again with the same Particle Settings, but this is troublesome because particle settings relating to the object (ie, vertex groups and materials) need to be setup again in the particle settings.\n\n- Create particle system (eg, hair)\n- set particle amount to something large like 300,000\n- in particle edit mode make some changes\n- save, observe filesize (around 100mb)\n- Delete Edit from particle system panel\n- save, observe filesize (doesn't reduce)",
"Sculpt mode: Pose/Cloth gizmos/cursors remain visible when switching to other tools \nOperating system: Win 10\n\nBroken: blender-2.92.0-165b4f85ec23-windows64\nWorked: 2.90\n\nThe gizmos/cursors of tools like Pose and Cloth remain visible when switching to other tools that shouldn't have cursor... which wasn't the case in 2.90...\n\n[2020-10-24_21-16-50.mp4](2020-10-24_21-16-50.mp4)",
" Startup File: Header Collapse Menu not restored after restarting blender\nOperating system: windows 10 64bit\nGraphics card: Nvidia gtx m860\n\nBroken:\nversion: 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-16 00:27, hash: 4488056f3d9, type: Release\n\nWorked: (optional)\n2.79b\n\nwhen using Collapse Menu on the header and restarting blender the setting is ignored and the header menu is expanded again.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. open blender 2.8\n2. collapse the header menu\n \n3. save startup file so we save the header configuration\n\n4. restart blender\n5.the Header menu is expanded again after a restart, other headers like the editor menu stay collapsed after a restart.\n\n",
"The Tool Selector Window close one time every two times, when opened too closed to the bottom border of the screen\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\nWorked: (optional)\n\nThe Tool Window, open and close immediately, choosing the tool under the mouse cursor, if the tool window is opened too close from the bottom of the screen.\n\n1) In Edit > Preferences > Keymap, set the \"Space Bar action\" to \"Tools\"\n2) On the 3D viewport, place your mouse cursor in the top area of the viewport\n3) press the spacebar, the tool menu open without any problem, and you can choose a tool with a shortcut key (for example press B to choose the Box selection)\n4) You can repeat that several times in a row without any problems.\n5) Now move your mouse cursor much more closer to the bottom border of the screen, so that you know that the tool window will have to be shifted upward to be displayed correctly.\n6) Press the spacebar a first time. This is ok, you can select your tool\n7) Now press the spacebar a second time. This time, the tool window open and intermediately closed, and the tool selected is the one that is under your mouse cursor.\n8) Press the spacebar again: the tool window open normally\n9) Press the spacebar again: the bug reappear\n10) Now on, every one time over two, the bug appear.\n\n**Expected behavior**\nThe Tool Window should open and stay opened consistently, no matter where the mouse cursor is placed on the screen, when the spacebar is pressed.",
"Rewrite File Browser UI to use views\nViews were introduced to simplify and unify UIs with common functionality to display and interact with (possibly large) sets of data. More info:\n- Views\n- #98560 (UI Views: General ToDo's)\n- #95653 (Split Asset and File Browser frontend, implement Grid View)\n\nThe Asset Browser should be split off from the File Browser and the file-list backend for a number of important reasons. As part of that a grid view is being developed.\n\nOnly doing this and not doing this together with rewriting the File Browser UI raised some concerns for @mont29. So together with him it was decided that both should be looked at. At some point we have to prioritize addressing technical debt too, and not just work on shiny new things. Otherwise we let the code paths diverge significantly, with no plans to address the effective duplication. So both browsers should be ported short-term.\n\n----\n\n**Thumbnail display mode Todo's:**\n- - [ ] Use grid view for drawing thumbnail mode (initial work done in 3a97c4056f)\n- - [ ] Selection in views (click-select, box select, walk select, etc.)\n- - [ ] Double click to open\n- - [ ] Dragging files\n- - [ ] Context menu\n- - [ ] Renaming\n- - [ ] Remove old code (selection, operators, drawing, ...)\n- - [ ] \"Composed\" icons as buttons/widgets  Current code just draws them in-place, but views use the button/widget system. Alternatively, an overlapping layout can be used, but then there needs to be a way to get the exact preview image size for \n- - [ ] Superimposed file type icon for previews. Similar problem to the above.\n\nThe other display modes should also be ported to views, since otherwise interaction code (selection, renaming, context menu, ...) would have to be duplicated. So:\n- - [ ] Add new table view\n- - [ ] Use for Vertical List display mode\n- - [ ] Use for Horizontal List display mode\n\nWe could add an experimental feature flag for this, so development can happen mostly in master. This way the legacy code can stay for a while.",
"Preferences: `Interface Font` doesn't open path set in `File Paths`\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.67\n\nBroken: version: 3.3.0\nWorked: never\n\nWhen hitting the folder icon button to open the file browser to select an interface font, it does not open the path set for fonts under Preferences > File Paths.\n\n1. Set folder path for fonts\n\n2. Open file browser under Preferences > Interface > Text rendering\n\n\n",
"Possible 4.0 Top Menu Changes\nI'm hoping that with Blender 4.0 we can take the chance to move some menu items slightly.\n\nOne concern I'd love to address is the discoverability of the \"app\" (Blender logo) menu. I'm sure most users find it eventually, but that won't happen be immediately for new users.\n\nI would address this simply by moving out of that menu anything that a new user might need, and leave it for things that more advanced users use. This moves \"Splash\" and \"About\" items to the Help Menu. The \"System\" submenu expands out. \"Install Application Template\" moves to File Menu. This leaves it with only items that most new users can safely ignore at first: \n\n\n\nMoving \"Install Application Template\" to the \"New\" submenu makes it more clear that you can add to the list:\n\n\n\nWith the \"File\" menu it would be nice to group the \"Loading\" and \"Saving\" items together. This separates \"Import\" and \"Export\". These two items have contents that look almost identical so it is easy to select an import instead of an export and cause damage. This also makes the list shorter so that it can better accommodate #104678.\n\n\n\nFor the Edit menu we can group the items slightly better by making \"Undo History\" a part of the Undo/Redo group. And also make it clear that \"Adjust Last Operation\" is the same that is done when \"Repeat Last\" and is part of repeat history:\n\n\n\nI'd like for the Help menu to look a bit simpler by following our existing recommendations of not showing repeating item icons. And also move the Splash and About here:\n\n\n\nI have a sample PR that can be tested here: 106654\n\n",
"Dragging a folder in file view has an incorrect offset, when pressing the \"B\" key\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-10.14.73\n\n\nBroken: version: 2.80 (sub 54) (self-built)\nWorked: (optional)\n\n\nDragging a folder in the file browser view and then pressing the \"B\" key leads to an unexpected offset of the dragged item.\n\n(This works in all display modes for the file list. Video has been done with the \"Thumbnails\" mode)\n1. Open the file browser.\n2. Drag a folder.\n3. While still dragging, press the \"B\" key.\n4. Notice, that the dragged folder is now offset.\n\n\n[filebrowser_drag_offset_bug.mp4](filebrowser_drag_offset_bug.mp4)",
"Material preview does not refresh when switching Workspaces\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\nBroken: version: 2.80 (sub 57)\nAs well as older 2.80, 2.79b etc. This is not a recently introduced issue.\n\nWhen you switch to a new Workspace that has the Material Preview visible, it will not refresh if the material has been changed while away from that Workspace.\n\nOpen default scene. In Properties, switch to Material tab and expand the Preview section.\nSwitch to Shading Workspace and do the same thing.\nChange the Base Color of the object.\nSwitch back to the Layout Workspace and note the preview does not update.\n\nAFAIK, it has always been like this but before Workspaces it wasn't as noticeable.\n\nIn other cases the preview refresh is extremely aggressive, for example it fires even if you just click on a node in the Shader Editor, start to drag a node, etc. Might improve general system performance if it only got triggered when something actually changes, but a simple solution to the not-refreshing problem would be to just always trigger the refresh when you switch to a workspace where at least one preview is visible.",
"File Browser: Can't Select/Delete Favorites Bookmark When File Path Is Missing\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCan't select/delete an existing Favorites Bookmark in the Blender File Browser if the path no longer exists on your OS. You have to recreate the path to enable select/delete again.\n\n1. Create a Favorites Bookmark in the Blender File Browser that links to a folder on your OS.\n2. Close the Blender File Browser.\n3. Delete the folder in your OS the Bookmark links to.\n4. Open the Blender File Browser.\n5. The Bookmark is now gray and can't be selected/deleted. (Hovering over the link does show the original path.)\nTo reverse this:\n1. Close the Blender File Browser.\n2. Recreate the original path in your OS the bookmark originally linked to (see 5 above).\n3. Open the Blender File Browser.\n4. The Bookmark can now be selected/deleted.\n\nNOTE: A limited workaround was added some years ago (the 'Cleanup' option that will remove all invalid entries)",
"Steam Blender doesnt open Saved Files\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\n\nSaved Files from Steams Blender do not open and require me to have a normal Blender file downloaded separately.\n\nSave a file from the Blender downloaded from Steam, then try to open it normally. The PC will say it cannot find a suitable software to open it in. The problem will be fixed if I have a separate Blender downloaded. (I need the steam to count the time I spend on it)\nBased on the normal Startup of Blender, I have not added or changed anything.\n\nThank you very much, and all the best.\nTake care.\n\n"
] | [
"Panel order is not saved when preferences window closes\nWindows 10, GTX 1660\n\nversion: 2.83 (sub 7), branch: master (modified), commit date: 2020-03-10 07:58, hash: 1aa7c4c28a06, type: \nbuild date: 2020-03-10, 08:52:15\n\nWithin the Preferences Editor, you can change the ordering of various sections but the changes are not retained when you close the Preferences Editor."
] |
Edit mode - Cannot select through transform widget
Operating system: Windows 10
Graphics card: GTX 750Ti
Broken: (2.80 13 Mar 2019 Build:-bf9904ec8018-)
Worked: (2.79b)
In edit mode, cannot select vert, edges or faces "through" transform widget
- Note: steps for verts, edges and faces are affected the same way)--
Open Blender - Delete default cube
Create UV sphere
Open "Modelling" workspace (or [Tab] to edit mode)
Press [Alt]-A to deselect all verts.
Activate transform Widget (All transforms) [Shift]+[Space], T
Click to Select a vert - Transform widget appears
Hold [shift] and attempt to click to select another vert behind the widget
- Widget responds to click instead of mesh behind it.
- Cannot select additional verts.

Note: This behaviour does not occur in 2.79b Verts can easily be selected through widget.
**Expectation**
As a single click does not provide any function to the Transform widget, the click event should be passed to the object behind it to respond (in this case, by selecting a vert) | [
"Unselected nurbs vertices occlude selected ones\nBroken: 2.80 , 2.92\nWorked: 2.79\n\nCan't select Nurbs Sphere's top points with simple left click. It's only selectable with box selection.\n\n\nAdd nurbs sphere\nEdit mode\ntry to left click select the central top points.",
"Can't create a working shortcut for Extract Face Set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\n\n\nCan't create a working shortcut for Face Set Extract. Creating one does appear in the Keymap, but not in the Face Sets menu. Can only manually use the operator in the menu to make it work.\n\n[Desktop 2021.09.05 - 05.28.09.02.mp4](Desktop_2021.09.05_-_05.28.09.02.mp4)\n\n1. Create a shortcut for Extract Face Set.\n2. Check that it is in the Keymap to be sure it's there.\n3. Pressing the keys to perform the shortcut will not work. The shortcut text will not appear in the menu as other shortcuts do in Blender.\n",
"Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n",
"Clicking on a pie menu item doesn't work when holding the pie menu key.\nOperating system: Windows 10\n\nBroken: 2.79, 2.92\n\nClicking on a pie menu item doesn't work when holding the pie menu key. This is a problem because sometimes the pie menu key release isn't detected by blender and then the it locks the UI.\n\n1. On the 3D Viewport hold Z for the shading pie menu.\n2. While still holding Z try clicking on the pie menu items. Doesn't work.\n3. While still holding Z, left click on Windows's Taskbar then release z.\nAfter that, clicking on the pie menu items doesn't work even though the user isn't holding the pie menu key anymore, blender still considers that the key is held. Then Blender gets locked to the user unless he knows to press esc or right click. The solution is making the pie menu clickable even when the pie menu key is held.",
"Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.80 - 2.93.0-1b29e84c18dc\n\n\nWhen sculpting in rendered/material preview mode, highly deformed areas seem to occasionally \"lock\" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing \"Rebuild BVH\" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.\n\nAdd some subdivisions to the default cube and apply\nOpen the sculpting workspace\nSet mode to rendered\nStretch out the mesh with any brush\nTry to sculpt the deformed area and notice it is unsculptable\nAdd a remesh/rebuild BVH\nNow the affected area should be sculptable\n\nExample Video: [meshlocking.mkv](meshlocking.mkv)\n",
"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",
"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",
"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",
"Particle edit select linked not working from menus\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nHi, I noticed that the select linked option in hair \"Particle edit\" mode/Select/ select linked doesn't work\n\nPlease open the file press W then select linked\n\nthankyou\n\n[hair.blend](hair.blend)\n\n\n",
"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.",
"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",
"Render Region widgets do not appear when active object is not a camera\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.5.1\nAlso broken: version: 3.6.0 Alpha\n\nWhen there is any active object in scene the render region widgets are invisible.\n\nDefault scene.\nCtrl+B to set render region\nNo widgets are visible\n\nDelete all objects\nThe render region widgets are visible and accessible.\n\n\n",
"CYCLES: Surfaces inside volumes are Not Lit or Shadowed by the volume if the volume is not visible to Camera Rays\nLinux Mint Mate\nGTX 1050\n\n\nBlender 2.81 Alpha\n2019-09-27 22:44\nHash: 1c1a3198af9d\n\n\nDiscovered while trying to catch shadows from volumes on surfaces for compositing.\n\nSurfaces inside of volume meshes are not shaded (lit/shadowed) by the volume if the volume is invisible to camera rays\n(checkbox in Object Properties -> Visibility -> Ray Visibility -> Camera)\nAs far as i can tell this also affects Holdout.\n\n\n\n\nCurrent workaround: make sure volume IS visible to camera rays, and instead bypass it in the volume shader using the Camera Ray socket on the Light Path node\n\n\nTo Reproduce:\n\nOpen attached .blend , press render\nNote the missing shadow/light where the volume cubes intersect the default cube.\n\nI have in the .blend also included the \"expected behaviour\" by using the workaround, switch the Scene from \"Bug\" to \"Workaround\" and press render again.\nNote the shadow/light now covers the default cube properly.",
"Sculpt mode. Switching back to tool with brushes from tool without brushes rolls to next brush.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken 2.83.*, 2.91,\nBroken: version: 2.92.0 Alpha\n\nSculpt mode\nCreate 2 grab brushes 1 and 2, that can be switched with G\nSelect Grab 1\nSwitch to mesh filter.\nPress G.\nNow you switched to Grab2 instead Grab1, that was selected before.\nExpected: return to same brush, that was selected before.\n\nIssue appears with:\nLine project, [Box] mask, Box hide, [Box] faceset, [Box] trim, Mesh/Cloth/Color filters, Mask by color, Edit faceset, all transform tools, annotation.\nAffects all tools, who can have few brushes.\nTested with factory startup too.\n\n[2020-12-10_03-13-39.mp4](2020-12-10_03-13-39.mp4)\n[grabroll.blend](grabroll.blend)",
"Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path."
] | [
"Shift clicking vertices that fall inside radius of transform gizmo ( centre white circle ) \nwin 10 \nam radeon\nintel i5\n\n2.80 beta \nHash 770bf203c0f\n \nMulitple Vertices can not be selected with left mouse button (shift clicking , when these are located inside the radius of the white circle of the transform gizmo .\n\nThis was no problem is previous blender pre 2.8 versions \n"
] |
3D Cursor View Panel rotation doesn't respect Undo
Operating system: Windows 10
Graphics card: Quadro
Broken: 2.8 2019-03-28
Worked: (optional)
Changing the rotation of the 3D cursor ignores Undo.
0. Do anything that can currently be affected by Undo.
1. Press N to open View panel.
2. Change Rotation of 3D cursor.
3. Press Ctrl Z to Undo.
Outcome:
Step 0 gets undone.
Expected result:
Step 2 should be undone. | [
"Measure tool undo repitition\nOperating system: Arch Linux | Kernel: 5.11.8-arch1-1\nGraphics card: GTX 1070\n\nBroken: 2.93.0 alpha | Branch: master | Commit: 715c7462969e6075859f44a64bb4eb68d056345b | Date: Wed Mar 24 11:00:31 2021\nWorked: I also tested it in 2.91 and it is the same issue\n\nIf you draw multiple measurements with the measure tool and then try to undo one it instead undos the two most recent ones. Any further undo's after that will undo one as expected.\n\n1. Use the default startup file\n2. Take out the measure tool\n3. Draw a few lines (more than 1)\n4. Ctrl-z undo (two lines will disappear instead of one)\n5. Ctrl-z undo again (one line will disappear as expected)",
"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)",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Normal orientation for complex selection work unpredictable\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\n\nHere is simple example with cylinder. Same surface with same normals changes it's normal orientation and scale-cage orientation after rotation.\nIt is unexpected and unpredictable.\n\n[2020-11-21_14-27-41.mp4](2020-11-21_14-27-41.mp4)\n\nIt work as expected only if I deselect one of opposite faces\n[2020-11-21_14-31-14.mp4](2020-11-21_14-31-14.mp4)\n",
"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",
"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",
"There is no undo on linked data for the very few editable properties of linked data-blocks\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nWhen you __link an armature from other file__, then go to pose mode and __hide a bone__ and __undo the hide operation__, nothing happens.\n\n1) Create __a file with a simple armature__ (at least one bone).\n2) Open another project and __link the armature from before__.\n3) __Enter pose mode__.\n4) __Hide__ a bone.\n5) __Undo__ the hide operation. -> **nothing happens**\n\nI have added two files to reproduce the bug:\n(in the example I linked a whole collection and created a proxy to enter the __pose mode__ **but nothing changes if you link just the armature**)\n- `main.blend` - contains a proxy of the armature from __bone.blend__\n- `bone.blend` - contains just an armature used by __main.blend__\n\n[hide undo bug.zip](hide_undo_bug.zip)",
"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",
"\"Shape Key Edit Mode\" toggle for correct mesh deformations\nWhen using the toggle \"Shape Key Edit Mode\" it gives me a representation of all shapekeys mixed together but it's only a visual preview. \n\n\n\nIt doesn't affect the result of rotating or scaling the mesh since you still only work on the shapekey that is selected instead of the mixed representation that is shown. \nAnd since it's all just based on vertex location the results can be pretty odd, especially when using the 3D cursor as a pivot point. \n\n[2019-07-15 11-23-25.mp4](2019-07-15_11-23-25.mp4)\n\nSince working with multiple shapekeys is a great way to work non-destructively it would be a big improvement if the mixed shapekey representation would also be used for any deformations made.\nThis could be by default or as an additional toggle.",
"Rolling the viewport causes unpredictable behavior when orbiting using turntable method.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\nWorked: Never\n\nWhen using the turntable there is a fixed axis around which the viewport always orbits (the Z axis when the viewport hasn't been rolled).\nWhat happens is that Blender rolls this fixed axis with the viewport, so that when you orbit up/ down it does that using the new rolled fixed axis.\nHowever it does not roll the left/right orbiting directions (whatever you call them) with the viewport, meaning that, in my example, it creates an issue akin to gimbal lock where orbiting up/down will cause the same rotation of the viewport effectively making it lose one degree of freedom.\n\nI don't know the reason why Blender seems to behave in an unpredictable manner when orbiting with the mouse, but when orbiting with the numpad keys it confirms that we do indeed lose one degree of freedom as both Numpad {key 4} and {key 8} both cause an upward rotation of the viewport and both Numpad {key 2} and {key 6} cause a downward rotation of the viewport.\n\nSo to fix the issue all that needs to be done is to roll the left/right orbiting directions with the viewport and fixed axis.\n\n**Edit:**\nIt seems my original report focuses to much on the special case where the viewport has been rotated by exactly 90 degrees, causing it to lose one degree of freedom.\nHowever this is just a special case, the main issue is that whenever the viewport is rolled only the fixed axis is rolled, while the left/right orbiting axis(whatever you call them) is not.\nWhat you normally would expect when orbiting left/right that it orbits perpendicular to when you orbit up/down.\nBut since the left/right orbiting axis is not rolled, it meets the fixed axis at an angle other than 90 degrees, causing very unintuitive viewport behavior.\nOf course unless the viewport is rolled by exactly 90 degrees it is still technically possible to axis any viewing direction, however trying to do so will pose quite a challenge to the user.\n\n\n**For loss of one degree of freedom:**\n\n- Open new Blender file (Make sure to use turntable orbit method).\n- Roll the viewport by e.g. 90 degrees using {key shift 4} or {key shift 6}\n- Try orbiting the viewport with the mouse or the Numpad {key 2} {key 4} {key 6} {key 8} keys.\n\n**To see the unintuitive behavior:**\n\n- Open new Blender file (Make sure to use turntable orbit method).\n- Roll the viewport by any number of degrees using {key shift 4} or {key shift 6}\n- Try orbiting the viewport with the mouse or the Numpad {key 2} {key 4} {key 6} {key 8} keys.\n",
"Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n",
"Cursor warping not supported on Remote Session\nOperating system: Linux-3.10.0-1160.59.1.el7.x86_64-x86_64-with-glibc2.17 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.2\nNever worked on previous Blender Version as far as I am aware\n\nMouse wrapping (seem in `Walk Navigation` for example) in Remote Sessions is unusable.\nAs Unreal had a similar issue that was fixed, I was wondering if that was something that could be fixed for Blender as well.\nIt happens both on Linux and Windows.\n\nInfo from the Remote tech used and possible issue:\nrelative_mouse_support/\nInfo on Unreal Problem and Solution:\n141157\n\n- Under a Remote session, go to View > Navigation > Walk Navigation to activate the tool.\n- panning and tilting around,\nthe camera will lag a lot and get out of control by over-panning/tilting\n\nThanks a lot :)\n\n",
"Regression: 2D Curve -> 3D Curve keeps 2D Curve fill\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: since 3.0.0\nWorked: 2.93.3\n\nCurves have the 2D mode, where points all points are on the same plane and fills are done similar to a 2D vector program like Inkscape and the 3D mode, where the fills are placed along the curve.\nBy switching a Curve to 2D and then undoing, you can (temporarily) get the 2D fill behavior in 3D.\n\n1. Add a Curve like the circle\n2. Go into edit mode and select a single point\n3. In the properties, switch the Curve type from 3D to 2D\n4. Change the Curve fill type so that the Curve has a fill\n5. Switch the Curve back into 3D\n6. Switch the Curve back into 2D\n7. Undo\n8. The Curve will now be 3D, but still have its 2D fill. You can now move your selected point around and see the fill persisting.\n\n[blender_2022-07-18_18-58-12.mp4](blender_2022-07-18_18-58-12.mp4)",
"VSE: cursor for retiming stuck with undo/redo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nAlso broken for 3.6.\n\nRetiming tools was introduced in e1f6587f12\n\nThe cursor to indicate it's hovering over retiming handle does not return to the normal cursor in some situations. Both for move and eraser cursors.\n\n<video src=\"attachment\" controls></video>\n\n- Hover over retiming handle to change cursor to move or eraser cursor\n- While the cursor is hovering over it, hit Ctrl-Z or Ctrl-Shift-Z to undo or redo\n- Cursor does not come back to the normal one as long as it's inside the sequencer\n\n",
"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"
] | [
"3D cursor move bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 2.80 and later\n\nOn each 3D cursor position adjustment, coordinates from pop up menu in the left bottom corner are getting added, not overwritten to its position. \n\n1.Hold Shift with right mouse button and move mouse\n2.Open \"Move\" menu in the left bottom corner \n3.Change x,y,z values \n4.Keep changing values\n\n(that's funny)",
"Guides Reference Point cursor Act Weird When Is Moved By The Move Pup Up panel\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.3.0 Alpha\n\nwhen Guides reference point act weird is moved by shift right click drag and then Move pup up panel appear to change position any click on it or change make the cursor move in on direction even if we clik on checkbox of proportional it's moving in old direction. \n***maybe the cursor is buggy not the guides***\nsee video \n\n [2022-07-13 13-26-33.mp4](2022-07-13_13-26-33.mp4)\n\n",
"Cursor Reacts Oddly to Adjustment via Pop-up Window from Cursor Tool\nOperating system: Linux-4.15.0-50-generic-x86_64-with-Ubuntu-18.04-bionic 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\nBroken: version: 2.80 (sub 72)\nWorked: Not sure\n\n**Steps to Reproduce Error**\nOpen default startup file\nSelect the Cursor tool from the toolbar\n*Drag* the cursor around the 3D viewport\nTry changing the cursor's translation from values in the 'Move' pop-up window in the lower-left\n\n**Error Description**\nAfter dragging the 3D cursor, the cursor reacts incorrectly to adjustment via the pop-up window.\nThis bug also occurs with the cursor of the UV editor",
"2.8 3D cursor move REDO acts as if it adds on top of original move\nOperating system:\nGraphics card: GTX 1080ti\n\nBroken:\n2.80 Beta, c0c1b4542f39, 2019 06 24\nWorked: (optional)\n\nThe cursor move tool at the bottom is broken. If you drag rightclick and then change any of the X Y Z Move numbers. \n\n1. Start blender;\n2. Right-click drag to set cursor position somewhere. \n3. On bottom right change any of the X, Y, Z location and the Cursor just moves like crazy. Even double clicking on any of the XYZ values without changing it moves the cursor!\n\n",
"Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo."
] |
Can't change capital letters into smaller and vice versa in Blender File View.
Operating system: Windows 10
Graphics card: RTX 2060SU
Broken: 2.90.1
Try to change capital letters to normal in the folder/file dialog - for example from "text" to "Text". Text will stay same as at before change. (look at gif)
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"UI Code Quality: General, Smaller Changes\n## UI Code Quality: General, Smaller Changes\n\nNOTE: This is a proposal, not an agreed on plan.\n\n**Naming conventions**\n\nWe should avoid ambiguous names. We should also avoid abbreviations, esp. extreme ones, for variables with non-small scope. That should further remove ambiguity and make code more readable.\n\nFor example:\n\n| | Type | Old naming (convention) | Proposed\n| -- | ---- | --------------------- | --------\n| {icon check-square-o} | `ARegion` | `ar` | `region`\n| {icon check-square-o} | `ScrArea` | `sa` | `area`\n| {icon check-square-o} | `bScreen` | `sc`, `scr` | `screen`\n| {icon square-o} | `PanelType` | `pt` | `panel_type`\n| {icon square-o} | `MenuType` | `mt` | `menu_type`\n| {icon square-o} | `HeaderType` | `ht` | `header_type`\n| {icon square-o} | `ColorBand` | `coba` | `color_band`\n| {icon check-square-o} | `ExtensionRNA` | `ext` | `rna_extension`\n| {icon square-o} | `int` | `x1`, `x2`, `y1`, `y2` | `xmin`, `width`, `ymin`, `height`\n\nNote that all these examples can be changed without touching DNA (AFAICS).\n\nFurther:\n- [ ] `uiListDyn` -> `uiList_Runtime` \n\n**Various**\n\n* Add iterators for screen data. E.g. iterating all regions (visible or not, including popups and global area regions), iterating all areas (visible or not, including all global areas), iterating all screen regions (as often done by versioning), etc. Could be done in both C (macro) and C++ ([range-based for loop ](range-for))\n* Introduce wrappers for commonly bundled variables (e.g. `PointerRNA` & `PropertyRNA`, `wmOperatorType` & `PointerRNA`, `ScrArea` & `ARegion`).\n* Split up bigger, \"generic\" types. For example `uiBut` contains data that only applies to certain button-types. `uiButTab` is an example of how this can be avoided.\n* Wrap related struct members into nested structs. E.g. rather than `uiBut.editstr`, `uiBut.editval`, `uiBut.editvec`, etc, it could be `uiBut.edit_values.foo`.\n* Replace booleans in parameter lists with enums. Having a parameter list like `foo(true, false, false)` is cumbersome to use (what does each boolean mean) and leads to mistakes (using wrong order of booleans). It's better to be explicit what each value refers to by using enum types. Bitflags are also an option.\n* Remove old game-engine leftovers from Ghost, e.g. `GHOST_FullScreen()`, `GHOST_EndFullscreen()`, embedder windows (`GHOST_TEmbedderWindowID` + non-dialog child windows)\n* Split big functions into more manageable chunks.\n* Add `const` where applicable\n* Of course improving naming, comments and documentation is always a good idea!\n* Use `EVT_` prefix for all event types, to complete work started in [D7164](D7164).",
"Toolbar hotkeys can change unintentionally\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n**Description**\nToolbar hotkeys can change unintentionally. This happens when you select tool that is not last in hotkey list and it uses character instead of number as hotkey.\n\n- New General template\n- Switch to UV editing workspace\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n- Activate Annotate tool\n- Observe shortcuts for Grab - 8, Relax - 9 and Pinch tools - 0\n- Activate Select Box tool\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n",
"Assigning shortcuts: Lots of keyboard keys unknown to Blender (international keyboard layout)\nOperating system: Ubuntu 18.04\nGraphics card: GeForce GTX 1060\n\nBroken: 2.81a, 2.79, 2.81\nWorked: (optional)\n\n\nI want to use '<' key (grless in windows) as shortcut, like I have in Windows but it doesn't work with \"unsupported key: unknown\" message. The same behavior append with '^', '$', ':', '!' keys (maybe some more, didn't test) . All these keys work in all other apps.\nI have a french azerty keyboard and tried multiple keyboard configurations without success.\n\nInstall Ubuntu 18.04, install Blender 2.81a, plug a french azerty keyboard, try to change a shortcut with the mentioned keys.\n\nAdding some more info, the keys works in Blender console and text editor, it's only the shortcut assignation that doesn't work.\n\n\nI'm open to make some more testing if needed.",
"USD import: investigate texture color space conversion issue\n\n@brurpo Reported the following issue:\n\n> When exporting USD from maya to blender none of the textures comes with the correct color space, they are all srgb.\n> Importing on maya again, on a clean scene, does not have this issue, all textures are loaded with the correct color space.\n> Is there a workaround for this, or is this planned?\n\n\nI'll be looking into this.\n\n\n",
"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) ",
"Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead",
"Angle input fields fail to accept units when scene rotation units are set to radians\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nAngle input fields usually accept rotation units as 'd' for degrees and 'r' for radians after the entered number, however when scene rotation units are changed to radians in the scene properties, this functionality stops working. Blender reports an error when units are entered: \n\n\n> Error evaluating number, see Info editor for details: File \"<string>\", line 1\n> 2d\n> ^\n> SyntaxError: unexpected EOF while parsing\n> \n\n\n\n\n\n\n1. Open new scene and change rotation units to radians in the Properties Editor, Scene tab, Units section. \n2. Type some number followed by 'd' for degrees in any rotation input filed.\n\n\n",
"Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n\n\n[bug.blend](bug.blend)",
"UI: File Browser Incorrect uiFontStyles\nOperating system: All\nGraphics card: All\n\nBroken: 3.1\nWorked: 2.79\n\nFile Browser uses an odd mixture of uiFontStyles to draw interface\n\nEdit / Preferences / Themes / Text Style\nChanging \"Widget\" points changes the font size of \"Bookmarks\", \"Recent\", the browsed directory, and the line height of the entries:\n\n{[F11861179](FBWidget.gif),width=100%}\n\nChanging \"Widget Label\" changes Volumes, System, and the text size (but not line height) of entries:\n\n{[F11861234](FBLabel.gif),width=100%}\n\n",
"Python Error when disk volume name contains Non-Standard characters\nOperating system:Windows11 22621.2134\nGraphics card:NVIDIA GTX 1050Ti\n\nBroken: all\nWorked: none\n\nWhen you use some special unicode for file names.\nIt will log error if you open the blender file manager.\n\nMaybe we should have some way to ignore the special unicode?\nSomebody likes use emoji as file name likes me...\n\n\n```\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\nTraceback (most recent call last):\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\nTraceback (most recent call last):\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\n```\n\nWindows explore:\n\n\n- ...\n\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 when alt+LMB to change custom properties of different bones\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-12.10.25\n\nBroken: version: 3.0.0 Alpha\nBroken version: 2.92\n\nWorked: 2.83.17 (`fb67495c7f`)\n\nI have two bones A and B, A has a custom property name 'a', B has none, in pose mode, select B and shift select A, press alt+LMB click and slide to change the custom property 'a', crash happens every time. If B has a custom property but with a different name, crash happens as well\n\nI know this operation doesn't make sense, you can't change a property that doesn't exist on some of the selected objects, but sometimes irrelevant bones are selected unintentionally, and crashes are annoying, if properties don't exist just do nothing\n\n- Open .blend file\n- Select Bone `A` and add a custom property\n- Select bone B then {key Shift LMB} to select bone A\n- Edit custom property value with {key Alt LMB drag}\n[#90732.blend](T90732.blend)",
"Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n",
"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",
" Text object editing rich text and UI/UX\nCurrently, Blender includes these controls for editing rich text:\n\n{[F8029389](Screenshot_2019-11-11_at_18.22.23.png), size=full}\n\nUnfortunately, these buttons don't work in a very useful or intuitive or way. \n\n - You cannot toggle them to actually affect the selection\n - Bold, Italic & Bold+Italic fonts have to be loaded manually by the user\n - The only useful way to do use rich text formatting, is to use the operators, using shortcuts or via the Font menu:\n\n\nWe can make this easier to use:\n\n - Make the toggles affect the selection\n"
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"File Browser unable to rename with Upper/Lower case\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.5\nversion 2.90.0 as well.\n\nWhen renaming a file/folder case changes are not taken into account.\n\nOn default startup : \nFile -> Save As -> New Folder -> Type \"TEst\" as name, click to release focus.\nRight Click -> Rename (or F2); Type \"Test\", click to release focus.\nThe name changes back to \"TEst\".\nWorkaround : \nRename to \"Test 2\", then back to \"Test\".\n\n\n\n",
"File Dialog Renaming doesn't commit case-changes\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0 Beta\n\nThe renaming function (F2) in a File Dialog can rename folder or file names. Fo that select, rename and press Enter.\nWorks most of the time, but it doesn't work for changes when the name is the same, but the char case is different.\nFor example: \"RD_test\" cannot be renamed to \"RD_Test\"\n\nSame a Blend file with the name \"test.blend\"\nGo to the Open Dialog\nSelect the blend file \"test.blend\"\nContext Menu -> Rename or F2\nTry to rename to \"Test.blend\"\nName isn't changed\n\n"
] |
Material not showing up when added to object
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 620 Intel 4.4.0 - Build 21.20.16.4664
Broken: version: 2.83.1
Worked: 2.80
Material added to any object is missing (pink) and won't change. Material is pink in the preview as well.
1. Add material to default cube
2. Material shows up pink/missing
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"Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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)",
"Retopology Overlay Color Location\nA user noted that the overlay can be difficult to see when using random object colors: 15\n\nOne solution would be to move the color from the theme to the workspace, and expose it in the overlays popover.\nI think that just exposing the color isn't enough, because editing a preference outside of the preferences window does not autosave.\nMeaning that if you change the color in the popover, save your project, and restart Blender, the color would be back to default.",
"Looks like an eevee limitations with UV maps and attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nWhen working with multiple UVs and attributes, eevee disables some normal/bump maps.\nThere is an error in the console:\n```\nGPU_material_compile: Attribute \"nor\" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque\n```\nIn 3.4, the shader cannot compile at all (pink texture).\n\nThis is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed.\n\n1. Open .blend file.\n2. Turn on the eevee render.\n3. Look, all normals are displayed.\n4. Connect nodes with attributes to Base Color.\n5. One normal map is missing. An error appeared in the console.\n\n",
"The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n",
"Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)",
"Material Library VX causes permanent freeze with EEVEE rendering\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.81\n\nUsing materials from Material Library VX addon, particularly Floor Wood and Rusty Metal, causes EEVEE to freeze all of Blender. They work fine with Cycles, so it's not the addon. Not even the partial \"developer view\" render can take the materials.\n\nOpen default blend file.\nEnable Material Library VX addon.\nApply \"Floor Wood\" to the cube.\nSwitch to \"render view\" without changing the engine off of EEVEE. Blender 2.81 will freeze.\n\nNote: If you try to view the material preview and EEVEE is the render engine even *that* will freeze Blender 2.81.",
"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)",
"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)",
"Remove 'Use Nodes'\nWhen using Cycles and editing materials, the user is presented with a button called Use Nodes. This is confusing and adds an extra step before being able to set up materials.\n\nIt might be nicer to simply have the material use nodes always. Materials without nodes doesn't even really make sense when using Cycles as they are central to material editing and creation.\n\n",
"Color attribute ignores user color if it was added for mesh without faces\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2, 3.5\n\nColor attribute automatically replaces user color with white (1, 1, 1) for mesh without faces. But if you create attribute for a plane and then delete only face, user color remains.\n\n - Open attached file\n - In `Properties` > `Mesh` > `Color Attributes` remove and add a new non-white color attribute for the vertex domain - Note that the mesh color is updated accordingly.\n - In `Properties` > `Modifiers`, apply its *Mask* modifier (so that the original mesh becomes wire)\n - Repeat second step (\"remove and add a color attribute\")\nColor becomes white\n[color_attribute_problem.blend](color_attribute_problem.blend)\n\n",
"`Materials` tab not opened at the first time running the script\nOperating system: macOS 10.14.2 (18C54)\nGraphics card: Intel Iris Plus Graphics 640 1536 MB\n\nBroken: (example: 2.80, 89207DF7222A, master, 2019-05-27, as found on the splash screen)\n\n`Materials` tab not open at the first time running the script in attached .blend file\n\n\n* Open the attached .blend file\n* Click `Run Script` the first time\n* It just opens the `Object` tab\n* Click `Run Script` the second time\n* It then opens the `Materials` tab\n\nIt should open Materials tab at the first time clicking `Run Script`\n\n[bug_001.blend](bug_001.blend)",
"Mac (Intel) + Eeeve/Metal : Possible \"ignoring\" of the 2nd UVmap on faces\nOperating system: Macbook Pro Intel (the latest before M1)\nGraphics card: Intel Iris Plus Graphics 1536 Mo\n\nBroken: 3.6.0 (latest)\nWorked: n/a\n\n**Short Description**\nOn a Mac Intel, when using Eevee + Metal backend ; (does *NOT* happened with OpenGL backend) ;\nOn a mesh plane (mostly rectangular, representing a terrain evolution, 174 k vertices, 348 k triangles).\n\nI have 2 textures, with each its own UVmap ;\nI checked the content of the UVmap, they are correct, and I was careful to assign the correct UVmap to the correct texture.\n\nThe 2nd UVmap :\n- Eevee + Metal : seems to be \"ignored\" (and the 1st UVmap is used instead)\n- Eevee + OpenGL : works okay\n- Cycles : works okay (Cycles is not configured to use \"Metal\" since it's not a M1/M2)\n\nI think that for UVmaps, \"second\" means nothing, since there should be no particular order and/or the \"order\" is hidden from the user when using only shading \"nodes\" (except in the case of a bug being triggered...)\nEspecially since I explicitly specify the \"UVmap node\" for each \"image texture\" node.\n\nYet, the order in which I created/imported them seems to have an impact here.\n\nBy \"second\" UVmap, I mean the second material and/or second UVmap in the list of Object Data's properties UV maps.\n(Selecting another UV map in the Object Data's properties has no effect, since I explicitly specify the UV map to use in the \"nodes\").\n\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to EEVEE render in viewport\n\n[bug.blend](https://projects.blender.orgattachment)\n\n| bug | no bug |\n| -- | -- |\n|  |  |\n\n<details>\n<summary> Original Report </summary>\n\nThe scene is the most simple : a mesh, and 2 materials + 2 UV maps.\nI then created an empty 3rd material, being careful to apply all faces to this 3rd material.\n\nThe shading \"nodes\" of this material is the most simple, in reverse order :\n- default \"material output\" node\n- default \"Principled BSDF\" node\n- a single \"Image Texture\" node\n- a single \"UV map\" node (of course linked UV<->Vector, and \"from Instancer\" disabled)\n\nThe 2 terrain textures which I have do not cover the same mesh area (partial overlap) :\n- One of the textures cover the whole mesh (no more, no less) : a satellite picture (an orthophoto)\n- One of the textures cover a small part of the mesh : an architect plan\nThe UV maps correctly reflects that ;\n\nWhatever Texture/UVmap I import first and then second, the second one seems to always be drawn with the UV map of the first, despite the fact that I explicitly select the second UV map.\n\nHint : If I link the UVmap \"UV\" output directly to the \"material output\" node, it seems to correctly draws the 2nd UV map colors (some square-y green + yellow + red texture, optionally some black if the texture does not cover the whole mesh).\n\nThe catch is that the problem only occurs with Eevee + Metal. It does not happened with Eevee + OpenGL nor Cycles.\n\nI would guess maybe some bug in the Metal implementation and/or Metal shaders?\n\n\nWell, I used blenderGIS to import a DEM (digital elevation map : a point cloud) + some trinagulation which yield a mesh.\nThen I used blenderGIS to import 2 terrain textures (one covering 1:1 the mesh, one way smaller).\n\nWhichever of the 2 textures I import 1st, it will always be the 2nd that has its UVmap seemingly ignored.\nNote : I checked the UV map content in the UVmap editor.\nNote 2 : I use QGIS since 2019, I made sure that the CRS (projection) are the same for all 3 datas (DEM + geotiff textures).\n\n***Based on the default startup or an attached .blend file (as simple as possible).***\n\n***My best guess***\n\nA bug in the Blender's Mac implementation of Eeveee Metal (and or /shaders) ?\n\nPlease note that my 2 textures have different coverage of the mesh, and so the UV map reflects that. Possibly the bug only occurs when it's the case.\n\n</details>",
"Point Clouds only support one material\nOperating system: macOS-13.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken version: Current main.\nWorked: Never\n\nWhen using the `Join Geometry` node in Geometry nodes to join two points together, their material is reset to default. This only happens when joining two or more \"lone\" points.\n\n1. Recreate the geometry node setup found in the image below\n2. Change the render engine Cycles (necessary to see points with a material)\n3. Render the scene.\n4. Notice that the materials you assigned to the points are not applied.\n\nI have also included a .blend file with steps 1 and 2 done.\n[Missing Material - Join Geometry.blend](attachment)\n\n\n",
"Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n\nBanding of vertex color is also visible when using it as a color for shader. \n\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)"
] | [
"Glitched World Lighting and Crashing in Eevee\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 24.20.100.6194\n\nBroken: 2.83\nWorked: 2.82\n\nEntering rendered view after rendering an image in Eevee results in pink world lighting as if there is a missing texture. Entering rendered view or material preview before rendering an image results in a crash.\n\n1) Delete all objects in default startup file\n2) Create new camera\n3) Render image in Eevee\n4) Return to 3d viewport and enter rendered view\n\n"
] |
"Path Animation" on by default causes counterintutitive parenting behaviour for curves
Operating system: Windows 11
Graphics card: 1060
Broken:
lender 3.4.0 2022-09-29
I came across this behaviour: T36045 again in 3.4.0 and I think it may be a regression as I don't remember having this issue before.
Steps:
1. Create a curve
2. Parent another object to the curve
3. Observe that the parented object moves when one edits a point on the object
Thoughts:
I'm aware that turning off Path Animation fixes this but I find that a poor answer from a usability point of view - path animation is a fairly rare use case compared to curve based modelling. I think the easiest fix would be to have "Path Animation" unticked by default.
| [
"Proposal to change loop-cut behavior\nCurrently, loopcut is done in 2 steps.\n\n- pick the loop to cut.\n- slide the edge loop.\n\nIn some ways this is good, you make 2 separate decisions quickly without fidgeting with the cursor to put a loop in some place which might be difficult to locate exactly.\n\nCurrently the cut is always exactly in the middle, this isn't always a bad thing - sometimes you want a cut in the middle so in that case you can simply do `Ctrl+R, LMB,LMB`\n\nThis design ticket proposed that it be changed so the initial pink-preview loop is aligned to the mouse cursor, this way the default behavior would be to add where you click, and if you want the loop to be exactly centered you could hold `Ctrl` to snap it to the center.\n\nWe can also make it so holding `Ctrl` while selecting a loop keeps the existing behavior. (This matches knife's midpoint snapping).\n\nThe only drawbacks I can think of are...\n- if you prefer old behavior as default and are adding a lot of central loop cuts.\n- if you want to add a loop where many edges meet or overlap, its can be hard to select the right edge and the right % in one step, In that case you can still *add-and-slide*, but this behavior would mean users would get into a habit of adding directly and double clicking, and in some cases there is a bit of a conflict attempting to make both decisions in one step.\n- Behavior with multi-cut - I would match current behavior with multi-cut and slide, but I can imagine this would feel a bit awkward from a user perspective.\n",
"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)",
"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`.",
"Affects only origins does not work for Point Cloud, Curves, Text objects\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nAffects only origins does not work for Point Cloud, (new hair) Curves and Text objects.\n\n- Add Point Cloud (experimental), Curves or Text object\n- Set Affect Only: Origins\n- Try to move\n\n[AffectOnlyOrigin.mp4](AffectOnlyOrigin.mp4)",
"Clicking on Driven decorator should open the Edit Driver popup\nIt would be nice if single-click on the driver icon would open the edit driver popover and double-clicking open driver editor. \n\nIn the keyframe icons by double clicking you could open in floating window the curve editor would be good, or ctrl + left click.\n\n\n\n",
"Change autokey preferences \"Only insert available\" to \"Only insert keyframes on existing F-curves\"\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\n\nThe auto key preference descriptions can be confusing. Without an understanding of what \"Available\" means, it's unclear what this preference does. We can be more descriptive and make it clear to users that this option will only insert keyframes on existing F-Curves.\n\n\n",
"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.",
"Mitigate the risk of wrong shape key selection in sculpt and edit mode.\n# The Issue\n\nA major weakness of any layered editing system is that it matters which layer is selected for editing operations, but this selection is not apparent in the actual editing space, because layer effects are by definition combined into a single result for display.\n\nFor instance, unless the single key mode is turned on, the effects of all relative shape keys are summed up into a final shape, which doesn't change no matter which one is selected.\n\nThis means that it is easy to apply editing operations to the wrong selected layer, including a possibility that the undo stack will be exhausted before the mistake is noticed.\n\nAn additional risk factor is that shape influence sliders are located in the same list, and a hurried misclick on a slider can change selection.\n\n# Proposed Solution\n\nThe industry standard way to mitigate this risk is layer locking: layers that are not currently being worked on can be locked by the user, in which case all editing operations that would affect that layer will instead abort with an error.\n\nBlender already supports this with Vertex Groups and weight painting - even though with groups it is more obvious which one is selected, and locking has additional effects related to normalization.\n\nI propose adding this feature for shape keys (implemented in #104463):\n\n\n\nSince it is a standard approach that is used by any advanced image editor, most users would likely be already familiar with the concept. However there are some details in its application that need discussing.\n\n## Scope Issue\n\nThe primary design question is which operations should react to layers being locked, balancing mainly implementation complexity and the effectiveness and convenience of the feature.\n\nIn implementing the prototype I decided that the main criteria should be:\n\n* Operations that affect vertex positions, and thus shape keys.\n\n* Operations where the shape key selection matters:\n\n For example, applying object mode transformation updates all shape keys. Thus the selection doesn't really matter, and respecting locks would inconvenience the user that is working on the scene layout, rather than individual object details.\n\n* Deform-only operations:\n\n Even though selection may affect the final vertex positions, operations that change topology necessarily change all shape keys. For that reason, topology manipulation also belongs in an earlier stage of the design pipeline than shape key creation, even though it may be necessary to do it later sometimes for various reasons. Finally, topology change is seldom not accompanied by using transformation operators that respect the locks.\n\n### Current Scope\n\nThis is the current scope of the checks in the prototype:\n\n* All Edit Mode <u>transformation</u> operations.\n\n Specifically, everything invoking the generic transform system initialization code.\n\n* All <u>Sculpt brushes</u> that affect vertices, and not colors or masks.\n\n Specifically, everything invoking the generic brush stroke initialization code.\n\n* <u>Smooth</u> and <u>Laplacian Smooth</u> operators in Edit Mode.\n* <u>Blend From Shape</u> operator in Edit Mode.\n* <u>Propagate To All Shapes</u> operator in Edit Mode.\n\n This one is a bit of a problem, because technically shape selection doesn't matter here: it snaps all shape keys to the current position. However currently I implemented a check to abort if any shape key is locked on the principle that it is a shape key operation. Maybe it should only check the main Basis, or work in some other way.\n\n* <u>Mirror Shape</u> and deleting shape keys.\n\n* A few other operators...\n\nThis [spreadsheet](edit?usp=sharing) containts an exact listing of which operators should and actually do check for locks.\n\n# Discussion\n\nIt is necessary to discuss whether the main criteria, or this specific list needs changing. For instance, I'm not confident that I remembered all operations that match the criteria for the checks.\n\nAnother minor design point is whether attempting to edit a locked layer should be an error (shows a message under the cursor) or a warning (appears in the status line).\n\nSince the checks are done by operators rather than low-level code, add-ons would have to implement them too where relevant. I wonder how many would be affected, and whether some API additions to help them do that easily would be necessary.\n\nThere have also been some questions raised in #104463, like:\n\n> - Are shape keys a special case? (is there other data we might want to lock).\n> - Is the current implementation disallowing editing in all anticipated situations? There seems to be quite a few ways to transform vertices that aren't included here, applying transform, moving object origins, ... to name a couple, probably other mesh tools too. It may feel like an incomplete feature if these are left out, yet, this means we need to add check in many more places.\n> - Are there ways this can be implemented in a way that doesn't frustrate users. For example, you load someone elses file, select objects and want to apply transform. If they have locked a shepe-key it could mean having to manually select and disable the the locks. Users may request a ways to disable locks on all selected objects, maybe going along in this direction is fine, but we can anticipate some of these issues and consider functionality that doesn't add unnecessary overhead. \n",
"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",
"Auto Hide Channels\nThe problem:\nWhen working on the graph editor, more often than not you concentrate on 1 curve at a time, it's imperative that getting from selecting a control/object to the desired curve takes as little steps as possible.\n\nLets set an example considering the graph editor is already visible like this:\n![2020-10-27 21_44_32-Blender_ [C__Users_elect_Desktop_RUN_.blend].png](2020-10-27_21_44_32-Blender___C__Users_elect_Desktop_RUN_.blend_.png)\n\nCurrently to get to a particular channel like TY an animator has to:\n\n - select the desired controller\n - un collapse the \"bone\" in the channel panel in the graph editor.\n - click the desired channel\n - press shift H to hide all the other channels.\n # start working.\n\nThen if he wants to move to an other channel he needs to:\n\n - press alt H to unhide the rest of the channels.\n - select the new channel\n # hide the rest of the channels with shift H again.\n\nAlternatively an animator can turn on the option \"only selected curve keyframes\" which will dim the secondary channels instead on a similar fashion that we're looking to achieve with \"auto hide channels\" but this option has 2 issues.\n\n - its stored in the file hence the animator needs to turn it on every single time he wants to use it, instead of it being a permanent setting.\n - given that it only lowers the opacity on the rest of the curves, they are still being drawn which could be a win in performance when you have several bones / objects selected.\n\nSolution:\nWith an \"Auto Hide Channels\" option we can set in the user preferences to auto hide channels when the user clicks the name of the channel the result will:\n\nReduce the first encounter to just 4 steps.\n\nAnd the latter and more common exercise of changing from channel to channel which happens hundreds if not thousands of times during the production of 1 shot, will convert those 3 steps into 1 which would be just clicking the right channel.\n\n\n---\nThis is inspired by the \"auto lock\" channels created by the Grease Pencil team to aid not drawing in the wrong layer and will make it easier for the user to focus on one curve at a time which is what you normally want to do. \nIt'll improve performance as more often than not you will be only drawing one curve at a time.\n",
"Shrink/Fatten \"Offset Even\" can not be used as default\nThe \"Offset Even\" option is turned on by default for the Shrink/Fatten (Alt-S) tool. You can see this by opening user preferences, selecting the input tab and opening the Shrink/Fatten menu under the Mesh menu. However, if you use the tool, you'll see checking or unchecking this default option makes no difference. The tool always defaults to off.\n\nIt doesn't seem currently possible, even with custom coding, to have this option on by default. I disabled all transform modal map keys just to be sure they weren't interfering. They are not. I also tried changing the default key to something else (Ctrl-K). It seems nothing can be done to have this tool use \"Offset Even\" (i.e. even thickness) by default. ",
"Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)",
"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",
"Changing the Driver while Auto Keying is on, causes new Keys on it's F-Curve\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: 3.0.1\n\nChanging driver's expression to produce different result, while Auto Keying is on causes creation of Keyframes on Driver's F-Curve.\nWhile thechnically explainable, unfortunately, a scenario where this wouldn't be harmful (and quite possibly unnoticed) is unlikely.\n\n[driver-fcurve-keyframe1.blend](driver-fcurve-keyframe1.blend)\n- Click on the purple/driven number field of \"Curve Out X\" in the Properties Editor Bendy Bones panel (dont do this in the Drivers editor, needs to be on the field directly)\n- change \"max(x,0)*0.05\" to \"max(x,0)*0.05+2\"\n - > The changed value of the Driver generated a new Keyframe in the driver's F-Curve (seen in Drivers Editor below)\n\n(works fine [without adding a keyframe] when changing the expression in the Drivers Editor)",
"Set parent to > Keep transform without inverse. - Don't work with animation.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.2\n\nSet parent to > Object ( Keep transform without inverse. ). Doesnt keep transform with animation\nThe child jump to another positions like the \"keep transform\" of the operation didn't worked.\n\n\nYou can watch the video below.\n<video src=\"attachment\" title=\"Blender 2023-09-13 08-53-20_edit.mp4\" controls></video>\n\nExact steps needed to reproduce the issue. Based on the default startup .blend file.\n1. open blender 3.6.2 lts\n2. select the cube. press g. move the cube. \n3. maj + a. add mesh > torus. \n4. select the torus. frame 1. object propertie. press i to create keyframe at xyz position\n5. move to frame 40. press G. move torus. press i to create keyframe at xyz position\n6. select the torus and the cube. The cube must be the active object. press Ctrl + P > parent without inverse and keep transform.\n7. move the timeline cursor. The position of the torus jump to another location\n\n"
] | [
"Moving curve point drags child objects with it\n%%%--- Operating System, Graphics card ---\nWin7 GeForce660M\n\n - Blender version with error, and version that worked ---\n2.67b\n\n - Short description of error ---\nmoving curve point drags child objects with it\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n1. enter edit mode on the attached .blend\n2. move the leftmost curve point around\n3. the parented cube is dragged along even though the curve's origin does not move\n\n%%%"
] |
stale world_matrix despite scene.update() after transform
Operating system: Windows 10
Graphics card: Nvidia GTX 980 Ti
Broken:
2.80, ad707115d5bc, blender2.8, 2019-01-17
after changing location or rotation and calling for bpy.context.scene.update(), the world_matrix does not change.
It seems to stay stale as long as the popup is active.
On popup reactivation, the matrix gets updated once(sometimes twice) and then goes stale again.
1) paste code below to 'scripting' and run it
2) launch operator from 'space'(search) popup: 'TEZZT_P'
3) change float property
4) notice, how the object is moving, but the printed in the console(as 'INFO' message) values do not change
5) release operator popup
6) launch again
7) notice that the printed 'INFO' values have changed, but do not via slider any more
```
import bpy
class OpTeztPopup(bpy.types.Operator):
bl_idname = "tezt.op_tezt_p"
bl_label = "TEZZT_P"
bl_options = {'REGISTER', 'UNDO'}
location_x : bpy.props.FloatProperty()
def execute(self, context):
d1 = str(context.object.matrix_world[0][3])
context.object.location[0] = self.location_x
#throw everything, something might stick:
context.scene.update()
bpy.context.scene.update()
d2 = str(context.object.matrix_world[0][3])
debug = "{} ::: {}".format(d1, d2)
print(debug)
op : bpy.types.Operator = self
op.report({'INFO'}, debug)
return {"FINISHED"}
def invoke(self, context, event):
return context.window_manager.invoke_props_popup(self, event)
classes = [
OpTeztPopup
]
def register():
for c in classes:
bpy.utils.register_class(c)
def unregister():
for c in classes:
bpy.utils.unregister_class(c)
if __name__ == '__main__':
register()
``` | [
"Python API : OBJECT_OT_convert can't be fully abstracted from context with override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 2.93.5\nIt didn't work in latest Beta build either.\nWorked: I don't think it ever worked otherwise ?\n\nOverriding the context of an operator with a dictionary enables us to call them from pretty much anywhere in the code without having to make sure the context is correct (selected objects, active object, called from a particular editor, etc.)\n\nHowever the `OBJECT_OT_convert` called with `bpy.ops.object.convert` operator still requires an active object to be selected to function with an override, which defeats the purpose of using an override.\n\nIt is explained quite thoroughly in this BSE Q&A 86891\n\nScript to reproduce in an empty file :\n\n```\nimport bpy\n\nbpy.ops.curve.primitive_bezier_curve_add()\n\n# Commenting these 2 lines removes the RuntimeError (context incorrect) on last line\nbpy.context.active_object.select_set(False)\nbpy.context.view_layer.objects.active = None\n\nbpy.ops.object.convert({\"selected_objects\": bpy.data.objects}, target=\"MESH\")\n```\n\n",
"Lattice Object Data Properties fields do not update on Undo in Edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn Lattice Object Data Properties, when a field is changed to a different value and then the User performs an undo, the undo can be seen to take effect in the 3d viewer but the fields do not revert. This bug happens in Edit mode. It seems to work as expected in Object mode, and the changes do revert when switching back to Object mode.\n\n1. Start Blender. The General option is good.\n2. Add a Lattice.\n3. switch to edit mode.\n4. In object data properties, change a field.\n5. perform an undo.\n6. note that the changes took effect in the 3d viewer, but the fields did not revert in Lattice Object Data Properties.\n7. Switch to object mode.\n8. note that the fields do revert now.\n\n\n\n",
"Hair: changing children related settings in objectmode dont show when switching to particle editmode\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related",
"lattice modifier doens't keep original shape at rotation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.6\nWorked: never?\n\nweird behavior of lattice modifier after rotation of 90 degree ()\n\n- Add a lattice modifier on object\n- Pick a curvature mode between bspline, catmull, cardinall - all behave the same\n- Select lattice object, switch to edit mode\n- Select all points of lattice, rotate lattice at 90 degree & I have this weird behavior where lattice doesn't keep original shape - screen will show better\n\n\n\n\n",
"Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u",
"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",
"Uncheck Save Copy freezes on next render - Mutex is still locked\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n2.90.1 and 2.83.5 have the same behavior\n\nWith default scene :\nWhenever I try to save a render, I uncheck both save as render and save copy, the next time I hit render, blender will freeze.\n- Unticking save as render only does not seem to create the freezes, however the option is not saved, I have to manually uncheck it every time.\n\nNew file : \n- Save file\n- Hit render\n- Save as\n- Uncheck Save as Render and Save Copy\n- Save.\n- Hit Render again = freeze\n\n\n",
"Cycles box mapping not working with rotated texture coordinates\nubuntu 14.04, 630GT, 4930k\n\nBroken: 2.74\n\n\nbox mapping doesn't work with object mapping (object) if the object is rotated (only 1 side is properly projected)\n\n\n1. open the blend file\n2. copy \"Cube\" and rotate it (90 degress)\n3. render\n\n\n\n\n\n\n\n\n",
"Tool Menu does not wait in Sculpt mode unless the cursor is hovering on the previously selected tool.\nOperating system: Windows 10\nGraphics card:\n\nBroken: 2.90.3 alpha Date: 2020-05-25 19:50 Hash : 5254ffa17bf0 Branch: master\n\nTools menu does not wait even for a second Shift + Spacebar in Sculpt mode. Tricky thing is : unless the mouse cursor is on the previously selected tool in the menu.\n\n- Go to Sculpt Mode\n- Press Shift + Spacebar.\n\nOnly when you PRESS TWICE the \"Shift Spacebar\" key combination TOOL MENU STAYS. i.e., Only if cursor hovering on the previously selected tool menu stays otherwise it disappears. ",
"NaN in object matrix of instanced objects\nRyzen 7 3800x\n31.9 GB Ram\nOperating system: Windows 10\nGraphics card: Nvidia 2060 6GB Ram\n\nI tested the same scene out on my other box and the problem happened. Both machines are running RTX 2060s. One is a Intel box and the other AMD.\n\n**Blender Version** 2.81 and 2.82a\nWorked: Nothing has worked\n\n**Error**\nYouTube link to render glitches: e1ScHjBANLk\n\nWhenever I start a render, around frame 58 the sun shadows just disappear.\nIf I close the scene and open it back up and render the frame where the shadows disappear, it will render fine. But after about 50 or so frames the shadows disappear again. \nIt works fine in viewport. \n\n**note**\nI deleted the volume light box with just a 1000 floating sprite boxes for the dust inside the garage. After that, the issue went away all together. I then added the volume box back and the problem happened again. It must have something to do with volume lighting. The grass outside is over 12k clones using a particle hair so it has something to do with volume lighting and particles inside a object. \n\n**Files**\n[Blender_Bug.zip](Blender_Bug.zip)\nIt was 12 GB, removed extra elements and brought it down to this.\nAround frame 60 if you render the animation 1-300 the shadow will disappear. Escape the render… The viewport will continue to display the shadow. But after the shadow disappears during the render, and without closing and reopening Blender, whenever you render that frame, the shadow “sun light” is absent. \n\n\n\n\n",
"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",
"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)",
"filter_glob update is not taken into account until user click on \"Refresh File List\"\nOperating system: Linux Mint\nGraphics card: Nvidia RTX\n\nBroken: master\n\nfilter_glob update is not taken into account until user click on \"update\"\n\nRun the following script. This script is based on default Operator File Export, with some change.\nChanges are:\n- the type EnumProperty has now an update function\n- In this function, we changed the filter_glob\n\nThe new filter_glob is not taken into account, until the user update the list with \"Refresh File List\"\nThe file list should refresh automatically when filter_glob changes\n\n[operator_file_export.py](operator_file_export.py)",
"Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\n",
"Reordering menu or modifier in Properties Panel spams modal events until Blender restart.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.1\nWorked: I'm not sure the newest but tested 2.90 and it worked correctly there.\n\nIf you run *bpy.app.debug_events=True* from the Py Console, then click to move a menu or modifier in the Properties Panel, that is, drag to reorder it, you'll note that Blender goes from reporting event input data in the System Console to non-stop spamming of event.type as \"TIMER\" and event.value as \"NOTHING\" and it won't quit until you restart Blender. This can be seen by running bpy.app.debug_events, as well as in any additional addon or script that prints event.type and event.value during its modal function while running after clicking to reorder a menu or modifier in the Properties Panel.\n\nThis spamming can cause unexpected behavior in addons or scripts the user is running. For another example, if you click a menu or modifier to reorder it in the Properties Panel and then run the template code that comes with Blender \"operator_modal.py\" and paste this line within the modal function *print(event.type,event.value)* you'll see the spamming. This also happens in the latest builds of 3.1 and 3.2. \n\n\n\n\n\n\n - Open a vanilla install of Blender.\n - Go to the Scripting Workspace.\n - Enter this line into the Py Console \n\n\n```\nbpy.app.debug_events=True\n```\n\n\n - Press Enter.\n - Go to Window and press Toggle System Console.\n - Note the normal behaivor of debug_events\n - Now click and drag to reorder a menu or modifier in the Properties Panel.\n - System Console gets spammed with event.type \"TIMER\" event.value \"NOTHING\" until restart.\n - Event data of addons or scripts running modals also get spammed until restarting Blender.\n\n\n\n\n\n\n"
] | [
"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"
] |
Tweaking edge slide factor in last operator disables "even" mode
Fedora22 GTX660M
Broken: 2.75a
Worked: (optional)
Tweaking edge slide factor in last operator disables "even" mode
1. create object, enter edit mode
2. slide edge, type e while sliding
3. tweak slide factor in last operator panel
result : edge reverts to sliding evenly between containing edges instead of respecting the fixed distance from one edge or the other
| [
"Inconsistent Grease Pencil auto-keying behavior\nOperating system: Linux 64-bit\nGraphics card: GTX 1080\n\n3.1 and prior\n\nWhen auto-keying is enabled and you're transforming a GP stroke in edit mode on a new frame, a keyframe is added at the beginning of the operation before it is confirmed. If you right-click to cancel the operation, the redundant keyframe remains. This is inconsistent with auto-keying in every other area, in which Blender waits for the user to confirm the operation before adding the keyframe. \n\nAlso, deleting a stroke fails to add a new keyframe. I apologize if these are two different bugs but they seem related.\n[GP_autokey_bug.blend](GP_autokey_bug.blend)\n - Open the attached file.\n - Grab (G) a stroke, then right-click to cancel moving it. The keyframe was inserted, even though no change was made.\n # Go to another frame, then delete a stroke. No keyframe was inserted this time, even though the GP drawing has definitely changed!\n\n",
"VSE: \"Speed Factor\" property for Sound strips should presumably be removed\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 4.0.0 Alpha\n\nIn Blender 3.6.1, most strip types (Movie, Sound, Scene and even Image) have a \"Speed Factor\" property in the Sidebar -> Strip -> Time panel.\nIn Blender 4.0, this property has been removed from most strip types, no doubt in favor of the new Retime tool. However, Sound strips still have it, which looks like it could be an oversight.\n\n",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n\n\nThis issue is similar to what was covered in #107394",
"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",
"Inconsistencies in GPU subdivision info message\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThis feature is introduced with 4d3bfb3f4195ac879b7330e981829122b2633e93\n\n1. Message does not update accordingly when...\n\n1-1. enabling and disabling GPU Subdivision in the preferences\n\n\n\n1-2. changing modifier visibility\n\n\n\n1-3. enabling and disabling auto smooth\n\n\n\n2. I don't know the technical details, but I feel that \"Using both CPU and GPU Subdivision\" contradicts to what the tooltip for GPU Subdivision says (\"Enable (...) for the last subdivision subsurface modifiers in the stack\").\n\n(On a related note, I think [documentation](viewport.html#subdivision) could be more descriptive about GPU Subdivision than just \"Under certain circumstances\".)\n\n",
"Bevel modifier profile direction depends on edge/face order\n[2021-04-18 01-18-54.mp4](2021-04-18_01-18-54.mp4)\n\n[01.blend](01.blend)\n\n\n\nIt is recommended that the Solidify modifier reorder the faces. \n\nThis is the problem I encountered when I was making a column. I thought it was bug. \n\nIt was later found that after the Solidify modifier, the Bevel direction is controlled by the face order, and the Bevel modifier has no option for the face order.",
"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",
"VSE: issue moving strips with changed speed factor\nOperating system: Linux-5.18.10-76051810-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon Vega Frontier Edition (VEGA10, DRM 3.46.0, 5.18.10-76051810-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.5.0 Alpha\n\nIn the Video Sequence Editor, when moving strips that have the speed factor different than default 1.0 the strips seem to glitch so the start and end of each strip fluctuates.\n\nNew file\nGo to VSE\nAdd a movie strip\nUse \"K\" to cut the movie strip a few times (so you have maybe 10-15 strips)\nSelect a strip, go to the Time panel and change the speed factor to 1.5\nOne by one, do the same with all the strips (perhaps giving them various values between 1.1 and 1.5)\nMove each strip up against each other, so there's no dead space between\nSelect all of them and move them around...\n{[F14115112](vse_speedup_movement_glitch.mp4)}you will see the length of each strip fluctuates\n\n",
"unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)",
"Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n\n\nThis is how it opens in max post export:\n\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n\n\nPrepared debug scene (as requested by Howard): \n\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n",
"Grease pencil. Curve editing on the stroke with spikes ruin spikes\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I have sharp spikes on my stroke, different steps clear spikes or make em smoothed (blender creates aligned curve points instead free and sharp)\n\n[2021-04-09_17-04-45.mp4](2021-04-09_17-04-45.mp4)\n\n[GPspikes.blend](GPspikes.blend)",
"Transform generalized custom-data correction support\n\n**Motivation:**\n\nHaving to manually adjust custom-data is tedious\nwhile there is a UV correction option,\nit's limited to vertex & slide.\n\nThis proposal is to generalize the option so it can be used for any\ntransform mode.\n\n\n**Solution:**\n\nThis proposes to add two kinds of custom-data correction methods.\n\n- Correct based on surrounding geometry, this is suitable for\n```\nvertex & edge slide.\n```\n *The existing logic for vertex & edge slide can be used here.*\n\n- Project Custom-Data\n\n```\nThis would project geometry onto the surfaces of the original mesh\nto calculate the custom-data.\nThis would allow geometry.\n```\n\n```\nThis could be used for other transform modes besides vertex/edge slide.\n```\n\n\n**Limitations:**\n\nThis option works best when adjusting small regions of geometry and often won't work well moving large regions of faces.\n\nThere is a limit to how much UV's can be corrected in this case without re-unwrapping/projecting\n*(which is beyond the scope of this proposal).*\n\n\n**User Interface:**\n\nThese would be shown in the tool options panel, we could keep the transform option too (although this isn't essential).\n\n----\n\nThere is a risk that users accidentally leave this enabled and transform their UV's when moving the geometry.\n\nSince we have other fairly obscure options (transform origins for example), it may be best to show these are enabled while transforming (as we do for auto-keyframe).\n",
"Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.",
"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",
"Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)"
] | [
"check/uncheck correct UV bug\nit is joined with #46946 \n\nI think there is something wrong yet with it.\nthe same file.\n- gg slide edge loop for some distance to right side\n- check \"Correct UV\" in left panel\n- gg slide edge loop for some distance to left side\n- uncheck \"Correct UV\" in left panel\n- check \"Correct UV\" in left panel\n\negde loop changed place after uncheck ( different from before uncheck) and did not return to the place where it was after second check and even at start.\nI thing it should works that uncheck/check UV correct should remember the last position of vertices or at least the origin one. but now it is unpredictable\n\n\n",
"Offse Edge Slide doesn't save redo options correctly\nBroken: 2.8x\n\n\nAfter performing the interactive Offset Edge Slide, the options you've chosen do not seem to be represented in the Redo panel. For example, if Even is enabled while modal operator is running, the \"Even\" checkbox will not be enabled in the panel after you confirm the operator.\n\n\n[offset_edge_slide_issue.blend](offset_edge_slide_issue.blend)\n\n1. Load the .blend\n2. Enter edit mode\n3. Activate Offset Edge Slide (ctrl+shift+r)\n4. Activate the Even option (e)\n5. Move the mouse and click to confirm\n6. Show the redo panel\n\nThe \"even\" option in the panel will not be checked.",
"Edge Slide: redo changes result if clamping was disabled in modal\nOperating system: Windows 10 64 bit\nGraphics card: GTX 1060 6 gigabyte (The old one)\n\n\nBroken: Not sure this has ever worked, I tried two versions of 2.8 as well as 2.79 and they both behave oddly, example file is a 2.8 file though. \n\nToggling \"even\" on and off in the operator panel after doing a clamped edge slide changes the result, it seems to give you the results you would have had the edge slide not been clamped at all. \n\nIn the example file, there are two vertices selected. Edge slide them in the negative Y (away from the main cube), press C to clamp, and then slide them in the positive Y so they're beyond where they started and confirm. In the operator panel, turn \"even\" on and back off. [example.blend](example.blend)",
"vertex slide operation is corrupted\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n[if you have a simple grid, you choose one or more vertex, you run the command vertex slide (shift V) the following is noted:\nwhile running the command, if you alter any option of that command while running, this does not get reflected in the dialog box that shows after finishing the command\n\nif you alter the Even option in dialog box after the command, this corrupts the locations of the affected vertices{[F7707606](untitled.blend)} ]\n\n\n",
"Adjusting vertex slide factor guides slide in wrong direction\nOperating system: Win10 64\nGraphics card: 1050ti\n\nBroken: 2.8, 2.79\n\nSliding (GG or Shift+V) changes direction after touching slide factor in settings\n\n1. Open file in 2.8:\n2. Slide central vertex to the top or bottom of the screen (GG or Shift+V), adjust slide factor in settings -> vertex moves as expected\n3. Slide central vertex to the left or right of the screen and adjust factor -> vertex jumps back to vertical direction instead of horizontal\n\n[wrong_slide_direction.blend](wrong_slide_direction.blend)",
"Edge slide changes edge when you type in the edge slide popup box\nOperating system: Win Pro 64 bit\nGraphics card: GTX 1050\n\nBroken: 2.80.0 893fa598319e win64\n\n**Description**\nUsing the GG shortcut you can slide a vertex along an edge. Once done you can adjust the amount of slide in the popup settings box for the edge slide action. Depending on the direction you slid if you change a value in the box the edge you're sliding along will suddenly change.\n\n1. Open new file - General.\n2. Select the box and go into edit mode.\n3. Select the vertex nearest you (-1, -1, 1)\n4. Use the GG shortcut and slide along the x axis.\n5. Click to complete the slide.\n6. Go into the popup slide action settings box and change the amount of slide.\n7. The slide will now be performed along the z axis instead of the x axis.",
"Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause.",
"GG slide clamp in adjust operation popup work wrong\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 15) and 2.82a release\n\nWhen I am using clamp option from adjustment popup it works wrong or did not work at all. So it is impossible to repeat same distance for edge slide.\n[2020-04-30_18-22-54.mp4](2020-04-30_18-22-54.mp4)\n[GG clamp.blend](GG_clamp.blend)\n",
"problem with correct uvs while transforming\nWin 7 pro\n\nBroken: ( 2.74 , 2.76.1 bfdb420)\n\n\nstrange behaviour of correct Uvs while sliding a vertex. when you slide (GG)selected vertex ( or other) to right, left or top , then check one of the options on toolshelf (i.e. correct Uvs). Instead of staying where you moved this vertex, it moves always down. It does not happen with two vertices selected. \nslide (GG) selected vertex to right, left or top , then check one of the options on toolshelf [untitled.blend](untitled.blend)\n"
] |
PSD file dosent load
**System Information**
Operating system: w10
Graphics card: 1080 ti
Broken: 2.90 realease
When a pack a PSD file to the .blend when I re-open that file the image dosent load, to fix i have to unpack the PSD file | [
"Point density texture rendering differently from command line\nOperating system: Windows, Linux\nGraphics card: Not relevant, works the same on CPU / GPU\n\nBroken: All, including the last 3.1 alpha c34ea3323a3a\nWorked: None, as far as I can tell\n\nWhen rendering via command line, a texture with point density and emission renders completely different from rendering via full Blender. The attached file contains a simple example. I also attached sample renders for both command line and full interface.\n\n1. Open blend file in full Blender, render it.\n2. Render the same file via command line\n\n[pointdensity-cmd-bug.blend](pointdensity-cmd-bug.blend) \n\n",
"Scene Line Art problem when used with Grease Pencil objects.\nOperating system: Windows 10\nGraphics card: Radeon RX 590\n\nBroken: (2.93.0 Beta, 0f66dbea904f, master, 2021-04-21)\nWorked: ()\n\nScene Line Art or Object Line Art are located in front of the Grease Pencil objects.\n\n\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)",
"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).",
"Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)",
"Adjusting spotlight blend using gizmo does not register undo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n",
"Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n",
"Blender 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.",
"Displacement distorts textures\nOperating system: Windows 10\nGraphics card: RTX 3060Ti \n\nBroken: 3.6.0\nWorked: Never\n\nAll textures are distorted where displacement texture is greater than 0.\n\nWhen you plugin displacement as 'bump only' the box projected textures glitch out and start to stretch.\nSee attached file.\n",
"Tests: fix script_load_keymap hierarchy test\nOperating system: verified Win32/Win64/Linux64/Mac didn't test Linux32\nGraphics card: N/A\n\nBroken: 2f77175fecc7\nWorked: \n\n\n`script_load_keymap` is passing on all platforms, however looking a little closer at the output, it really should not have passed by the looks of it.\n\nWindows\n```\n[HANDLER_OUTPUT] \n Start 38: script_load_keymap\n\n[HANDLER_VERBOSE_OUTPUT] \n\n38: Test command: D:\\a\\1\\build_windows_Release_x64_vc15_Release\\bin\\Release\\blender.exe \"--background\" \"-noaudio\" \"--factory-startup\" \"--python\" \"D:/a/1/s/tests/python/bl_keymap_completeness.py\"\n\n38: Test timeout computed to be: 10000000\n38: Blender 2.80 (sub 74) (hash d30f72dfd8ac built Wed 06/19/2019 10:55 PM)\n38: Unable to create directory C:\\Users\\VssAdministrator/.thumbnails/large/\n38: Unable to create directory C:\\Users\\VssAdministrator/.thumbnails/fail/blender/\n38: found bundled python: D:\\a\\1\\build_windows_Release_x64_vc15_Release\\bin\\Release\\2.80\\python\n38: Traceback (most recent call last):\n38: File \"<string>\", line 1, in <module>\n38: File \"D:/a/1/s/tests/python/bl_keymap_completeness.py\", line 90, in <module>\n38: main()\n38: File \"D:/a/1/s/tests/python/bl_keymap_completeness.py\", line 80, in main\n38: err = check_maps()\n38: File \"D:/a/1/s/tests/python/bl_keymap_completeness.py\", line 52, in check_maps\n38: for km_id in sorted(test):\n38: TypeError: '<' not supported between instances of 'function' and 'function'\n38: Keymaps that are in 'bl_keymap_utils.keymap_hierarchy' but not blender\n38: \n38: Blender quit\n[HANDLER_OUTPUT] \n 38/103 Test #38: script_load_keymap ..................\n Passed 1.15 sec```\n\nMac\n```\n2019-06-19T23:14:58.8907830Z Start 38: script_load_keymap\n2019-06-19T23:14:58.8909090Z \n2019-06-19T23:14:58.8909990Z 38: Test command: /Users/vsts/agent/2.153.2/work/1/s/build/bin/blender.app/Contents/MacOS/blender \"--background\" \"-noaudio\" \"--factory-startup\" \"--python\" \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\"\n2019-06-19T23:14:58.8910100Z 38: Test timeout computed to be: 10000000\n2019-06-19T23:14:58.9466020Z 38: Blender 2.80 (sub 74) (hash d30f72dfd8ac built 2019-06-19 23:13:34)\n2019-06-19T23:14:59.0865090Z 38: found bundled python: /Users/vsts/agent/2.153.2/work/1/s/build/bin/blender.app/Contents/Resources/2.80/python\n2019-06-19T23:14:59.7974200Z 38: Traceback (most recent call last):\n2019-06-19T23:14:59.7974580Z 38: File \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\", line 90, in <module>\n2019-06-19T23:14:59.7974830Z 38: main()\n2019-06-19T23:14:59.7975000Z 38: File \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\", line 80, in main\n2019-06-19T23:14:59.7975190Z 38: err = check_maps()\n2019-06-19T23:14:59.7975270Z 38: File \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\", line 52, in check_maps\n2019-06-19T23:14:59.7975320Z 38: for km_id in sorted(test):\n2019-06-19T23:14:59.7976280Z 38: TypeError: '<' not supported between instances of 'function' and 'str'\n2019-06-19T23:14:59.7976740Z 38: Keymaps that are in 'bl_keymap_utils.keymap_hierarchy' but not blender\n2019-06-19T23:14:59.8211820Z 38: \n2019-06-19T23:14:59.8212080Z 38: Blender quit\n2019-06-19T23:14:59.8264730Z 38/103 Test #38: script_load_keymap .................. Passed 0.94 sec\n```\n\nLinux\n```\n2019-06-19T22:40:21.3651709Z Start 38: script_load_keymap\n2019-06-19T22:40:21.3651763Z \n2019-06-19T22:40:21.3652247Z 38: Test command: /home/vsts/work/1/build/bin/blender \"--background\" \"-noaudio\" \"--factory-startup\" \"--python\" \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\"\n2019-06-19T22:40:21.3652639Z 38: Test timeout computed to be: 10000000\n2019-06-19T22:40:21.3853468Z 38: Blender 2.80 (sub 74) (hash d30f72dfd8ac built 2019-06-19 22:31:01)\n2019-06-19T22:40:21.4068327Z 38: found bundled python: /home/vsts/work/1/build/bin/2.80/python\n2019-06-19T22:40:22.0448958Z 38: Traceback (most recent call last):\n2019-06-19T22:40:22.0449067Z 38: File \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\", line 90, in <module>\n2019-06-19T22:40:22.0449108Z 38: main()\n2019-06-19T22:40:22.0449150Z 38: File \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\", line 80, in main\n2019-06-19T22:40:22.0449213Z 38: err = check_maps()\n2019-06-19T22:40:22.0449255Z 38: File \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\", line 52, in check_maps\n2019-06-19T22:40:22.0449294Z 38: for km_id in sorted(test):\n2019-06-19T22:40:22.0450043Z 38: TypeError: '<' not supported between instances of 'function' and 'function'\n2019-06-19T22:40:22.0450290Z 38: Keymaps that are in 'bl_keymap_utils.keymap_hierarchy' but not blender\n2019-06-19T22:40:22.0677065Z 38: \n2019-06-19T22:40:22.0677122Z 38: Blender quit\n2019-06-19T22:40:22.0718362Z 38/103 Test #38: script_load_keymap .................. Passed 0.71 sec\n2019-06-19T22:40:22.0720194Z test 39\n```\n\nbonus weirdness:\n \nWin64 and Linux report \n> TypeError: '<' not supported between instances of 'function' and 'function'\n\n\nwhile Mac and win32 report \n> TypeError: '<' not supported between instances of 'function' and 'str'\n\n\ngiven all builds are of the identical commit and use identical versions of all deps, it's \"kinda weird\" \n\n\nrun the `script_load_keymap` test",
"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)",
"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",
"USD import: investigate texture color space conversion issue\n\n@brurpo Reported the following issue:\n\n> When exporting USD from maya to blender none of the textures comes with the correct color space, they are all srgb.\n> Importing on maya again, on a clean scene, does not have this issue, all textures are loaded with the correct color space.\n> Is there a workaround for this, or is this planned?\n\n\nI'll be looking into this.\n\n\n",
"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",
"Assertion reloading space_headers.blend (UI test file)\nLinux-6.3.3\n\nBroken: `b567b249d40488e5d90235e1a89c98853c5fd099` (4.0 main branch)\nWorked: (needs investigation)\n\n\nLoading `lib/tests/ui_tests/space_headers.blend` twice asserts.\n\n\n1. Run `blender ../lib/tests/ui_tests/space_headers.blend`.\n2. Ctrl-O (and open the file again).\n\nBlender exits with:\n```\nBLI_assert failed: source/blender/editors/space_file/filesel.cc:1094, ED_fileselect_init_layout(), at 'layout->rows != 0'\n```",
"TIFF 8bit always saved and loaded as unassociated alpha\nOperating system: Linux amd64 Debian Buster\nGraphics card: NA\n\nBroken: All\nWorked: Possibly way back.\n\nBlender can handle own TIFFs\n\nTIFF handling in Blender has been forever been broken for a number of reasons.\n\nBy default TIFFs encode associated alpha. Sadly, Blender had a hack that tried to \"preserve\" background pixels, coupled with saving with extrasamples set to unassociated alpha. The result is that Blender can't properly load it's own files."
] | [
"Brush Custom Icons do not work with PSD files\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nPSD files do not work when set as Custom Icon in brushes. Tested in sculpt mode.\n\nSet the Custom Icon to some PSD texture. It do not work\n\nSample PSD to test\n\n\n",
"blender can't display .psd if its packed into the blender file \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: 3.1.2\n\nif i pack a .psd image in blender, it will display as missing. for some reason, blender cant read a psd when its packed in the blender file\n\nadd a psd image to a texture Pack resources save and open and it will seam like the texture is missing\n[pack psd .blend](pack_psd_.blend)\n------------------------------------------------------------------------------------------------------------------------\n\nI'm not sure where to mention this, so ill try to do it here \n\ni reported a bog T97787 \ni was told it wasn't a bug \nso i asked @pablovazquez on stream how i can resolve it, he said that it is a bug \nI'm asking if some can please have another look at it \n\nthanks\n\n",
"\"Pack Image\" with PSD files not working\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 13)\n\nI can use a PSD file as texture. than pack it without problems. But after reload the texture is pink.\n\n- add image as plane and choose the psd file below\n- open image editor and pack the image\n- hit save (blendfile increases in size) and reload the blendfile\n- > texture is not loaded\n\nHere's a PSD file to test:\n\n\nAnd a all \"in one image\"... image:\n"
] |
Box Selection Freeze
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49
Broken: version: 3.5.0 Beta
Worked: (Blender 3.3. In Blender 3.4 there is a huge lag with the third selection, but not always a freeze)
With complex/dense meshes, in Edit mode, adding a third Box Selection freezes Blender. The first two box selections are fairly responsive, but the third will just hang Blender. Iv'e seen this with multiple different meshes. This seems to happen whether in X-Ray mode or not.
1. Open the attached file, select the object, go to Edit mode (De-Select All if necessary)
2. Hit B on the keyboard and box select part of the mesh, repeat for another area, and repeat a third time.
3. On the third selection, Blender will freeze.
*I do NOT see this behavior in Blender 3.3* (i.e. it continues to select as many box selections as required).
| [
"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.",
"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. ",
"blender 3.4 and 3.5 hangs during compositing when rendering an animation\nOperating system: Linux-5.4.0-132-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Beta\n\nwhen rendering a longer animation the beta and alpha versions tend to hang on the \"initializing execution\" part of the compositing. No compositing happens on the render in the render window, you see frame n while the playhead already is a frame n+1.\n\nWhen rendering the same animation it happens randomly after 5 frames or after 150 frames, but mostly with 200+ samples and at least HD resolution, smaller res and less samples went through mostly. I compared the same animation file with 3.3.1 and it just worked and the very same file with 3.4 got stuck.\n\n",
"Graph Editor: Box Select 'Include Handles' not working correctly\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: N/A (tested in 2.9.3 to same results)\n\nIn the Graph Editor, use **Box Select** to select keyframes. In the Redo Panel, check/uncheck **Include Handles**. Expected behavior would be to include/exclude Handles with box selection.\n\n\n\n1. Activate Box Select Tool\n2. Box select keyframes and handles.\n3. Toggle \"Include Handles\" in Redo Panel\nResult: handles are included in both states\n\n**Additional notes**\nIf both handles and the key are selected, the checkbox doesn't work. However if I have one handle and a key or just one handle, it toggles the selection. It is still not expected behavior though as it also will select other key control points, changing the selection. This behavior changes again when **View > Only Selected Keyframe Handles** is checked. The **Include Handles** checkbox then toggles the visibility of the selected keyframes.\n",
"Handle Type selector in the Graph Editor's sidebar sets different types than selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.0\nWorked: Don't know if it ever worked before or when.\n\nWhen choosing the type of handle for a keyframe in the Graph Editor's sidebar, the options don't work as expected. Selecting \"Vector\" sets the handle to \"Free\", and selecting \"Automatic\" or \"Auto Clamped\" sets it to \"Aligned\".\n\nNot sure if this is expected behavior, but choosing an option to get a different one be set felt weird. Most of all, I couldn't set it as Vector from there, so I had to press V in the Graph Editor and do it from there. Interestingly, then it appears as \"Vector\" in the sidebar as well.\n\nI'm attaching a screenshot of the menu I refer to, and a .blend prepared to reproduce the issue (any file with an animation would do).\n\n\n\n1. Create an animation (already present in the attached .blend file)\n2. Open a Graph Editor\n3. Select a keyframe\n4. Open the Graph Editor's sidebar\n5. Try to change the handle type options in the F-Curve tab of the sidebar\n\n[Handles Issue.blend](Handles_Issue.blend)\n\n",
"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.",
"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",
"Freeze on typing in name field of Named Attribute node\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 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)",
"Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)",
"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",
"In some Constraints, only one Custom Space selection box appears when there should be multiple \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: 2.83 (When the custom space option hasn't been added)\n\nIn some constraints such as copy location/rotation, there are two \"space\" selection boxes. However, only one custom space target selection box appears when both of them are selected as \"custom space\".\n\n1. Open Blender, add a copy location constraint to the default cube\n2. Set both the \"target\" and the \"owner\" to \"custom space\"\nOnly one custom space target selection box appears, where there should be two.\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.",
"'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",
"Asset Browser refreshes unnecessarily and halts Blender when doing so\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nThe Asset Browser refreshes its thumbnails often, without need for it, and stalls Blender when doing so.\n\nThe video demonstrates that only some actions cause this and that this only happens when the Asset Browser is visible + it shows that the UI can be completely unresponsive for seconds.\n\nThis happens any time the asset browser is open and certain actions such as deleting any object is being performed.\nLarger Asset libraries and slower hard drives compound the issue.\n[2022-08-30_17-22-14.mp4](2022-08-30_17-22-14.mp4)",
"Memory leak cause my computer to freeze when rendering anumation\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2 Release Candidate\nWorked: worked on blender ~3.0 but it broke on 3.1+.\n\nwhen rendering full animations the memory of Blender is raised to 20GB, although the animation is a very simple content. after 300 frames of rendering in the low quality, we are still stuck and the rendering output is blank frames. \nThe entire compute get stuck and Swap Files rose to 10GB. I have 32 GB of memory.\n\nI will attach the file I render to this ticket.\n\n**Update August 19, 2022**\nThe memory issue was fixed in the current 3.2.2 version and in 3.3 version.\nbut there is an issue with black images rendered from frame 700 in the animation ( in the same file attached).\nin the previous versions the black frames occurred from the frame 300 because of memory leak issue."
] | [
"Regression: Inverting face selection now very slow\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.1\nWorked: 3.3\n\nCaused by 12becbf0dffe06b6f28c4cc444fe0312cf9249b9\n\n\nPreviously I was using Blender 3.3.1 and earlier. When I upgraded to 3.4.1 I found that inverting the selection on large meshes now takes a long time. Previously, on 3.3.1 it was almost instantaneous. This is noticeable on large meshes of around 1 million polys, but almost instant on smaller meshes with, say, 200K polys.\n\nLoad up a mesh with at least 1 million polys. Select half the faces, and then Invert the selection. Instead of instantly changing the selection to the other faces, it sits there for several seconds thinking about it before it does it. This never happened with previous versions of Blender where it was pretty much instant.\n\n- Start with default scene\n- Add a SubD modifier to the Cube and manually set the levels to 9 (you'll get ~1.5 million faces)\n- Apply modifier\n- Enter Edit mode for the Cube\n- Box select the top third of the mesh\n- Hit CTRL+I a few times and observe quite poor performance\n- Compare same scenario in 3.3 LTS"
] |
bpy.context attribute not available after reloading a scene using python
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59
Broken: version: 3.2.0
It looks like when the scene is reloaded running a python script in the text editor the context loses all the attributes.
Probably this is due to the missing context window.
I am not sure if this is a bug, but so far I was able to make it work only with workarounds using the temp_override.
Just create a scene, save it and run the following code
```
import bpy
print(bpy.context.selected_objects)
file_path = bpy.data.filepath
print("================AREAS=====================")
print(bpy.context.screen)
for area in bpy.context.screen.areas:
print(area.type)
print(bpy.context.window)
bpy.ops.wm.open_mainfile(filepath=file_path)
print("================AREAS=====================")
print(bpy.context.screen)
if bpy.context.screen:
for area in bpy.context.screen.areas:
print(area.type)
print(bpy.context.window)
wm = bpy.context.window_manager
win= wm.windows[0]
with bpy.context.temp_override(window=win):
print(bpy.context.selected_objects)
print(bpy.context.selected_objects)
```
| [
"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",
"Python API : OBJECT_OT_convert can't be fully abstracted from context with override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 2.93.5\nIt didn't work in latest Beta build either.\nWorked: I don't think it ever worked otherwise ?\n\nOverriding the context of an operator with a dictionary enables us to call them from pretty much anywhere in the code without having to make sure the context is correct (selected objects, active object, called from a particular editor, etc.)\n\nHowever the `OBJECT_OT_convert` called with `bpy.ops.object.convert` operator still requires an active object to be selected to function with an override, which defeats the purpose of using an override.\n\nIt is explained quite thoroughly in this BSE Q&A 86891\n\nScript to reproduce in an empty file :\n\n```\nimport bpy\n\nbpy.ops.curve.primitive_bezier_curve_add()\n\n# Commenting these 2 lines removes the RuntimeError (context incorrect) on last line\nbpy.context.active_object.select_set(False)\nbpy.context.view_layer.objects.active = None\n\nbpy.ops.object.convert({\"selected_objects\": bpy.data.objects}, target=\"MESH\")\n```\n\n",
"Keymapping does not update for the python api after hotkey is changed in settings\nOperating system: Linux-6.1.19-gentoo-x86_64-x86_64-Intel-R-_Core-TM-_i5-6300HQ_CPU_@_2.30GHz-with-glibc2.36 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 530 (SKL GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: Didn't work at least since version 3.3 and last tested with 3.5.1 (sorry in gentoo Blender doesn't seem to have precise git info)\n\nThe following python code:\n```python\nimport bpy\n\ndef check_hotkey(category, keymap_name):\n kc = bpy.context.window_manager.keyconfigs.active\n keymap = kc.keymaps[category].keymap_items[keymap_name]\n\n print(keymap.to_string())\n\ncheck_hotkey(\"Window\", \"wm.open_mainfile\")\n```\nprints `Ctrl O` But, if the `wm.open_mainfile` keymap changes, and then when the script is run again, it does not detect that the keymap changed.\n\n1. Run the script above, it will print the keymapping\n2. change the `wm.open_mainfile` to anything\n3. The script will print the exact same keymapping from the step 1, instead of new \n\n\nTested with default Blender scene.\n\n",
"Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n\n",
"Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n",
"Crash 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",
"Wrong object naming when using context.copy\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 2.93, 3.6, 4.0\nWorked: none\n\nWhen duplicating an object with a parent and using context.copy() with the object.duplicate or any other operator that uses object.duplicate the child object to get a wrong name.\n\n\n1. set one object as a parent of another\n2. select both objects (parent and child)\n3. run this code in the Text Editor\n4. now take a look in the outline the duplicated parent is selected, but the origin child is also selected and the name of the origin child has changed\n\n```\nimport bpy\nbpy.ops.object.duplicate_move(bpy.context.copy())\n```\n- - -\n```\nimport bpy\n\nwith bpy.context.temp_override(**bpy.context.copy()):\n bpy.ops.object.duplicate_move()\n```\n\n\n\n| Before | After |\n| -------- | -------- |\n|  |  |",
"Can't edit new driver on an overriden property on a linked object with no animation data\n## Simplified Report\n\n- The following file contains an object with no animation data.\n- Link the object to a new file and make a library override from it.\n- Add a new driver on one of its location channels.\n- Notice that driver options are grayed out and can't be edited.\n- One expects to be able to edit the driver since the object has no animation data. \n\n[libraryFileWithNoAnimationData.blend](libraryFileWithNoAnimationData.blend)\n\n## Original Report\n\n\nOperating system: Linux-5.15.60-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\nWorked: ??? I could have sworn this worked in 3.2 but it seems to have the same behavior. Same in 2.93.\n\nUsing drivers with overridden properties is not really usable. I can add a driver, but then I cannot edit it.\n\nLink a collection into a file and make a library override. Right-click on a property and choose \"Add Driver\".\nRight click on the property (which should turn purple) and then choose \"Edit Driver\" Notice that the\ndriver's controls are all blurred out! You can't edit them in the UI.\nIt gets worse!\nOpen a driver-editor window so you can watch what happens in the next step, and select the driver you\njust created- open the \"Drivers\" tab in the window. Look at the expression.\nIn the main window (not the driver window), click on the driven property and type ~~\"#1\" - when you\nprepend a hash symbol, that tells Blender to edit the expression of a driver (it's a handy way to make\nnew drivers with simple expressions. Try it at home!)~~ **edit: it looks like you don't need the hash when it is already driven.**\nNow, notice the expression change in the driver window that you aren't normally able to edit!\nI have also confirmed that you can edit some properties with the Python API that you cannot edit in\nthe user interface.\n\n**My Thoughts** (If you're interested)\nI do not know if the design for overrides is intended to support using drivers like this. It feels a little squishy\nbecause I don't know if Blender will keep the driver around when I resync the override. On the other hand, it's\nreally handy when doing animation that is easier to do programmatically, such as causing a bone to oscillate\nwith sine-waves (e.g. a plant waving with the wind). Sometimes I use a driver to bake keyframes - so I set up the\ndriver and then bake its motion to an action, and get rid of the driver. It is my opinion that driver support is\nnecessary for overrides, because it's something I expect to be able to use, as an animator. I don't know if the\nold Proxy system supported drivers, though.\nAt any rate, if it is blocked from editing in one place, it should be blocked from editing through the API, too.\n\nI apologize if this is a known issue. I don't see any similar bug reports but it appears things have been like this\nfor a while.",
"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",
"Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n",
"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)",
"Menu label does not update after \"Remove Shortcut\" from context menu\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: all\n\nAfter \"Remove Shortcut\", the menu label is not updated properly.\nJust for a moment, but it's noticeable.\n\n**Only in the case when the \"Remove Shortcut\" menu item (mouse cursor actually)\nis located above the deleted item or above separator.**\n\n",
"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",
"filter_glob not working with filenames\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 2.90.1\nWorked: 2.83\nBroken by 1f223b9a1f\n\nThe filter_glob parameter does not work for the operator.\n\n\nCreate file called \"test\" (Not something.test)\n\nRun this script and run the generated operator.\n\n```\nimport bpy, bpy_extras\n\n\nclass IMPORT_OT_test(\n bpy.types.Operator, bpy_extras.io_utils.ImportHelper\n ):\n\n bl_idname = 'import_test.test'\n bl_label = 'Import Test'\n filter_glob: bpy.props.StringProperty(default='test', options={'HIDDEN'})\n\n def execute(self, context):\n return {'FINISHED'}\n\n def invoke(self, context, event):\n return super().invoke(context, event)\n\n\ndef menu_function(self, context):\n self.layout.operator(IMPORT_OT_test.bl_idname, text='test')\n\n\nbpy.utils.register_class(IMPORT_OT_test)\nbpy.types.TOPBAR_MT_file_import.append(menu_function)\n\n```\n\nWhen the explorer window opens, you will not be able to find files named test. These files will be hidden.\n",
"Improvement ideas for using Driver Context Properties to access scene custom properties\nThe #105132 pull request introduces access to properties of the current scene and view layer via an implicit rather explicit reference.\n\nThe existing implementation is perfectly fine for built-in properties, but I have some additional ideas aimed at making it easier and more convenient to allow scene-global custom settings via custom properties.\n\nBasically, since the properties have to be added by the user, it would be convenient to support the case when it doesn't exist. It also may be nice to allow setting overrides at several different levels of abstraction.\n\nThus:\n\n* Allow an optional default value that would be returned by the variable if the referenced property doesn't exist, instead of failing with an error.\n\n* Allow fallback from Layer to Scene, and then World: one World can be used by multiple Scenes, which can have multiple Layers.\n\nSince this all only makes sense for *custom* properties, maybe it can be a new mode specifically aimed at them, e.g. some kind of \"Layer/Scene/World Custom Property\", which has options for the custom property name (without the `[\"...\"]` quoting), channel index (for vectors), and default value.\n\nThese are things missing for the new driver things to fully cover the features of the View Layer mode of the Attribute material node."
] | [
"RuntimeError on bpy.ops.object.mode_set if executed from terminal but works in blender's text editor\nOperating system: Linux-5.4.0-84-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 2.93.2\n\nWhen changing armature mode from python script executed via terminal it errors on the **mode_set** method\n> RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect\n\n**NOTE:** this isn't a problem if the python file is run from the text editor within blender.\n\n1. Create a python module test.py\n2. After standard import of bpy and open_mainfile method to open a file with basic rig. Add these two lines.\n\n```\nbpy.data.objects['MyRig'].select_set(True) # Where \"MyRig\" is the name of rig in file.\nbpy.ops.object.mode_set(mode='EDIT') # fails on this line\n\n```\n\n3. Launch python via commandline:\n\n```\n \"directory/to/blender-2.93.2-linux-x64/blender\" -P \"test.py\"\n\n```\n[MyRig_Test.blend](MyRig_Test.blend)\n"
] |
Grease pencil grid not working toggle in overlays on/off
Operating system: windows 10
Graphics card: nvidia quadro 4000
Broken: blender-2.80-dd9cedddae69-win64
open overlays in 2d animation toggle grid button does not work did work in previous older builds. | [
"Changing rotation axis in operator panel has no effect\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.1.0 Alpha\n\nAfter confirming a rotation operator with a click, attempting to change the axis in the popup panel has no result.\n\n\nAdd any object. Press R to rotate it, and choose any specific axis. After you click to confirm, attempt to change the axis of rotation in the operator panel. \n",
"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.",
"GPencil: Canvas Overlay becomes inconsistent when both Object and Layer are transformed\nOperating system: Windows\nGraphics card:\n\nBroken: 3.4.1\nWorked: never?\n\nModifying Grease Pencil Layer transforms affects the Canvas overlay, but when both the Object and Layer have transforms the overlay does not describe the drawing plane actually being used by tools.\n\n- Open attached .blend\n- Draw new strokes into the Lines layer\n- Rotate the viewport to view the stroke placement.\n\n",
"GPencil: Modifiers don't work after separate strokes and use hide in outliner [issue with multiuser gpencil objects and modifiers]\nOperating system: Ubuntu 20.04\nGraphics card: Mesa Intel® HD Graphics 620 (KBL GT2\n\nBroken: (2.83.3)\n\n\nThe mirroring of a grease pencil object briefly stops being visible after performing a stroke separation.\n\n1. Boot up Blender's default 2D animation workspace\n2. Draw a stroke on the GP object \"Stroke\"\n3. Add a mirror modifier to the object.\n3. Draw another stroke\n4. Change to edit mode and select the new stroke\n5. separate said stroke with P, creating \"Stroke.001\"\n6. Still on edit mode, click on the 'eye' icon on the outliner to make \"Stroke\" invisible\n7. Click on the eye icon again, the mirroring will have stopped being visible.\n8. Clicking twice on the \"Display modifier on viewport\" button in the modifier tab fixes the issue.\n\n**Status**\nThe \"wrong usercount when separating\" is fixed, see 4251a87bf6, however the underlying issues with multiuser gpencil and modifiers still remains.\nTo reproduce:\n- add a gpencil stroke\n- {key Alt + D} duplicate linked\n- add a Thickness modifier.\n- Hide/Unhide the object in outliner.\n",
"Grease Pencil Bezier points can't be deleted immediately after moving\nOperating system: Linux Mint 64-bit\nGraphics card: NVDIDA GTX 1080 ti\n\n2.93.5 (also broken in 3.0 alpha)\n\nDelete (X) does not work on Grease Pencil edit curve points if the previous operation was to transform them.\n\n - Enable curve editing in Edit Mode on a Grease Pencil object (attached)\n - Select and transform any bezier point (G, R, S)\n # Use Delete (X) on the selected point\nIt won't delete!\n[GPbug.blend](GPbug.blend)",
"Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n",
"Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n",
"Grease Pencil is lit by World's Viewport Display Color, not by the actual World Color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.93.0\n\nGrease Pencil Objects change their color in Rendered Viewport Shading Mode and on the final render according to World's Viewport Display Color, not by actual World's Surface Color.\n\nOpen a new scene.\nDelete the cube and light.\nAdd Grease Pencil Monkey object.\nSwitch shading mode to \"Rendered\".\nIn the \"Properties\" area find \"World Properties\" and expand \"Viewport Display\" settings.\nPlay with the color value. In the viewport you'll see Monkey changing color according to your experiments.\nBlack color will bring drawing to complete hopeless darkness.\nTry to render the image with tinted monkey in frame. You'll see the effect takes it's place on render as well.\nNow play with World's Surface color. It doesn't do anything.",
"Online Manual doesn't work for Panel Pin property\nSystem Information\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBlender Version\nBroken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: blender/blender@b292cfe5a9\nWorked: Was not working since 2.93 LTS, haven't tested lower ones, but I am pretty sure it is not working there as well\n\nShort description of error\nBlender Online Manual operator is not working for Panel Pin property, though it works for any other pinning property.\n2022-11-23 22-16-34.mp4\n\nExact steps for others to reproduce the error\n\n Open Sidebar (in any editor with Sidebar, shortcut {key N})\n Hover over panel header and press RMB -> You will see Pin property,\n press RMB in the Pin property to see it's context menu\n then press Online Manual or just press F1 key.\n\nNote that in the property editor the Online Manual works.\n\n\n------\n\nThis issue has been transferred from 102727\n\n",
"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",
"Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n\n\n\n\n",
"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.",
"Mode hotkeys - different hotkeyset for grease pencil object required, entries in keymanager problem\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\n\nThe grease pencil object doesn't show the general object mode hotkeys when you assign some. It requires its own hotkey set for the modes. But in the keymanager they will appear as the exact same entries. Except draw mode, which doesn't exist for other object types. \n\nThere is a problem then with the display in the key manager. When you add the extra set for the grease pencil type, then you can't see the mode anymore for the mesh object type modes. I guess it's because it is in fact a double entry with the ones created for the grease pencil object.\n\nI also managed to mess up the object mode hotkeys then with saving the preferences. All modes except object mode had the same key assigned then. But this wasn't reproduceable so far. And might be another issue.\n\n\nCreate a set of hotkeys for the modes with a mesh object. Create a grease pencil object, have a look at the modes. No hotkeys except object mode.\n\nCreate a set of hotkeys for the modes with the grease pencil object.\n\nHead over to the preferences into the keymap tab. Search for mode. Have a look at the Object Non-Modal section. Here you can find the mode hotkeys. Open the first ones up, have a look for the modes. No mode content in the boxes ...\n\nI wonder why the grease pencil object doesn't find the other mode hotkeys from the mesh object at all. That's the second thing. There is no visible difference in the keymanager, it's in the same category ...\n\n\n\n\n\n\n\n\n",
"Grease Pencil ignores collection Line Art usage settings\nversion: 3.3.0 Beta, branch: master, commit date: 2022-07-28 22:39, hash: 6ca602dd9fa1, type: release\nbuild date: 2022-07-29, 00:21:12\nplatform: 'Windows-10-10.0.22000-SP0'\n\nrenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 516.59'\n\nGrese Pencil ingnores Collections Line Art usage settings. See my attachment and screenshot.\n\nOpen the attached file and check the line art settings in the torus collection.\n\n\n\n[gpencil_outlines-test-3_3.blend](gpencil_outlines-test-3_3.blend)",
"Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n"
] | [
"Grid and Axes options are ignored when in orthographic view\nOperating system: macOS 10.14.3 (18D109)\nGraphics card: AMD Radeon R9 M395X 4096 MB\n\nBroken: 2.80, 2019-02-27,\n\nThe Grid and Axes options in the Overlays popover are both ignored when in orthographic view\n\n\n - Disable the background grid and/or the axis lines in 3D View > Overlays\n - Switch to to side view and make sure you are in orthographic view\n - The grid and axes are still displayed\n\n\n\n\nThis blend demonstrates this also, but the issue is not dependant on any specific scene:\n[grid_display_ortho_bug.blend](grid_display_ortho_bug.blend)"
] |
Wrong API for activating Denoise_data pass with python
Operating system: Windows 7
Graphics card: GTX Titan
Broken: blender-2.80-388ff003e28b-win64
I have to do a batch process on many blender files and I need to activate the denoising data in each viewlayer. When I manually activate the Denoising Data button, the python command is bpy.context.scene.denoising_store_passes = True . However it is impossible to retrieive this command from the python console as I get this error message :
```
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'Scene' object has no attribute 'denoising_store_passes'
```
Also, as this is an option per View Layer, this command should be accessible from the same data like other passes, something like :
```
bpy.context.scene.view_layers["Perso"].use_denoising_data = True
```
Thanks a lot,
Henri
Based on the default startup or an attached .blend file (as simple as possible). | [
"Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)",
"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",
"`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.",
"Missing note in the documentation about contexts in application handlers\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 580 Series (polaris10, LLVM 14.0.6, DRM 3.42, 5.15.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.1.4 - kisak-mesa PPA\n\nBroken: version: 3.2.0\nWorked: Could not find one\n\nWhen running `bpy.ops.render.render` with 'INVOKE_DEFAULT' as a result of a render_complete handler throws an exception, stating that `Missing 'window' in context`\n\n1. Create new file\n2. Add script to run render on render finish\n```\nimport bpy\n\ndef render_complete(a, b):\n bpy.ops.render.render('INVOKE_DEFAULT', write_still=True, use_viewport=False)\n\n\nbpy.app.handlers.render_complete.append(render_complete)\n\n```\n3. Run script and start render\n4. Exception gets thrown in Terminal:\n```\nTraceback (most recent call last):\n File \"/Text\", line 6, in render_complete\n File \"/home/richards/Documents/BlenderDev/blender-3.2.0-linux-x64/3.2/scripts/modules/bpy/ops.py\", line 113, in __call__\n ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)\nRuntimeError: Operator bpy.ops.render.render.poll() Missing 'window' in context\n```\n\nI am unsure if this is intended behavior, as invoking a render in other circumstances reopens the render view. If it is intentional, it would be a useful thing to mention in the handler documentation, that inside the handler, the context does not contain 'window'",
"Crash when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)",
"Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n",
"multiview: overwrite and file naming \n\n\"not overwrite\" option doesn't work with multiview when some views already exist on disk, could be a minor problem but rendering one single view with views option activated create a 0 byte \"myfile_L.jpg\" file but save only myfile.jpg\n\n\n\n\n\n",
"error in custom view3d.move Keymap Setting\nOperating system: Windows11\nGraphics card: It doesn't matter\n\nBroken: up to 3.5.1\n\n\n\nBecause I often use the 2D features in Blender, and the pan view function in Blender is not very convenient (requires using Shift + MMB), I made the settings as shown in the picture to add a new pan view keymap to Spacebar + LMB. In the normal object mode, I can indeed pan the view by using the new shortcut, but once I switch to any other mode, this shortcut key will be disabled. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n\n\nWhen you turn transparency off, those artefacts disappear:\n\n\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)",
"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",
"Improve volume render passes\nCycles volumes mostly do not write to render passes currently. Given the transparency it's not always useful or meaning to do this, but we can do better.\n\nA few known issues:\n- [ ] Cryptomatte is not written for volumes. We could accumulate cryptomatte contributions of objects while ray-marching.\n- [ ] Mist is not written, which causes the background value to be used when the volume is opaque. More useful would be to either write it based on the volume position weight by transparency, or to write mist for the object behind. (#91280)\n- [ ] There is no Volume Color pass currently, equivalent to the Diffuse/Glossy/Transmission Color passes. We do now write albedo for denoising, a similar thing could be added for volumes but it's unclear if this is useful for compositing in practice, especially with overlapping volumes.\n",
"Python: bpy_prop_array does not support full slicing syntax\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.6.0\nWorked: Never\n\n\nI am unable to use the full slicing syntax on a `bpy_prop_array` type.\n\nFor example, I am trying to read the pixels of an image, like so:\n\n```\nimage = bpy.data.images['my_image']\npixels = image.pixels[3::4]\nprint(pixels)\n```\n\nHere the `start` is `3`, the `stop` is `None` and the `step` is 4. This works for regular lists etc., but this code produces the following error:\n\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nTypeError: slice indices must be integers or None or have an __index__ method\n```\n\nSee the attached .blend file.\n\n",
"Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\n\n",
"Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n",
"Volumetric object not taking into account by cycles depth/mist pass\nOperating system: Linux-4.15.0-52-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.104\n\n\nBroken: version: 2.80 (sub 75)\n\n\nNo matter what \"Alpha Threshold\" is set to, cycles depth pass does not include volumes.\n\n**Expected behavior**\nIn the same way that Alpha Threshold is compared with the alpha transparency of each object, it (or another parameter like Density Threshold) should be compared with the density of each volume in the scene (for the purposes of inclusion in depth passes)\n\n[depth-pass.blend](depth-pass.blend)\nRendering this file yields a (normalized) depth pass that is missing the cube with the volume shader (but it does include the cube with the 0 alpha principled BSDF)\n\n\n"
] | [
"Inaccuracy in 'Info' editor\nThis bug is difficult to describe specifically, since I have no idea of *all* of the affected properties. All I noticed is that *some* are reported inaccurately (i.e. the reported rna path does not exist or does not point to the changed property).\n\nA few I found are on the View Layer tab in the Properties editor:\n`bpy.context.scene.view_layers- [x].cycles.denoising_store_passes` is reported as `bpy.context.scene.denoising_store_passes`\n`bpy.context.scene.view_layers- [x].cycles.pass_debug_render_time` is reported as `bpy.context.scene.pass_debug_render_time`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_direct` is reported as `bpy.context.scene.use_pass_volume_direct`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_indirect` is reported as `bpy.context.scene.use_pass_volume_indirect`\nPlus all of the Cryptomatte and Denoising properties.\n\nI have no idea how the Info editor receives this information, but it looks as if the message is partially hard-coded and not up to date?"
] |
Folders and files clicking in files browser don't work
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11
Broken: version: 3.0.0 Alpha
Any clicking action in main window browser don't work. Clicks on left and right panel work, but not on file and folder. To select a folder or a file I have to manually type the name in the file path.
File/Open/ try selecting something with the mouse
| [
"Impossible to use any other mouse button than MMB to navigate in Knife tool mode\nOperating system: Windows 10\nGraphics card: GTX1080Ti\n\nBroken: 2.8 latest master\nWorked: Probably never\n\nThe way Knife tool mode is executed makes it impossible to navigate 3D viewport in the Knife tool mode as long as navigation buttons are mapped to any other key than middle mouse button (MMB). This does not interfere with default Blender kemap, where Orbit (Rotate), Pan and Zoom viewport navigation actions are mapped to MMB, but doesn't allow viewport navigation in the other custom keymaps, including the proposed industry compatible one: T54963 \n\nThere is no combination of settings in Knife Tool Modal Map section which would allow to solve this issue and make non-MMB based viewport navigation function in Knife tool mode.\n\n\n1, In factory default setup Blender, got to edit mode of the default cube, activate Knife tool using K key, and notice MMB to orbit, Shift+MMB to pan and Ctrl+MMB works.\n2, Go to User Preferences, Keymap section, and in 3D View>3D View (Global) \n3, Change Rotate View from Middle mouse to Alt+Left Mouse and change the action type from \"Press\" to \"Click-Drag\" (To distinguish from Alt+LMB click, which selects edge loops)\n4, Change Zoom view from Ctrl+Middle Mouse to Alt+Right Mouse\n5, In 3D viewport, notice that Alt+LMB and Alt+RMB work correctly to activate Viewport Rotate and Viewport Zoom respectively\n6, Enter Knife tool mode, and notice that Alt+LMB and Alt+RMB do not work to Rotate or Zoom the viewport.\n7, In Keymap editor, under 3D View>Knife Tool Modal Map, notice there is no possible setup to make these new navigation hotkeys work.\n\nResult: There is no way to configure Knife Tool Modal Map so that viewport navigation in Knife Tool Mode works with any other mouse buttons than MMB.\n\nExpected: It is possible to configure Knife Tool Modal Map so that it works with non-MMB based viewport havigation configuration.",
"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.",
"Use new file-list design in the File Browser\nThis will be a rather complex task.\n\nFor this we'll need some kind of `uiModelView` for the File Browser, to handle filtering, sorting and lazy-cached previews. This may be the same (base?) view we use for the asset view as well.\n\nWe can either add C wrappers for the C++ functions, or compile the File Browser files in C++ (preferred).",
"Asset Browser only lets you search for one tag\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.1\n\nIf I go to the search field in the asset browser I can only search for one tag. No matter what I tried I can not search for two or more tags for assets that share more than one tag for narrowing down the results.\n\n1. Add three assets to the asset browser\n2. Give each asset two or more tags and have at least two assets share one tag\n3. Search for two tags at the same time and you get no results\n\n",
"Clickable area of Current File Assets in 'template_asset_view' is reduced when no 'drag_operator' is used\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1 and 3.3.2 Release Candidate\n\nThe clickable area of Current File Assets in `template_asset_view` is reduced when no drag_operator is used. To be precise, it looks like the clickable area of the text and asset preview isn't expanding with UI. The green regions roughly show the clickable area of the Cube asset in both Panels: \n\n- Open the attached .blend (authored in 3.3.1, it has the default Camera, Cube and Light marked as Assets and a script to run in the Text Editor)\n- Run the script in the Text Editor to create two Operators and two Panels shown in the `Test` category of the `UI` region (right shelf) of the 3D View.\n# Observe the difference in the clickable area of Current File Assets in both Panels (the ActivateAsset Operator will report whenever an Asset is clicked on and expanding the width of the Panels makes the issue more obvious).\n[template_asset_view_drag_test.blend](template_asset_view_drag_test.blend)\nThe included script is reproduced below:\n```\nimport bpy\n\n\nclass ActivateAsset(bpy.types.Operator):\n bl_idname = 'test.activate_asset'\n bl_label = \"Test Activate\"\n \n @classmethod\n def poll(cls, context):\n return context.asset_file_handle is not None\n \n def execute(self, context):\n asset = context.asset_file_handle\n self.report({'INFO'}, f\"Activated asset '{asset.name}'\")\n return {'FINISHED'}\n\n\nclass DragAsset(bpy.types.Operator):\n bl_idname = 'test.drag_asset'\n bl_label = \"Test Drag\"\n \n @classmethod\n def poll(cls, context):\n return context.asset_file_handle is not None\n \n def execute(self, context):\n asset = context.asset_file_handle\n self.report({'INFO'}, f\"Dragged asset '{asset.name}'\")\n return {'FINISHED'}\n\n\ndef draw_asset_view(self, context, use_drag):\n layout = self.layout\n workspace = context.workspace\n wm = context.window_manager\n if use_drag:\n drag_operator=DragAsset.bl_idname\n else:\n drag_operator=\"\"\n - list_id must be unique otherwise behaviour gets weird when the template_asset_view is shown twice\n - (drag operator stops working in AssetPanelDrag, clickable area of all Assets in AssetPanelNoDrag gets\n - reduced to below the Asset name and clickable area of Current File Assets in AssetPanelDrag gets\n - reduced as if it didn't have a drag operator)\n list_id = \"test_assets_drag\" if use_drag else \"test_assets_no_drag\"\n _activate_op_props, _drag_op_props = layout.template_asset_view(\n list_id,\n workspace,\n \"asset_library_ref\",\n wm,\n \"test_assets\",\n wm,\n \"test_active_index\",\n activate_operator=ActivateAsset.bl_idname,\n drag_operator=drag_operator,\n )\n\n\nclass AssetPanelDrag(bpy.types.Panel):\n bl_idname = 'TEST_PT_asset_panel_drag'\n bl_label = \"Panel With Drag\"\n bl_space_type = 'VIEW_3D'\n bl_region_type = 'UI'\n bl_category = \"Test\"\n \n def draw(self, context):\n draw_asset_view(self, context, True)\n\n\nclass AssetPanelNoDrag(bpy.types.Panel):\n bl_idname = 'TEST_PT_asset_panel_no_drag'\n bl_label = \"Without Drag\"\n bl_space_type = 'VIEW_3D'\n bl_region_type = 'UI'\n bl_category = \"Test\"\n \n def draw(self, context):\n draw_asset_view(self, context, False)\n \n \n\nbpy.types.WindowManager.test_assets = bpy.props.CollectionProperty(type=bpy.types.AssetHandle)\nbpy.types.WindowManager.test_active_index = bpy.props.IntProperty()\nbpy.utils.register_class(ActivateAsset)\nbpy.utils.register_class(DragAsset)\nbpy.utils.register_class(AssetPanelDrag)\nbpy.utils.register_class(AssetPanelNoDrag)\n```\n",
"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)",
"Implement drag and drop in ID text fields (ID name and/or paths)\nWindows 7 x64\n\nBroken: 705c43b\n\nwhen drag dropping images in the texture node's path field, it should replace the current texture name with the dragged and dropped one, but instead it does like if you dropped in empty space and adds a new texture node.\n\nOpen attached file, replace one of the windows with a file browser in a location where you have some images. Then drag that image over the texture name filed of the texture node. Tooltip shows that the field is recognised correctly by changing from 'add new node' to 'paste name'. But if you drop, it will do as if you dropped in empty space and add a new node.[bug drag and drop tex node.blend](bug_drag_and_drop_tex_node.blend)\n\n",
"Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n\n",
"Asset Browser doesn't show assets when drop-down set to \"All\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.5 stable version!\nWorked: This feature is new as of 3.5 and I'm seeing the behavior in both. \n\nAssets from other files are not visible when asset browser preference is set to \"All\" (when assets are part of catalogs)\n\n- Extract uploaded file\n - Open general blend file\n- Set it as asset library path\n- Open asset browser and set preference to \"All' [notice every asset is visible (i.e. engine parts and sculpted sphere)\n- Now open `open-file.blend`\n- In asset browser, set preference to \"All\" (notice engine assets are missing)\nIf switched to \"user library\" then engine assets are visible\n",
"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",
"File Browser: Can't Select/Delete Favorites Bookmark When File Path Is Missing\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCan't select/delete an existing Favorites Bookmark in the Blender File Browser if the path no longer exists on your OS. You have to recreate the path to enable select/delete again.\n\n1. Create a Favorites Bookmark in the Blender File Browser that links to a folder on your OS.\n2. Close the Blender File Browser.\n3. Delete the folder in your OS the Bookmark links to.\n4. Open the Blender File Browser.\n5. The Bookmark is now gray and can't be selected/deleted. (Hovering over the link does show the original path.)\nTo reverse this:\n1. Close the Blender File Browser.\n2. Recreate the original path in your OS the bookmark originally linked to (see 5 above).\n3. Open the Blender File Browser.\n4. The Bookmark can now be selected/deleted.\n\nNOTE: A limited workaround was added some years ago (the 'Cleanup' option that will remove all invalid entries)",
"Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)",
"File browser should show a note about full disk access upon encountering an inaccessible folder\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0\nWorked: (2.93)\n\nKnown Issue: File browser cannot navigate in files in newest version of Box Drive (cloud based storage) ~/Library/CloudStorage/Box-Box or Apple Mail in `~/Library/Mail`\n\nUpdate Box Drive to version 2.24.11, open Blender, Add/Attach Image/Reference, attempt to navigate in Blender File Browser, Blender cannot see/locate Box Drive to add reference image.\n[c3VqYUVoNTv]\n\nOR\n\nTry to navigate to ~/Library/Mail in blender file browser.\n\nCurrent fix is to give Blender Full Disk Access in System Preferences: 12.0\n\nIf this type of read permission denial can be detected, we could show a warning about allowing full disk access or directing them to docs on how to do it.\n",
"Filesystem accidental creations of directories\nOperating system: Windows 10 Pro (64-bit), version 1809, OS build 17763.615\nOperating system: Ubuntu 18.04.2 LTS 64-bit\nGraphics card: Nvidia GTX 650\n\nWindows Build version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: \nWindows Build version: 2.81 (sub 1), branch: master, commit date: 2019-08-05 13:33, hash: 8f1a55831c89, type: Release\nUbuntu Build version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release\n\nThe window pop-up asking for confirmation of a filesystem change, e.g creating a directory, seeks cursor and a click gets immediately accepted as a confirm.\n\nFile -> Open\nClick the \"file path\" area (\"C:\\Users\\%USERNAME%\\\" or similar)\nType \"C:\\Users\\%USERNAME%\\something_random\" and click in the file browser.\nResult: Created a directory called something_random.\n\nBased on the default startup nothing other than Blender needed.",
"Can't move collections and objects to another collection at the same time\nOperating system: Linux-5.13.0-7614-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha\n\ncant move collections and objects to another collection in the same time\n\nNew file\nCreate a cube\nIn the Outliner \nCreate tow collections\nSelect the Cube and one Collection and move them to the other Collection by dragging \nJust the last selected before dragging will be moved\n"
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"Blender file view- can not traverse through directory structure or open files in icon (thumbnail) view\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.10.30\n\nBroken: version: 3.0.0 Alpha\nWorked: (blender-3.0.0-alpha+master.7b0c8097a7d1-darwin.x86_64)\n\nCaused by ae085e301c\n\n\n[If you try to open a file and have the display mode set to thumbnails, you can not traverse through directory structure (clicking on folder icons) or open files. Vertical list and Horizontal list view seems to work]\n\n[Select open menu, set the view to thumbnails and try to either open a file or traverse a folder structure]\n\n\n"
] |
Blender file view- can not traverse through directory structure or open files in icon (thumbnail) view
Operating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits
Graphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.10.30
Broken: version: 3.0.0 Alpha
Worked: (blender-3.0.0-alpha+master.7b0c8097a7d1-darwin.x86_64)
Caused by ae085e301c
[If you try to open a file and have the display mode set to thumbnails, you can not traverse through directory structure (clicking on folder icons) or open files. Vertical list and Horizontal list view seems to work]
[Select open menu, set the view to thumbnails and try to either open a file or traverse a folder structure]
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"Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">",
"Icon Alpha property also affects the thumbnails of matcaps/studio lighting...\nOperating system: Win 10\n\nBroken: blender-2.91.0-68797982025c-windows64\nWorked: ?\n\nThe \"Icon Alpha\" property in the Themes settings also affects the thumbnails of stuff like matcaps/studio lights....\n\nGo to: Edit -> Preferences -> Themes -> User Interface -> Styles; now try to adjust the \"Icon Alpha\" property while the matcaps panel is open to see the effect...\n",
"Zoom stops at certain level and won't go further\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070\n\nBroken: 2.92, 3.0 alpha\n\nIn this simple model, I cannot zoom my view closer to mesh than I already did. I saved the closest achievable view position in the .blend.\nI can reach further close-ups using some more advanced navigation tools, like dolly zoom, but standard zoom won't let me.\nThe issue is linked to this particular model - if I copy the object (there's only one in the scene) to a new model, the issue is gone.\nThe model was originally saved in Blender 3.0 alpha, only then in stable 2.92. Could it be the cause of this bug?\n\nBased on the default startup or an attached .blend file:\n[zoom issue.blend](zoom_issue.blend)",
"Rewrite file-list code for asset system (and File Browser)\nFor details see #88184 (Asset System: Data Storage, Reading & UI Access).\n\nThis is in progress in the `asset-system-filelist` branch.",
"MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n\n",
"Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.",
"Use new file-list design in the File Browser\nThis will be a rather complex task.\n\nFor this we'll need some kind of `uiModelView` for the File Browser, to handle filtering, sorting and lazy-cached previews. This may be the same (base?) view we use for the asset view as well.\n\nWe can either add C wrappers for the C++ functions, or compile the File Browser files in C++ (preferred).",
"Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n",
"Avoid unused preview icons from Asset Browser\nBefore, file previews were simple image buffers managed by the File Browser's file-list code. Now they are wrapped into icons, owned by the icon system, so they can be referenced with an icon-id from .py.\n\nA possible problem with that:\nAfter an icon is generated, we don't remove it anymore until exit (I think). So we might end up having a whole lot of unused file preview icons in memory. Maybe when clearing the file list, we should also run a cleanup pass over the icons, and remove those owned by the file list (icons could store an owner pointer).",
"Disabling Collections in the Outliner filters overlaps the Mode Column icons with the expansion arrows\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: 3.4.0 Alpha\n\nIf you disable the \"Collections\" filter in the Outliner, the space of the Mode Column disappears even if the \"Show Mode Column\" filter is enabled, and the icons of the Edit Mode Column overlap with the object expansion arrows.\n\nAdd any mesh object, disable the Collections filter in the Outliner, enter edit mode.\n",
"VSE: Find Missing Files Operator 2 little UI issues\nOperating system: Windows-10-10.0.19041-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\n\n1. Issue: The Operator doesn't seem to be generating a processing bar anywhere in the UI; which would be typical to some of those processes in Blender (e.g., when creating Proxy)\n\n2. Issue: Once the Find Missing Files Operator is completed, sequencer preview does not update unless we force the area to update by moving playback. \n\n1. Just be on the VSE.\n2. Add a few Movie Tracks (which contain Sound Track) organizing them in a normal, linear way in the timeline.\n3. Save the Blend File.\n4. Close Blender.\n5. In some file manager, change the location of original video files, so to get them displaced in Blender.\n6. Re-open Blend File, and have that situation where the Video Tracks are missing their paths and not showing in Preview).\n7. Before using the `Find Missing Files` operator, make sure in the 'Current Frame' of the Sequencer is at the time Duration of one of the missing Video Tracks.\n8. Use the Operator to verify both issues.\n\n",
"Context menus for Grease Pencil layer visibility/lock icons are inconsistent between editors\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.93.0 Beta\nWorked: (unknown)\n\nWhen selecting a Grease Pencil object, the \"Object Data\" tab of the Properties editor shows the object's layers, where each layer has (among others) an eye icon for visibility and a padlock icon for locking. These icons can not only be left-clicked to toggle their state, but also right-clicked to open a context menu for animating them (through keyframes or drivers).\n\nThe Grease Pencil mode of the Dope Sheet editor also lists the layers and also has these icons, but while left-clicking them does the same as in the Properties editor, right-clicking does not: it opens the context menu for the channel instead.\n\nFor the other Dope Sheet icons (\"Use Mask\" and \"Onion Skinning\"), the context menu works as expected.",
"Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ",
"UI: File Browser Incorrect uiFontStyles\nOperating system: All\nGraphics card: All\n\nBroken: 3.1\nWorked: 2.79\n\nFile Browser uses an odd mixture of uiFontStyles to draw interface\n\nEdit / Preferences / Themes / Text Style\nChanging \"Widget\" points changes the font size of \"Bookmarks\", \"Recent\", the browsed directory, and the line height of the entries:\n\n{[F11861179](FBWidget.gif),width=100%}\n\nChanging \"Widget Label\" changes Volumes, System, and the text size (but not line height) of entries:\n\n{[F11861234](FBLabel.gif),width=100%}\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"
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"Folders and files clicking in files browser don't work\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\n\nAny clicking action in main window browser don't work. Clicks on left and right panel work, but not on file and folder. To select a folder or a file I have to manually type the name in the file path.\n\nFile/Open/ try selecting something with the mouse\n\n"
] |
Incorrect change of Rotation in child object
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68
Broken: version: 2.93.0
[2021-09-21 21-31-04.mp4](2021-09-21_21-31-04.mp4)
Just rotate the Child Cube on Local Z
[file.blend](file.blend)
| [
"Nodes scaling and rotating is wrong once nodes have been added inside frames\nOperating system: Linux-5.10.0-16-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.0\nWorked: I don't remember it ever working (been using Blender since 2.7x).\n\nScaling or rotating multiple frame nodes stops working properly after nodes have been put inside them.\n\nFrom the startup blend :\n\n - open any node editor\n - add 2 frame nodes\n - do S+X+0 to align them horizontally : it works\n - move one aside\n - put a node inside it\n - do S+X+0 again : they don't align anymore\n\n**Notes :**\n - The result is different depending on whether you select the frames only or the node and the frame.\n - Both scale and rotation are afffected\n - At first I thought the frame nodes acquire a new coordinate system once a node is added inside them, but there is more to it, since a node that isn't inside a frame will also transform incorrectly as soon as there is a frame in the selection.\n\n\n\n",
"Incorrect rotation using driver or constraint\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n2.79, 2.80, 2.81, 2.82, 2.83\n\n\nBone \"target\" is animated on y-axis.\n\"Target\" turned close to gimbal lock gives the wrong result for Transformation constraint, Copy Rotation constraint, Driver.\nUsing the driver, you can see how the radian (degrees) value jumps and does not match the value of the target object.\nOnly using the driver via copy data path creates the correct result.\n\n[rotation.blend](rotation.blend)\n\n[rotation_.mp4](rotation_.mp4)\n",
"Geonodes points have wrong generated texture coordinates\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.2\nWorked: ?\n\nGeometry nodes points use object coordinates in the \"Generated\" input of the Texture Coordinate node that doesn't match the look of generated coordinates for common spherical meshes, making materials look different between points and meshes\n\nOpen the attached file, go into rendered view\n[Coordinates.blend](Coordinates.blend)",
"Push/Relax/Breakdown pose operators may flip rotation of quaternion bones\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 2.93.8\n\nPush/Relax/Breakdown pose operators may flip rotation of quaternion bones\nWhen the animation plays, this bone suddenly rotates unnaturally.\n\n - Open the attached blend file\n - Use Push/Relax/Breakdown to the bone and set a keyframe.\n - Check the bone animation.\n[flip_when_use_breakdown.blend](flip_when_use_breakdown.blend)",
"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",
"Library overrides does not work well with Materials.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1 Release Candidate\nWorked: No\n\nAfter saving and reloading, the object's material changes unexpectedly.\nThis bug only appears on objects that have library overrides.\n\n\n**Exact steps for others to reproduce the error**[bug check.zip](bug_check.zip)\n\n1. Download bug check.zip\n2. Open the t2.blend file. You can see that the cube contains red and green.\n3. Then select mat2a in the material list and save it as t4.blend.\n4. Reload t4.blend, and the cube is only red.\n\nMy current bypassing method:\nBefore saving, choose the same material slot as t1.blend. Only in this way can the object's material do not turn into another.\n\nt1.blend is the original data.\nt2.blend is a link of t1.blend, and then replace the data material to the object material.\nt3.blend is wrong, just like the t4.blend you get.\n\n",
"Wrong object naming when using context.copy\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 2.93, 3.6, 4.0\nWorked: none\n\nWhen duplicating an object with a parent and using context.copy() with the object.duplicate or any other operator that uses object.duplicate the child object to get a wrong name.\n\n\n1. set one object as a parent of another\n2. select both objects (parent and child)\n3. run this code in the Text Editor\n4. now take a look in the outline the duplicated parent is selected, but the origin child is also selected and the name of the origin child has changed\n\n```\nimport bpy\nbpy.ops.object.duplicate_move(bpy.context.copy())\n```\n- - -\n```\nimport bpy\n\nwith bpy.context.temp_override(**bpy.context.copy()):\n bpy.ops.object.duplicate_move()\n```\n\n\n\n| Before | After |\n| -------- | -------- |\n|  |  |",
"Solidify creating points at incorrect angles using complex option with flat option\nOperating system: Linux-5.4.0-84-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.0.3\n\n\nBroken: version: 3.0.0 Alpha\nAlso happens in 2.93.4\n\nSolidify creating points at incorrect angles using complex option with flat option\n\n\n\n\n\n\n\n\n\n\n\n\n\nAnimation showing the issue\n\n\n\nHere's a test Blend file\n[solidfy_issue.blend](solidfy_issue.blend)\n",
"Lattice Object Data Properties fields do not update on Undo in Edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn Lattice Object Data Properties, when a field is changed to a different value and then the User performs an undo, the undo can be seen to take effect in the 3d viewer but the fields do not revert. This bug happens in Edit mode. It seems to work as expected in Object mode, and the changes do revert when switching back to Object mode.\n\n1. Start Blender. The General option is good.\n2. Add a Lattice.\n3. switch to edit mode.\n4. In object data properties, change a field.\n5. perform an undo.\n6. note that the changes took effect in the 3d viewer, but the fields did not revert in Lattice Object Data Properties.\n7. Switch to object mode.\n8. note that the fields do revert now.\n\n\n\n",
"Set parent (keep transform without inverse) has no effect on scale\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Alpha\n\n\nSet parent (keep transform without inverse) has no effect on scale. End result is different if use Set parent (without inverse)\n\n[parent_scale.mp4](parent_scale.mp4)\n",
"Parent with child containing particle emitter can't be moved on frame 1 keyframe\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\n\nEmpty in provided .blend file cannot be moved on frame 1 when it has a keyframe on frame 1. It can be moved on any other frame with or without a keyframe on that frame, or on frame 1 if it doesn't have a keyframe.\n\nSelect the Empty in the provided .blend file, and attempt to move it with `g`, transform sliders, etc. It will not move.\n\n[move_bug.blend](move_bug.blend)\n\nI'm not sure how I got my .blend file in this state, as my best effort at making a seemingly identical set of objects does not reproduce it. I'm guessing someone will have to inspect the internal state of these objects to find something amiss.\n",
"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",
"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)",
"Normal Map gets inverted in Edit mode\nOperating system: Linux-5.3.0-7642-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 13)\n\nFor some reason having material shading enabled and entering edit mode inverts the normal map.\n[2020-04-14 14-01-54.mp4](2020-04-14_14-01-54.mp4)\n\n1. Open the file [bug.blend](bug.blend)\n2. Enable Material Preview\n3. Switch between Edit mode and object mode\n\n",
"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."
] | [
"Rotate with \"R\" key ONLY from front and back cameras affects axis X and Z rotation with very small values.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nRotate with \"R\" key ONLY from front and back cameras affects axis X and Z rotation with very small values. While rotating with \"R\" key from FRONT and BACK cameras not only Y axis rotates, it also affects axis X and Z with very small values. This does not happen from others orthographic views. This also happens with any created camera oriented in the exactly front or back view.\n\n- Launch startup file\n- Press {key Numpad 1} to view the front side\n- Select default cube\n- Press \"R\" on the keyboard and rotate the cube\n- Check rotation values on the Object Properties menu\n- For example if you rotate the Y axis to 89.9, X and Z axis rotates -0.00112\n\n"
] |
GPU can't support hair bsdf well
Operating system:10.0.18362.476 (Win10 RS6 [1903] May 2019 Update)
Graphics card:AMD Radeon RX 5700
Broken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release
It seems that my AMD gpu can't support hair bsdf well.When i render an object using hair bsdf,my cpu can render it but gpu can't.I think it's a special case because I can render well using other gpu and I can't find other examples online.

(GPU works wrong.gpu+cpu)

(I use Principle BSDF to render green grass,Hair BSDF to render yellow.gpu+cpu)
Render an object using hair bsdf | [
"Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"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",
"Cycles: tapering hair transparency fails in '3D Curves' mode [regression] (probably caused by embree)\nOperating system: Ubuntu 20 LTS and MacOS Mojave\nGraphics card: Quadro p2000\n\nBroken: 2.92 and latest 2.93.0 alpha 5f1f233dc97de34f6be0f51edd3cbf2d8247fbda\nWorked: 2.82a and 2.83.4\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nSetting a transparent BSDF shader to hair in 3D curves mode yields a visible error where parts of the hair are black.\nThis issue is visible in the viewport and at render time. It affects both CPU and GPU rendering.\n\nIn ribbons mode, transparency works almost as expected. I noticed that when hair strands overlap and they have transparency, they are not transparent but they take the background opaque color instead, so the hair strands below are \"covered\" with background color.\n\nembree\n\nbefore embree\n\n\n[#86500.blend](T86500.blend)\nOpen file and switch to rendered view\n\n---\n\nOriginal report:\n\nInitial setup in viewport: a cube with 20 hair strands:\n\n\nRender in version 2.83.4:\n\n\nRender in version 2.92+\n\n\n\nAttached is a .blend file example (so that you don't need to reproduce the steps below). [transparent_hair_curves_issue.blend](transparent_hair_curves_issue.blend)\nIf you run it on Blender 2.82a, rendering should show only a cube. Blender 2.92+ will show the issue.\n\nSteps:\n- Open a new default blender scene with a cube\n- Choose Cycles renderer\n- Under Render Properties > Hair, select 3D Curves\n- Add a hair particle system to it\n- Lower particle count to 10\n- Set segments to 5\n- Enable Hair Dynamics, play the timeline for a while until hair bends\n- Go to simulated frame 30 (just an example)\n- Scroll down in psys panel to Render, enable b-spline with steps 2\n- In Timing, set start to 0.361 (just for testing purpose)\n- In Hair Shape, set Diameter Root 0.5, Tip 1, Radius Scale 1.00\n- Render in viewport or to an image (same result)",
"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",
"Particle System missing on right eye when renderd via terminal\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 12)\nI tested also 2.8 and it's also broken.\n\nIf you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).\n\n- Add a second cube and make it smaller\n- Add a Particle System to the first cube, as hair, set \"render as\" to object and choose second cube.\n- In output properties enable stereoscopy. Set Outputfilename.\n- Save blendfile and start rendering via terminal, like this on windows:\nC:\\Users\\simeo\\Desktop\\blender2.8_nightly\\blender.exe -b C:\\Users\\simeo\\Desktop\\bugreports\\stereo_terminal_bug.blend -f 1\nHere's my blendfile:\n[stereo_terminal_bug.blend](stereo_terminal_bug.blend)\n\nHere's a comparison between rendered with and without terminal:\n\n\n",
"BLF: Support GPU driven character stream\nFor overlays such as edit-mesh edge length, the screen placement and values are all done on CPU.\n\nThis also is an issue with geometry nodes needing debug attribute values displayed efficiently.\n\nThis also has other benefits such as better debug printing.\n\nThe BLF module should be modified to allow such needs:\n- [ ] Add a way to preload a set of characters into the glyph cache (avoid readback of drawn characters to CPU).\n- [ ] Design an API to record BLF calls in a threadsafe manner, in GLSL.\n- [ ] Allow to feed the recorded GPU BLF calls into the BLF drawing pipeline.\n- [ ] Convert the recorded BLF calls into Glyph stream.\n\n",
"Vulkan support\n## GHOST\nWe should add support for vulkan for all windowing system.\n- [x] Linux X11\n- [x] Windows\n- [x] MacOS with MoltenVk\n- [ ] SDL\n\n## Preliminary Work\nWork to be done before starting to work on the vulkan implementation.\n- [x] Isolate OpenGL functions and constants to the GPU module.\n- [x] Port most GPU C files containing OpenGL calls to C++.\n- [x] #101905 (Blender: Add command line argument to switch gpu backends)\n- [x] #93031 (GHOST Vulkan Backend API.)\n- [x] #89364 (Vulkan: Add GLSL SpirV compiler.)\n\n## GPU module OpenGL backend\nThis needs to be complete before doing the vulkan backend. It is just a matter of isolating the GL specific code behind abstract classes.\nEdit: Doing this refactor, it came up that doing clean abstraction is more time consuming. This step is not as straight forwards as it seems. However, doing it properly will ease the transition.\n- [x] GL_batch\n- [x] GL_context\n- [x] GL_debug\n- [x] GL_drawlist\n- [x] GL_element\n- [x] GL_capabilities\n- [x] GL_framebuffer\n- [x] GL_immediate\n- [x] GL_platform\n- [x] GL_select_pick\n- [x] GL_select_sample_query\n- [x] GL_shader\n- [x] GL_shader_interface\n- [x] GL_state\n- [x] GL_texture\n- [x] GL_uniformbuffer\n- [x] GL_vertex_buffer\n\n## GPU module Vulkan backend\nThe Vulkan backend can be implemented as smaller tasks. In order to increase the validation and testability it was chosen to start with compute shader. Compute shaders are already being tested using GTEST. #104518 adds initial support for compute shaders and the first hand full of test cases.\n\nAfter #104518 landed the development can scatter to improve the resource handling of vulkan.\n- [x] VKStorageBuffer\n- [x] VKTexture #105762\n- [x] VKPixelBuffer\n- [x] VKUniformBuffer\n- [x] Support for push constants. #104880\n- [x] Resource submission trackin. #105183\n- [x] Renderdoc integration (used to validate internal workings)\n\nThe plan is to have the major part of this done in 2023Q1. In Q2 we can than focus on the minimum requirements to get Blender running using the Vulkan backend. This will be a highly instable version with a lot of render glitches, it might even be that immediate mode support isn't supported at all.\n- [x] VKFrameBuffer\n- [x] VKIndexBuffer\n- [x] VKVertexBuffer\n- [x] VKBatch\n- [x] Graphics pipeline\n- [x] Offscreen rendering\n- [x] Basic Command Encoding\n\nSee #106224 for the progress of the graphical pipeline and the attached video to demonstrate the current state.\n\nIn Q3 we can focus on implementing all the missing features. Note that at this point we are not optimizing and utilizing Vulkan specific features, but use a least of development effort to get something running.\n- [x] Immediate mode\n- [ ] Fallback for SRGB encoded textures.\n- [x] Fallback for platforms not supporting 1D textures. #104812\n- [ ] AMD doesn't support `VK_FORMAT_X8_D24_UNORM_PACK32`. Idea is to be able to use a different texture format on the CPU/API level as actually being used on the GPU. This requires some refactoring of VKTexture.\n- [x] Indirect drawing: It is implemented in a branch needs to add test cases. #111334\n- [ ] Add support for texture views. Is available in a branch, but requires some more test cases. and should be aligned with the refactoring of VKTexture. #110887\n- [ ] Texture filtering: Current implementation uses a single sampler for all textures.\n- [ ] Depth ranges/clipping: OpenGL and Vulkan uses different depth ranges which renders some UI elements (including the orientation widget) incorrect. Not sure what the best solution for this would be. Try experimenting with `VK_EXT_depth_clip_control` and check availability.\n- [x] Resources of textures and buffers should be deallocated after the next flush/swap.\n- [ ] Add support to use a different GPU for rendering than the one attached to the display. According to the Vulkan specification this should be working out of the box. I expect some semaphore issues/resource issues in GHOST\n- [ ] Add support for barycentric coordinates for devices that don't support it. The extensions became available in vulkan 1.3 but before that time vendors could have implemented their own extension. Unclear what would be the best approach.\n - Only work around and wait until we bump to vulkan 1.3. Workaround isn't supported when using geometry shaders, so we need to check where it is actually required.\n - Allocate 1.3 context and check for official extension\n- [x] Add support for pixel buffers\n- [ ] Add wayland support. Currently when building with wayland you cannot start blender with vulkan.\n- [ ] VKFramebuffer::blit_to should also support stencil and depth aspects.\n\n\nIn Q4 we can slowly stabilize, and add Vulkan specific optimizations to the code-base. Those optimizations are most likely be focussed on synchronizations, reducing overhead of data transfers/conversions. Here is a list of topics we already found as potential candidates to pick up in this quarter.\n- [ ] Use descriptor set per resource frequency\n- [ ] Use descriptor buffers (single ringbuffer)\n- [ ] Store static Vertex buffers/Index buffers on GPU memory\n- [ ] Auto include pipeline and resource barriers based on the commands inside the command buffer and the description of the ShaderCreateInfos. Might require changes to extract more detailed resource usage. MTL does this automatically, but VK this needs to be done manually. Doing it manually requires another buffer between the command buffer and the commands what leads to more overhead.\n- [x] Use Vulkan 1.2 allocations. Currently the implementation is based on Vulkan 1.0 memory allocations without any extensions.\n- [ ] Use vulkan for cycles viewport drawing.\n\n**Compatibility issues**\n\n*AMD RX 480*:\nNote I have only detected this to fail on Mesa drivers.\n ```ERROR (gpu.debug.vulkan): : {0xa8c1a564}VUID-VkVertexInputAttributeDescription-format-00623\n Validation Error: [ VUID-VkVertexInputAttributeDescription-format-00623 ] Object 0: handle = 0x7f7158652340, name = LogicalDevice_0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xa8c1a564 | vkCreateGraphicsPipelines: pCreateInfo[0].pVertexInputState->vertexAttributeDescriptions[1].format (VK_FORMAT_R8G8B8_UNORM) is not a supported vertex buffer format. (supported bufferFeatures: VkFormatFeatureFlags2(0)) The Vulkan spec states: The format features of format must contain VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT (vkspec.html#VUID-VkVertexInputAttributeDescription-format-00623) \n - ObjectType[VK_OBJECT_TYPE_DEVICE],Handle[0x7f7158652340],Name[LogicalDevice_0]```",
"\"Long Hair\" children pulled to world origin when using Texture (2.93.4 regression)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.4\nWorked: 2.93.3\n\nMy particle hair system works as expected in 2.91+ up to 2.93.3:\n\n\nIn 2.93.4, the children are pulled towards world (not object) origin:\n\n\nThis appears to only happen IF a texture is used to affect Density AND \"Long Hair\" is checked.\n\n\n\n1. Move default cube away from origin\n2. Add particle system\n3. Enable interpolated children\n4. Check \"Long Hair\"\n5. Add a Texture (even a cloud texture works)\n6. Enable Density influence\n\n\n\nBlend file with error:\n\n[Bug3.blend](Bug3.blend)\n",
"Long time render Hair Particles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.43\n\nBroken: version: 2.92.0\nWorked: 2.83\nCaused by switching to Embree for hair 207338bb58, 99436acde8\n\n\nHello,\n\nWhen I open an old blender file (v2.83) containing a plan with hair particles (grass), with blender 2.92 ...\nWhen rendering with CPU, the rendering time is multiplied by 4 !!!\n\nTest Blend file :\n[Test Hair v1.blend](Test_Hair_v1.blend)\n\nRendering on blender 2.83 -> 4.30 min\n\n\nRendering on blender 2.92 -> 19.52 min\n\n\nI have the impression that the quality of the blades of grass and more detail, however I did not change any parameter!\n\nIs it normal that the rendering time is so long on blender 2.92?\n\ncordially\n\n",
"Ray Visibility (glossy, diffuse, transmission) on light sources generate a different result when using hit by the BSDF or next-event estimation \nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWhen changing/disabling the ray visibilities on a light source (glossy, diffuse, or transmission), the result becomes\ninconsistent when using only BSDF sampling, next-event estimation, or MIS between both.\n\nThe reason for that is that the contribution of a light source is completely neglected when the type of the BSDF closure used for sampling the direction is disabled on the light source.\nDuring next-event estimation, on the other hand, the light source ALWAYS contributes. Only the BSDF evaluation components multiplied with the light contribution differ [ eg. instead: L*glossy + L*diffuse -> L*diffuse if glossy is deactivated].\n \nThe example shows a scene with one big rectangular light at the ceiling, where glossy rays are disabled on. \nAs you can see, the BSDF image is darker compared to MIS, and the NEE version is a little bit brighter.\n\n\nThe MIS image is more or less a blended version of BSDF and NEE.\nBecause both BSDF and NEE do not converge to the same result, the MIS one is inconsistent/biased.\nSince the blending factors/mis weights depend on the sampling strategies, the result changes when using path guiding or the light tree.\nThis makes these optimized strategies unpredictable and can confuse the artists.\nIn the worst case, they report bugs on for the light tree and path guiding.\n\nA WIP fix is proposed in [D16965](D16965)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"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",
"Hair object - design proposal\n\nIMPORTANT: Please note that this document is subject to change and will most likely not represent the final product of the new hair object in Blender\n\n---\n\n**Reference links**\n\nHair object - project description\n#68981 (New curves object type)\nHair object - node design\n#78515 (Hair object - Node types design)\n\n---\n## Hair object design\n\n**Guide curves**\nThis is a list of guides in the hair object. \"myGuides\" in image example. On the same hair object there can be multiple guide curves (\"eyebrows\", \"hair\", \"eyelashes\" etc). Guide curves are the curves are what the user grooms with the particle brush. The guide curves are sourced into the node tree graph via an input node.\n\n**Growth mesh**\nThis is the mesh that the guide curves are attached to.\n\n**Node tree**\nThis is a slot that referers to the node tree containing the nodes for creating and deforming the instanced hair curves. See design task #78515 (Hair object - Node types design) for more info regarding hair object node design\n\n**Hair simulation properties**\nI don’t currently have a strong opinion about where to place simulation related controls/UI. Perhaps this could be integrated somehow with particle nodes? See example of **simulation influence node** in #78515 (Hair object - Node types design). We should check with @JacquesLucke, since he is working on particle nodes and physics.\n\n|||\n| -- | -- |\n\n\n\n---\n## Alembic cache\n\nReading curves from alembic file as hair is supposed to be implemented as noted in the project description #68981 . I've been going back and forth regarding if I think alembic settings should be placed in the Hair object UI or in the Input node in the node network. I ended up with the conclusion that alembic settings should be placed in the hair object node networks **input node**.\n\n\n{[F8664085](image.png), height = 400}\n\n\n---\n**Notes on guide curves geometry data**\n\nThis is likely relatable to \nT76659\n\nDeformed instances\nImagine the blue poly strip on the image to the left is a deformed instance along a guide curve. The goal is to have it conform to the normal of the surface of the growth mesh (head geometry). This type of workflow is important for creating hair for real time rendering (e.g games) or feathers for offline rendering\n\n{[F8664030](image.png), height = 400}\n\n\n\nSometimes the sampled normals from the surface is too noisy (ear area) and needs to be averaged based on neighboring guide curve vertex normals. The smoothing should propably be done with an operator that is triggered by the user.\n\n{[F8664033](image.png), height = 400}\n\n\n**Normal per guide curve vertex**\nTransfer normal vector from growth mesh surface (CYAN) to guide curve vertices. This normal vector is not used for shading, but for aligning tilt/twist of instances to the growth mesh surface. This is very important for creating hair cards for real time graphics/games.\n\nGuide curve vertices that does not get a ray hit from growth mesh surface can inherit normal vector from the closest guide curve vertex that got a ray hit (YELLOW). We could also use this normal vector to displace the guide curves along the normal of the growth mesh surface with the deform node that is described in the Hair object node design T78515\n\nIf transferring normal vectors from the growth mesh is slow, perhaps it’s a good idea to transfer normals with an operator that is run by the user when desired. I guess it’s important to note that we would not want normal transfer to happen post simulation\n\nIt seems likely that this task is related to storing custom data on hair vertices: #76659 (Geometry Attributes Design)\n\n\n\n---\n**Direction per guide curve vertex**\nAnother important vector to use would be the direction of the guide curve. The direction of the last guide curve vertex will need to be inherited from its closest neighbor. The direction could be used by the tilt for deformed instances and also, the deform node that is described here: #78515 (Hair object - Node types design)\n\n\n\n\n---\n## Tangent per guide curve vertex\n\nThe cross product of the transferred surface normal and guide curve direction would result in a tangent. One potential problem is that the transferred surface normal and guide curve direction could sometimes be almost aligned (eg when hair is pointing along the surface normal). I’m not sure how big of a problem that could be. In case the tangent is zero, perhaps it should just get some arbitrary vector? Perhaps pointing along the X-axis?\n\nThe tangent can be used by the deform node that is described here: #78515 (Hair object - Node types design)\n\n\n\n---\n\n## Operators\n\nIMPORTANT: Nodes are to be developed first, so operators will not be a first priority\n\n**select random**\nexisting operator that is extremely useful while grooming. Selects random hair/points \n\n\n**transfer normals from growth mesh**\nTransfer growth mesh normals to guide curves. Vertecies that does not get a ray hit to growth mesh should inherit from closest guide curve vertex on same guide curve. Normals on guide curves can be useful for aligning instanced mesh. Very important for real time hair (eg hair cards) or feathers in off line rendering\n\n\n\n\n\n**smooth guide curve normals**\nsometimes growth mesh normals might be pointing in a lot of different directions (close to an ear for example). Then smoothing out normals can be useful. This is very simililair to **smooth curve tilt** for curves\n\n{[F8664672](image.png), height = 150}\n\n\n\n**create guide curves from curves**\nUseful for interoperability between other softwares. I think it would be useful to rearrange vertex order per guide curve so that vertex index 0 is closest to growth mesh surface. Only the two ends of the curve needs to be sampled to determine which is closer to the growth mesh. This would be very useful for converting hair using old hair system to the new hair system\n\n{[F8664681](image.png), height = 400}\n\n**resample guide curves**\nBased on current selection. Change number of vertices per guide curve. Vertices should always be equally spaced. When going from a low amount of vertices to a higher amount, it might be needed to \"change curvature\" in order to avoid linear interpolation between each new vertex. The current operator **Rekey** does a very good job, but doesn't solve issues where hair vertices that is not evenly spaced per hair.\n\n{[F8664686](image.png), height = 200}\n\n**Create curves from hair nodes**\nConvert current hair node setup to curves. Useful for interoperability with other softwares. Current operator hides in the **particle system modifier**\n\n{[F8664691](image.png), height= 300}}\n\n\n**Tilt normal**\nTilt normal on selected guide curve vertices. Very similair to tilt operator for curves\n\n{[F8664702](image.png), height= 200}\n\n**select by length**\nusable for deleting/pruning very small hairs. Small hairs can sometimes be accidentally too short by using the \"cut brush\"\n\n{[F8664699](image.png), height= 200}\n\n\n**smooth length**\nsmooth length on selected guide curves by sampling surrounding guide curves. This is useful for making sure there are no guide curves that are shorter or longer than they should be\n\n{[F8664705](image.png), height = 200}\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",
"Hair BSDF\nThis is a tough topic, I need to investigate it more.\nIdea: Dual Scattering using shadowmaps.\n\nEstimate : 2 weeks\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"
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"GPU Hair Rendering Bug - \"Glitter\" with particular Root to Tip sizes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn a perfect storm of GPU rendering + Hair with Radius Root size smaller or equal to the Tip size, bright white \"cards\" appear at the tips of some hair strands. \n*Switching to CPU rendering, the anomalies go away.*\n\nAlso, making the Root size Large and the Tip size small reduces the cards, but they are still there.\n\n\n\n\n[Hair Render Bug.zip](Hair_Render_Bug.zip)\n\n\n\nOpen the attached file in Blender 2.80\nSwitch to the Camera view if not already there\nRender (should be set to *Cycles using GPU*)\nSwitch to *Cycles using CPU* rendering\nRender\n\nOptionally:\n\nSelect the hair object (eyebrows)\nGo to the particle tab\nUnder Hair Shape, change the Radius Root to, say, 0.45 and the Tip to 0.1\nRender using GPU - cards are still there but are much smaller.\n\n"
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