query
stringlengths 129
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Does not open blender 2.8
Operating system and graphics card
macOS Mojave Versión 10.14
MacBook Pro (Retina 15 pulgadas, principios de 2013)
Procesador: 2,8 GHz Intel Core i7
Memoria: 16 GB 1600 MHz DDR3
Gráficos: NVIDIA GeForce GT 650M 1024 MB - Intel HD Graphics 4000 1536 MB
```
```
Broken: 2.80
Worked: (optional)
After starting for the first time and testing version 2.8, I closed the program normally. Try to open again but not open.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
![Captura de pantalla 2018-11-14 a las 9.26.20.png](Captura_de_pantalla_2018-11-14_a_las_9.26.20.png)
![Captura de pantalla 2018-11-14 a las 9.20.46.png](Captura_de_pantalla_2018-11-14_a_las_9.20.46.png)
| [
"Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).",
"Regression: Importing of collada model with instances became a LOT slower since 2.80 (practically freezing)\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: 2.80\n\nImporting of collada model makes Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\n- import attached collada file\n- Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\nLink to model file:\n\nCruisn-Exotica-arcade-game-Dual\n\n[doubleexotica.zip](doubleexotica.zip)",
"File Browser: Blender freezes for half a minute when opening File Browser\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 537.13\n\nBroken: 3.5, 3.6, 4.0\n\nIn Blender when I access a file that has a shortcut to my private cloud storage, which contains an IP address (\\192.168..*), Blender freezes.\nThe cloud storage is not running most of the time, so it could be that Blender is trying to read the folder but fails, because the storage doesn't respond (because it's turned off).\nGeneric Windows File Explorer does the same thing when I open the folder (but doesn't freeze ofc, just trying to load it until timeout).\n\n<video src=\"attachment\" controls></video>\n\nYou will need a shortcut-file that points to some address on the network that takes a long time to load.\nOne way I found to create a shortcut like this is by:\n- On a local network, access a file from a computer on the network and create a shortcut to that file\n- Shut down the network or the computer being accessed.\n\nNow that we have this shortcut-file, in Blender, just do this:\n- Open File Browser in any way (loading file, or texture, or click on File > Import > Wavefront (.obj).)\n- Go to the directory with the shortcut-file\n\nAfter some time, the files may finally appear and the delay disappears when accessed again.\nTo replicate the delay again, close and reopen Blender.\n\n",
"Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n",
"Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Blender crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 (21C52)\",\"incident_id\":\"9B83A860-E322-4D03-B0CE-187C62682666\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-12-21 10:11:31.6855 +0100\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookPro16,1\",\n \"procStartAbsTime\" : 28935533255199,\n \"coalitionID\" : 1696,\n \"osVersion\" : {\n \"train\" : \"macOS 12.1\",\n \"build\" : \"21C52\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-12-21 10:11:52.0228 +0100\",\n \"incident\" : \"9B83A860-E322-4D03-B0CE-187C62682666\",\n \"bug_type\" : \"309\",\n \"pid\" : 2869,\n \"procExitAbsTime\" : 28955868010950,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-12-03\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : {\"deviceIdentifierForVendor\":\"39CB2ACC-1148-5821-AB90-8D6F120CC508\",\"thirdParty\":true},\n \"parentProc\" : \"zsh\",\n \"parentPid\" : 1661,\n \"coalitionName\" : \"com.apple.Terminal\",\n \"crashReporterKey\" : \"BAF76297-0E65-F3CC-0672-23E0B08EE74B\",\n \"responsiblePid\" : 1596,\n \"responsibleProc\" : \"Terminal\",\n \"bridgeVersion\" : {\"build\":\"19P647\",\"train\":\"6.1\"},\n \"sip\" : \"enabled\",\n \"isCorpse\" : 1,\n \"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGSEGV\"},\n \"termination\" : {\"flags\":0,\"code\":11,\"namespace\":\"SIGNAL\",\"indicator\":\"Segmentation fault: 11\",\"byProc\":\"Blender\",\"byPid\":2869},\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\" : 1,\n \"threads\" : [{\"id\":1319763,\"queue\":\"com.apple.main-thread\",\"frames\":[{\"imageOffset\":3310673,\"symbol\":\"loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*)\",\"symbolLocation\":209,\"imageIndex\":0},{\"imageOffset\":3306121,\"symbol\":\"loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*)\",\"symbolLocation\":361,\"imageIndex\":0},{\"imageOffset\":3305382,\"symbol\":\"BKE_mesh_normals_loop_split\",\"symbolLocation\":502,\"imageIndex\":0},{\"imageOffset\":3212714,\"symbol\":\"BKE_mesh_calc_normals_split_ex\",\"symbolLocation\":426,\"imageIndex\":0},{\"imageOffset\":1642101,\"symbol\":\"mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*)\",\"symbolLocation\":165,\"imageIndex\":0},{\"imageOffset\":1642306,\"symbol\":\"tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, 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\"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2113.20.111\"\n }\n],\n \"sharedCache\" : {\n \"base\" : 140703261675520,\n \"size\" : 15216738304,\n \"uuid\" : \"40432a03-88d3-305f-9c0c-e7549e71d927\"\n},\n \"vmSummary\" : \"ReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\\n\\n VIRTUAL REGION \\nREGION TYPE SIZE COUNT (non-coalesced) \\n=========== ======= ======= \\nAccelerate framework 384K 3 \\nActivity Tracing 256K 1 \\nCG backing stores 2688K 4 \\nCG image 76K 4 \\nColorSync 224K 25 \\nCoreAnimation 116K 9 \\nCoreGraphics 12K 2 \\nCoreUI image data 972K 7 \\nFoundation 16K 1 \\nKernel Alloc Once 8K 1 \\nMALLOC 436.3M 85 \\nMALLOC guard page 48K 10 \\nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\\nOpenGL GLSL 256K 3 \\nSTACK GUARD 132K 33 \\nStack 55.8M 33 \\nVM_ALLOCATE 34.1M 147 \\nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\\n__DATA 98.7M 349 \\n__DATA_CONST 17.0M 205 \\n__DATA_DIRTY 774K 118 \\n__FONT_DATA 4K 1 \\n__GLSLBUILTINS 5176K 1 \\n__LINKEDIT 698.8M 17 \\n__OBJC_RO 81.8M 1 \\n__OBJC_RW 3136K 2 \\n__TEXT 479.1M 361 \\n__UNICODE 588K 1 \\ndyld private memory 1088K 3 \\nmapped file 163.7M 24 \\nshared memory 808K 22 \\n=========== ======= ======= \\nTOTAL 3.8G 1487 \\nTOTAL, minus reserved VM space 2.0G 1487 \\n\",\n \"legacyInfo\" : {\n \"threadTriggered\" : {\n\n }\n},\n \"trialInfo\" : {\n \"rollouts\" : [\n {\n \"rolloutId\" : \"601d9415f79519000ccd4b69\",\n \"factorPackIds\" : {\n \"SIRI_TEXT_TO_SPEECH\" : \"6194416f2171a2330e561f05\"\n },\n \"deploymentId\" : 240000355\n },\n {\n \"rolloutId\" : \"5fc94383418129005b4e9ae0\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000192\n },\n {\n \"rolloutId\" : \"607844aa04477260f58a8077\",\n \"factorPackIds\" : {\n \"SIRI_MORPHUN_ASSETS\" : \"6103050cbfe6dc472e1c982a\"\n },\n \"deploymentId\" : 240000066\n },\n {\n \"rolloutId\" : \"5ffde50ce2aacd000d47a95f\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000090\n },\n {\n \"rolloutId\" : \"602ad4dac86151000cf27e46\",\n \"factorPackIds\" : {\n \"SIRI_DICTATION_ASSETS\" : \"6193d03f2171a2330e561dfc\"\n },\n \"deploymentId\" : 240000290\n },\n {\n \"rolloutId\" : \"60da5e84ab0ca017dace9abf\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000008\n }\n ],\n \"experiments\" : [\n\n ]\n}\n}\n\nModel: MacBookPro16,1, BootROM 1715.60.5.0.0 (iBridge: 19.16.10647.0.0,0), 6 processors, 6-Core Intel Core i7, 2,6 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nGraphics: AMD Radeon Pro 5300M, AMD Radeon Pro 5300M, PCIe, 4 GB\nDisplay: Color LCD, 3072 x 1920 Retina, Main, MirrorOff, Online\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 12 2021 18:02:56 version 9.30.464.0.32.5.76 FWID 01-c081cfed\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB31Bus\nUSB Device: T2Bus\nUSB Device: composite_device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```",
"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) ",
"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 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n",
"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",
"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)",
"Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton",
"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",
"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![Screenshot from 2022-08-17 11-43-07.png](Screenshot_from_2022-08-17_11-43-07.png)\n",
"Microsoft store: Blender cannot be used in terminal\nWindows 11\n\nBroken: 3.4\nWorked: 3.3\n\n**Short Description**\nEver since blender 3.4 released, I have been unable to use blender in the command line. Running just the command \"blender\" gives error 0xc0000022 and whenever I try to run any actual command like \"blender -b untitled.blend -a\" nothing happens. I have never had any issues like this in versions prior to 3.4. I am running the Microsoft store version.\n\nIssue only happens with blender from Microsoft store\n\n**Steps to Reproduce**\n * Assuming that blender is already in your system path, which it should be by default,\n * open a terminal in absolutely any folder;\n * run absolutely any blender command;\n * for example, run \"blender -E help\"\n\n- - -\n!!For now, workaround is to type \"blender-launcher\" instead of \"blender\" to launch blender from command line (but that won't accept any arguments)!!"
] | [
"Crash due to i18n translation at startup on OSX Mojave (versionning code, Data names translation enabled) \nMacbook pro Retina 13 inch late 2012\nIntel HD graphics 4000\n\n 2.79 (2.79 2018-10-04, Blender Foundation)\n\n\nBlender crashes at start\n\nSave user preferences with translation to French enabled. Close and restart Blender.\n\n[Blender 2_79 crash.rtf](Blender_2_79_crash.rtf)\n",
"Blender latest build for 2.8 crashes on iMac Pro with OSX 10.14\nMacBook Pro (Retina, 13-inch, Early 2015)\nProcesser: 2.7 GHz Intel Core i5\nMemory: 8 GB 1867 MHz DDR3\nGraphics: Intel Iris Graphics 6100 1536 MB\n\nBroken: blender-2.80.0-git20181023.13cfb641c6d-x86_64\nWorked: None\n\n\nTrying to startup Blender 2.80 but it immediately Crashes.\nAlso download 2.79, also crashes.\nI downloaded Macos mojave yesterday.\nI had download 2.8 in September, it works, but I delete that version to download latest 2.8, but it fails.\n\n\n\n\nProcess: blender [2023]\nPath: /Volumes/VOLUME/*/blender.app/Contents/MacOS/blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.80 (2.80 2018-10-23, Blender Foundation)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: blender [2023]\nUser ID: 501\n\nDate/Time: 2018-10-23 19:05:40.535 +0800\nOS Version: Mac OS X 10.14 (18A391)\nReport Version: 12\nAnonymous UUID: A9B84E91-56EE-2D45-1088-600CD72EDEB8\n\n\nTime Awake Since Boot: 9200 seconds\n\nSystem Integrity Protection: enabled\n\nNotes: Translocated Process\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nterminating with uncaught exception of type std::bad_cast: std::bad_cast\nabort() called\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff7e082b86 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff7e138c50 pthread_kill + 285\n2 libsystem_c.dylib \t0x00007fff7dfec268 __abort + 144\n3 libsystem_c.dylib \t0x00007fff7dfec1d8 abort + 142\n4 libc++abi.dylib \t0x00007fff7b66f231 abort_message + 231\n5 libc++abi.dylib \t0x00007fff7b66f3b5 default_terminate_handler() + 241\n6 libobjc.A.dylib \t0x00007fff7ce78c8f _objc_terminate() + 105\n7 libc++abi.dylib \t0x00007fff7b67adfe std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff7b67abe2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff7b66dbb9 __cxa_throw + 113\n10 libc++.1.dylib \t0x00007fff7b615cc5 std::__1::locale::__imp::use_facet(long) const + 79\n11 org.blenderfoundation.blender \t0x000000010890d750 bl_locale_pgettext + 48\n12 org.blenderfoundation.blender \t0x00000001075e0e23 BLT_translate_do_new_dataname + 83\n13 org.blenderfoundation.blender \t0x0000000107121f8a BKE_view_layer_rename + 106\n14 org.blenderfoundation.blender \t0x0000000106f5027a BLO_update_defaults_startup_blend + 1066\n15 org.blenderfoundation.blender \t0x0000000106fe788b BKE_blendfile_read_from_memory + 59\n16 org.blenderfoundation.blender \t0x0000000106897416 wm_homefile_read + 1046\n17 org.blenderfoundation.blender \t0x000000010689e52d WM_init + 317\n18 org.blenderfoundation.blender \t0x0000000106886080 main + 752\n19 libdyld.dylib \t0x00007fff7df44085 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff7e0801b2 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff7e1395cb _pthread_cond_wait + 724\n2 libc++.1.dylib \t0x00007fff7b61bbda std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x00000001097e9483 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x00000001097e69e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x00000001097e8ed7 void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff7e13633d _pthread_body + 126\n7 libsystem_pthread.dylib \t0x00007fff7e1392a7 _pthread_start + 70\n8 libsystem_pthread.dylib \t0x00007fff7e135425 thread_start + 13\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff7e0801b2 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff7e1395cb _pthread_cond_wait + 724\n2 libc++.1.dylib \t0x00007fff7b61bbda std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x00000001097e9483 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x00000001097e69e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x00000001097e8ed7 void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff7e13633d _pthread_body + 126\n7 libsystem_pthread.dylib \t0x00007fff7e1392a7 _pthread_start + 70\n8 libsystem_pthread.dylib \t0x00007fff7e135425 thread_start + 13\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff7e0801b2 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff7e1395cb _pthread_cond_wait + 724\n2 libc++.1.dylib \t0x00007fff7b61bbda std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x00000001097e9483 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x00000001097e69e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x00000001097e8ed7 void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff7e13633d _pthread_body + 126\n7 libsystem_pthread.dylib \t0x00007fff7e1392a7 _pthread_start + 70\n8 libsystem_pthread.dylib \t0x00007fff7e135425 thread_start + 13\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff7e0801b2 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff7e1395cb _pthread_cond_wait + 724\n2 libc++.1.dylib \t0x00007fff7b61bbda std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x00000001097e9483 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x00000001097e69e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x00000001097e8ed7 void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff7e13633d _pthread_body + 126\n7 libsystem_pthread.dylib \t0x00007fff7e1392a7 _pthread_start + 70\n8 libsystem_pthread.dylib \t0x00007fff7e135425 thread_start + 13\n\nThread 5:\n0 libsystem_pthread.dylib \t0x00007fff7e135408 start_wqthread + 0\n1 ??? \t0x0000000054485244 0 + 1414025796\n\nThread 6:: Dispatch queue: NSPersistentUI I/O\n0 libsystem_kernel.dylib \t0x00007fff7e07ea96 __getattrlist + 10\n1 com.apple.CoreServicesInternal\t0x00007fff658f2ffb corePropertyProviderPrepareValues(__CFURL const*, __FileCache*, __CFString const* const*, void const**, long, void const*, __CFError**) + 570\n2 com.apple.CoreServicesInternal\t0x00007fff658f2d61 prepareValuesForBitmap(__CFURL const*, __FileCache*, _FilePropertyBitmap*, __CFError**) + 360\n3 com.apple.CoreServicesInternal\t0x00007fff658f4a95 _FSURLCopyResourcePropertyForKeyInternal(__CFURL const*, __CFString const*, void*, void*, __CFError**, unsigned char) + 214\n4 com.apple.CoreFoundation \t0x00007fff50eb943b CFURLCopyResourcePropertyForKey + 101\n5 com.apple.CoreFoundation \t0x00007fff50f02306 -[NSURL getResourceValue:forKey:error:] + 190\n6 com.apple.Foundation \t0x00007fff532451f6 -[NSURL(NSURLPathUtilities) URLByAppendingPathComponent:] + 232\n7 com.apple.AppKit \t0x00007fff4e4076a8 -[NSPersistentUIPreservedStateDirectory initWithStateDirectory:] + 120\n8 com.apple.AppKit \t0x00007fff4e43bd79 __59-[NSPersistentUIFileManager preserveStateDirectoryAtLaunch]_block_invoke + 65\n9 com.apple.AppKit \t0x00007fff4e43bcba ___NSPersistentUIDispatchQueueAsync_block_invoke + 28\n10 libdispatch.dylib \t0x00007fff7def4d4f _dispatch_call_block_and_release + 12\n11 libdispatch.dylib \t0x00007fff7def5dcb _dispatch_client_callout + 8\n12 libdispatch.dylib \t0x00007fff7defc120 _dispatch_lane_serial_drain + 618\n13 libdispatch.dylib \t0x00007fff7defcbd8 _dispatch_lane_invoke + 388\n14 libdispatch.dylib \t0x00007fff7df05084 _dispatch_workloop_worker_thread + 603\n15 libsystem_pthread.dylib \t0x00007fff7e13561c _pthread_wqthread + 409\n16 libsystem_pthread.dylib \t0x00007fff7e135415 start_wqthread + 13\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff7e07cc7e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff7def6428 _dispatch_sema4_timedwait + 76\n2 libdispatch.dylib \t0x00007fff7def6b19 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff7df03b5a _dispatch_worker_thread + 328\n4 libsystem_pthread.dylib \t0x00007fff7e13633d _pthread_body + 126\n5 libsystem_pthread.dylib \t0x00007fff7e1392a7 _pthread_start + 70\n6 libsystem_pthread.dylib \t0x00007fff7e135425 thread_start + 13\n\nThread 8:\n0 libsystem_pthread.dylib \t0x00007fff7e135408 start_wqthread + 0\n1 ??? \t0x0000000054485244 0 + 1414025796\n\nThread 9:\n0 libsystem_pthread.dylib \t0x00007fff7e135408 start_wqthread + 0\n1 ??? \t0x0000000000001403 0 + 5123\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000000011d4a15c0 rcx: 0x00007ffee94c1d78 rdx: 0x0000000000000000\nrdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007ffee94c1db0 rsp: 0x00007ffee94c1d78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000000000000 r11: 0x0000000000000206\nr12: 0x0000000000000307 r13: 0x0000003000000008 r14: 0x0000000000000006 r15: 0x000000000000002d\nrip: 0x00007fff7e082b86 rfl: 0x0000000000000206 cr2: 0x00007f8aae820f80\n\n```\nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\n\nBinary Images:\n 0x10673c000 - 0x10d891fcf +org.blenderfoundation.blender (2.80 - 2.80 2018-10-23, Blender Foundation) <C463AEBB-496E-3697-A666-063468A43A21> /var/folders/*/blender.app/Contents/MacOS/blender\n 0x111d06000 - 0x111eabff7 com.apple.audio.units.Components (1.14 - 1.14) <1EBB28B5-FB09-3967-AEA0-9883CFEF9893> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11392e000 - 0x113932fff com.apple.audio.AppleHDAHALPlugIn (282.10 - 282.10) <94DDF962-09E0-3B3E-B887-9A0301022190> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x11d3eb000 - 0x11d4696a7 dyld (625.13) <D6387150-2FB8-3066-868D-72E1B1C43982> /usr/lib/dyld\n 0x7fff45c94000 - 0x7fff45ca3ffb libSimplifiedChineseConverter.dylib (73) <991F3402-E9C7-3BE3-BC60-73326DADB2D5> /System/Library/CoreServices/Encodings/libSimplifiedChineseConverter.dylib\n 0x7fff47883000 - 0x7fff47981ff7 com.apple.driver.AppleIntelBDWGraphicsMTLDriver (12.0.34 - 12.0.0) <1DB1BEEF-BCB5-3E7D-BA55-08BA105942E6> /System/Library/Extensions/AppleIntelBDWGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelBDWGraphicsMTLDriver\n 0x7fff4d1a6000 - 0x7fff4d1a6fff com.apple.Accelerate (1.11 - Accelerate 1.11) <2C602CED-72CA-37C2-BDF5-31697FC9100B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff4d1a7000 - 0x7fff4d1bdfe3 libCGInterfaces.dylib (506.19) <6455899E-BAC7-34D1-802B-FFE19A2337E2> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff4d1be000 - 0x7fff4d85efe3 com.apple.vImage (8.1 - ???) <65912AFB-D4C1-3494-AE97-DDFDAF3BE1EB> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff4d85f000 - 0x7fff4dad6fd7 libBLAS.dylib (1243.200.4) <76710990-AE2B-300E-88BB-797ABAD74956> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff4dad7000 - 0x7fff4db49fe7 libBNNS.dylib (38.200.5) <5F3A4021-8FF8-30E8-B84A-AA2BD70F4151> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff4db4a000 - 0x7fff4def0fff libLAPACK.dylib (1243.200.4) <45722A8A-5788-3C4C-ADD9-1812763FA635> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff4def1000 - 0x7fff4df06ffb libLinearAlgebra.dylib (1243.200.4) <E923DA33-B142-3A73-A80A-642878D19099> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff4df07000 - 0x7fff4df0cff3 libQuadrature.dylib (3.200.2) <6FFAC142-415D-3AF0-BC09-336302F11934> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff4df0d000 - 0x7fff4df8affb libSparse.dylib (79.200.5) <0D7E71A4-10D2-3979-B386-D2426ADAF6D7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff4df8b000 - 0x7fff4df9effb libSparseBLAS.dylib (1243.200.4) <00D6FC17-B739-3259-90A4-92AC8BBE03D6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff4df9f000 - 0x7fff4e183ff3 libvDSP.dylib (671.201.1) <716585BD-04D7-30A9-B315-689184275E38> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff4e184000 - 0x7fff4e239ff3 libvMisc.dylib (671.201.1) <EDA66C06-A11F-3EE5-96D5-B20893448899> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff4e23a000 - 0x7fff4e23afff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <DADD83A2-550F-3570-8D71-16614C6A4CE0> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff4e3eb000 - 0x7fff4f20aff3 com.apple.AppKit (6.9 - 1671) <E1B2CAF1-9231-3B3D-BD9E-B770FE87F407> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff4f25c000 - 0x7fff4f25cfff com.apple.ApplicationServices (50.1 - 50.1) <1B71604B-9AC5-3A2F-8CB7-0EFA34A20F12> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff4f25d000 - 0x7fff4f2c8ff7 com.apple.ApplicationServices.ATS (377 - 453.11) <7599E619-EE21-3EB7-875B-AE3B8D3E13BB> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff4f361000 - 0x7fff4f480fff libFontParser.dylib (228.6) <E800074F-62CF-340A-A5A7-B8BE5B560045> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib\n 0x7fff4f481000 - 0x7fff4f4ccfff libFontRegistry.dylib (228.12) <480D472D-C8FB-321D-86EC-2EA6927A97AD> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff4f52b000 - 0x7fff4f55eff7 libTrueTypeScaler.dylib (228.6) <D23BFDE4-8664-335A-B43B-A13A8EF29E40> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib\n 0x7fff4f5c8000 - 0x7fff4f5ccff3 com.apple.ColorSyncLegacy (4.13.0 - 1) <90641B6B-D07B-3577-B594-965825544B60> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff4f669000 - 0x7fff4f6bbff3 com.apple.HIServices (1.22 - 627.14.2) <01F309D6-32E7-3C4F-A38B-8206EE3076CC> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff4f6bc000 - 0x7fff4f6caff3 com.apple.LangAnalysis (1.7.0 - 1.7.0) <67BC5855-B7A3-39E6-B5DD-52B287EB1532> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff4f6cb000 - 0x7fff4f717fff com.apple.print.framework.PrintCore (14.0 - 503.7) <C13BC56A-65F4-35B1-9E33-51FE6F3B06FD> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff4f718000 - 0x7fff4f753ff7 com.apple.QD (3.12 - 407.2) <94A30038-C545-327A-B1C0-E19C79D62BAB> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff4f754000 - 0x7fff4f760ff7 com.apple.speech.synthesis.framework (8.0.15 - 8.0.15) <A96C744B-B1AD-32E3-BA72-7A221684BE3F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff4f761000 - 0x7fff4f9fdff7 com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <89D2529D-CF36-3081-A700-70892F888718> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff4f9ff000 - 0x7fff4f9fffff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8B9A5ADB-E62C-3838-BB5E-AF20CAE449CC> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff4fd63000 - 0x7fff50124ff7 com.apple.CFNetwork (974.1 - 974.1) <ACC604FA-5D40-34CE-9206-8091010306B7> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff50139000 - 0x7fff50139fff com.apple.Carbon (158 - 158) <DAF95685-B793-34EB-96EA-3E292A9E3378> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff5013a000 - 0x7fff5013dffb com.apple.CommonPanels (1.2.6 - 98) <F1E1C47B-FD1A-30A4-B41B-87BD8B178B56> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff5013e000 - 0x7fff50445ff7 com.apple.HIToolbox (2.1.1 - 916.32) <B2ED8B1C-FC3E-3FA0-8F6D-E7A448E6FAA7> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff50446000 - 0x7fff50449ffb com.apple.help (1.3.8 - 66) <4392A63F-9B58-3248-BF73-B46AD3744E6E> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff5044a000 - 0x7fff5044fff7 com.apple.ImageCapture (9.0 - 1529.7) <364EDC6B-6374-31A7-A637-0044B73F8DBF> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff50450000 - 0x7fff504e4ff3 com.apple.ink.framework (10.9 - 225) <D6503F37-7EBC-32C1-95CC-A35EFC54E7ED> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff504e5000 - 0x7fff504fffff com.apple.openscripting (1.7 - 178) <D4A4D130-9C7B-3656-9D58-50F9D09C276E> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff50520000 - 0x7fff50521fff com.apple.print.framework.Print (14.0 - 267.3) <5CD250DF-98AD-30B8-A5D5-47634FF9E74D> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff50522000 - 0x7fff50524ff7 com.apple.securityhi (9.0 - 55006) <C5308CBC-6736-31A7-905B-C635C6D43FDE> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff50525000 - 0x7fff5052bff7 com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <1C38B9CB-DD45-3A7B-9D4C-631855A4EE32> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff50652000 - 0x7fff50652fff com.apple.Cocoa (6.11 - 23) <A520D2A3-032B-3C06-81E1-EFDD97C47ACE> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff50660000 - 0x7fff5072cfff com.apple.ColorSync (4.13.0 - 3340) <0618DA46-5A5E-339D-BB2F-ED66A2BFCCF9> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff508c7000 - 0x7fff50957fff com.apple.audio.CoreAudio (4.3.0 - 4.3.0) <5845D43B-BBB5-343B-A164-6F9E2C53CFA3> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff509bd000 - 0x7fff509e8ff7 com.apple.CoreBluetooth (1.0 - 1) <D2F48E3D-79FC-32D7-B281-658EAD2CC50B> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff509e9000 - 0x7fff50d89feb com.apple.CoreData (120 - 865.2) <90A5058F-A5AF-311A-81CC-B20C2AC9E85E> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff50d8a000 - 0x7fff50e73fff com.apple.CoreDisplay (101.3 - 101.17.6) <4AE5C221-B8E1-3A4F-91E0-96ED5926E82B> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff50e74000 - 0x7fff512c3fff com.apple.CoreFoundation (6.9 - 1555.10) <4A4C87BC-4C8E-392A-ABEE-824D4074C485> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff512c5000 - 0x7fff51952fff com.apple.CoreGraphics (2.0 - 1245.8.4.8) <FFFFEAF0-14DD-38A3-BD68-AA9AB2C672C1> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff51954000 - 0x7fff51c79ff7 com.apple.CoreImage (14.0.0 - 700.2.220) <E9E7B27C-C4FD-3AD6-923E-DF7EAE36D1FF> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff52130000 - 0x7fff52130fff com.apple.CoreServices (933 - 933) <B79C910E-93B9-3686-8E72-E0B63083AAE5> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff52131000 - 0x7fff521afffb com.apple.AE (768 - 768) <E795749D-CE50-3B8C-91A7-8C2618887288> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff521b0000 - 0x7fff52488ff7 com.apple.CoreServices.CarbonCore (1178.11 - 1178.11) <9FBE7BFB-3A81-37AC-8E15-E6F7932BBDC0> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff52489000 - 0x7fff524d3ff7 com.apple.DictionaryServices (1.2 - 284.16.3) <D9388630-E7F2-321E-81FF-EBD5F3B47A52> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices\n 0x7fff524d4000 - 0x7fff524dcffb com.apple.CoreServices.FSEvents (1239.200.12 - 1239.200.12) <E40A3C4A-79C7-37D8-999B-D1169A06870B> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff524dd000 - 0x7fff526a8ff7 com.apple.LaunchServices (933 - 933) <4614A4B4-C358-3460-9FA7-DF8D6C466806> 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0x7fff7df71fff libmacho.dylib (917) <17BF7038-9C70-3EE1-9E96-3AE10D49669E> /usr/lib/system/libmacho.dylib\n 0x7fff7df72000 - 0x7fff7df74ff3 libquarantine.dylib (86.200.11) <C70DA995-0D6E-302C-A15E-F7F03A3857B4> /usr/lib/system/libquarantine.dylib\n 0x7fff7df75000 - 0x7fff7df76ff3 libremovefile.dylib (45.200.2) <D74A307B-3DC7-3992-B16C-DACB8207BE13> /usr/lib/system/libremovefile.dylib\n 0x7fff7df77000 - 0x7fff7df8eff3 libsystem_asl.dylib (356.200.4) <EC9D8AD4-E5CB-3765-804A-9E1E9DC045D2> /usr/lib/system/libsystem_asl.dylib\n 0x7fff7df8f000 - 0x7fff7df8ffff libsystem_blocks.dylib (73) <26419398-C30C-30F1-B656-A92AFA9560F6> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff7df90000 - 0x7fff7e018fff libsystem_c.dylib (1272.200.26) <3DEEE96E-6DF6-35AD-8654-D69AC26B907B> /usr/lib/system/libsystem_c.dylib\n 0x7fff7e019000 - 0x7fff7e01cff7 libsystem_configuration.dylib (963.200.27) <02CC3996-B34E-333C-8806-AE2699D34424> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff7e01d000 - 0x7fff7e020ff7 libsystem_coreservices.dylib (66) <254B6849-2C8F-302C-8616-B8324A11AB30> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff7e021000 - 0x7fff7e027ffb libsystem_darwin.dylib (1272.200.26) <974E9EF7-DE72-34B7-B056-0A81C10DF8EB> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff7e028000 - 0x7fff7e02eff7 libsystem_dnssd.dylib (878.200.35) <FFC665AA-B257-35AD-BD8B-32FD42C2EEC1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff7e02f000 - 0x7fff7e07bff3 libsystem_info.dylib (517.200.9) <0707C387-D7DE-372E-8FF1-3DE5C91932D6> /usr/lib/system/libsystem_info.dylib\n 0x7fff7e07c000 - 0x7fff7e0a3ff7 libsystem_kernel.dylib (4903.201.2) <45FAA4C0-[D553](D553)-34FD-ADF8-884886AE0D2A> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff7e0a4000 - 0x7fff7e0efff7 libsystem_m.dylib (3158.200.7) <43D1796B-954F-37D6-B1AC-9D80DF0655A2> /usr/lib/system/libsystem_m.dylib\n 0x7fff7e0f0000 - 0x7fff7e114ff7 libsystem_malloc.dylib (166.200.60) <846F6898-117C-3427-A8FB-3772FFC2410B> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff7e115000 - 0x7fff7e120ffb libsystem_networkextension.dylib (767.200.40) <F84D5474-4DC1-3E1A-AE00-8CE9593278B4> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff7e121000 - 0x7fff7e128fff libsystem_notify.dylib (172.200.21) <BCCB222F-DC64-3954-A836-DCCE6659CA5A> /usr/lib/system/libsystem_notify.dylib\n 0x7fff7e129000 - 0x7fff7e132fef libsystem_platform.dylib (177.200.16) <B75B04AD-69FE-3ADE-84D2-C17972FC8F49> /usr/lib/system/libsystem_platform.dylib\n 0x7fff7e133000 - 0x7fff7e13dfff libsystem_pthread.dylib (330.201.1) <87A6B136-E423-3B6D-A58A-137F392D7D9D> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff7e13e000 - 0x7fff7e141ff7 libsystem_sandbox.dylib (851.201.1) <FBA7E09B-F10F-3424-90EA-B4999B7FB461> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff7e142000 - 0x7fff7e144ff7 libsystem_secinit.dylib (30.200.13) <CBEAB62B-F0A0-342F-9878-CADC14A3CB0D> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff7e145000 - 0x7fff7e14cff7 libsystem_symptoms.dylib (820.207.88) <B6E22FA8-0F7B-36FD-9D99-284056D3CB47> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff7e14d000 - 0x7fff7e162ff7 libsystem_trace.dylib (906.200.86) <7983ED77-18B5-39A5-BE19-AE4F2832ADEA> /usr/lib/system/libsystem_trace.dylib\n 0x7fff7e164000 - 0x7fff7e169ffb libunwind.dylib (35.4) <41222EF6-2233-3CF4-947A-15D48CB8C030> /usr/lib/system/libunwind.dylib\n 0x7fff7e16a000 - 0x7fff7e19afff libxpc.dylib (1336.201.2) <0A8747D1-33AA-37E1-B97A-BA9B95FE4E8C> /usr/lib/system/libxpc.dylib\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: 11083\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=508.5M resident=0K(0%) swapped_out_or_unallocated=508.5M(100%)\nWritable regions: Total=580.6M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=580.6M(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 128K 2 \nActivity Tracing 256K 2 \nCG backing stores 880K 3 \nCoreImage 24K 3 \nCoreServices 36K 2 \nCoreUI image data 104K 2 \nCoreUI image file 404K 5 \nKernel Alloc Once 8K 2 \nMALLOC 182.0M 20 \nMALLOC guard page 16K 5 \nMALLOC_NANO (reserved) 384.0M 2 reserved VM address space (unallocated)\nMemory Tag 249 156K 2 \nSTACK GUARD 56.0M 11 \nStack 12.6M 11 \nVM_ALLOCATE 68K 8 \n__DATA 50.0M 237 \n__FONT_DATA 4K 2 \n__LINKEDIT 243.8M 6 \n__TEXT 264.7M 241 \n__UNICODE 560K 2 \nmapped file 50.5M 13 \nshared memory 2984K 14 \n**=======**\nTOTAL 1.2G 573 \nTOTAL, minus reserved VM space 865.0M 573 \n\nModel: MacBookPro12,1, BootROM MBP121.0177.B00, 2 processors, Intel Core i5, 2.7 GHz, 8 GB, SMC 2.28f7\nGraphics: Intel Iris Graphics 6100, Intel Iris Graphics 6100, Built-In\nMemory Module: BANK 0/DIMM0, 4 GB, DDR3, 1867 MHz, 0x80AD, 0x483943434E4E4E424C54414C41522D4E5544\nMemory Module: BANK 1/DIMM0, 4 GB, DDR3, 1867 MHz, 0x80AD, 0x483943434E4E4E424C54414C41522D4E5544\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x133), Broadcom BCM43xx 1.0 (7.77.61.1 AirPortDriverBrcmNIC-1305.2)\nBluetooth: Version 6.0.8f6, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nSerial ATA Device: APPLE SSD SM0128G, 121.33 GB\nUSB Device: USB 3.0 Bus\nUSB Device: Bluetooth USB Host Controller\nUSB Device: Intuos5 touch M\nThunderbolt Bus: MacBook Pro, Apple Inc., 27.1\n"
] |
Edit mode : Multi-data objects view not sync
Operating system: Windows 10 64x
Graphics card: GTX 1070
Broken: 2.8 d415b5c7b85
On edit mode looks like the multi-data objects are not beeing synchronized. But when i update the mesh, the sync.
I have 2 objects that both share the same data. I entered edit mode. When i select faces, it´s not updating on the other object. only if i make any change.
![image.png](image.png)
[Casa.blend](Casa.blend)
btw, where can i suggest a feature? I wish the button "Report a bug" not only takes me to the page, but already fill the version of Blender i am using, and even if possible, teh system OS and graphic card. | [
"Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n",
"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)",
"Asset Browser - Append (Reuse Data) without instancing collections doesn't add more objects\nOperating system: Windows 10 Home 64bit (10.0, Build 19044)\nGraphics card: Nvidia RTX 3080\n\n\nBroken: 3.2.0\n\nWhen dragging a collection item from the Asset Browser with \"Append (Reuse Data)\" and \"Instance Off\" it doesn't add the collection again, it moves one object and leaves the rest where they were.\n[Asset Browser Reuse data issue.mp4](Asset_Browser_Reuse_data_issue.mp4)\n\n1. Create a collection asset with at least two items inside\n2. Save that collection to your library (save file inside the correct folder)\n3. Open a new scene\n4. Drag your new collection asset into your scene with Append (Reuse Data) active\n5. In the tool window (not sure about its name) lower left turn off \"Instance\"\n6. Drag out another of the same collection asset\n7. It should now have moved one of the two items",
"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.",
"Connected Only option of Proportional Editing in Particle Edit mode doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nConnected Only option of Proportional Editing in Particle Edit mode doesn't work\nWhen you try to edit a single hair curve, Proportional Editing affects the nearest curves as well, whether the Connected Only option is enabled or not.\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",
"Custom Property list not updating in UI when editing properties from Python\nOperating system: Arch Linux\nGraphics card: GTX 970\n\nBroken: 2.80.60 (1c5860407068)\n\n\nSetting a custom property from Python does not update the corresponding entry under Custom Properties until mouse over forces a refresh.\n\n\nUsing default blend file.\n\n1. Add a Python Console panel somewhere\n2. Select the cube object\n3. Switch to the object properties tab, unfold the Custom Properties panel\n4. In the python console:\n```\no = C.active_object\no['value'] = 456\n```\n5. No new entry is shown in the Custom Properties panel\n6. Move the mouse to the Custom Properties panel -> new value prop appears\n7. The same thing happens when updating a property value, a mouse over is also needed to refresh the property list being displayed\n",
"bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)",
"Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n",
"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.",
"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![screen.png](screen.png)\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",
"Generated Texture Coordinates Don't Update in Edit Mode.\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.1\nWorked: N/a\n\nGenerated texture coordinates don't update in edit mode, example when translating the vertices. I tried changing other coordinates, (uv, object), they all update fine in edit mode.\n\nBased on the default startup or an attached .blend file \n[Generated_editMode.blend](Generated_editMode.blend)\n1. Preview generated texture coordinates.\n2. Go into edit mode.\n3. Select everything and move it around in one direction (ex the left/-x).\nExpected result is the generated coordinates are identical to before moving the cube. Tab out of object mode and then it will update. \n\n",
"Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n",
"Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n![Report Screenshot.png](Report_Screenshot.png)\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better.",
" Add a 'relative mirror' option for mesh editing (similar to bones)\n**Team**\n**Commissioner:** `?` *Core developer or artist, sign off the project, works as client.*\n**Project leader:** @mano-wii *Main developer responsible for the implementation, only in one project.*\n**Project members:** `-` *Optional other developers, can be in multiple projects at once.*\n\n**Description**\n**Big picture:**\nJust as it works on bones in `Pose Mode`, meshes editing could benefit from the \"`Relative Mirror`\" option. \nThe idea is to consider the initial offset of the mirrored vertices when the \"`Topology Mirror`\" option is enabled and move the vertices respecting that offset.\nThis would solve problems like #74340 (Uncontrolled vertex movement in symmetric editing).\n\n**Use cases**:\n* Model asymmetric objects but with a symmetrical topology avoiding unexpected jumps.\n\n**Design:**\n* As seen with bones, the \"`Relative Mirror`\" option will also be available for meshes."
] | [
"[Edit Mesh] overlay of linked meshes in Edit Mode. [2.82 regression]\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nReferences in Edit Mode don't show selected\\deselected vertices\\edges on each over (like in previouse versions (2.8, 2.81a))\nIs this bug or maybe feature? If it is feature, do you be so pleasure to help found it on interface or hotkey? It hard to work without it. I had to downgrade to 2.81a, and work without cool 2.82's features.\n\n\n\n\n - select object\n - make some duplicate linked (alt+D or from menu)\n - enter on \"Edit Mode\n - look on references - you don't see any selected vertices\\edges\\faces (like in 2.8 or 2.81)\n - try to change something- loop cut on example\n - exit to \"Object Mode\" - you'll see all new edges (if get an wireframe on shaded) \n - try to enter \"Edit Mode\" again - all edges in \"wireframe on shaded mode\" dissapeared!\n\n\n[instaces_bug_or_feature.blend](instaces_bug_or_feature.blend)\n[References_bug_or_feature.mp4](References_bug_or_feature.mp4)\n\n"
] |
Vertex group removing with filter gives unexpected results.
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72
Broken: version: 2.92.0
Broken: version: 2.83.12
Worked: Do not know.
When deleting vertex groups while filtering with the search bar it continues down the unfiltered list.
Example:
```
X
Y
X.001
```
If you filter for "X" you get this result:
```
X
X.001
```
When you delete "X.001" It will select "Y" instead of "X".
1: select the default cube.
2: create these three vertex groups in order:
```
X
Y
X.001
```
3: expand the search option in the vertex group section
4: Type "X" in the search box
5: Select "X.001" and press the remove button.
6: You should now notice that nothing is selected. Remove the "X" from the search box to view all vertex groups.
7: You can now see that the "Y" vertex group is selected. | [
"GN: Delete Geometry node hides edges in some cases\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha\n\nHard to describe this one more abstract..\n\nI start with a mesh line primitive (0,0,0) (0,1,0) and extrude it **n** times along **x** to get a grid.\nNow I try to delete all points with a distance from the **y** axis greater than **d** \nWhenever **d** lies between the first and the last extrusion, the edges of the starting primitive are not displayed.\nIt shows up in the spreadsheet however and reappears if I apply the modifier and tab into edit mode and back \n\n[2022-02-05 19-27-50.mp4](2022-02-05_19-27-50.mp4)\n[del_geo_node.blend](del_geo_node.blend)\n\n",
"Vertex weight not carried through bevel modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nVertex weight not carried through bevel modifier in some cases\n\n\n[105012.blend](attachment)\n- open blend\n- apply visual geometry on the `good` object\n![image](attachment)\n- apply visual geometry on the `bad` object\n![image](attachment)\n\n\n\nOK, some more testing (which solves the issue at least on the example I posted [also if there is a second bevel modifier with custom profile on there] -- as well as to some degree for the original file as well [which is posted below]):\n\n- open the file\n- go into editmode on the `bad` object\n- select all **edges** (edge select mode)\n- `Mesh` > `Sort Elements` > e.g. `Cursor Distance`\n- voila!\n\n-----\n\n\n\n**Original report**\n\nWhen wishing to create a bevel with the modifier on a specific vertex group aftern another Bevel modifier, the vertex group does not carry over.\n\n\n* Create a geometry\n* Mark some edges to bevel with bevel weight set to 1\n* Add an edge loop in to a vertex group\n* Add a bevel modifier and use Weight\n* Add 2nd bevel modifier and use vertex group. The area where the first Bevel modifier has been executed does not become incorporated into the vertex group\n\n![image](attachment)\n\n![image](attachment)\n![image](attachment)\n![image](attachment)\n![image](attachment)\n\n",
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"Edges are selected in face mode when deselecting vertices from vertex group Panel\nBlender Version\nBroken: Current main.\nWorked: N/A.\n\nShort description of error\nDeselect Button in Vertex Groups Panel will deselect vertices that are not assigned to any groups. Edges become selected while in Face Mode as well. Also the Select Button will Select Faces that are not assigned too but those Edges that are active in face mode must be Selected for the Bug to work. Pay attention to the Edge around the triangle Fan at the top of the uv Sphere While in face mode.\n\nBlend File Incuded for simplicity\nJust Press the Deselect and notice the Faces that Get removed. and the Edges are actively Selected.\n\n",
"Bevel when part of mesh is hidden results sometimes in wrong selection of vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 3.2.0 Alpha\nalso broken in the latest official release of version 3.1.2, also broken in 2.93.\n\nBevel when part of the mesh is hidden and the selected points are not all connected results sometimes in the wrong selection of vertices and lines. I have noticed that the selection is wrong if the number of segments in the bevel attrributes is odd.\n\nOn the default startup file do the following:\n1. Edit the default cube, inset the top and bottom face \n2. Inset again, but only 0.001 \n3. Scale the selection in the Z by 0, \n4. Expand the selection (CTRL++)\n![Capture0.PNG](Capture0.PNG)\n5. Shift+H to hide everything currently not selected\n6. Only select the top and bottom \n7. Try beveling, play a little with the segments and switch between vertex and line selection, you will see that not all the lines and not all the vertices that should be selected are selected. It seems to be wrong when you try odd number of segments\n![Capture1.PNG](Capture1.PNG)\n\n![Capture2.PNG](Capture2.PNG)\n\n\n\n\n",
"Hair particle length vertex group effect is non linear\nOperating system: MacOS Big Sur 11.2.3\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: 3.0 alpha, 4b06420e6504, master, 2021-09-13\nWorked: Unknown\n\nHair particle length scales non linearly with its length vertex group. Put another way, hair length is usually not quite equal to vertex weight * max hair length, which I assume is unintended. This causes problems when exact hair length is needed.\n\nThe screenshot below demonstrates the issue. \n![Hair Length Vertex Group Non Linear Bug.png](Hair_Length_Vertex_Group_Non_Linear_Bug.png)\nIn this example, planes are instanced along the X axis from 0 to 1, using Geometry Nodes. The X position of each face is assigned to the vertex group controlling hair length. A hair particle system is added and set to spawn 1 particle per face.\nAs seen in the screenshot, the actual height of the hair is slightly wavy and doesn't form a straight line.\n\nHere's a video showing the same issue, this time spawning particles on a single face with interpolated vertex weights:\n[Hair Length Vertex Group Non Linear Bug.mov](Hair_Length_Vertex_Group_Non_Linear_Bug.mov)\n\n1. Delete the default cube\n2. Add a plane\n3. Add a vertex group to the plane\n4. In edit mode, assign a weight of 0.1 to all vertices.\n4. Add a hair particle system\n5. Set the hair length to 1m\n6. Assign the vertex group to control hair length\n7. In side-on orthographic view, observe that the hair length is slightly less than 0.1m.\n\n[Hair Length Vertex Group Bug.blend](Hair_Length_Vertex_Group_Bug.blend)",
"Some modifiers do not consider freshly added vertex group as empty\nOperating system: Win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nEmpty vertex group was added to mesh in object mode without weight assigning and modifiers in stack are using this vgroup.\nSomehow some modifiers follow restriction and others don't. But if you assign zero weight for this vgroup in edit mode, then all modifiers are limited in execution as expected.\n\nFor example, open file and enable viewport rendering for every modifier in stack. \n[empty_vgroup.blend](empty_vgroup.blend)\n\nList of modifiers with this behavior:\nCast\nCurve\nDecimate\nLattice\nSmooth\nSmooth Corrective\nSmooth Laplacian\nWeld\nWave\n\n\n- Open new General template\n- Add monkey\n- Create new vertex group, but don't assign any vertices or weight\n- Add Smooth modifier\n\nIt should not deform mesh, because of empty vertex group, but it does",
"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",
"Group nodes starting with \".\" is no longer hidden from search\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\nWorked: 3.3.0\n\nGroup nodes starting with \".\" is no longer hidden from search.\nNot sure if this is a change made or an actual regression bug.\nSometimes we don't want some group nodes to be shown, such as some group nodes inside a group nodes.\n![image.png](image.png)\n![image.png](image.png)\n[Search.blend](Search.blend)",
"Line Art - Freestyle Edges disappear when boolean solver is set to 'Exact'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.75\n\nBroken: version: 2.93.0\n\nEdges marked as 'Freestyle Edge' disappear in the Line Art when there is a boolean modifier on the object that is set to 'Exact' as a solver. When the boolean is set to 'Fast' the lines appear. \n\n\nI just created a sphere that gets a boolean from a cube. I marked a few edges as 'Freestyle Edge' and when I switch between Fast and Exact it removes the lines. \n[Based on the default startup or an attached .blend file (as simple as possible)][LineArtBoolean_Bug.blend](LineArtBoolean_Bug.blend)\n",
"Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)",
"Material properties surface selection UI does not filter out hidden node groups\nOperating system: Windows 10.0.19042 Build 19042\nGraphics card: AMD Radeon RX570\n\nBroken: 2.93.0 Alpha (hash: 3494946560c2)\n\nnodeitems_builtins contains a function used for listing node groups which filters out \"hidden\" groups - denoted by the name starting with a period.\n\nnodeitems_builtins.py#L118\n\nThis prevents those groups showing up in the node editor when adding a group node, and is very useful for custom node groups, especially in the context of auto generation by an addon via ShaderNodeCustomGroup. However, there exists another UI for selecting node groups which does not do the same filtering: in the material properties panel by clicking \"Surface\". Custom node groups which *should* be hidden clutter the box.\n\nThe guilty function appears to be uiTemplateNodeView.\n\n1. Add a mesh and node based material for that mesh\n2. Edit the nodes and create a node group\n3. See that the node group shows up in the Add > Group menu\n4. Rename the node group .HiddenNodeGroup or similar\n5. See that the node group is hidden in the Add > Group menu [first image]\n6. See that the node group still shows up in the Properties > Material > Surface dropdown [second image]\n\n![blender-hidden-node-group-node-editor.png](blender-hidden-node-group-node-editor.png)\n![blender-hidden-node-group-material-panel.png](blender-hidden-node-group-material-panel.png)",
"UI: Excessive cut-off while searching in keymap preferences\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.50alpha1 (searchbox for input first appeared)\nWorked: never\n\nWhen searching in keymap text name of a category will be cut too much.\nIt does not happen with add-ons or properties editor search.\n\n1. Open Keymap in preferences.\n2. Resize window. Notice that category name will be cut off only when it really doesn't have any spare space.\n3. Start searching for anything, for example `grease pencil`.\n4. Resize window. Now category name will be cut off way too easily, having spare space several times largen than it's full text.\n[Excessive cutoff2022-01-19 12-55-36.mp4](Excessive_cutoff2022-01-19_12-55-36.mp4)",
"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",
"Search Filter, when used, vanishes collapsed modifiers headers texts.\nOperating system: Linux-6.4.6-76060406-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.86.05\n\nBroken: version: 3.6.2\n\nSearch Filter, when used, vanishes collapsed modifiers headers texts.\n\n![2023-08-23_15-53.jpeg](attachment)\n\n<video src=\"attachment\" title=\"Peek 2023-08-23 15-53.mp4\" controls></video>\n\nType any text in the search filter for some object with a bunch of modifiers collapsed and the texts on the box are gone. They are only displayed if modifiers are expanded.\n\n"
] | [
"UI Lists Filtering can have non-visible items active (e.g. after deletion) which lets you act on non-visible items\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 17)\n\nWhen using any UI list filtering, if you press the \"-\" several times, at some point you'll jump out of the list and start deleting things from the list without seeing them:\n\na short video to show more in detail\n[2020-05-15 08-44-35.mov](2020-05-15_08-44-35.mov)\n\nUse any list, that has more than a few elements,\nfilter it, \nstart deleting, \nthe active highlighting disappears at some point, \nkeep deleting\nfind out that you deleted things outside of the list that was filtered.\n\nOR\n[#76853.blend](T76853.blend)\n- Open File\n- Cube has 2 vertex groups [\"apples\" and \"oranges\"]\n- \"oranges\" is selected/active\n- \"oranges\" is not visible though because a filter for \"app\" is applied on the list\n- \"thus only \"apples\" is visible\n- hit the {key -} button\n- \"oranges\" will be deleted [without user knowing]\n"
] |
bm.loops.layers.color values are different in spreadsheet
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Broken: version: 2.93.5
After storing values in color attribute it appear differently in spreadsheet.
![image.png](image.png)
![image.png](image.png)
[bm.loops.layers.color_bug.blend](bm.loops.layers.color_bug.blend)
| [
"Display Workbench Textures On Curve Objects\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.24\n\nBroken: version: 2.82 (sub 6)\nSame on Windows version with same hash as well as in older versions of the 2.8x series.\n\nWorked: (optional)\nWorked in 2.7x Blender viewport ('Texture' mode)\n\nTextures don't display on curve extrusions in 'Solid' viewport shading mode even when UVs are assigned and 'Texture' is chosen as the object color. Instead, Curve extrusions simply stay gray.\nThese same textures show up fine on regular mesh objects in the same viewport. Also the curves display as intended in Material Preview and Rendered modes.\n\n\nIdeally open attached blend file to see the issue right away.\n\nAlternatively :\n1. Create a curve object and give it depth and UVs and apply a material\n2. Import a bitmap texture, attach to the curve's material and select it\n3. Switch to Solid shading mode and activate Texture as object color\n4. Compare look in Solid and Material Preview\n5. Repeat the above steps for a mesh object with UVs\n\n\n[textures_on_curves.blend.zip](textures_on_curves.blend.zip)",
"Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n",
"Output from Geonodes Edge Domain to Shader behaves strangely\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Quadro K3100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 426.78\n\nBroken: version: 3.1.0 Beta\nWorked: Never, as far as I know\n\nWhen retrieving data stored on the edge domain in a shader, the values are inconsistent between adjacent faces, and generally do not interpolate across faces as expected.\n\n![image.png](image.png)\n![image.png](image.png)\n\nOpen attached file and switch to rendered mode.\n\n[Edge Domain Issue Demo.blend](Edge_Domain_Issue_Demo.blend)\n",
"render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n![image.png](image.png)\nBefore save to PNG / After\n![image.png](image.png)\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",
"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)",
"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).",
"GPencil: Improve Dopesheet display for keyframes\nThe actual display only shows the actual keyframe, but not all the range where the keyframe is used.",
"Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n|![diffuse_color_eevee.png](diffuse_color_eevee.png)|![diffuse_color_cycles_2.93.png](https://archive.blender.org/developer/F12963470/diffuse_color_cycles_2.93.png)|![diffuse_color_cycles_3.1.png](diffuse_color_cycles_3.1.png)|\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n",
"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",
"Byte vertex colors are sometimes interpolated in sRGB, sometimes linear\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 2.93.0, 3.0.0 Alpha at 8c21667\nWorked: \n\nA Data Type: Byte Color color attribute is interpolated in sRGB space when subdividing or using the knife, but in linear space when interpolating across a tri in the viewport. I expect it to be consistent.\n\nThis is different than Data Type: Color (FLOAT_COLOR) attributes, which are always interpolated in linear, and vertex colors in pre-2.8 versions, which are always interpolated sRGB.\n\nAdd a plane, paint one corner white, the others, black. Add a Subdivision/Simple modifier and turn up the levels. Look at the result.\n\n![QuadComparison.jpg](QuadComparison.jpg)\n\nI expect it to approach the ideal bilinear result in linear space, but it's clearly approaching the ideal bilinear result in sRGB space. Same thing for manually subdividing with the knife.\n\n**Addition after 3.2**\nIMO since there is a new way to get linear vertex colors, it would be nice if FLOAT_COLOR attributes always interpolated in linear space and BYTE_COLOR attributes always interpolated in sRGB. 2.8 removed the ability to get sRGB interpolation and it would be nice to have both options (pre-2.8 files would also be viewable with the intended interpolation).",
"Generic Input in a Group Node displays as Grayscale, when it is in fact neutral.\nSolution: \n\n![Capture.PNG](Capture.PNG)\n\nIn the example above, the only change would be that the socket next to the Input would be empty instead of gray. This would fix the wrong impression that it's a Grayscale input - it's not, it's neutral as Sergey stated.",
"Node Socket Name Change results in Cycles Material Rendering Black (name is also identifier, should be read-only?)\nWindows 10\nIntel Core i7-5820k 4.1GHz\n2x Nvidia GTX 970\n\nBroken: 2.79 5bd8ac9\n\nIf you change the name of a Node Socket (not the socket's identifier) of a Cycles Shader Node during execution of a python script, Cycles will render the Material black. \n\nDownload the blend file below:\n[socket_naming_bug.blend](socket_naming_bug.blend)\n\nRun the code in the text editor. \nSwitch to viewport preview.\n\nTo fix the problem, simply reset the two nodes, or add a new Material Output Node and a new Principled Node to the Node Tree. Connect the new nodes together and delete the old ones. \n",
"Diffuse Direct, Indirect Bake to Vertex Color Artefacts\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n",
"Multiscatter GGX is bugged\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\n\nOn a glossy Multiscatter GGX material, highlight on reflection seem to look dark and kinda like a donut at around 0.02 roughness.\nIt also seems to change depending on focal length and only happens when using the environment to light the scene\n> | rough 0.03 | rough 0.02 |\n> |---|---|\n> | ![r03.png](r03.png) | ![r02.png](r02.png) |\n\n\n- Add an HDRI to the scene\n- On an object (preferably flat) set a Glossy BRDF material with Multiscatter GGX\nThe HDRi used in the image is this one: autoshop_01\n[multiscatter_bug.blend](multiscatter_bug.blend)\n\n",
"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**![Bug.jpg](Bug.jpg)\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"
] | [
"Vertex color interpolation is incorrect\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\nWorked: 2.79, in vertex paint mode and blender internal render, but not in cycles render or cycles material preview\n\nVertex colours are interpolated incorrectly, they seem to be interpolated as sRGB rather than linear. This goes for Eevee, Cycles, viewport render, and grease pencil vertex colours.\nNote that this is NOT vertices having the wrong colours! This is the colours in-between the vertices being wrong\n\nExpected results:\n(2.79 vertex paint mode)\n![image.png](image.png)\n(2.79 blender internal material preview)\n![image.png](image.png)\n(Interpolation between two colours using a gradient texture, correcting both colour's gamma before and after)\n![image.png](image.png)\n(Similar setup in Krita)\n![image.png](image.png)\n\nActual (incorrect) results:\n(vertex colours in all render views)\n![image.png](image.png)\n(same gradient and colours except mixed without correction)\n![image.png](image.png)\n\nThere is no way around this, short of just painting the linear colours yourself and then gamma correcting them in-material. My only suggestion is something along the lines of vertex colours having their own colour space option dropdown in the same way images do, so vertex colours can be used for a non-visual purpose in addition to being correctly interpolated for visual purposes.\n[errcol.blend](errcol.blend)\n",
"The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n![vertex_color.gif](vertex_color.gif)\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n"
] |
EEvee late responce for shader and texture paint changes
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87
Broken: version: 2.90.0 Alpha
[2020-07-16_15-44-30.mp4](2020-07-16_15-44-30.mp4)
- Open Blender
- With the Cube actived go to Texture Paint mode
- In texture Slots add a Material Base Color
- Set Viewport Shading Mode to Render Preview - Eevee
- Try to paint the Mesh | [
"\"Reset to Default Value\" sets alpha incorrectly in [Material Properties > Viewport Display > Color]\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.5.0\n\nRight-clicking \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] sets both the color's \"value\" and \"alpha\" bars to 0.8, when the alpha one specifically should reset to 1. Alpha resets incorrectly.\n\nRight-click \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] on any material.\n\n",
"Eevee: Image Texture Node: Switching the source from \"Generated\" to \"Single Image\" and back to \"Generated\" leaves the shader result as pink color\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: Unknown\n\nSwitching the source of an Image Texture shader node from \"Generated\" to \"Single Image\" and back to \"Generated\" leaves the shader result as pink color in Eevee. If it is working correctly, it should display once more the original texture as seen initially with the \"Generated\" setting. The problem is present only when Eevee is used as renderer. With Cycles, the texture is switched correctly to undefined (pink color) when switching to \"Single Image\" and back to the original one if changed back to \"Generated\".\n\n\nLoad the attached .blend file, change the image source on the material texture node to \"Single Image\" and then back to \"Generated\" while Eevee is used as renderer. \n\nFor comparison: Change to Rendered Viewport and Cycles as renderer. Repeat the changing of the image source to observe the correct behavior.\n\n[generated-image.blend](generated-image.blend)\n\n\n\n",
"Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n",
"Texture Paint tools lead to incorrect colors on bright HDR textures in 3D\nOperating system: Linux-5.12.0-19.1-liquorix-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD Radeon RX 5700 (NAVI10, DRM 3.40.0, 5.12.0-19.1-liquorix-amd64, LLVM 11.0.0) AMD 4.6 (Core Profile) Mesa 21.0.1\n\nBroken: version: 2.93.0\nBroken: version: 3.0.0 Alpha\nWorked: N/A\n\nI am trying to touch up an HDR lightmap using the Texture Paint mode.\nAttempting to soften, smear or clone HDR images in 3D view in Texture Paint mode will lead to pixel values being clamped up to 1.0, unexpectedly removing bright spots. 2D view is not affected and the tools behave as expected. See video:\n[blendertexpaint.mp4](blendertexpaint.mp4)\n\nI have found that this line is responsible for this issue. Commenting it out fixes the problem.\nimageprocess.c#l219\nLine 219: `clamp_v4(outF, 0.0f, 1.0f);`\n\nI am unsure about the purpose of this line, or any unintended consequences of removing it. Someone else needs to take a look.\n\n1. Assign an HDR texture to an object's material.\n2. Enter Texture Paint mode\n3. Attempt to use the Soften, Smear or Clone tools to edit the texture in 3D view, in spots where the value of a pixel's R, G or B component is greater than 1.0\n4. The bright spots will unexpectedly become dark as they are touched by the tools.\n[Sample.blend](Sample.blend)\n\n",
"Undo doesn't work with paint mask selection (texture paint vs. vertex/weightpaint)\nOperating system: Linux-5.2.10-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.32.0, 5.2.10-arch1-1-ARCH, LLVM 8.0.1) X.Org 4.5 (Core Profile) Mesa 19.1.5\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nUndo does not work with paint mask selections. The expected behavior here is that undo should work as in other selection modes.\n\nClick on texture paint.\nSelect single image and create a texture.\nTurn on paint masking, and then select the \"select box\" tool.\nclick on a face on the cube to select it.\nPress ctrl-z.",
"EEVEE: Mixing between a fully transparent and holdout shader yields a half transparent result\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.2.0 Release Candidate\nWorked: I thinck the issue is for \"all\" versions of blender\n\nHoldout shader having issue with alpha (semi transparency).\n\nPut a image plane with exr image that contain alpha. When using a holdout shader mixed with another shader (transparency shader for exemple) the alpha of the image sequence is used for the mix of the 2 shaders. It should have a complete transparent image with the holdout of other object in the scene. The issue is that there is a dark outline for the semi transparent. Holdout have issue dealing with semi tranparency ? or maybe something else.\nSee the attached image to understand the issue.\n![issue holdout.png](issue_holdout.png)\n\n",
"Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\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![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\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.",
"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",
"Bump Map and Normal Map causes flat shading.\nOperating system: windows 10 1903\nGraphics card: 1080ti * 2\n\nBroken: 2.82.7 stable versioin\n\nThis issue appears both on eevee and cycles.\nWhile using smooth shading, simply add a bump map and the shading lookes flattened.\n![smooth shading issue.jpg](smooth_shading_issue.jpg)\n\nThis problem will occur on a high poly model if the camera is close enough.\n\n\nBevel the cube with several segments and simply plug a bump map to the normal port of the shader node.\n\n[smooth shading issue.blend](smooth_shading_issue.blend)",
"EEVEE: Contact shadows problem on layered hashed materials\nOperating system: linux open source drivers\nGraphics card: rx 6800\n\nBroken: 2.93\nWorked: Never (2.83+)\n\ncontact shadows dont look correct on certain angles for layered alpha hashed materials(hair cards for example). iissue is more noticable in viewport then in final render, but it is noticable in both.\n\nmake a sphere make it alpha hashed and slightly transparent then duplicate and scale geometry with slight offset to make layers then rotate around object with contact shadows enabled on the lamp\n\n![untitled.png](untitled.png)\n[contact shadows problem.blend](contact_shadows_problem.blend)",
"Cycles Image Texture Alpha conversion inconsistency with EEVEE and Image Editor\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf an image is packed, it will get displayed differently in Cycles and EEVEE. It changes in EEVEE when\nAlpha Mode is changed from Straight to Premultiplied to match Cycles, but it does not change in Cycles\nby changing that option. If the image is unpacked Cycles will look like EEVEE with Straight Alpha Mode\nand again it will not be changed by the Alpha Mode option like EEVEE is.\n\n1. Open the provided file.\n2. Select the Image Texture Node\n3. Go into the right panel in the Shader Editor (N-panel) into the Item tab and Properties subsection\n4. Render Image\n5. try changing Alpha Mode and rerendering.\n6. try unpacking the image and rerendering.\n7. try changing the Alpha Mode on unpacked image and rerender.\n[packed_image_cycles_display_inconsistency.blend](packed_image_cycles_display_inconsistency.blend)\n",
"UDIM tiled images with generated contents dont render in Cycles\nOperating system: Windows 10 pro 64 bit, AMD Ryzen 5 3400 G with radeon vega graphics, 16 gb ram\nGraphics card: nvidia GTX 1650 super\n\nBroken: 2.91.0, 0f45cab862b8, master, 2020-11-25 \n\n\n\nworking on the new udim mode I was proving my uvs with a uv grid and when i went to try to get a render i note that when you change to cycles in the render engine the texture is lost and dont appears in the render but in eevee it works fine. the error only happen when you try to use cycles.\n\n*Open the file\n*Go to render preview mode\n*Change to cycles in the render engine section",
"Unnecessary updates on brush texture preview are causing epileptic effect\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: 2.83, 2.90, 2.91 (maybe all 2.8X and previous)\nWorked: N/A\n\nUnnecessary continuous updates on brush texture preview are causing epileptic effect when changing properties as brush color, brush size, etc...\n[GIF about issue in SculptMode by changing brush size ](2020-10-19_19-46-54.gif)\n\n1. Go to texture paint mode (or sculpt)\n2. Load texture image in some brush.\n3. Change brush color/size.\n\nVideo about issue when changing color in texture paint:\n[2020-10-19 20-10-00.mp4](2020-10-19_20-10-00.mp4)\n\n\n\n\n",
"viewport shading > color > texture, textures not affected by transformation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\n\nViewport solid mode color option \"Texture\" does not take mapping nodes into account.\n\n---------\n\nOriginal description:\n\nwhen switching to texture in viewport shading color properties, the image textures are only affected by UV editor and not by texture coordinates node, in My opinion this texture preview is much more faster and better than EEVEE, if only you can ditch EEVEE and make the workbench preview the main material preview that support all nodes, If you notice Cinema 4D ,Max and Maya, they all use a material preview similar to this Blender Workbench preview, I don't know if you noticed these days almost everyone is saying that they prefer previewing and editing their material in cycles rather than EEvee because its way more faster to load, I tested in a 2k scene cycles took a couple of seconds switching to render view on CPU, Eevee took 12 Mins to load all textures, I hope Eevee next solves this issue if not, I would really hope that you consider developing the workbench preview \n\n?\n\n"
] | [
"Texture paint mode bug, brushes do not create a line until you release the stroke.\nOperating system: windows 10\nGraphics card: gtx1080\n\nBroken version: Last release of 2.90 blender-2.90.0-75a09ba2ed26-windows64\n\nLast Version where things were working well to my knowledge: \n\nversion: 2.90.0 Alpha, branch: master, commit date: 2020-06-01 20:37, hash: 1d4bae856690, type: Release\nbuild date: 2020-06-01, 21:08:47\nplatform: Windows\n\nThe error is also not present in 2.83.2\n\nTexture paint brush does not create line until the stroke is released from the screen.\n\nThis bug as far I could tell only happens with painting bump maps, I dont know if it could be triggered by other things tho, \nI cant post the blend file because it contains nodes groups from a payed addon so I'm not sure if I should be sharing the nodes, \nhowever as far as I can see it does seem to be a bug because on 2.83.2 and on older builds from 2.90\nthis problem does not exist, i.e. I can paint strokes like ones I'm trying to do on this video with not problems, \nI just load the file and all works perfectly on those builds, the occasional lag does happen but this is an\nentirely new problem.\n\nSo on the video you can see I try to paint strokes that create new height/bump maps by means of a bw mask and a bump node connection, however when I click on\nthe mesh to draw a shape only until I release the stroke does the lines get drawn, I can move the wacom stylus all over the mesh in texture paint mode \nafter I do the initial stroke, but Blender only draws the line until I release the stroke from the screen.\n\nSomething must have changed after the 2 of june on how some part of the texture paint systems work as the last build I have of 2.90 where I can\npaint without this problem I think is from that date.\n\nThis is a link to a google drive folder that has one video showing the problem, and one showing how things should work, and a \nzip file with the last Blender build of 2.90 were the problem was not present, maybe comparing this one to the current 2.90 build \nwhere this is happening a solution could be found?\n\n1hUUQAjQ6aDGD9NUJzZlRVMld4-gpmtiM?usp=sharing\n\nI hope this helps, Im really looking forward to having this working as I can't do the texture painting I need to do for work unless this is solved,\nhaving to jump from the 2.90 build where this is not happening to the new one that has the Intel denoiser to do renders is very time consuming.\nThat being said even with the occasional bug Blender allows me to work for a living doing 3d, so Thank you for making Blender so Awesome \nthat I can do so many things with it :) Cheers!"
] |
Texture paint mode bug, brushes do not create a line until you release the stroke.
Operating system: windows 10
Graphics card: gtx1080
Broken version: Last release of 2.90 blender-2.90.0-75a09ba2ed26-windows64
Last Version where things were working well to my knowledge:
version: 2.90.0 Alpha, branch: master, commit date: 2020-06-01 20:37, hash: 1d4bae856690, type: Release
build date: 2020-06-01, 21:08:47
platform: Windows
The error is also not present in 2.83.2
Texture paint brush does not create line until the stroke is released from the screen.
This bug as far I could tell only happens with painting bump maps, I dont know if it could be triggered by other things tho,
I cant post the blend file because it contains nodes groups from a payed addon so I'm not sure if I should be sharing the nodes,
however as far as I can see it does seem to be a bug because on 2.83.2 and on older builds from 2.90
this problem does not exist, i.e. I can paint strokes like ones I'm trying to do on this video with not problems,
I just load the file and all works perfectly on those builds, the occasional lag does happen but this is an
entirely new problem.
So on the video you can see I try to paint strokes that create new height/bump maps by means of a bw mask and a bump node connection, however when I click on
the mesh to draw a shape only until I release the stroke does the lines get drawn, I can move the wacom stylus all over the mesh in texture paint mode
after I do the initial stroke, but Blender only draws the line until I release the stroke from the screen.
Something must have changed after the 2 of june on how some part of the texture paint systems work as the last build I have of 2.90 where I can
paint without this problem I think is from that date.
This is a link to a google drive folder that has one video showing the problem, and one showing how things should work, and a
zip file with the last Blender build of 2.90 were the problem was not present, maybe comparing this one to the current 2.90 build
where this is happening a solution could be found?
1hUUQAjQ6aDGD9NUJzZlRVMld4-gpmtiM?usp=sharing
I hope this helps, Im really looking forward to having this working as I can't do the texture painting I need to do for work unless this is solved,
having to jump from the 2.90 build where this is not happening to the new one that has the Intel denoiser to do renders is very time consuming.
That being said even with the occasional bug Blender allows me to work for a living doing 3d, so Thank you for making Blender so Awesome
that I can do so many things with it :) Cheers! | [
"Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n![2.93.jpg](2.93.jpg)\n\n![2.83.jpg](2.83.jpg)",
"Draw mode - separation in Grease Pencil coping layers that are empty\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nIn Draw mode - separation in Grease Pencil on object coping layers that are empty from old GP_object. This made missunderstanding.\n\n1. Add GP Blank or Stroke\n2. Made 5 or more drawnings, eg. lines on 5 diferent layers\n3. Separate 2 layers to other GP_object to leave 3 layers\n4. Check the Object Data Properites for Stroke1 and Stroke2 after separation - the new Stroke2 have all layes but empty after separation just the 2 layers separated have objects (this is corect) like Stroke1 - no sense to import layers if object from these layers are not separated\n - this made conflict in some way of:\n1whbbc/ GP - move layer betwen objects (by menu and outliner)\n0whbbc/ GP - duplicate layer for stroke by RMB on layer or outliner\n3whbbc/ GP - Draw - Merge Layers by RMB on Stroke layer and outliner\n\nIn other way user should have option to separate with whole layers ot without (as option maybe)\n\n\n",
"Paint Mode: Masking Modes\nThis is an important task related to the implementation of Paint Mode and #96225.\n\n# Painting Modes & Selections\n\nIn the current painting modes there are various ways of masking. Including all of these in their current form in a single Paint Mode would lead to a muddled and confusing design.\nBut still, these ways of masking should be supported:\n\n- Masking per vertex (Like Sculpt Mode masking)\n- Masking per face (To achieve sharp edges on face corner color attributes and image textures)\n- Masking based on selection (Synched with edit mode)\n- Masking based on a texture (Stencil Mask)\n\n# Issue\n\nThese ways of masking are very different and currently implemented as completely separate features.\nMoving all of these with their current design to a new Paint Mode would lead to multiple masks and selections having to be enabled and managed at the same time, each with their own overlay.\nThis issue can already be observed in the current Texture Paint Mode when enabling any of the selection masking modes and stencil masking at the same time.\n\nThe ideal way moving forward in Paint Mode has to be by combining these masking methods into a single cohesive design without regression in functionality.\n\n# Proposal\n\n### Masking Modes\n\nThe proposal is to add three easily accessible “Masking modes” to choose which data is being used for the masking operations in Paint Mode.\nThese should be easy to switch between via the number keys. \nThis directly parallels the selection modes in edit mode, grease pencil and the UV editor. And just like in these other modes they should be interchangeably usable for intuitive and fast masking.\n\n![mask_modes_mockup.png](mask_modes_mockup.png)\n\nThe 3 modes would let you:\n\n- **Mask Vertices** (Vertex float)\nSame behaviour as sculpt mode.\n\n- **Mask Faces** (Face bool)\nWill restrict the masking to only fill in entire faces as completely masked or unmasked. This is far more useful than trying to paint face float values, which will almost always result in a stepping effect.\n\n- **Mask Pixels** (Greyscale image texture))\nThis feature should replace the current “Stencil Mask”.\n\n### Converting Masks\n\nThese masking features are meant for loose and temporary masks, similar to selections in other modes. \nFor more permanent masking for material and texture mixing it would still be preferred to paint image textures and use them as masks in the material.\n\nWith that use case in mind, it would be easiest to implement to convert the mask to another domain and data type every time the masking mode is changed (Similar to selection modes in Edit Mode).\n\nAlternatively we could test a way of abstracting/propagating the selection between those modes but that could just end up as far more complicated, less predictable and for questionable advantages.\n\n### Edit Mode Syncing\n\nAn important task that is tied to this is to convert the mask of Paint Mode to the Edit Mode selection (and vise versa).\nThis way masks can be much more precisely created in Edit Mode.\nWhile switching between Edit Mode should not be required - masking in Paint Mode should be intuitive enough for most cases - some workflows rely on this for painting precise attributes and technical textures.\n\nSo keeping this functionality will be a priority!\n\n(There are even other potential advantages from considering a Paint Mode mask an Edit Mode selection, like assigning materials directly in Paint Mode. \nThe design of #97903 could help in making this more clear.\n\n# Sculpt Mode\n\nIf these masking modes should be included in Sculpt Mode as well is questionable. \nMasking faces and based on an image texture is no use if you are only able to affect vertices with all tools available.\nThe only advantage would be to avoid mask conversion on mode switching (Which shouldn't be a problem) and to allow painting face corner color attributes with the Sculpt Mode painting toolset (Which is not what Sculpt Mode is for. For sharper edges you should increase the amount of geometry or use the bigger Toolset of Paint Mode).",
"Grease Pencil drawing only show up when pen is lifted from tablet\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800S ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.30 30.0.14064.30001\n\nBroken: version: 3.6.1\n\n\nGrease Pencil is not the same as before. When I press down to draw something with the pen, it won't show up- until after I lift my pen up from the tablet and then it shows what I drew. This is bad because I can't draw if I can't see what mark I made. It only shows up after and ruins the workflow.\n\n\nI open up Blender, the updated version: 3.6.1. I click: 2d animation to start. Then I click pen as my grease pencil drawing tool. I draw something on the canvas. I press down to draw a shape. Nothing shows up as I press down on the canvas. I lift my pen off the tablet and then I see what I 'drew'. A horrible squiggle line because I cannot see what I'm drawing as I'm drawing. I did not have this problem with the past version of blender that I had: Blender 3.3.1. \n\n~Karina\n\n",
"Impossible to weight paint certain vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0 Alpha\nBroken a7ac8a22f8\nWorked c8df6f2cf9 (huh!)\nBroken 9a85592dde\nBroken 382e7ce9ec\nBroken 2.81 release\nBroken 2.80 release\n\nToo often when weight painting it's impossible to paint over certain vertices.\n\n[Weight Paint Bug.blend](Weight_Paint_Bug.blend)\nTry to paint over the middle vertex (0 weight)\n![image.png](image.png)\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",
"Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.2.0 Beta\n\n**To reproduce**\nBrush stroke important settings:\n1% stepping, scene stepping\n\nI suppose there is no limiter and with very steep angle step become extremely tight instead to keep constant step.\n\n[2022-05-14_08-04-06.mp4](2022-05-14_08-04-06.mp4)\n\n[untitled.blend](untitled.blend)\n[2022-05-14_08-10-44.mp4](2022-05-14_08-10-44.mp4)\n\n",
"Weight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\nOperating system: Linux-4.15.0-147-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.1\n\nWeight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\n\n[PBdynamicPaint_check.blend](PBdynamicPaint_check.blend)\n\n- open .blend\n- go to weightpaint mode\n- play animation\n- in the mesh properties, change from one vertexgroup to the other back and forth\n- influence of one group is (partially) still visible when switching to the other\n\n![Capture d’écran de 2021-07-21 19-51-32.png](Capture_d_écran_de_2021-07-21_19-51-32.png)",
"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",
"Symmetry in sculpt mode weird behavior with mask and face set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.90.0 Alpha\nWorked: --\n\nWhen sculpting a non-symetric object with symmetry on, using shift+a or shift+w creates a weird behavior\n\n\n\n[bug.blend](bug.blend)\n- Open the file above.\n- use shift+a in the second finger like this:\n![image.png](image.png)\n- Turn symmetry off and try it again:\n![image.png](image.png)\n\nThe origin is far off those two fingers and also all the transformations are applied, so I don't think its an expected behavior,\n![image.png](image.png)\n\nBesides, it doesn't happen when you try using brushes on the mesh. \n![image.png](image.png)\n",
"Sculpt Texture Paint: Seam Bleeding errors\nOperating system: Linux-6.1.12-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.6.0 Alpha\nWorked: ---\n\n\nWith the experimental `Sculpt Texture Paint` preference there are still some seam bleeding issues.\n\n![Screenshot_20230217_144113.png](attachment)\n\nThis task is for @Jeroen-Bakker to look into.\n\n**.blend file**\n[bug.blend](attachment)\n\n",
"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",
"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![Screen Shot 2020-06-23 at 17.01.00.png](Screen_Shot_2020-06-23_at_17.01.00.png)\n![Color-picker-options-enables-itself.gif](Color-picker-options-enables-itself.gif)\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)",
"GPencil: Average tool in Vertex Paint mode not working as expected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nThe tool paints colors that exist in points far from the brush's area of influence and sometimes paints unexisting colors.\n\n1. Draw simple strokes with the Solid Stroke material.\n2. In VP mode paint half of it orange and half blue.\n3. try the the Average tool in the half blue area then in the other half.\n4. Now do Paint > Reset Vertex Color.\n5. Try the Average tool again.\n\n<video src=\"attachment\" title=\"Vertex Paint Bug-1.mp4\" controls></video>\n\n",
"Annotation tool in Image Editor does not switched off when mode is changed\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version:\n- 2.93.0 Alpha\n- 2.91.2\n- 2.90.1\n- 2.83.10\n- 2.81a\n- 2.80\nWorked: Never\n\n\nWhen annotation tool is selected in View Mode, and then changed to the Paint Mode,\nthe annotation tool remains \"ON\" even if Draw tool is active in Paint Mode. \n\n![Annotation.png](Annotation.png)\n\nI uploaded a snapshot.\nThe active tool is Draw tool, as shown in tool panel.\nBut the annotation line is drawn when the mouse is dragged.\n\n- Open the Image Editor and create a new image.\n- Switch to *Paint* mode in the *Image Editor* and select the *Draw* tool.\n- Switch to *View* mode in the *Image Editor* and select the *Annotation* tool.\n- Switch to *Paint* mode and notice that the *Draw* tool is indicated as active tool in the toolbar\n# Try to use the *Draw* tool.\nAn annotation line is drawn instead of a brush stroke with the *Draw* tool. It only starts to work once the tool is reselected in the toolbar."
] | [
"EEvee late responce for shader and texture paint changes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\n[2020-07-16_15-44-30.mp4](2020-07-16_15-44-30.mp4)\n\n- Open Blender\n- With the Cube actived go to Texture Paint mode\n- In texture Slots add a Material Base Color\n- Set Viewport Shading Mode to Render Preview - Eevee\n- Try to paint the Mesh"
] |
Cycles CPU strange artifacts in the shadows.
OS Lubuntu 14.04.02 LTS cpu i5, gpu GeForce GTX 750Ti
Broken: 2.74.2 c16a898
Worked: (optional)
I have tried to render on two different PC but when I use the CPU produces strange artifacts in a wall of the room, with zebra shadows.
[cornell_box.blend](cornell_box.blend)
![Cornell_gpu.jpg](Cornell_gpu.jpg)
![Cornell_cpu.jpg](Cornell_cpu.jpg) | [
"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![BUG.PNG](BUG.PNG)\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",
"Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)",
"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",
"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![SmokeShadowsError.png](SmokeShadowsError.png)",
"Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n![render_bug.jpg](render_bug.jpg)\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n",
"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![test-test_0059.jpg](test-test_0059.jpg)\n![test-test_0060.jpg](test-test_0060.jpg)\n\n",
"Cycles: Many Lights Sampling\nUnder development in `soc-2022-many-lights-sampling` branch, implementing [this paper ](many-lights).\n\n[Feedback thread ](24773) with various bug reports and tests.blend files.\n\n### Tasks\n\nTesting\n- [x] Gather .blend files into regression test suite (Some files have been added in rBL63053)\n- [x] Gather production .blend files for benchmark tests\n- [x] Validate expected improvements are found in benchmark files\n\nImplementation\n- [x] Avoid computing importance for emitters twice for distant lights, use reservoir sampling instead\n- [x] Better balancing with distant/background lights (see [D16179](D16179), [D16149](D16149) for some approaches)\n- [x] Cleanup distance lights implementation to unify more with light tree\n- [x] Support for light sampling inside of volumes\n- [x] Make distant and background lights part of tree?\n- [x] Fix zero radius distant light (mesh/shadow_terminator.blend test renders black)\n\n- [x] Barbeshop light falloff shader node leads to noise, do better constant folding to avoid it\n- [x] Add mesh light option for auto/none/front/back/both sides emission sampling\n- [x] Auto exclude low emission strength triangles from tree for performance/memory?\n- [x] Fix crash in spring (out of memory, avoided for now by excluding low emission)\n- [x] Fix CUDA crash in wdas_cloud scene\n- [x] Remove broken shadow pass with light tree (may restore later if there is a need)\n- [x] Parallel tree build 23c5e0693253516a51906588a361bb637ffd391b\n- [x] Workaround HIP internal compiler error\n\nFuture\n- [x] Instancing support in light tree, instead of using memory for each instanced triangle\n- [ ] Make tree building and kernel data structures more memory efficient\n- [ ] Better handling for textured lights and shader nodes\n - [ ] Estimate average strength for IES\n - [ ] Estimate average pixel value for images\n - [ ] Split textured lights into smaller primitives with baked emission? \n\n\nAbandoned Ideas\n- [x] Better weights for reservoir sampling in `light_tree_sample`, taking into account effective contribution of lights instead of uniform using the same weight for all\n- [x] Computation of good PDF for MIS, a few different approaches\n * Use an estimator for the PDF as is currently done (see [D15983](D15983), though implementation may not be entirely correct)\n * Use different PDF for MIS, as if not doing splitting (see [D16126](D16126), the implementation found in the patch was very rough and had various issues, including compiler issues. It may be worth re-investigating this approach again and seeing what happens)\n * Find another approach that is better than both\n- [x] Find good default for splitting constant, determine if it needs to be exposed to the user\n\n### History\n\nPrevious attempts in [GSoC 2020 ](Proposal) and 2018.",
"Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n",
"Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n![2.9-alpha-clean.jpg](2.9-alpha-clean.jpg)\n\nNotice the vertical and horizontal line noise\n![3.0-alpha-dirty.jpg](3.0-alpha-dirty.jpg)\n\n[system-info.txt](system-info.txt)",
"Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n",
"Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`",
"Render difference with big quad light and ray visibility\nall vendors\n\nBroken: 1ebc14064b\nWorked: 2.79a\n\nsome parts of principled shader render very glossy in latest master\n\nOpen attached file [bug principled v2.blend](bug_principled_v2.blend), render. \nIn 2.79a you get this (correct):\n![2.79a.png](2.79a.png)\nand in latest master this:\n![buggy master.png](buggy_master.png)\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.",
"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![GPU_vs_GPU_279_Render.jpg](GPU_vs_GPU_279_Render.jpg)\n\n\n",
"Rendering in cycles causes objects with materials to go black and shiny when using the GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\nWorked: N/a\n\nWhen my render engine is set to cycles and device is set to GPU Computer (with HIP and my 7900 XT selected), if I look at an object with a material applied in either viewport shading or as a rendered image the model will appear black and shiny or occasionally will just show as a flat blue colour. \n\nThis issue does not occur when using the CPU as the device instead and also did not begin to occur until a few days ago (prior to which it was working fine).\n\nI've checked the same blender file on a laptop with a 3060 GPU which worked correctly so I don't think the file itself is corrupted.\n\nI have also checked multiple blend files, some of which work fine, others do not, one file has some things working and other things broken (I will attach it to this bug report)\n\n\n1. Load the attached blend file \"ArkenV1R1_Interior.blend\".\n2. Go to edit > preferences > system > cycles render devices, set it to HIP with RX 7900 XT selected.\n3. Under scene settings, change the render engine to cycles and device to GPU compute.\n4. Switch to Viewport shading.\n5. Observe that the bullets and floor panel are shown as black and shiny while the table renders correctly (grey and blue).\n6. Press F12 and observe that the rendered image also shows the bullets and floor panel as black and shiny.\n\n\n**Additional**\nIncorrectRender.png was rendered using GPU\nCorrectRender.png was rendered using CPU\n\nI will be happy to provide anything else needed to figure this out, thanks!\n\n",
"Cycles GPU/CPU render difference with more than 64 transparent bounces and coplanar faces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\n\n\nWhen using particle plane with transparency ( to fake volume scatter ), we have a color mismatch between CPU and GPU rendering. \n\n\n see attach file\n\n![blender_pBLAZsKwWA.png](blender_pBLAZsKwWA.png)\n\n[cpu_gpu_issue.blend](cpu_gpu_issue.blend)\n \n"
] | [
"Cycles: Watertight rendering produces artifacts on a huge plane\nLinux Mint 17\nIntel i7-4500U (using AVX2 instruction set)\n\nBroken: Current master (d2b6c6fd9b, if I remember correctly it appeared in f770bc4757\nWorked: 2.73a release\n\nWhen rendering the default scene with a huge plane added, there are artifacts in the top right area.\n\nEither:\n- Start Blender with the default scene\n- Switch to Cycles\n- Add a plane\n- Scale by 500\n- Hit F12\nOr:\nRender this file: [watertight_artifact.blend](watertight_artifact.blend)\n\nExpected (2.73a): ![noerr.png](noerr.png)\nReceived (master): ![Err.png](Err.png)",
"Cycles produces render artifacts on a large plane\nWin7 x64, i7-980X, GTX 480\n\nBroken: 2.79\nWorked: unknown\n\nCycles produces render artifacts on a large plane. But only in final render, not in viewport render. This is true for CPU and GPU. I have reported a similar error a while ago ([#50164 ](T50164)) but that one has been fixed and is working still, so this might be a different one?\nA possible workaround is downscaling or subdivision of the plane but you may want to have a look into this anyway.\n\n![cycles-plane-artifacts.jpg](cycles-plane-artifacts.jpg)\n\n[cycles-plane-artifacts.blend](cycles-plane-artifacts.blend)"
] |
Windows7: Blender header menu bar is missing
I am not sure what graphics card I am using,
I am using Windows 7.
I tried about three recent versions of blender,
none of them ever worked out.
my current version is 2.71
![Blender_TroubleShooting.jpg](Blender_TroubleShooting.jpg)
As you see I don't see the header menu bar.
There should be button like: File, Add, etc...
But I don't...
What is the problem?
I saw an error that says: cannot find C:\tmp\quit.blender
I had no problem with installing blender, everything went smoothly.
| [
"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![image](attachment)\n\nMoving \"Install Application Template\" to the \"New\" submenu makes it more clear that you can add to the list:\n\n![image](attachment)\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![image](attachment)\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![image](attachment)\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![image](attachment)\n\nI have a sample PR that can be tested here: 106654\n\n",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n",
"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.",
"keyboard shortcut to switch between vertex / edge / face not present in tooltip\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI rely on the tooltips to learn keyboard shortcuts.\nWhen hovering above the vertex / edge / face select button, the shortcut to enable this button is not mentioned.\nexpected: \nVertex Select: 1\nEdge Select: 2\nFace select: 3\n",
"Missing progress indicator for 'Render Audio'\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.83.4\n\nWhen we use the 'Render Audio' option from Render menu, after the rendering starts, there is no indicator about the rendering progress, how much time is left.\n\nIn any scene with audio in the Sequence editor, try using Render>Render audio command. There is no progress indicator. It is very vital specially for long length tracks.\n",
"Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)",
"UI: 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![Annotate Tool.png](attachment)\n\n",
"Collapsed pull down menus have no name in Quick Favourites \nOperating system:\tWindows 7\nGPU:\t\t\tASUS Strix Radeon Vega 64, Divider version: 19.4.1\nCPU:\t\t\tIntel Core i7-5960X\n\nBroken: 2.80, (since Quick Favourites were added)\n\n**Exact steps for others to reproduce the error from scratch**\n\n - Factory Startup\n - Find pulldown menus\n - Right-click context menu --> Untick `Show Menus`\n - Add the three line menu toggle to Quick Favourites\n\n![QF_No_name.png](QF_No_name.png)",
"Latest Blender 4.0 not opening\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: blender-4.0.0-alpha+main.b5c89822ac40-linux.x86_64-release\nWorked: 3.6.3 Release Candidate\n\nAfter double-clicking on the \"blender\" starter-folder, it shows what you can see on the picture, before canceling the session\n\nJust try to start 4.0. I guess it's my drivers and noone can confirm, right?\n\n",
"Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n",
"macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702",
"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",
"Redesign Graph editor Header and Menus to 2.80 Blender UI standards\nThe current graph editor menus have slowly evolved and not been evaluated carefully. As a result, the header menus are a bit of a mess:\n![viewmenu_graph_editor.png](viewmenu_graph_editor.png)\nHere some options are really hard to parse and arranged oddly (for intance, Show Handles and Show \"Only Selected Keyframe Handles\" are related, but seperated from each other, and it is really hard to parse what they do, some options like \"AutoMerge Keyframes\" don't belong at all in View.\nThis design task is to work towards making the header area in the graph editor match blender design, so that options are found in an expected place, similar to e.g. the 3D View header which has received more attention:\n\n\n - Reorganize the header so that similar items are in similar places, e.g. pivot and snapping options should be centered\n - Add an overlay menu and organize some of the clutter in the view menu so it makes more sense, and fits a (Blender) users expectations of where things should be\n - Reorganize all the menus if needed, and move items that don't belong (e.g. the aforementioned AutoMerge Keyframes) to a logical place\n - Potentially upgrade the editor to use the tool system and have two lines in the header for options, etc.\n\n",
"Asset Browser don't show my asset's and crash Blender\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: 3.4, 3.5.0\nWorked: \n\n\nI created my asset browser and at first it worked well. But after it's worked strange. Then i opened asset browser i don't see my assets, but after refreshing Blender was crashed. I tried to re-specify the path to the library, but was changed nothing. I tryed to install new Blender (3.5) and it take change but don't fix it. I can't see assets in asset browser, but then a refresh it, Blender don't crash.\n\n\n- Download and extract the attached .zip file\n- In Preferences -> File Paths -> Asset Libraries, add the directory of the unzipped file\n- Go to Asset Browser an look for the assets in the added library - You cannot find then\n- Refresh - crash"
] | [
"Icon and text disappeared \nOS: Windows 8.1\nGPU: GTX 750 Ti\n\nBroken:\n2.70a\nIcon and text disappeared when user name contain non-ASCII charactor\n"
] |
Rigify rig creation crashes blender
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02
Broken: version: 2.81 (sub 3)
Worked: 2.8
when hitting the rig button of rigify it crashes blender
activate rigify addon
create human metarig
under armature go to "generate rig"
crash! | [
"Blender crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```",
"Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)",
"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",
"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![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n",
"Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)",
"Rigid body simulation malfunctioning\nOperating system: Win 11 64 bit Home\nGraphics card: NVidia GeForce RTX 2060 SUPER\n\nBroken: 3.0.1\n\nI have a scene involving armature deformed meshes that enable as rigid bodies later on in the animation. Basically, nothing has worked right IMO:\n\n\n - Convex Hull is created at the start of the rigid body world and does not update, even if the source thing is set to \"Final.\"\n - The characters have been randomly exploding away from the floor or deciding to clip through it as soon as the \"animated\" toggle checks off, *even if I changed no settings, and it was working fine before.* The first time they started doing that, I realized it was the afore mentioned bug causing the issue, and moved the cache start point forward. Now, they are doing it again, and I haven't done anything to provoke it AFAIK, so I don't know if it's the same problem or not.\n # I am now getting this error in the console, although none of my rigid bodies are zero-vertex:\n\n```\nERROR (bke.rigidbody): C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\blenkernel\\intern\\rigidbody.c:397 rigidbody_get_shape_convexhull_from_mesh: no vertices to define Convex Hull collision shape with\n```\n\nI was unable to reproduce the error(s) with consistency, although I did get situations where an icosphere would inexplicably clip through the corner of a scaled cube just as it was rolling off of it. Here is the file where I'm experiencing the issue. I'm sorry if this is actually three or four issues, but I figured someone who knows the code might be able to either pin it down or tell me I need to dig farther.[super_attack_robots.blend](super_attack_robots.blend) If you move the rigid body cache start back to 1, you are guaranteed to encounter the first problem I mentioned.",
"Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Crash on 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)",
"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)",
" 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)",
"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",
"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)",
"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![blender_4UX5Hum09w.png](attachment)\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n",
"Blender 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."
] | [
"Changing bbone_easein/out outside of Edit Mode crashes Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\n**Description of error**\nRigify keeps crashing when I click Generate. \nI was debugging IT to find what's wrong and consistently found the crash at two particular instances where it tries to set a data.bone's bbone_ease_in property. \nRigify's code has it always do this when in object mode, despite this being a edit bone type thing. (it's not literally an editbone but it functionally is).\n\nThe code in Rigify should be changed to run this stuff in Edit mode but I assume your priority is to fix the crash.\n\nWhile in Object or Pose mode, change a pose.bone's bone.bbone_easein property, or change a data.bone's easein property.\n\nbpy.context.object.data.bones- [x].bbone_easein = 1\nbpy.context.object.pose.bones- [x].bone.bbone_easein = 1\n\n[bbone_ease.blend](bbone_ease.blend)\n\n[2019-08-26 04-14-41.mp4](2019-08-26_04-14-41.mp4)\n"
] |
Physics bug in the replaced mesh
**Category**: Physics
%%%1. Create object 1
2. Copy with Alt+D (1.001)
3. Create objects 2 and 3 with different meshes
4. Replace mesh to mesh 2 in object 1 with physics
Physics 1.001 object will change too
5. Replace mesh to mesh 3 in object 1.001 with physics
Physics 1 object will change too
.blend file: replace_mesh_physics_bug.blend (press 1 and 2 to replace mesh)%%% | [
"rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation",
"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![image.png](image.png)\n![image.png](image.png)\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",
"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)",
"Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas",
"Blender crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```",
"Particle Texture influence broken when using two particle system on the same object\nOperating system: Ubuntu 18.04\nGraphics card: GeForce 970GTX\n\nBroken: 2.90.1\nWorked: Never (2.8+)\n\n\nWhen using two particles system on the same object with an influencing texture, one particle system has a wrong influence (e.g. Particle System shrink to quickly)\n\nBlend File: [particle_texture_bug.blend](particle_texture_bug.blend)\n\n0. Set the animation start and end to 100 - 200\n1. Create an Emitter and a Particle Object\n2. Add a Particle System to the Emitter and use the Particle Object for rendering\n3. Set the Start and End to 100 - 200\n4. Give the Particle System a Blend Texture that influences the size with \"Strand/Particle\" as Coordinates\n5. Add another System and Duplicate the previous one to get the exact same setting\n6. Change the Start and End of the new System to 0 - 100\n7. Bake all Dynamics\n8. Render Frame 199 and compare to rendering of 101. The particles in 199 are tiny in comparison (or invisible). They should look near identical\n\nOptional: \n9. Remove the 0-100 Particle and Redo Baking\n10. Frame 199 now has normal sized particles\n",
"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",
"Remove DerivedMesh: subsurf-uv unwrap\nCurrently UV unwrap uses derived mesh, see: `construct_param_handle_subsurfed`",
"Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n",
"Decimate modifier gives different result on every evaluation\nOperating system: Linux-5.4.0-122-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.2, 3.3 latest\nBroken: 3.1.2\nWorked: 3.1.0\nWorked: 2.93.8\n\nCaused by fb2cb0324a\n\nA mesh with decimate modifier gets topology rebuilt on each frame of Cycles render. Notice that a new cones object on the right is not broken.\nThere's something wrong with the left object. I checked every property I could think of.\n[0001-0250.mp4](0001-0250.mp4)\n[decimate_bug.blend](decimate_bug.blend)\n\nOpen the file. Render a sequence.\n\n",
"After Remove Rigid Body World. The rigidbody setting will be lost.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I don't know.\n\nAfter click the Remove Rigid Body World button. The object's rigidbody setting was lost.\nIts setting should be preserved, just like the rigidbody constraint setting.\n\n\n1. Create a cube.\n2. Enable rigidbody for the cube.\n3. Play 5 frame.\n4. Click the Remove Rigid Body World button.\n5. Recheck the cube's rigidbody setting. It can be found lost the rigidbody setting.\n",
"Multi-Object-Mode: Operators that need refactor on their logic\nSome operators are working for multiple-object editing however are still not fully benefiting from it.\nThe most common case is that the operator works but only if all the objects have the same transformation matrix.\n\n* **~~MESH_OT_select_similar~~** (SIMEDGE_FACE_ANGLE, SIMFACE_AREA, SIMFACE_PERIMETER). 0c1934f3c2\n\n* **MESH_OT_knife_project** and **MESH_OT_knife_tool**.\nNeed to convert the code from screen space to world space. More details on [D3637](D3637).\n\n* **UV_OT_weld** (UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y).\nThe current logic to determine the first and last selected vertex is not very compatible with multi-object. We should be able to select vertices from different objects, and use their position to determine the line extremes.\n\n* **LATTICE_OT_flip**\nThe axis need to be in world space, not local space.\n\n* **~~CURVE_OT_select_similar~~** (SIMCURHAND_DIRECTION). ab77f5b5fe\nNeed to calculate direction taking scale into consideration.",
"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",
"Cycles: Persistent Data option corrupt geometry nodes instance meshes with changed normals\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.1\n\nThe instance mesh changes if render cycles use persistent data.\n\n1. Open attached file.\n2. Render few frame.\n\n",
"Cloth simulation does not work for a basic plane, having some specific location values.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon R5 M335 ATI Technologies Inc. 4.5.13587 Core Profile Context 19.50.26 26.20.15026.1\n\nBroken: version: 3.6.1\nWorked: Nothing found, same error with 3.3, 3.4, 3.5, 4.0 versions\n\nCloth physics in Blender seems to have a bug. It does not work correctly when the cloth object has some specific locations. Exact steps to reproduce the error are given below. The same cloth physics without any change seems to again work when the object is moved to another location. I could not establish any specific pattern between the location and the working/non-working status, but changing the location randomly solves the issue - although temporarily. If we again move it back to the previous location, cloth physics again stops to work. This is happening with all versions of Blender from 3.3 to 4.0 as far as I could test. I am reporting this officially for 3.6.1 latest version.\n\n1. Start with the default scene and delete the default cube.\n2. Add a plane, change X-rotation to 90 and Y-location to -2 (minus 2).\n3. Go to edit mode, right-click and subdivide, set subdivision level to 6.\n4. Select only the top-left & bottom-left vertices (blend file is attached for reference).\n5. Create a new vertex group and assign the selected vertices to this vertex group.\n6. Back to the object mode, add cloth physics with all default options.\n7. Enable self collisions, and select the above vertex group in the Pin group.\n8. Now run the simulation, or bake it and run. The cloth physics does not work.\n9. Now change the Y-location to zero. Cloth physics starts working after a few frames.\n10. Again change the Y-location to minus 2. Cloth physics stops working like before.\n\n"
] | [
"running LibNew 2 times should be generating 2 unique meshes, it does not\nRunning this code 2 times should resault in generating 2 unique physics meshes.\n\n\nit does not\n\n\n```\nimport bge\nfrom mathutils import Vector\n\ndef root(gobj):\n while (gobj.parent):\n gobj=gobj.parent\n \n \n return gobj\n\ndef main():\n\n cont = bge.logic.getCurrentController()\n own = cont.owner\n if 'BuiltIt' not in own:\n own['BuiltIt']=bge.logic.getCurrentScene().objects['BuildIt']\n popped =[]\n \n for child in own.childrenRecursive:\n if child['Parent']==own:\n child['Parent']=\"Empty\"\n child.removeParent()\n child.applyForce((0,0,.00001),0)\n if type(child['Parent']) is not str:\n child.setParent(child['Parent'],1,0)\n print('2')\n popped.append(child)\n \n for child in popped:\n print('1')\n child['Root']=root(child)\n names=str(child['Num'])\n print(\"root of \"+names+\" is \"+str(root(child)))\n \n \n for child in popped:\n num=0 \n if child['Root']==child:\n child['COM']=Vector([0,0,0])\n \n for children in child.childrenRecursive:\n child['COM']+=Vector(children.worldPosition)\n num+=1\n \n child['COM']*=1/num\n \n for child in popped: \n if child['Root']==child:\n ##Need Libn\n own['BuiltIt']['AddedRoots']+=1\n \n \n \n \n \n print(\"integer used to generate mesh name is \"+str(own['BuiltIt']['AddedRoots']))\n \n OldObject=bge.logic.getCurrentScene().addObject('Root',child,0)\n \n print(\"Old mesh is \"+OldObject.meshes[0].name)\n \n NameOfMesh=bge.logic.getCurrentScene().objectsInactive['Root'].meshes[0].name\n \n print('New mesh name should be '+\"Root\"+str(own['BuiltIt']['AddedRoots']))\n \n New_mesh = bge.logic.LibNew(\"Rooot\"+str(own['BuiltIt']['AddedRoots']),'Mesh', [NameOfMesh])\n print(str(New_mesh)) \n \n OldObject.replaceMesh(New_mesh[0],1,1)\n \n print(\"New mesh is \"+OldObject.meshes[0].name)\n \n OldObject.worldPosition=child['COM']\n \n for child2 in child.childrenRecursive:\n child2.setParent(OldObject,1,0)\n \n child.setParent(OldObject,1,0) \n \n \n \n \n \n \n \n \n \n \n \nmain()\n\n```\n\nhere is a video of the issue\nwatch?v=r8Ihb89lRR8&feature=youtu.be\n\n\nI am trying to use 2 unique physics meshes\ngenerated{[F204096](LibNewTrouble.blend)} by libload\n\n",
"LibNew doesn't clone Physics Mesh\nWindows 7 64 bit, Nvidia GeForce GT540M Cuda\n\nNever worked up to current: 81c3fc9.\n\nLibNew only makes a unique copy of the display mesh, as the data of the physics mesh is still shared.\n\nTransform the mesh of any LibNew of the same mesh.\n\nTwo examples:\n\n[LibNew_physics_mesh_bug.blend](LibNew_physics_mesh_bug.blend)\n[LibNewBug.blend](LibNewBug.blend) (by solarlune)",
"replaceMesh() / LibNew() crashing game engine\nWindows 7 64-bit, AMD RADEON HD 7750\n\nBroken: Recent 2.69 Buildbot Version \nHash 74216cf\nDate 1/12/14\n\nWorked: 2.69 Release (Note that the first two bugs don't happen in the release version, but the last one still does)\n\nThere's a few errors shown in this blend file. The first two are more critical, while the last one isn't game-breaking, but doesn't work correctly.\n\n[LibNewBug.blend](LibNewBug.blend)\n\n1 - When you use the LibNew() function on a recent version of Blender (like the one I posted above), and then escape out of it, it crashes Blender out.\n\n2 - When you use the replaceMesh() function using a mesh that you know exists (in the example blend, it's the one currently on the object), it crashes Blender without even starting the game engine.\n\n3 - When you use LibNew, it makes a new visual mesh, but not a physical mesh. You can see that the two different cubes share physical meshes in the \"LibNewFail\" scene.\n\n\n\nTo reproduce the errors, just switch to the corresponding scenes and press P to play the game engine on the provided blend file. You can also use LibNew() or replaceMesh() on a mesh on a new blend file.",
"LibNew Meshes Points to Same Physics Meshes\n**Category**: Physics\n\n\n%%%Hello. So, while I was using LibNew, I seem to have stumbled on a bug in which new meshes made with LibNew are indeed different meshes that can be visually changed, but for some reason, all point to the same physics mesh. In the example file, you can see two cubes (called chunks) added in-game, and each gets a unique mesh made from the original chunk object's mesh. I move the vertices of each mesh upward a random amount, and then re-instance their physics meshes. Both objects' physics meshes are the same, regardless of where each mesh is.%%%"
] |
HIP CPU+GPU slower than GPU only
Operating system: OpenSUSE Tumbleweed
Graphics card: Radeon 6700XT
Worked: blender-3.2.0-alpha+master.179100c02126-linux.x86_64-release
HIP is working great but the CPU won't add any performance for rendering, renter times are a bit higher when using GPU + CPU in HIP despite the fact that is being 99% utilized.
Based on the default startup or an attached .blend file (as simple as possible). | [
"Regression: 3.1 & 3.2 Image/UV Editor poor performance (Byte textures, window dragging, maximizing area)\nOperating system: Win 10\nGraphics card: 980 Ti, recent drivers\n\nBroken: 3.1 beta v31.f420118335e4 and 3.2 alpha master.95005bbe02cf\nWorked: 3.0.x\n\n**Short Description**\nTest 1: \nWhen interacting with UV / Image editor my fps drops from 144 to ~20 - depending on how large is the Image Editor window.\nThe actual image size or format doesn't affect the performance at all, but Image Editor without any image loaded (just with grid) is completely smooth when moving it around.\n\nTest 2: \nThe performance is also significantly lower when dragging any window border\nWas completely smooth in 3.0.x\nCould be specific for this GPU / architecture, since my coworker with AMD can't reproduce the issue.\nnote this also has its own report, see #97272 (Regression: Blender 3.1 UI editor resize /border dragging performance), so maybe this could be removed from this report...\n\n**Steps to Reproduce**\nTest 1:\n\nopen UV / Image Editor\nload any image\npan the view around, move UVs etc\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-03-10.mp4](2022-02-02_11-03-10.mp4)\n\nTest 2:\nopen the default scene\ndrag any window border\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-00-05.mp4](2022-02-02_11-00-05.mp4)\n",
"Viewport fps tanks when application is full screened on macOS\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1\n\nI've noticed that when using either my M1 Air or M1 16\" Pro, when running Blender, the viewport performance is heavily dependent on the physical size of the viewport on screen. At first I thought this was just a limitation of my base model M1 Air, but it also happens on my M1 Pro Mac when plugged into a 4K or 5K display. Having Blender fullscreen will drastically reduce the viewport performance, but scaling the window down will fix it. Setting the scaling in macOS lower can also reduce the issue.\n\nAs far as I can tell, this happens in both 3.5 and 3.6, Metal and OpenGL backend. \n\nPerhaps this is intended functionality, but I can run Blender on potato PCs and not have frame drops like this. Even just the default cube will drop tons of frames on both my Macs. \n\nOpen Blender on a high resolution display and just start using it. The viewport performance is usually pretty poor on 4K / 5K displays if not scaling the window down.\n\n",
"NVLINK two 3090s are slower than a single 3090 when SLI turned on.\nOperating system: Windows\nGraphics card: RTX 3090\n\nBroken: 3.3.2\nWorked: \n\nI'm very late to realizing this issue but once I pegged it I knew it was always there. Long time blender user, I've normally rendered in Houdini/Redshift but I've switched to rendering in CyclesX ever since I saw that you could distribute memory across two 3090s via NVLINK. I'm jumped on the opportunity and have been working this way every since. Having 48 gb of VRAM has opened a lot of workflows for me. However, I was always susipicious of my render speeds. The thing is a single 3090 is so fast anyways that I never really thought much of it. However today I was trying to do some renders on both of my machines, one has the two 3090s connected via NVLINK and the other has a single 1080 ti and single 2080 ti. \n\nEssentially the computer with the 2080 ti and 1080 ti was out-performing the machine with two 3090s by about 15%. This caused some alarms to go off in my head so started to test it out on multiple projects and it was always the same case. The 3090s machine was slower. (purely talking about the sampling speed, I always has persisted images turned on)\n\nSo I tried a couple of things. I tried turning off the check box for distribute memory across gpus and that didn't really do anything. I tried checking off one of the gpus in system settings and that made it even slower.\n\nI thought about unplugging the nvlink bridge but figured that would be a lof of work and if this was a normal situation then I would want a faster solution. This led me to the Nvidia Panel. In that app I was able to quickly turn off SLI connection (I was under the assumption that didn't do anything anymore but I guess I was wrong).\n\nBasically, once I did that my render times were extremely fast. Renders that were taking 1:09 were now rendering around 18sec. Which made sense to me because two 3090s should be much faster then computer with a 1080 ti and 2080 ti (that rig was about 45sec for the similiar render). However, now that SLI was turned off I tried one of my bigger files and noticed, as expected, that it could barely handle the number high resolution textures it had because the VRAM limit was now down to 24gb.\n\nSo I came to conclusion that although with NVLINK you do get the VRAM increase but at a severe cost to performance. Is this the case? Or is this a bug?\n\nIn either case is there going to be attempt to rectify this? I was okay with a slight performance hit but this is more than twice as slow. Seems pretty severe so I thought I'd report it.\n\nHope this is helpful and thanks!\n\n-Chris Parks\n\n",
"Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n",
"Cycles X material preview using 100% of cpu\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\nUsing cycles X, opening the material preview causes my computer to lag and drop in FPS\n\nCreate a new material and open the material preview with cycles x\n\nFor a new scene with default cube and default material, preview render completes in about 5 seconds.\nWith Beckmann glass it's ~10 seconds.\nWith Multiscatter GGX Glass, ~35 seconds.\n\n(Size of preview render: 134x150px)\n",
"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",
"Cycles : Massive OSL performance deficit compared to SVM using AcesCG studio profile\nOperating system: Ubuntu 23.04\nGraphics card: 6900XT (not used here)\nCPU: Threadripper 3990X\nRAM: 256GB\n\nCycles Standalone 3.5.0 (under Gaffer though)\nOSL version 1.14.6 (vs Blender 3.5.1's `1a7670600c8b08c2443a78d03c8c27e9a1149140` - specific commit I believe for OptiX support?)\nOIIO version 2.4.11.0 (vs Blender 3.5.1's 2.4.9.0)\nOCIO version 2.2.1 (vs Blender 3.5.1's 2.2.0)\n\nMassive 10x OSL vs SVM performance deficit, using a photo-realistic human asset with a lot of hair + SSS random-walk + normal map, moderate texture usage using mip-mapped/tiled tx.\n\nSwitch between OSL and SVM and compare the performance, as well as htop to see green bars and 99+% CPU utilisation under SVM vs OSL which is mostly red and 20-25% green CPU utilisation (all up 99+% CPU usage?). Also check render-times, SVM takes 7-8 mins/frame vs OSL taking 1hr 10 mins so roughly 10x the time.\n\nAll textures are maketx'd tiled+mip-mapped .tx files.\n\nApologies I cannot share the render due to NDA. I am re-creating something in Blender which just has a sphere with random walk + SSS + normal map, and I get similar results but not as severe. Roughly 7-8 mins for SVM but 15-20 mins for OSL so 2x which I assume is something to be expected? Htop has all the bars as green. Further investigation I believe it might be something to do with OIIO's texture cache getting thrashed, although I am pretty sure I am not hitting its built-in limit here:\n\nosl.cpp#L257\n\nRam usage in both OSL/SVM is about 3.5GB.\n\nWill keep digging...\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)",
"NLA: Strip Blend-space Transforms to Easily Align Actions\n(NOTE) Custom build at: temp-nla-strip-alignment-blender-2.92.0-8118685a831a-windows64.zip \n\nIn this build, the preblend transform is in world space but that removes the animators ability to properly change the character's origin of animation. Future builds should have it changed to a more convenient space.\n\nThe build won't properly support keyframe remapping when a strip has a non-identity blend-space transform. I wanted to roughly add support before I made the custom build. But I'm also working on other NLA patches at the same time and it was too difficult to properly track everything. This feature will only be properly worked on after [D8296: Feature: NLA: Evaluate Whole NLA Stack in Tweak Mode](D8296) is accepted. \n\n___\n### Specific Example\n\n(Rough video example of the blend-space problem and solution)\nwatch?v=M9ogJygo2VM\nThe video was made where IK evaluation wasn't working so everything was baked to FK. Things like feet clipping through the ground due to blending should be ignored as they're a non-problem otherwise.\n\n**Problem**: There is no way to properly blend two Replace action clips through space. As an example, if we have a through-space Walk cycle blended mid-way into a through-space Run cycle, then there is no way to blend them properly using the NLA only. Let's say the hip bone is the main traversal bone. At the start of the blend, the Walk cycle has the hips at `hips.location.x = 10`. It blends into the start of the Run cycle, which starts at `hips.location.x = 0`. Thus the hip blends back to 0 which can be a difficult problem to fix.\n\n**Solution**: Per strip, we apply a pre-blend transform to the hips. In this example, there will be no blend transform for the Walk cycle strip. The Run cycle strip will have `blend_transform->location.x = 10` applied on the hips only. Thus, when the Walk blends into the Run, it won't blend to 0. It will blend properly from hips `location.x = 10` to somewhere around the same world-space location for the Run. \n\n**Work arounds**\n1) Just don't blend at all. Let the Run start after the Walk has completely finished. Use an extra root bone to offset the Run in world-space. Then use extra upper strips to fix the pose discontinuity. \n2) Don't use the NLA system at all. Use a third action where Walk and Run are copy-pasted into it. Manually offset the Run and stitch them together. This is a big hassle. Offsetting the Run alone effectively requires transforming all the hip keyframes in world-space. Blender doesn't support this feature yet nor is it planned. \n\n## Base Proposal\n\nIn general, the goal is to blend two actions. Two concrete intended use cases are:\n1) Align two Walk actions where the root bone is the main traversal bone and moves the whole character through space. The armature object transform is used to place the character's origin of animation.\n2) Align two Walk action where the root bone is non-animated and may be used to place the character's origin of animation (so it may not be in rest pose). The traversal bones are the Hips and IK legs which moves the character through space.\n\nBoth cases share the same problem. Blending with the next strip results in the Walk traversal bones blending back to origin because the NLA blends channels in local space. The solution is to provide a pre-blend strip transform for a specific set of bones (root in case (1), Hips and IK legs in case (2)). \n\nThis transform cannot be a World-Space transform as that conflicts with the animator's ability to change the character's origin of animation. One solution is a per-bone Local Space transform. It works for both cases but is a bit inconvenient in case (2), where the Hips and IK legs may be children of the root bone, and then potentially require two unique transforms. Another solution is to specify the parent. The children will be preblend-transformed and the transform will be relative to the Parent Pose Space. \n\n## Implementation Ideas\n\n- [ ] **Base Implementation:** Add support for a preblend local-space transform that applies to a single bone. The fcurve transformation channels are relative to this transform. \n\nAt this point, the animator has core access to everything they need to align multiple actions together. Further improvements are about user friendliness and convenience for authoring the blend transforms.\n\n- [ ] Add an option where the blended bones are children of the specified bone. The blend transform is then relative to the parent's pose transform. \n- [ ] **Operator:** Align Strip Preblend Transforms. Align active strip to another based on the current time and a specified (potentially arbitrary) alignment bone.\n - [ ] *Time options*: current frame, end of other, start of active.\n - [ ] *Location Alignment options*: toggles per X,Y,Z) \n - [ ] *Rotation Alignment options:* full orientation, direction (Forward, Right, Up) \n - [ ] *Align to cursor:* Allow the cursor to be specified for the location and/or rotation. \n\nIn the above video, the use-case for an arbitrary alignment bone can be found near the end where I align the 3rd action based on the feet position. This operator is likely to be frequently used for alignment. The video also shows and example when the location alignment should ignore the upward (Z) axis, when I aligned the 1st action with the 2nd (so the feet don't clip the ground when the 2nd action plays)\n\n- [ ] Per-Strip toggle: Force Full Influence. When aligning animations, the aligned strip should have full influence so the animator can properly align them. \n\nThe video shows me temporarily changing the Blend In property to 0 so I can properly align it. This is inconvenient and error-prone. \n\n## Design Questions\n* Should the idea of PreBlend Transforms be generalized to Strip Modifiers? Does anyone have any other ideas for Strip Modifiers ([Mirror Strip Modifier (RCS) ]()) If not, perhaps generalization should wait until there is more than two use cases?\n* Where should the UI for the Preblend Transforms be shown? A new tab seems adhoc, the same with a new subpanel... but at the same time this is the first and only strip modifier type. There's no group to place them in.\n\nFor my thoughts: see T83615#1353434\n\n\n## Related problem:\nFor replace strips, there is a rotation interpolation direction problem. (A character doing a Back Flip blended into a Back-Handspring action clip, video doesn't show this issue) Should we always interpolate along the shortest angle? Is there ever a case where the longer angle is desirable? This is complicated even more since the two strips are animating through the blend which means that even the shortest rotation direction may change over the blend. This problem should only apply to Replace strips. They define absolute poses while all the other blend modes define offsets.\n\nFor my thoughts: see T83615#1353434",
"Spreadsheet does not count changes by GPU Subdivision\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a (never worked as far as I can see)\n\nSpreadsheet does not count changes by GPU Subdivision.\n\nSee very similar issue with viewport stats: #98339\n\n\n- Add Subdivision Surface modifier. Make sure that GPU Subdivision is enabled\n- See spreadsheet does not count changes by the modifier\n\n[SpreadsheetGPUSubdiv.mp4](SpreadsheetGPUSubdiv.mp4)\n",
"Property Search Improvements\n**Ctrl-Tab Improvement**\nCurrently ctrl-tab doesn't know about which tabs have search results. It should change a little bit:\n* If used while the text field is in focus, keep that focus.\n* Only cycle through tabs with results.\n\n**Fuzzy Search**\n[D9145](D9145) *Needs to be altered to not use per-word comparison, instead compare the entire text block at once.*\n\n**Performance**\nIt's not yet known if search will be a bottleneck for anyone on lower end hardware. At least some efforts should be made to identify any performance issues, and possibly address them. I did some initial profiling. Although I didn't find any major bottleneck, it's possible some things could be looked at.\n![image.png](image.png)\nI tested by maximizing the property editor in a relatively complex file and ctrl-scrolling up and down very quickly, so it should be redrawing as quickly as it can.\n\n![image.png](image.png)\nHere are some interesting items from the \"Bottom up\" results:\n* `__strcmp_avx2`: 5.52%\n** `buttons_context`: 1.15%\n* `UI_panel_begin`: 0.85%\n* `BLI_strcasestr`: 0.617% -- *called from property search only*\n* `panel_add_check`: 0.61%\n* `uiItemFullR`: 0.582%\n\nI think the first thing I would consider is using GHash for `buttons_context.c`, similar to the recent changes in `screen_context`.\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",
"Approach Faster Animation Playback\nThe Faster Animation Playback second milestone consist out of non-functional requirements. This document will describe the steps we want to follow to execute that milestone.\n\n## Goal\n\nThe goal of the second milestone of #68908 (Faster Animation Playback) is to increase the playback performance when using Blender as an animator by optimizing the current weaknesses. As viewport rendering and viewport playback are very tight related most changes will impact both of them and all changes should be tested to both use cases.\n\n## Approach\n\n### Phase 0: Preparation\n\n* Select several production scenes that will be used as benchmark (@Hjalti)\n** Scenes from different productions with different rigs and different sizes.\n* Modify blender to profile what is happening during animation playback. (@Jeroen-Bakker \n**Depedency Graph: Depedency Graph has a detailed profiler. Just need to check if it is sufficient.** Draw Manager: Draw manager already has a detailed profiler. We might want to add small changes (for example separate mesh_extraction from preparation) \n** Other: We should keep track of the rest of the time (not inside the Dependency graph/Draw manager) to detect balance shifts in performance\n* Create an automated test that records the timings in a database so we could compare the results and make decisions (@Jeroen-Bakker)\n* Document the hardware/OS's for the benchmark that will be used\n* Perform a base benchmark\n\n### Phase 1..n: Performance Cycle\nWhen doing performance test you do a single change at a time and monitor what that change does to the whole system. To make a change we suggest the next approach\n* Find the current weakest area\n* Do one or more prototypes to solve the weakest link\n* Select the solution.\n* Create design (mention the other solutions as alternatives) and implement the solution.\n* User test the chosen solution. (@Hjalti) \n* Codereview and merge to master.\n\nOnly after we complete a full cycle we can start with the next cycle. We continue this until we reached a workable performance or the year has ended.\n\n\n## Concerns\n\nThis approach tends to be too narrow focused when looking for solutions. When looking for solutions we should keep in mind to look at the whole picture and not limit the solution to the area in focus.\n\n## Known areas of improvement\n\nThis section contains a collection of known issues that we might want to tackle during the project\n\n* DrawManager mesh extraction uses a task pool per mesh. When two meshes needs to be updated for a frame it happens in serial.\n* Blender's task pool has been setup originally for long running background processes. It is currently used for tasks of all sizes.\n* Better select the frame ranges that needs to be updated for motion curves.\n* VSE/Graph editor dependencies. (ref play in active area)\n\n",
"Sculpt performance warnings in the UI\nMultiple options in Blender can cause performance drops in sculpt mode (using modifiers, shape keys, EEVEE, dyntopo). Most of these options are handled in the code in ##BKE_sculptsession_use_pbvh_draw##\n\nUsers often report poor performance in sculpt mode because there is currently no information in the UI when the object is not using the sculpt mode optimizations. We have the ##use_deform_only## option to partially fix these problems, but new users are not aware of it and it only covers the modifier stack, but not EEVEE or dyntopo. \n\n**To be decided**\n - How and where to show these warnings\n - Should we include an operator to disable all settings (modifiers, viewport, shape keys...) that are causing the performance problems?",
"Blender will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n"
] | [
"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"
] |
too many vertices,fish miss the C select net.
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Quadro RTX 4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15
Broken: version: 3.2.0
[2022-07-14 09-01-44.mp4](2022-07-14_09-01-44.mp4)
[select miss.blend](select_miss.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![SelectionExample.png](SelectionExample.png)\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",
"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![image.png](image.png)\n\n![infinite.gif](infinite.gif)\n\nThen try to dissolve one vertex with `X` *> Dissolve Vertex*. One face gets deleted.\n",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\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).",
"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",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)",
"Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks",
"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",
"Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n",
"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![image.png](image.png)\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![image.png](image.png)\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.",
"Poisson Disk distribution method is uneven with selection mask\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nPoint cloud is not decent, if using selection mask to *Point Distribution* node. Applying it directly to input mesh geometry makes distribution even.\n\nIn attached file mute/unmute *Separate Geometry* node to see how point distribution is performing.\n[point_distribution_problem.blend](point_distribution_problem.blend)",
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each",
"UV: Copy/Paste UVs sometimes merges vertices\nOperating system: Windows 10\nGraphics card:\n\nBroken: 3.5.1, 3.6.0 (2023-05-24), 4.0.0 (2023-05-24)\n\n\nCopy/Paste UVs sometimes merges vertices.\n\nTest file: [UV - Copy Paste.blend](attachment)\n\n![UV - Copy Paste.png](attachment)\n\n"
] | [
"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![L11d.gif](L11d.gif)\n\n[C3DE_Ch4_L12a.blend](C3DE_Ch4_L12a.blend)\n\n",
"Edit Mode: Not all faces within the selection tools' bounds are being selected.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8682\n\nBroken: version: 2.92.0\n\nAll faces within the selection bounds should always be selected without fail. Some small faces are (still) currently missed. This has been a bug in Blender for a long time. If someone would fix it, that would be hugely appreciated. Many thanks.\n\nUsing the attached .blend file in Y-orthogonal view in Edit Mode, use the box- or the circle-select tool to select the faces around the pole of the high-gon sphere. Then zoom in and see if all of those faces were actually selected.\n\nAttached file: \n[BUG-TrySelectingWithBoxOrCircleSelectThenZoomInAndCheck.blend](BUG-TrySelectingWithBoxOrCircleSelectThenZoomInAndCheck.blend)\n\n"
] |
Trash object without owner hanging inside the file
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Broken: version: 3.1.0 Beta
Here is file with only one object:
[trash objects1.blend](trash_objects1.blend)
And here is more complex files with few trash datablocks:
[trash objects.blend](trash_objects.blend)
![изображение.png](изображение.png)
[2022-02-26_22-34-33.mp4](2022-02-26_22-34-33.mp4)
| [
"Viewport: Auto-Depth rotation ignore transparent image reference empties\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\ncant rotate around partially occluded image objects.\n\n\nopen file, make sure rotate around mouse is enabled in preferences. hover mouse over either side images and hold in the mouse wheel, move the mouse, the view will rotate around the mouse. Now do the same for the middle image, the view no longer rotates around the mouse.\n\n[rotate around mouse bug with image objects that are occluded.blend](rotate_around_mouse_bug_with_image_objects_that_are_occluded.blend) \n\n",
"Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)",
"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.",
"Materials linked to the object's data are lost when removing attributes from instances in geometry nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nMaterials linked to the object's data are lost when removing attributes from instances in geometry nodes.\n![Screenshot 2023-01-30 155635.png](Screenshot_2023-01-30_155635.png)\n1.Instance a collection using geometry nodes.\n2.Remove an attribute from the instances (the attribute doesn't need to exist).\n3.Materials stored on the object data are now lost.\n\n\n[BugExample.blend](BugExample.blend)\n\n\n",
"Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n",
"Remove BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow\nThese can be removed after each area has been checked and optimized to use the new structure (synced_ensure)\n\nRecently ceb0e7fcea was done and added a use for resync_forbid. This makes this ticket perhaps irrelevant?",
"Drag data-block into \"Current File\" asset library to create local asset\nIt's not obvious to users how they can create assets. One thing many seem to expect is that they can drag a data-block into the Asset Browser. We can easily support this for the *Current File* repository. For others, we'd have to error out for now.",
"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",
"Additional unwanted objects being created when asset browser asset is used\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nAdditional duplicate (unwanted) objects being created when using assets from the asset browser.\n\nI haven't managed to consistently reproduce how I get this issue to happen. However, I have attached files which are guaranteed to demonstrate it.\n\n1. The oxford-straps-demo.blend file contains the source meshes which are placed in a collection and marked as asset called \"Source Asset\"\n\n2. The test-asset.blend file contains the \"Source Asset\" dropped in as Linked then Library Overridden. That itself is then marked again as an asset called \"Test Asset\". (This is my workflow - I would do this, then add materials at this stage).\n\n3. Open a new blend file and drop in the \"Test Asset\" (with Append). You will see the appended asset plus two other unwanted objects which are duplicates of the objects contained within the sealed asset.\n\nI have to delete these every time the asset is used.\n\n",
"Materials linked to 'Object' cause increased memory usage in Cycles\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: never?\n\nIf an object has a material that is linked to Object (in the material tab), then such object cannot be instanced efficiently in Cycles. Each linked copy of the object uses a large amount of memory when rendering.\nIn this example rendering 100 instances of Suzanne takes as much memory as 1 object, if material is linked to object's data. When material is linked to object, vram usage goes up a lot.\n\n![link.jpg](attachment) ![link2.jpg](attachment)\n\n\n- Open the provided .blend file\n- Render the scene and note the memory usage\n- Select all monkeys\n- Go to material tab\n- While holding `Alt` click on the `Link` drop-down menu and chose Object\n- Render again\n- You should see memory usage increase significantly\n\n",
"Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.",
"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)",
"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)",
"Can't open any File from external connected Hard Disk (USB) - No access authorization, no error message\nOperating system: Apple 14\" M1 Pro - Mac OS Ventura 13.5.2\nGraphics card: Build in\n\nAll Versions affected - Tested with 3.6.2 and 4.0.0 Alpha\n\nCan't open Folder via File Dialog Box. Access via the main hard drive without errors (a dialog asking for permission will be displayed beforehand). No dialog or error message appears for the external HDD\n\nsee screenshots\n\n",
"Joining objects can create more customdata layers (e.g. UVMaps) than allowed, can eat huge amounts of RAM, bloats the filesize\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nJoining objects can create more customdata layers (e.g. UVMaps) than allowed.\nWhile there is no hard limit for UV layers (yet), we usually restrict this to 8 from the UI.\nWhy can this be a problem?\n\nSee reports #111564, #71823, #96926\n\nJoining many (hundreds or thousands -- which is not uncommon for CAD data) small objects with uniquely named UV layers will result in many, many UV layers (not only UVs, other customdata layers / attributes may be affected as well, but encountered most frequently for those), each then taking up memory/space for the whole -- now possibly very large -- mesh.\n\nThis will - unexpectedly - bloat up the filesize tremendously, also take up huge amounts of RAM for the joining operation, leading to possible crashes.\nThis is also not actually supported for UVMaps (the UI limit/restriction of 8 is there for a reason since e.g. Eevee, probably Cycles, too, dont handle more then 8).\n\n- open `uv_maps_on_merge_single_user_mesh_unique_uv_layer_names.blend` (1.6MB)\n- join all objects, save (file is now 3.8MB, the joined object has 121 UVmaps)\n- the problem gets much worse if the resulting object is larger and/or if object count increases\n\n"
] | [
"Handle 'isolated islands' of cyclic dependencies of effectively unused data-blocks in 'Recursive cleanup' code\nBroken: 3.3-\nWorked: Never\n\nAs stated by @mont29 in #96047#1315978, dependency cycles should be handled by the recursive purge feature (`File -> Clean Up -> Recursive Unused Data-Blocks` menu entry).\nBut sometimes, recursive cleanup do not remove cyclic dependencies.\n[2022-03-02_21-40-17.mp4](2022-03-02_21-40-17.mp4)\n\n> In #96047, @mont29 wrote:\n> ... since they are both user-referencing each other... Well then, nothing else but manual deletion in those cases I guess :|\n>\n> Although I don't think nodegroups should user-reference Objects, but that's for #geometry_nodes team to decide & handle.\n\n\n- Open attached .blend file\n- Note when inspecting the Blender File that there are 1 Object (1 User), 1 Mesh (1 User) and 1 Material (1 User), even though they are not being used.\nThis happens because the Object is being referenced by the Material and the Material is being referenced by the Object.\n[untitled.blend](untitled.blend)"
] |
Apple M1 crash when rendering from UV workspace with Material Preview viewport shading
Operating system: macOS-12.1-arm64-arm-64bit 64 Bits
Graphics card: `Apple M1 Max Apple 4.1 Metal - 76.3`
Broken: version: 3.0.0
Worked: (Not yet determined)
When viewing the default "UV Editing" workspace with the 3D Viewport shading set to Material Preview, rendering an image almost always results in a SIGSEGV crash on macOS w/Apple Silicon. Please see attached video, system-info, and Apple-generated crash report. Please let me know if I can provide any more info.
- Open Blender with the default startup file (unchanged).
- Switch to the UV Editing tab
- In the 3D Viewport, switch the shading to Material Preview
- Using the Render menu, select Render Image. This almost always results in a crash on my machine.
[crash_report.txt](crash_report.txt)
[system-info.txt](system-info.txt)
[crash_recording.mov](crash_recording.mov)
| [
"Adding Clearcoat freezes Blender with error \"Execution of the command buffer was aborted due to an error during execution\"\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 5700 XT 1.2\n\nBroken: version: 3.5.0\nWorked: Unknown\n\nAdding Clearcoat to a Surface freezes Blender, with Console logs showing only an \"Execution of the command buffer was aborted due to an error during execution. <private>\" error.\n\nOnly appears to happen when using Metal, using Blender in OpenGL mode doesn't have this issue. The issue is also present on brand-new projects with just the default cube.\n\n1. Create new file (Eevee renderer)\n2. Change the Clearcoat amount of the default cube from the Materials tab.\n3. Blender crashes usually within seconds, with the default cube I've found it freezes more easily if you use the sliding mechanism to change the Clearcoatness.\n\n",
"Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !",
"gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n",
"The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n",
"Blender crashes 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.",
"Render animation cycles-x bug March 11, 2022\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nRender count from 1 to 1200 frames\n![image.png](image.png)\n\nBlender 3.2.0 Alpha within Cycles-x\nPush the 'Command + F12\" and render animation cause bug between start to end (855 - 1200 frames)\n\nBlender and video file: [Blender 3-2-0 by Kent Davis March 11 2022.zip](Blender_3-2-0_by_Kent_Davis_March_11_2022.zip)\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nRadeon Pro 575:\n\n```\nChipset Model:\tRadeon Pro 575\nType:\tGPU\nBus:\tPCIe\nPCIe Lane Width:\tx16\nVRAM (Total):\t4 GB\nVendor:\tAMD (0x1002)\nDevice ID:\t0x67df\nRevision ID:\t0x00c4\nROM Revision:\t113-D000AA-931\nVBIOS Version:\t113-D0001A1P-025\nEFI Driver Version:\t01.00.931\nMetal Family:\tSupported, Metal GPUFamily macOS 2\nDisplays:\n```\niMac:\n```\nDisplay Type:\tBuilt-In Retina LCD\nResolution:\tRetina 5K (5120 x 2880)\nFramebuffer Depth:\t30-Bit Color (ARGB2101010)\nMain Display:\tYes\nMirror:\tOff\nOnline:\tYes\nAutomatically Adjust Brightness:\tNo\nConnection Type:\tInternal\n```\n\n",
"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",
"Multi-touch gesture: Zooming is reverse in shader editor comparing to viewport\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.1\n\nZooming is reverse in shader editor (other 2d editors are fine)\n\n- Hold ctrl and drag downwards\n- This will zoon in the viewport but zoom out in shader editor\n\n- - -\nsteps from original report:\nOn MacOS, by holding CMD and scrolling on the magic mouse you can zoom on the object. the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor.\nand if I set the \"Invert zoom direction\" in the settings, it will do both of those oppositly\n\n",
"Viewport fps tanks when application is full screened on macOS\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1\n\nI've noticed that when using either my M1 Air or M1 16\" Pro, when running Blender, the viewport performance is heavily dependent on the physical size of the viewport on screen. At first I thought this was just a limitation of my base model M1 Air, but it also happens on my M1 Pro Mac when plugged into a 4K or 5K display. Having Blender fullscreen will drastically reduce the viewport performance, but scaling the window down will fix it. Setting the scaling in macOS lower can also reduce the issue.\n\nAs far as I can tell, this happens in both 3.5 and 3.6, Metal and OpenGL backend. \n\nPerhaps this is intended functionality, but I can run Blender on potato PCs and not have frame drops like this. Even just the default cube will drop tons of frames on both my Macs. \n\nOpen Blender on a high resolution display and just start using it. The viewport performance is usually pretty poor on 4K / 5K displays if not scaling the window down.\n\n",
"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",
"Material Library VX causes permanent freeze with EEVEE rendering\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.81\n\nUsing materials from Material Library VX addon, particularly Floor Wood and Rusty Metal, causes EEVEE to freeze all of Blender. They work fine with Cycles, so it's not the addon. Not even the partial \"developer view\" render can take the materials.\n\nOpen default blend file.\nEnable Material Library VX addon.\nApply \"Floor Wood\" to the cube.\nSwitch to \"render view\" without changing the engine off of EEVEE. Blender 2.81 will freeze.\n\nNote: If you try to view the material preview and EEVEE is the render engine even *that* will freeze Blender 2.81.",
"Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.",
"Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n",
"Blender crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 (21C52)\",\"incident_id\":\"9B83A860-E322-4D03-B0CE-187C62682666\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-12-21 10:11:31.6855 +0100\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookPro16,1\",\n \"procStartAbsTime\" : 28935533255199,\n \"coalitionID\" : 1696,\n \"osVersion\" : {\n \"train\" : \"macOS 12.1\",\n \"build\" : \"21C52\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-12-21 10:11:52.0228 +0100\",\n \"incident\" : \"9B83A860-E322-4D03-B0CE-187C62682666\",\n \"bug_type\" : \"309\",\n \"pid\" : 2869,\n \"procExitAbsTime\" : 28955868010950,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-12-03\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : 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},\n {\n \"rolloutId\" : \"607844aa04477260f58a8077\",\n \"factorPackIds\" : {\n \"SIRI_MORPHUN_ASSETS\" : \"6103050cbfe6dc472e1c982a\"\n },\n \"deploymentId\" : 240000066\n },\n {\n \"rolloutId\" : \"5ffde50ce2aacd000d47a95f\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000090\n },\n {\n \"rolloutId\" : \"602ad4dac86151000cf27e46\",\n \"factorPackIds\" : {\n \"SIRI_DICTATION_ASSETS\" : \"6193d03f2171a2330e561dfc\"\n },\n \"deploymentId\" : 240000290\n },\n {\n \"rolloutId\" : \"60da5e84ab0ca017dace9abf\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000008\n }\n ],\n \"experiments\" : [\n\n ]\n}\n}\n\nModel: MacBookPro16,1, BootROM 1715.60.5.0.0 (iBridge: 19.16.10647.0.0,0), 6 processors, 6-Core Intel Core i7, 2,6 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nGraphics: AMD Radeon Pro 5300M, AMD Radeon Pro 5300M, PCIe, 4 GB\nDisplay: Color LCD, 3072 x 1920 Retina, Main, MirrorOff, Online\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 12 2021 18:02:56 version 9.30.464.0.32.5.76 FWID 01-c081cfed\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB31Bus\nUSB Device: T2Bus\nUSB Device: composite_device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```",
"Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n"
] | [
"Crash rendering with EEVEE in mesh edit-mode\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.1.0 Alpha\n\nCaused by aa6f0f3d1f\n\nCrash guide\n\n@PratikPB2123\nand\n@lichtwerk\n\n![image.png](image.png)\n\nOpen file then already have edit mode then push the F12 render cause crash any thing also edit mode select crash unknown how to explain. See youtube\n[Blender crash guide 3.1.0 December 17, 2021.txt](Blender_crash_guide_3.1.0_December_17__2021.txt)\n\nSee youtube: XkKoX2lM-_0\n\n[Hand 9 fruit tree 1.1.0.blend](Hand_9_fruit_tree_1.1.0.blend)\n\n----\n\nNOTE: The test file from this report is quite large, this is a simplified file with a command to redo the bug, @ideasman42\n\nTest file: [T94230_simple_test.blend](T94230_simple_test.blend)\n\nCommand to reproduce the crash:\n\n```\nblender \\\n --factory-startup \\\n T94230_simple_test.blend \\\n --enable-event-simulate --python tests/python/bl_run_operators_event_simulate.py \\\n -- \\\n --actions 'event(type=\"F12\", value=\"TAP\")' \\\n 'event(type=\"F5\", value=\"TAP\", shift=True)' \\\n --keep-open\n```"
] |
text does not render properly with scripts like devanagari
Operating system: Linux
Graphics card:
Broken: 3.3.4
Broken: blender-3.6.0-alpha+main.99506b3d733f-linux.x86_64-release
does not render devanagari text properly
Open attached blend file, resources are packed, otherwise make sure you have kalimati font available in your system (apt-get install fonts-deva-extra)
I tried both to add a text object in 3D layout as well as in video editing. My requirement is mainly for video editing. I checked latest alpha and 3.3.4, both show the same behaviour. Please address this issue.
There are 2 issues in the supplied sample of "shanti" (peace translated to Nepali, use translate.google.com or something):
(1) the "n" character should be half and attach to the "t" (it has halant, indicating it is half).
(2) the i should be inserted BEFORE the last syllable.
Compare against the rendering of shanti in the screenshot with the kate text editor.
I am neither familiar with font rendering engines nor do I know the internals of Blender, but devanagari fonts have two characteristics:
In devanagari there are half characters that combine in many possible ways to syllables. Then some characters written after the syllable may need to appear before it, as in the example above. So a simple text engine will not do the job here. I have no idea how these things are encoded in a TTF font. In Latin every letter always stays same no matter what but this is not the case for devanagari (used in Hindi, Nepali and Sanskrit, among others).
| [
"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",
" Text object editing rich text and UI/UX\nCurrently, Blender includes these controls for editing rich text:\n\n{[F8029389](Screenshot_2019-11-11_at_18.22.23.png), size=full}\n\nUnfortunately, these buttons don't work in a very useful or intuitive or way. \n\n - You cannot toggle them to actually affect the selection\n - Bold, Italic & Bold+Italic fonts have to be loaded manually by the user\n - The only useful way to do use rich text formatting, is to use the operators, using shortcuts or via the Font menu:\n![Screenshot 2019-11-11 at 18.25.36.png](Screenshot_2019-11-11_at_18.25.36.png)\n\nWe can make this easier to use:\n\n - Make the toggles affect the selection\n",
"The Arabic language appears reversed\nBroken: 2.79, 2.80, 2.81, ...\n\nThe Arabic language appears reversed\n![2019-11-26 (4)_LI.jpg](2019-11-26__4__LI.jpg)\n\nExample text: القرآن",
"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)",
"The Object Mode drop down menu in the 3D viewports is not reactive to larger font point settings.\nOperating system: Windows 10 1803\nGraphics card: nVidia RTX 2070\n\nBroken: v 2.80 as found on the splash screen\n\nThe Object Mode drop down menu in the 3D viewports does not properly resize itself if the user picks a larger font point size in the Themes section of the preferences. Instead of resizing the control truncates the overrunning text with a square character.\n\nStart Blender\nIn Preferences \\Themes \\ Text Style change the Widget Points setting from the default of 11 to a larger value. I used 15.\n\n![Object_Mode_Text_Truncated.png](Object_Mode_Text_Truncated.png)",
"Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n",
"Line Art errors when rendering small details\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.1\nBroken: version: 3.1.0 Beta\nBroken: version: 3.2.0 Alpha\n\nWorked: version: 2.93.8\n\nLine art when rendering fine edge mark details now produces errors that were not present in 2.93.\n\n**Example of Error**\n{[F12864446](3.0_World_Space.png)}![3.0 Screen Space.png](3.0_Screen_Space.png)\n\n**Expected Results**\n{[F12864444](2.93_Screen_Space.png)}![2.93 World Space.png](2.93_World_Space.png)\n\n\nEXAMPLE BEND FILE: [Line Art Fine Detail Error.zip](Line_Art_Fine_Detail_Error.zip)\n1. Open Example File \n2. Ensure Line Art is enabled\n3. Render Image\n\n",
"External Text Data Support\n**Motivation:**\n\nSometimes it's useful to reference a text file from Blender, similar to how images are currently handled.\n\nThis means the text files data is stored on disk and managed by version control for example.\n\n**Description:**\n\n- Text data could be external/unpacked.\n- The contents would not be saved in the Blend filer.\n- On first use, the file content would be loaded into the text editor.",
"Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"Add support for more gettext flags to UI translation tools\nAs reported in 101830#issuecomment-1023470 , Weblate `C-format` is not very smart, and generates a lot of false-positives.\n\nThe solution is likely to not enforce these checks over the whole messages, but selectively enable them for messages that actually need it (e.g. (almost?) all RNA-extracted message will not have such formatting).\n\nThis will require updates in the python modules and add-on code generating these translation files.\n\n----------------\n\nParent task: infrastructure/blender-projects-platform#65",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394",
"Many Blender's keyboard shortcuts do not work on Russian keyboard layout\nOperating system: Linux (elementary OS 5.0, Ubuntu-18.04-based) \nGraphics card: NVIDIA GTX 1080Ti\n\n2.80 (sub 60), branch: blender2.7, commit date: 2019-04-30 22:49, hash: 480a09a92f7f, type: Release build date: 2019-04-30, 23:02:55\n\nThere are two keyboard layouts on my system: English (US, primary) and Russian (RU, secondary).\nWhen Russian layout is selected, only some of Blender's keyboard shortcuts work as expected, namely:\n\nBlender 2.8 keyboard shortcuts that **work correctly** on Russian keyboard layout:\n- All F keys (F1-F12),\n- All top row Numeric keys (1, 2, 3 ...),\n- All Numpad keys,\n- All Ctrl+any single key combos, e.g. Ctrl+B, Ctrl+S...\n\nBlender 2.8 keyboard shortcuts that **do not work (=have no effect whatsoever)** on Russian keyboard layout:\n- All single-letter keys (e.g., B, A, G, S, R...)\n- All Alt+any single key combos, e.g. Alt+B, Alt+A...\n- All Shift+any single key combos, e.g. Shift+V, Shift+D...\n\n1. Add a secondary (Russian) keyboard layout to your system.\n2. Switch your keyboard layout to Russian.\n3. Launch Blender 2.8 beta.\n4. Select a default primitive object (e.g., a cube) \n5. Try to modify the object using any single-letter keyboard shortcuts. e.g., move (G), scale (S), extrude (E), inner extrude (I), etc. or Alt+any letter, or or Shift+any letter.\n\n[system-info.txt](system-info.txt)\n",
"Clipboard inconsistencies when copy-pasting text\nOperating system: Linux-5.16.15-76051615-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\n\n### Short-ish description of error\n@ZedDB explained to me that, at least on Linux, there are two OS clipboards (and I might be inaccurate on the details here, feel free to correct):\n- Ctrl+C -> Ctrl+V on a selection, the one we're all familiar with.\n- The 2nd clipboard is filled with the user's last text selection, and pasted with Middle Mouse Button or Shift+Insert.\n- Additionally, we have a Blender clipboard, accessible from the PyAPI via `context.window_manager.clipboard`. From what I've tested, pressing Ctrl+C always behaves the same as setting this.\n\nThe way copying and pasting works from Blender into other running applications seems to be inconsistent, depending on the target application and which one of the copy-pasting methods are used.\n\n**Some use case examples, if that's needed**:\n1) Pasting quick scripts from Text Editor/PyConsole into a chat application (quick scripts for artists).\n2) Making an operator in an add-on that can put an error message on the user's clipboard, to aid troubleshooting errors.\n\n### Situation on popOS\nI expect these issues to have some variation across different systems, so if you have a different system and get different results, please post them.\n\nThe inconsistencies I found, sorted in my personal priority:\n- Ctrl+C -> Ctrl+V from Blender Text Editor and Properties works to VSC, but not to Firefox.\n- Ctrl+C -> Ctrl+V does work from one Blender instance to another ONLY IF the source Blender instance is not closed.\n- Selection -> Middle Mouse Paste works from Blender Text Editor to other software, UNLESS using the Ctrl+A \"Select All\" shortcut in the text editor.\n- Selection -> Middle Mouse Paste does not work from one Blender Text Editor to another.\n- Selection -> Middle Mouse Paste does not work from Blender Properties to anywhere else.",
"UI: Merge Text Style \"Widget Label\" into \"Widget\", Add \"Tooltip\"\nWhen controlling how big interface elements are displayed, users can not only change the Resolution Scale and Region Zoom but can change the size and styles of some elements separate from others. This document proposes changes to our Text Styles.\n\nIf you go to Preferences / Themes / Text Style you will see that you can change the size of different UI elements independent of the overall UI scale. You can make it so that regardless of scale you always have Header text twice as large as regular text, for example.\n\nBut the design is not fleshed out well. We have just \"Panel Title\", \"Widget\", and \"Widget Label\". There are many areas where one type of UIBut uses one when it should use another. There are assumptions, like in #102687, that \"Widget\" and \"Widget Label\" are the same size. The function mentioned in that bug report - `ui_text_icon_width_ex()` - is trying to estimate an element's width but does not have the information needed to know what style to use, so just uses UI_FSTYLE_WIDGET, which is hardcoded for the \"widget\" style.\n\nIt seems like a nice idea that we can have labels displaying differently to the inputs beside it. And I have personally proposed adding to these options to include width, weight, slant, spacing and other text features.\n\nHowever, our interface is laid out programmatically using quite rough rules. We necessarily have a very tabular layout. For example we don't have (and might not be able to supply) a \"line height\": the vertical spacing between interface rows. This value is calculated from UI element width, considering scale and line width. So can't for example, leave the resolution scale the same but change the line-height to better accommodate languages that use fonts that are very tall (Arabic) or squat (Chinese).\n\nThis all means that we have little chance to make Label and Widget have varying sizes. The line-height can't vary with the largest of them, and we have to keep all interface rows the same height anyway.\n\nI propose that we merge \"Widget Label\" into \"Widget\" text styles, leaving us with only two styles \"Header\" and \"Widget\". And then add a third back for \"Tool Tips\" because that text size is currently set as a hardcoded fraction of the widget size - and I can imagine some users with vision impairment wanting those proportionally larger.\n\nThe only real downside is this would remove the ability for \"Widget\" and \"Widget Label\" to have differences unrelated to the size. There could be some users who have the same size but have them differ in shadow. Right now the only non-size changes possible are shadow-related but, as mentioned, we could add other options. For example we could allow one to be bold and the other italicized. But I don't personally think this is important. I don't like our text shadowing and use of weight and slant differences should be more selective than this, having sematic meaning. I would rather embolden important words, italicize special sections, etc.\n\n",
"gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n"
] | [
"BLF Bidirectional Text and Complex Shaping\nThis task is for tracking the goals and implementation of bidirectional text layout and complex text shaping. Note that there might be many parts of this plan that could be (practically) impossible to do and are merely aspirational. Some definitions and explanations:\n\n**Bidirectional Text** - Bidirectional_text\n\nBlender currently only displays text left-to-right, which is what is expected for languages like English. However, there are languages - Arabic, Aramaic, Azeri, Dhivehi/Maldivian, Hebrew, Kurdish (Sorani), Persian/Farsi, Urdu - that are primarily right-to-left.\n\nIn our context this means that these languages have a *display* order that differs from their *logical* order, which remains LTR. When you append an extra character to the end of Arabic text, it is added to the end of the buffer or file, just like in English. It is only during the display of that string that it will (probably) be shown in reversed order.\n\nIn the preceding paragraphs I do use “primarily” and “probably” about the display order. This is because even when using only a RTL language there could be portions that are LTR. For example, numbers are shown LTR within strings that are RTL. The same goes for embedded and quoted text from other languages. To make this even more complex our need to support multiple languages simultaneously means that we need to support single strings containing multiple languages with multiple directions. \n\n**Complex Text Layout (shaping)** - Complex_text_layout\nThis is the support of complex scripts like Arabic, Brahmic (Indic) scripts, Devanagai, Khmer, and Thai. These scripts will often use different glyph depending on the position of the character in the word, and/or based on context. Sometimes individual glyphs will have a different order depending on context.\n\nFor many English-only users the idea of complex scripts can seem a bit weird. But in English we can hand-write text in either block letters or cursive. If English users had decided to only use cursive we might be faced with a similar situation today, where the glyphs used to display a string might vary depending on their positions relative to other characters in order to make it all join up nicely.\n\n**Ligatures** - Ligature_(writing)\n\nSupporting Ligatures (replacing some combinations of multiple characters with a different specific character) is a part of supporting complex scripts. But it is also used in other languages. In English layout we often will replace an “f” followed by an “I” with a single “fi” glyph so that the “tittle” of the “I” does not collide with the hood of the “f”. Turkish has some specific ligatures to help distinguish dotted and dottless “I”. Dutch can sometimes have separate glyphs for combined “ij” and “IJ”.\n\nOne new Ligature-related topic that we might not be able to support is programming-specific fixed-width fonts that use ligatures for ease of reading. For example, these fonts will often replace the character combination “!=” with “≠” and \">=\" with \"≥\". Supporting these features with this type of font might be very difficult within our codebase for Text Editor but might be nice to do.\n\n**Implementation Challenges**\n\n**Tasks**\n\n**Patch**\n[D15687: WIP: Bidirectional Text and Complex Shaping](D15687)\n"
] |
The render result is different from the render preview.
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.45
Broken: version: 2.82 (sub 7)
Worked: (optional)
When I try to render the image,it become no texture and different from the preview.Please fix this sht.This also remind me why I left blender years ago.:D
How do I know to reproduce the error
| [
"render lagging behind tiles\nOperating system: win10\nGraphics card:rts 2070 super\n\n2.81\nwhen rendering, the picture doesnt appear for a while after the render tile already finished rendering that region, not sure if its a bug. didn't see anything like this online. here is a video\n\n\n[bug (2).blend](bug__2_.blend)\n\n- Open file and render\n\n[gnVknluHJZ.mp4](gnVknluHJZ.mp4)",
"Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.",
"Overlapping objects of different sizes with volumetric materials render incorrectly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83.4\nWorked: 2.82a\n\n\nTwo cubes, both principled volume, one large one small, smaller cube inside larger cube. \n\nThe area inside the smaller cube from the view perspective renders differently than outside with a hard edge where the mesh ends, the effect is much easier to see with a texture controlling the volume density of the large cube. Looks to me like an issue with blender using different step sizes for different objects. Definitely not an issue with not enough transparency/volume light bounces, already tried that.\n\nOnly happens with cycles\n\nOpen blend file\nSwitch to rendered view\nToggle visibility of big volume and/or small volume in outliner to see difference\nExtra notes in shader nodes for big volume and small volume's materials\n\n[overlapping volumes hard edge bug.blend](overlapping_volumes_hard_edge_bug.blend)",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Cloth simulation collision differs between viewport and render when collider is hidden\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\nWorked: \n\nCloth simulation collision differs between viewport and render when collider is hidden in both.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- create a cloth that will collide with the default cube\n- hide the default cube in both render and viewport\n- press play\n- the cloth will collide with the hidden default cube\n- press pause\n- go to frame 1\n- enter and exit edit mode on the cloth mesh to reset the cloth simulation cache\n- render the animation\n- the cloth will not collide with the hidden default cube\n\nAdditionally:\n\n- If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.\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",
"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![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\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![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.",
"Render issues when two VBD overlap if rendered with motion blur\nBroken: 3.2, 3.6\nWorked: 3.1\n\nRender issues when two VBD overlap if rendered with motion blur\n\nRender the attached file with and without motion blur. If you render them separatly they both render OK. Only when together it doesn't work.\n\n",
"Generated texture coordinates missing when switching from solid to rendered mode\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.80.0-git.14884cda1ff5-windows64\nWorked: 2.79b f4dc9f9d68b\n\nThe \"Generated\" texture coordinates make textures \"stick\" to the surface, even if the object is being deformed.\nHowever, this does not work as expected in 2.80 with the Armature Modifier, neither in Eevee nor Cycles.\nIn 2.79 in works correctly.\n\nPossibly related: #59275.\nHowever, this bug affects both Cycles and Eevee, while that report only concerns Eevee (and Cycles works correctly).\nThe difference is that here an Armature is used, while that report uses Shape Keys.\n\n[generated.blend](generated.blend)\nThe scene contains a cube with an armature modifier.\n- Open in both 2.79 and 2.80.\n- Press F12 to render.\n- See how the texture mapping differs.",
"Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Texture Node Editor defaults to empty value\nOperating system: Linux-4.19.33_1-x86_64-with-glibc2.9 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 54)\nWorked: (optional)\n\n\nWhen switching to the texture node editor, it defaults to an empty texture type.\nAdditionally, the \"World\" texture type is missing the texture selection list at the top, so no texture can be manipulated or created.\n\n- Switch window to Texture Node Editor > No Type is selected\n- Switch to \"World\" Texture type, texture selection and creation is missing in the header\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",
"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",
"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)",
"Unbaked Dynamic Paint Not Displayed in Rendered Output but Shows in Viewport\nOperating system: Manjaro 18.0.1 Illyria / x86_64 Linux 4.14.90-1-MANJARO\nGraphics card: Nvidia 1080 Ti\n\nBroken: 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdbc1\nWorked: 2.79 (sub 6), Commit date: 2018-10-22 16:17, Hash 86dbbd156fa\n\nUnless baked, dynamic paint does not affect the final rendered image but is properly displayed in viewport.\nThe default and expected behavior is to be able to render the effect regardless if baked or not. This is how 2.7x operated in the past.\nMoreover this problem, which I assume has something to do with vertex colors [has caused other issues ]] with different [[ https:*github.com/hsab/tensionmap | addons ](https:*github.com/JacquesLucke/animation_nodes/issues/989) that depend on similar workflows of modifying the vertex color using the python API (eg. proximity, stress mapping etc.) \nNot sure if #51214 is related since it's from April 2017. If so please close as a duplicate.\n\nTwo blend files attached, one for 2.8 and one for 2.79.\n2.79 file works as expected.\n2.8 file is broken unless baked.\n\n2.79.6 Render:\n![output.gif](output.gif)\n\n2.80.0 render:\n![output.gif](output.gif)\n\n[dynamicpaint2.8.blend](dynamicpaint2.8.blend)\n[dynamicpaint2.79.blend](dynamicpaint2.79.blend)"
] | [
"Viewport Render (and Render Animation) color looks completely off from the Viewport\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\nBroken: version: 2.82 (sub 6)\n\nRendering the viewport animation gives a very different result from the actual viewport.\n(Also: Viewport Anti-Aliasing isn't taken into consideration on the Viewport Render).\n\n|![Screen Shot 2020-02-17 at 21.53.08.jpg](Screen_Shot_2020-02-17_at_21.53.08.jpg)|![untitled.jpg](https://archive.blender.org/developer/F8346309/untitled.jpg)\n| -- | -- |\n\nThe problem is more noticeable when the Viewport Shading is set to \"Flat\", even though it also shows in \"Studio\". It delivers very dull colors with less contrast and a blue-ish tone.\nChanging between Cycles and Eevee doesn't affect the Viewport Render (from my tests).\n\n|![Screen Shot 2020-02-18 at 13.50.15.jpg](Screen_Shot_2020-02-18_at_13.50.15.jpg)|![Screen Shot 2020-02-18 at 13.50.17.jpg](Screen_Shot_2020-02-18_at_13.50.17.jpg)\n| -- | -- |\nflat:\n|![Screen Shot 2020-02-18 at 13.50.38.jpg](Screen_Shot_2020-02-18_at_13.50.38.jpg)|![Screen Shot 2020-02-18 at 13.50.41.jpg](Screen_Shot_2020-02-18_at_13.50.41.jpg)\n| -- | -- |\n\n- Open attached file.\n- Go to View -> Viewport Render Image\n[Viewport Colors.blend](Viewport_Colors.blend)",
"Viewport Render Animation\nCpu 9900k 2080ti Win10\nBlender 2.82a\n\nRendering with Viewport Render Animation make the colors look different in a bad way.\nBut Rendering with Viewport Render Image is all good.\n\nOpen the file and Render with Viewport Render Image and after render a frame with Viewport Render Animation.\nAnd you will see a clear difference.\n\n![Viewport render image.png](Viewport_render_image.png)\n\n[viewport render bug.blend](viewport_render_bug.blend)\n\n![viewport render animation.png](viewport_render_animation.png)"
] |
Mesh: StatVis display options
Currently colors used for overlap/thickness/overhang - are unused.
See: "Mesh Analysis" option in overlay panel.
Drawing code needs to be made to support this. | [
"Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n",
"Mark vertices of the active vgroup \nThis is a Follow up Design task for #38573\n\nIdea: When weight-paint colors are enabled with vertex selection (both editmode and weight paint mode), then show vertices in the active vgroup with a different color, even in wireframe mode. this way we can quickly step over vgroups and immediately see which vertices use that group.\n\nExample (mockup):\n\n![vgroup_indicator.png](vgroup_indicator.png)\n\nAll vertices of the active vgroup are marked in dark pink (just an example). this allows to see in this case there are some stray vertices with zero on the right side of the mesh. \n\nThe markup color for 'vertices in active vgroup' could also be customized in the team settings.",
"HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)",
"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)",
"TEXT outer and inner edge problem with letters. Vertices overlap when offset with \"fillMode\" \"Node\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.83.13\n\nVertices overlap when offset with \"fillMode\" \"Node\"\nThe issue is that a fusion360 user explained to me that in that program there is the OFFSET tool to create inner and outer edges in texts. It is a fundamental tool in any program. I thought I could solve it this way and there I found this problem that can be considered a bug.\n[BORDES EN TEXTO.mp4](BORDES_EN_TEXTO.mp4)\n\n\ncreate 2 texts\nA normal one.\none with fillMode Node to create an outer border\nmake sure that in the 2 texts there is a letter N\nIn the geometry property of the text with fillmode Node put offset 1 and Depth 1\nIn the N you will see this error.\n![Screenshot_7.jpg](Screenshot_7.jpg)\n**I would have to calculate so that the vertices don't overlap.**[2021-05-24 15-09-04.mp4](2021-05-24_15-09-04.mp4)\n\n\n[BordeBug.blend](BordeBug.blend)\n\n",
"Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).",
"UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n![Screenshot 2019-11-20 at 00.59.39.png](Screenshot_2019-11-20_at_00.59.39.png)\n\n![Screenshot 2019-11-27 at 13.33.26.png](Screenshot_2019-11-27_at_13.33.26.png)\n\n* Move display settings to a popover\n* Change the Pixel Coordinates toggle into an enum to choose between Pixels or Normalized\n![Screenshot 2019-11-20 at 00.59.09.png](Screenshot_2019-11-20_at_00.59.09.png)\n\n* Slightly re-arrange the header:\n![Screenshot 2019-11-20 at 01.00.12.png](Screenshot_2019-11-20_at_01.00.12.png)\n* Move th UV Vertex panel away from the Image Sidebar category and into Item, and include Coordinates option here too:\n![Screenshot 2019-11-20 at 01.00.48.png](Screenshot_2019-11-20_at_01.00.48.png)\n",
"Grease pencil strokes are incorrectly blended with geometry in draw mode (depending on 'Fade Inactive Geometry' setting)\nOperating system: Win 10\nGraphics card: ATI Radeon 5700\n\nBroken: (example: 2.92b, 213f8*, master, 2021-01-28, as found on the splash screen)\n\n\nnote: this is due to `Fade Inactive Geometry` being ON\n\nWhen drawing grease pencil strokes with a black material the rendering style changes when...\n\n - ...switching between draw-mode and edit mode, or\n - ... toggling the overlay button in draw mode (even will all overlay options disabled).\n\n\nThis leads to noticeable rendering artifacts while drawing. Please consider the following screenshots:\n\noverlays on:\n![image.png](image.png)\n\noverlay off:\n![image.png](image.png)\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",
"Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n![bevel_modifier_clamp_overlap_bug.png](bevel_modifier_clamp_overlap_bug.png)\n\nSee attached blend file.[clamp.blend](clamp.blend)",
"Add support for \"Channels\" to the Color Attributes\n_This design task is part of a request from a major game development studio who is actively using Blender in production._\n\nCurrently, for Color Attributes, we can specify the domain (Vertex, Face Corner) and Data Type (float32RGBA, int8RGBA)\n\nThis is a proposal to add a \"Channels\" panel to the User Interface, similar to the \"Channels\" tab found in many popular 2D drawing packages.\n(Attached is a screenshot from https://www.photopea.com . We would not include the \"RGB\" entry or the layer preview)\n\n\nThe proposed \"Channels\" panel would most likely be a sub-panel of the existing \"Color Attributes\" panel, although this part may be subject to change following user feedback.\n\nThe \"Channels\" panel would have four entries corresponding to:\n * Red (i.e. The red channel of the Color Attribute)\n * Green\n * Blue\n * Alpha \n\n**This first part corresponds to the \"User Interface\" portion of the task. (Including serialization of the UI state.)**\n\nEach of the entries would have a toggle to show or hide the channel. The current behavior is associated with all channels visible.\nIf only one channel is visible, the associated channel would render as gray-scale if the viewport is in \"Vertex Paint\" mode, and potentially in other visualizations also.\nIf the Red, Green, or Blue channels are hidden, the visualization will render as if they were zero.\nIf the Alpha channel is hidden, the visualization will render as if the Alpha was at full. (Either 1.0f or 255)\nIf no channels are visible, the visualization will render black.\n\n**This second part represents the \"Visualization\" portion of this task.**\n\nIn addition, each channel entry will have a selection toggle. Again, the fully selected state corresponds to the current behavior.\nThe selection state will affect the operation of the \"*Paint*\" style tools, and potentially any other operators which affect the color attributes, including Invert, Levels, Brightness/Contrast, etc etc.\n\n**This third part represents the \"Modification\" portion of the task, and bounds the complete scope of the task into a manageable amount of effort while still providing considerable value to the Game Dev Studio's workflow.**\n\nIt is important to note that at this stage, neither the Channel Visibility, nor the Selection State will modify the Data Transfer nodes, baking, scripting, Color Attribute creation, or any other indirect way of modifying the Color Attributes. These may be added on later in a separate Design Issue, but this issue is restricted to direct manipulation of the Color Attributes by the user.\n\nNote also, this particular Design Issue does not change the export of any data from Blender, only the display and user interactions.\n\n",
"UVEditor: Add developer option to show vertex, edge and poly indexes.\nSimilar to the 3d viewport we should add option to show the vertex, edge and poly indexes to the uv editor.\n\nWithout I have looked to close to the current code-base this should be possible by adding the option to the UVEditor overlay and some tweaks in the overlay engine. \n\nCurrent work-around is to use a split screen.\n![Screenshot 2023-01-23 at 16.06.17.png](Screenshot_2023-01-23_at_16.06.17.png)\n",
"Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n",
"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![Annotate Tool.png](attachment)\n\n",
"Outliner: 2020 GSoC Follow-up Tasks\nRemaining tasks from #77408 (Continued Outliner Improvements Design)\n- [x] Prevent setting Scene Collection color from python\n- [x] Group the double undo steps for changing modes\n- [x] Collection colors in other themes\n- [x] Remove remaining usage of the old collection icon (`ICON_GROUP`)\n- [ ] Set scene camera from context menu\n- [ ] Collection Exclude column overlap\n- [x] Grease pencil draw mode icon draws green in outliner mode column\n- [x] Box select from the gutter in object mode",
"PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts."
] | [
"Dynamic Paint shows no color\nWindows 10 x64\nGTX 950M\n\nBroken:\nDate: 2018-12-03\nHash: f0432e37ab0\nBranch: blender 2.8 (Beta)\n\nWorks:\nDate: 2017-9-11\nHash: 5bc8ac9\nBranch: blender 2.79 (Official Release)\n\nDynamic Paint doesn't show \"Paint\" or \"Weight\" in viewport. I played around with the overlays ,but I can't tell that I'm missing something to make it show.\n\n2.8\n![dynamic_paint_no_color.png](dynamic_paint_no_color.png)\n\n2.79\n![dynamic_paint_color.png](dynamic_paint_color.png)\n\n1: Add a mesh as the canvas\n2: Enable dynamic paint and set as canvas with Surface Type as Weight or Paint\n3: Add another mesh for the brush\n4: Enable dynamic paint and set as brush\n\n",
"Mesh Analysis shading options don't work\nOperating system: Windows 10 x64\nGraphics card: NVidia GeForce 1050Ti\n\nBroken: 2.80 (sub 41), branch: master, commit date: 2019-01-14 19:48, hash: 84c06e996a7a, type: Release\n\nSelecting Mesh Analysis shading options doesn't seem to work.\n\nIn Edit Mode under Overlays select Mesh Analysis. Adjust ranges. None of the options have any effect on the way the object is displayed.\n\n![bug.jpg](bug.jpg)",
"3D Viewport (parent task)\nParent tasks for 3D viewport tasks to complete before 2.80 can be considered feature complete.\n\n* Mesh Analysis drawing is missing (either hide from UI or implement)\n* Dynamic paint drawing is incomplete, it does not show vertex colors in viewport like before. (solve along with studio/blender-studio#57000)"
] |
Mantaflow - strange shadows (?) from domain objects in Cycles & Viewport rendered mode
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86
Broken: version: 2.82 (sub 6)
Worked: (optional)
Shadows thrown by smoke are not smooth
[#73285.blend](T73285.blend)
- Open File
- Bake (may be broken in fresh master)
- Switch viewport to rendered view
- Scrub timeline and look at how smoke and shadows develop
Example:
![DomainShadow.JPG](DomainShadow.JPG)
| [
"Blender Mantaflow gas fire and smoke simulation - Adaptive Domain problem!\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nTHE SAME BEHAVIOUR FOR Blender versions 3.3.1 and 3.4.1.\n\nAdaptive Domain from time to time shrinks as intended, but those shrinks are sometimes visible.\n\n\n- Open [file](https://projects.blender.orgattachment)\n- Bake 180 frames\n- Check frames 173 - 178\n\nDomain shrinks while space is occupied by smoke with substantial density",
"Exposure affecting Mist Pass color in viewport\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.92\nWorked: -\n\nI tried to use mistpass on a render, i used the exposure on render > color management tab to lower the exposure, then i view the mistpass in the viewport, \nviewport shading > render pass > mistpass, everything is super dark, resulting to view the incorrect one. but when i render it, its normal.\n\nwork around is to turn off the scene light and scene world to view the correct one\n![image.png](image.png) exposure 0\n![image.png](image.png) exposure -6\n\n1. make some cubes with varying distance\n2. move the camera so its parallel to the cubes\n3. turn the exposure down in, render > color management > Exposure \n4. view the mistpass in viewport shading > render pass > mist pass,\n5. the mistpass view is darker and affected by the exposure, resulting to view the incorrect one \n",
"Faces culled with \"backface culling\" still receive shadows in the viewport\nSorry if this is a repeat report. I was unable to find another report for this.\n\nOperating system: NA\nGraphics card: NA\n\nBroken: All versions of Blender 2.8X and 2.90 that I am able to test.\nWorked: Never\n\n**Short description of error:**\nWhile the \"Backface culling\" option is enabled in the viewport, the culled backface will still receive a shadow when the \"shadow\" option is also enabled.\n\n![Screenshot from 2020-04-25 15-14-07.png](Screenshot_from_2020-04-25_15-14-07.png)\n\nFor example, here's a box with all it's normals facing inwards. With backface culling, we are able to see inside the box. But with shadows also enabled (as seen in the picture), shadows are cast onto the \"culled\" faces.\n\n![1.jpg](1.jpg)\n\n**Exact steps for others to reproduce the error:**\n1. Create scene with an object that has it's normal facing away from the camera (you're seeing the backface).\n2. Enable \"Backface culling\" in the viewport shading options.\n3. Enabled \"Shadows\" and adjust the position of the \"light\" such that the \"back face is in shadow.\n4. The backface should now have a shadow placed on it.\n5. If you reproduce the steps above for the workbench render engine, the same issue applies.\n\n[Backface Shadowing.blend](Backface_Shadowing.blend)",
"Hair BSDF\nThis is a tough topic, I need to investigate it more.\nIdea: Dual Scattering using shadowmaps.\n\nEstimate : 2 weeks\n",
"Ambiant Occlusion cycle node gives artecacts when the mesh has Custom Split normals\nOperating system: win 10 \nGraphics card: Geforce RTX 2070\n\n**Blender Version** \nBroken: 2.90.0 alpha\nWorked: N/a\n\nOn my mesh , with custom normals, (i applied a withged normal modifier) \nI had to clear the custom split normal date to get rid of artefacts given with the Ambiant Occlusion node in Cycles\n![ao_norm.jpg](ao_norm.jpg)\n\nAlso seen with smooth shader:\n![ao_suzanne.jpg](ao_suzanne.jpg)\n\nAnother way to have this bug (without Custom Split normals): \n- Create a suzanne.\n- Smooth the normals \n- Use Cycles render. \n- Add an Ambient occlusion node and plug it on an Emit shader\n[cycles_ao_smooth_normals_bug.blend](cycles_ao_smooth_normals_bug.blend)",
"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![BUG.PNG](BUG.PNG)\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",
"Workbench: Strange anti-shadow when clipping cuts landscape\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\n\nAs title says. This shadow looks like this:\n![58263707.png](58263707.png)\n\nDemo:\n[2022-05-06_01-02-27.mp4](2022-05-06_01-02-27.mp4)\n\nYou can test it by your own with my file\n[WB shadowbug.blend](WB_shadowbug.blend)\n\n",
"Mantaflow: Noise doesn't follow smoke\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: Blender 2.90\nWorked: Blender 2.81\n\nAfter enabling \"Noise\", the Wavelet turbulence doesn't follow the smoke. It seems to only mildly adapt to certain movements; but, unlike in 2.81 it doesn't get \"dragged\" by the velocity of the smoke.\n[NoiseDifference-C.mp4](NoiseDifference-C.mp4)\n\n**Exact steps to reproduce the error**\nIn any smoke simulation (preferably one where smoke is being constantly emitted), enable \"Noise\" and bake.\n\n2.9 Project file: [2.9 Example.blend](2.9_Example.blend)\n\n2.81 Project file for comparison: [2.81 Example.blend](2.81_Example.blend)",
"Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ",
"Crash to login screen on macOS Ventura when enabling caustics and smooth shading.\nOperating system: macOS 13.1\nProcessor: 2.6GHz Intel Core i7\nGraphics card: AMD Radeon Pro 5500M 8 GB\nMemory: 16GB 2667MHz DDR4\n\nBroken: 3.4.1\n\nBlender/macOS crashes to login screen when enabling smooth shading on an object with \"Cast Shadow Caustics\" enabled.\n\nCreate a scene with:\n\n - A light with \"Shadow Caustics\" enabled\n - An object with \"Cast Shadow Caustics\" enabled and a transmissive material applied\n - An object with \"Receive Shadow Caustics\" enabled\n\nSet render engine to Cycles and device to GPU compute (crash does not occur with CPU compute).\nSwitch viewport mode to Rendered.\nSelect the cast shadow caustics object and enable smooth shading.\n\nmacOS will hang before crashing to a login screen.\n\nsystem.log reports:\n\nsessionlogoutd[4795]: DEAD_PROCESS: 3681 console\n\nConsole.app also lists a crash report for WindowServer (example crash report is attached).\n\n[Caustics-Crash-on-Shade-Smooth.blend](Caustics-Crash-on-Shade-Smooth.blend) [WindowServer-2023-01-19-171731.ips](WindowServer-2023-01-19-171731.ips)",
"Grease Pencil ripped line when rendering in EVEE\nOperating system: Windows 10\nGraphics card: GeForce 1050 ti\n\n3.62\n\nGrease pencil object is displayed normally in the viewport, but when rendering the line becomes jagged, not like in the viewport. In Cycles all is good.\n\n![image](attachment)\n\n",
"pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n",
"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",
"Mantaflow - Bake not showing (when noise is used)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83\n\nEnabling Noise and then Baking Noise, the preview no longer shows. \n\nFrom Attached Blend\n\n\n - Bake Data\n - Play Animation (see preview)\n - Enable Noise\n - Bake Noise\n - Play Animation (No preview is shown)\n - Disable Noise \n - Play Animation (see preview)\n\n [smoke_noise.blend](smoke_noise.blend)\n",
"shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n"
] | [
"Cycles volume rendering issues when domain overlaps a plane\nOperating system: Windows 10\nGraphics card: gtx 760 and 1070\n\nBroken: 2.79b(master, release) and 2.80\n\n\n\nShadows on intersecting geometry from Objects with volume shader yield unusable result when using object ray visibility settings.\nWith 2.80 using collections to set objects not visible in camera also fails to achieve this with volumes.\n\nDesired result with volume objects would yield in a same result as done with node group(picture 2)\n\nDoing camera visibility in the shader with nodes works .correctly \n\n\n![incorrect result.jpg](incorrect_result.jpg)\n![correct result.jpg](correct_result.jpg)\n[smoke_incorrect shadow.blend1](smoke_incorrect_shadow.blend1)\nAttached blend file(2.80)\n- run smoke simulation for a couple of frames and switch to rendered view\n- toggle object camera ray visibility"
] |
ALT navigation issue in separated windows (Industry Compatible Keymap)
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14
Broken: version: 2.83.10
Worked: None
Two windows UI configuration (3D Viewport\ UV Editor). When I switch from one window to another ALT navigation doesn't work on first window touch. But middle mouse button works.
Set Industry compatible Keymap
Switch to Edit mode and select any part of geometry in 3D Viewport (face for example)
Select Move tool in toolbar
Create New Window, change Editor type to UV Editor for example (or Outliner). Click somewhere in this window to switch focus.
Start ALT-Middle mouse navigation in 3D viewport (first window). FIrst move will be midlle mouse drag instead of ALT- middle mouse Pan View (selected polygon moves, like ALT doesn't work). On second try it works correct.
Repeat. Switch focus to the second window, then start Pan View in the first window.
Looks like ALT key doesn't work on first window touch.
| [
"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",
"Interlaced 3D Viewport swaps eyes when creating new window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.56\n\nBroken: version: 2.91.0\n\nI am using a Zalman Trimon passive 3D monitor which uses Blender's interlaced 3D mode to display stereoscopic 3D. Everything works well in the 3D Viewport until I either create a new window or resize a nearby window. The original 3D Viewport pane suddenly swaps the left and right eyes and never goes back to the original configuration. It appears that dragging an adjacent window triggers the 3D Viewport to be vertically offset by one line, which causes the left eye image to become the right eye image and vice versa.\n\nSee this video for a demonstration (use the password \"blender\" without quotes): x7yf3cg\n\n- Open the default Blender file.\n- In the Properties editor, go to the Output Properties tab, check Stereoscopy and make sure Stereo 3D is picked as the option.\n- Go to Window -> Set Stereo 3D.\n- Set Display Mode to Interlace. Leave Interlace Type set to Row Interleaved. Leave Swap Left/Right unchecked.\n- Look at any object in the 3D Viewport through a 3D monitor that can interpret interlaced rows. Take note if the object is in positive parallax (the object is deep within the screen) or if the object is in negative parallax (the object is sticking out of the screen).\n- Create a new 3D Viewport pane by dragging the lower right hand corner of the current 3D Viewport up.\n- Note that the original 3D Viewport pane has swapped the left and right eyes (i.e. if the object was in positive parallax, it's now in negative parallax and vice versa), but the 3D Viewport pane you just created has the expected views for the left and right eyes.\n\n[swapped_eyes.blend](swapped_eyes.blend)\n",
"Skipping node auto-attachment doesn't work with custom keymap\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n",
"ShowNavigationGuide refresh Problem\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nno Updating the Viewport when setting the the Navigation Guide on/off\n\n \ninside Blender -Preferences -Input -Show Navigation Guide \nno refresh when checking the Show Navigation Guide on off .\norbit in the 3d-view will refresh and Update these changes.\n\n![refresh_problem.gif](refresh_problem.gif)\n\n\n",
"macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702",
"Fly and walk navigation in AZERTY issues\nOperating system: windows 10\nGraphics card: rtx 3060\n\nBroken: Blender 3.6.1 (Steam)\n\n\nHello,\nIm on a AZERTY keyboard and the problem is that when i change my movements keybinds for fly (or walk) navigation it keeps repeating the action (even if i unpress the key) for the binds that i changed. For exemple i changed \"forward\" key by Z and when i press Z the camera will keep going forward forever.\n\n- Go in the View 3d fly (or walk) modal keymap settings\n- In \"Forward\" replace W by Z, \"Left\" Q by A, \"Down\" A by Q, \"Z axis correction\" Z by W\n- Go in fly (or walk) navigation mode\n- Try to move with ZQSD, A and E\n- Then when you press S,D or E it will work normaly but if you press Z, Q or A and release the key it will keep going in that direction exept if you press the opposit direction key (S for Z, D for Q, E for A)\n\nThanks for paying attention, lov u <3\n\n",
"Grease pencil. Mask not working when masking layer has more than one keyframe\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhen my masking layer has only one keyframe, masked layers display as expected. When my masking layer has more than one keyframe expected masking doesn't happen.\n\n* open .blend (the mask layer has two keyframes, both having the same filled shape)\n* expected result: the strokes on the 'marks' layer that intersect the shape on the mask layer are always visible\n* actual result: the strokes on the 'marks' layer that intersect the shape on the mask layer are only visible after i delete the second keyframe on the 'mask' layer\n\nWhile dragging the timeline play head the marks layer appears as expected, correctly masked. But when i release the mouse button the marks layer disappears entirely again.\n\n[isthisamaskbug.blend](isthisamaskbug.blend)",
"Panorama selection support in viewport\nMouse selection needs to be abstracted so we can remap mouse position to 3d world direction/position. We may be able to do it as a hack, but since we may change mouse selection API in the future - #68989 - we may find an elegant solution in the end.",
"`bpy.context.space_data.overlay.grid_scale` returns inconsistent view3D grid scale in multi-view\nOperating system: win 10\nGraphics card: RTX 3090\n\nBroken: This was observed in 3.5 alpha but I don't think that is relevant \nWorked: N/A\n\n`bpy.context.space_data.overlay.grid_scale` does not apply to multi-view functionally, and any interaction with the 3D navigation sphere only effects the main window portion of multi-view.\n\nSee attached video for a demonstration of some of the odd behavior.\nSee attached blend to reproduce the error.\n\nEnter multi-grid view: **ctrl+alt+q** (mismatched transform grid) The main window is top right.\nClick any axis sphere in any 3D view that isn't the top right quadrant, only the main window transforms.\nYou will also notice that the main window also inherits the grid scale of the multi-view windows.\n\nPlaces to look maybe? [A](overlay_grid.cc#L86) [B](space_view3d)\n\n",
"UV space aware triangulation\nPlease see #102683 for details, since the issue is described and discussed there. The basic suggestion is:\n\n> Add an option to the \"Triangulate Faces\" operator. It currently has Quad/N-gon methods for Beauty, Fixed, Longest edge etc. It seems reasonable to add options for \"Prevent UV overlaps\" and specify the source UV map.\n\n",
"Remove/Update \"Emulate Middle Mouse\" preference\nThis task is to check if it is reasonable to remove the emulate middle mouse option.\n\nBlender 2.7x didn't allow left-click-select and emulate middle mouse to be enabled at once, this never worked - it's just that in 2.8x we allow both options to be enabled at once with key-conflicts.\n\nSince I don't use a touch-pad on macOS / ms-windows, I'm not sure how common it is that middle-click gestures are enabled without having to manually configure it.\n\nAre there systems where using a middle-click still isn't practical?\n\nOptions could be:\n\n- Remove this preference.\n- Remove the keys that use Alt-LMB *(means re-working the keymap in some places)*.\n- Use an alternative shortcut that doesn't conflict, eg: OSKey (Cmd / Super / Windows-Key).\n\n *(By default this conflicts on Linux with many window-managers, these would need to be re-configured not to use Super-LMB).*\n\nUnless this is given some attention it's likely Alt-LMB will be used more, to the point Emulate-Middle-Mouse preference isn't useful and we'll need to remove or document all it's known limitations and accept Blender isn't fully usable with this enabled. \n\n----\n\nThere are currently conflicts using with emulate middle mouse\n\n- Number Button Alt-Drag to change all other selected items #69053 (Emulate 3 Buttons doesn't work with ALT Modifier key on UI buttons)\n- Edit-Mesh: Edge-ring de-select isn't possible.\n- Alt-MMB-drag to change views.\n- Un-clamped vertex slide can't be confirmed.\n- Grease Pencil, Circle Primitive\n- Weight Paint Gradient\n- Loop select *(Worked around with double-click, but not very convenient since selecting boundaries requires quad-click).*\n\nHere is a full list of potential conflicts in the default keymap.\n\nAre we serious about resolving these or would it be better to drop this option? \n\n----\n\nFrom a search of the code:\n\n```\ncat release/scripts/presets/keyconfig/keymap_data/blender_default.py | \\\n pcregrep \"(LEFTMOUSE|TWEAK_L|params.select_mouse|params.action_tweak|params.action_mouse).*alt\\\":\"\n```\n\n```\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"shift\": True, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.backimage_sample\", {\"type\": params.action_mouse, \"value\": 'PRESS', \"alt\": True}, None),\n (\"node.move_detach_links_release\", {\"type\": params.action_tweak, \"value\": 'ANY', \"alt\": True}, None),\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"shift\": True, \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"gpencil.primitive_line\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_box\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_circle\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_curve\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n```\n\n",
"UV Loop Select with Double Click and Shift+Double Click to Extend. Need to triple click to Extend + Border Extend problem\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nBroken: 2.93.1\nWorked: probably none of the versions\n\nInconsistent behavior for selecting multiple edge/face loop.\n\nChange keymap values:\nUV Loop Select: `dbl-Left Mouse`\nUV Loop Select (Extend): `Shift dbl-Left Mouse`\nWith custom key for UV Loop Select, selecting with extend become a problem\n![UV_Loop_Select.png](UV_Loop_Select.png)\n\n- Load factory settings.\n- Change keymap as suggested\n- Click on UV Edge or Face selection\n- dbl-click selects loop\n- Shift + dbl-click - does not select the loop, need to click 3 or more times\n[UV_Loop_Selecting_Issue.mp4](UV_Loop_Selecting_Issue.mp4)\n\n",
"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",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n"
] | [
"Mouse input captured but keyboard input not on MacOS when Blender window is not focused.\nOperating system: macOS-11.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: 2.93.3\n\nThis is a pretty minor, niche bug but one I'm running into quite a bit. If the Blender window isn't currently focused, it will capture mouse input but not keyboard input. So if I were to try to pan with 3-button mouse emulation on, it will instead draw/change the selection/whatever. Since mouse input is captured, clicking within the window to focus it will have subtle side effects (unintentionally selecting a different object, drawing in texture paint, etc).\n\n1. Open a new blend file with the default cube.\n1. Turn on 3-button mouse emulation.\n1. Select the default cube.\n1. Focus another program (e.g. Preview), while keeping the Blender window visible (put it on a separate monitor if you can).\n1. Attempt to orbit the viewport with alt+LMB+drag, starting over a blank are of the viewport.\n\n**Actual behavior**\nThe cube is deselected and the view is not panned.\n\n**Expected behavior**\nEither the viewport pans (capturing both mouse and keyboard input), or nothing happens (neither mouse nor keyboard input are captured). Capturing one but not the other is surprising.\n"
] |
Eevee not rendering alpha modes as it should
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38
Broken: version: 2.91.0 Alpha
Import via Image as Planes a transparent PNG as emit or shaderless and alpha mode as STRAIGHT (as it should be for a PNG).
In the viewport and in Eevee renders we can see white fringes in the transparency border. At the Image Editor, it is ok.
Cycles renders it correctly.
If we import as Premultiplied, the problem inverts: Not ok at Image Editor, ok in Eevee and viewport.
![image.png](image.png)
[alpha error.blend](alpha_error.blend)
| [
"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",
"Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n",
"Cycles Bake Selected to Active with transparency gives undesirable results\nSystem Information:\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GT 635M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nBroken: version: 2.81 (sub 16)\n\n\nBug or unintended behavior:\nBaking using \"Selected to Active\" does not take into account transparency \n\nHow to reproduce:\nCreate two objects with materials and textures assigned to each;\n```\n One texture to be baked to\n One texture with an alpha channel (optionally a normal map)\n```\n\nIn the shader editor, modify the material of the object with a transparency channel\n```\n Join the transparent textures' alpha into the alpha of the shader that is being used\n (optionally join the color of a normal map)\n```\n\nIn render properties, enable Selected to Active and use an appropriate ray distance\n```\n Finally bake.\n```\n\nResult:\nWhen baking combined or most channels, the transparent areas will assume the color as if it were completely opaque,\nWhen baking normals with transparency, the transparent areas will mix with the normal of the geometry that is being baked to the active selection.\nBoth outcomes are unfavorable when working with transparent cards/ribbons.\n\n[bugreport.blend](bugreport.blend)\n\nI packed the textures edited the project to make the issues that I am having more clear.\n\n{[F8286028](image.png), size=full}\nThere are now 3 overlapping objects with transparency.\nAfter baking normals or color, none of the colors or normals behind the transparent objects appear because the object appears to draw over top without transparency.\nThis example also shows that with full normal transparency, the normal will then be the geometry normal of the object rather than a flat normal or anything that is below the object.",
"Sequencer Render does not render overlays and always uses original media\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nBroken:\t\t\t\t` 2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.91.0-010c1370aff6-windows64` (BF Build Bot)\n\n\nClicking Sequencer Render will not render the image as set in the sidebar view settings like: Show Overexposed, Safe Areas or Proxies don't work.\n\n\n\nTrying to render proxies:\n\n\n - Open and Viewport render\n\n\n[Render_Proxy.zip](Render_Proxy.zip)",
"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.",
"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)",
"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",
"Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n![denoising_bug_alpha.png](denoising_bug_alpha.png)\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n![obraz.png](obraz.png)\n\nWhen you turn transparency off, those artefacts disappear:\n\n![denoising_bug_no_alpha.png](denoising_bug_no_alpha.png)\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n![obraz.png](obraz.png)\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)",
"Cycles Image Texture Alpha conversion inconsistency with EEVEE and Image Editor\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf an image is packed, it will get displayed differently in Cycles and EEVEE. It changes in EEVEE when\nAlpha Mode is changed from Straight to Premultiplied to match Cycles, but it does not change in Cycles\nby changing that option. If the image is unpacked Cycles will look like EEVEE with Straight Alpha Mode\nand again it will not be changed by the Alpha Mode option like EEVEE is.\n\n1. Open the provided file.\n2. Select the Image Texture Node\n3. Go into the right panel in the Shader Editor (N-panel) into the Item tab and Properties subsection\n4. Render Image\n5. try changing Alpha Mode and rerendering.\n6. try unpacking the image and rerendering.\n7. try changing the Alpha Mode on unpacked image and rerender.\n[packed_image_cycles_display_inconsistency.blend](packed_image_cycles_display_inconsistency.blend)\n",
"Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)",
"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 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![image.png](image.png)\n\n4) select the circles\n\n5) press tab and tab again\n\n6) you will see:\n\n![image.png](image.png)\n\nwhich is correct\n\n",
"Eevee: Rendering particle hair results in plain white pixels \nOperating system: GENTOO Linux, updated daily\nGraphics card: NVIDIA Corporation TU106 High Definition Audio Controller (rev a1)\nGraphic driver: x11-drivers/nvidia-drivers-460.67\n\n**Blender Version*\"\nBroken: after blender-2.93.0-8f2c3c63e970-linux64\nWorked: before and including blender-2.93.0-8f2c3c63e970-linux64\n\nPlain white pixels when rendering particle hair (Eevee viewport/render)\n\nLoad attached blend file. Make sure to be in orthographic mode. Viewport-render \nwith Eevee. Render using camera of scene.\nI both cases a lot of plain white pixels appear in the hair.\nWhen changing to perspective mode, only pixels perpendicular to\nthe view (viewport or camera) are effected.\n[HairRoughnessProblem.blend](HairRoughnessProblem.blend)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n",
"Eevee: Occasional render glitches when using attribute node\nOperating system: Linux, specifically KUbuntu with X11\nGraphics card: RTX 3080 (Driver Version: 530.30.02, CUDA Version: 12.1)\n\nBroken: 2.93 - 4.0.0 Alpha, 2023-06-29, f47eed749eaf\nWorked: 2.92 (as available on Steam)\n\nUsing an attribute in an Eevee material causes occasional but severe render glitches. This does not happen consistently on any particular frame. It does not happen when rendering from the command line with `--background`.\n\nTo reproduce, render an animation with the attached Blender file. One in every 50 frames or so are corrupted. Occasionally it gets most of the way through the animation before ever producing a bad frame.\n\nThis file is basically the startup file with two changes:\n1. An attribute node with the name set to \"Color\" is plugged into the base color on the default material.\n2. The sample count is lowered to one. (The issue persists without this, but with a higher sample count, some samples glitch and others do not. The final image is a mix of the glitched and regular samples.)\n\nI have ensured that this is not a problem with my particular Blender settings by deleting everything in `~/.config/blender/4.0/config` and selecting \"Save New Settings\" in the splash screen before opening and rendering the file in the 4.0.0 alpha.\n\nNormal frame:\n![Normal Frame](attachment)\n\nCorrupted frame (as rendered in 2.93, some other versions simply display a transparent hole where the cube was without affecting the background):\n![Corrupted Frame](attachment)\n\n",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent"
] | [
"White outline around alpha in texture paint (when using multiple layers)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22\n\nBroken: version: 2.81 (sub 3) and 2.8 release\nWorked: Never. As far as I can remember this has always been an issue.\n\nWhen painting with multiple layers in texture paint mode, there is a white outline around the alpha channel. (You have to be in material view to see the 2 layers at the same time)\nThe first layer is just a solid red color & the second layer's alpha is set to 0 and then I painted on the layer with green color. \nThe layers are mixed together using the MixRGB node with the second layer's alpha set as the mix factor.\n***IMPORTANT: the brush falloff needs to be set to the last preset or the issue is not as visible because the change in alpha value is smoother***\n![falloff.PNG](falloff.PNG)\n![Texture paint layers white outline.PNG](Texture_paint_layers_white_outline.PNG)\nThe white outline is not visible if I render the scene in cycles, which makes me think that this is a bug. If it's not a bug, it's most likely a limitation of the \"Mix\" blend mode.\n![Rendered view with cycles.PNG](Rendered_view_with_cycles.PNG)\n\nThis issue makes the texture paint mode unusable for any serious work that needs more than 1 layer. \n\nUnwrap the default cube U> smart UV project, switch to texture paint workspace, add a base color texture & a second base color texture with alpha set to 0, \nswitch to material view, go to the shader editor & Mix the 2 base color textures together using the MixRGB node. \nThe first base color texture goes to the \"Color1\" input & the second base color texture with alpha goes to the \"Color2\" input. \nConnect the alpha output of the second base color texture to the MixRGB node's alpha input. Then paint on the second base color layer with a hard edged brush (last falloff preset) and you get white outlines around your brush strokes. \n\nHere's a .blend file where i reproduced the issue.\n[white outline.blend](white_outline.blend)"
] |
Line skipping artifacts in image editor
Operating system: Pop!_OS 20.10
Graphics card: RTX 3080, Driver Version: 455.38
Broken: 2.93 (Sergey mentioned this seems to happen from 2.91 on)
Worked: 2.90
The displayed render results shows irregularly spaced horizontal line artifacts, even at 100% zoom level (where the image display should be pixel accurate). These appear to be happening only when displaying an image, the saved image is artifact free. This seems to happen also on externally loaded images.
Render display in current master:
![image.png](image.png)
In Blender 2.90
![image.png](image.png)
Example file: [image_editor_line_drawing_error.blend](image_editor_line_drawing_error.blend) | [
"Fully transparent generated images draw colors in image editor\nGenerated images follow the next alpha association:\n* Byte images use straight alpha\n* Float images use premultipled alpha\n\nIt is easy to create a fully transparent image with a non black color. Since Blender 2.91 we introduced drawing of pure emissive colors in the image editor these colors resulting in drawing the generated color perceptually without alpha. This could introduce confusion to our users. This report will collect these reports.\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![disp correct.png](disp_correct.png)\n\nAnd this when loaded via OSL OPTIX:\n![disp broken.png](disp_broken.png)\n\n\nDemo file:\n[displacement.zip](displacement.zip)\n\nDon't forget to adjust the image path in the OSL file to test:\n![grafik.png](grafik.png)\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n",
"Checker texture artifacts when feeded with object texture coordinates\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: afaik never, still had this issues with all previous versions down to 2.7\n\nChecker texture has calcuation issues when feeded with object texture coordinates.\nOther textures like brick or voronoy are ok.\n\ncreate a plane\nassign the checker texture with object coordinates\n\n\n[checker_texture_problem.blend](checker_texture_problem.blend)\n![checker_texture_problem.jpg](checker_texture_problem.jpg)\n",
"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![image.png](image.png)\nBefore save to PNG / After\n![image.png](image.png)\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",
"Artefacts with volume motion blur\nOperating system: Linux-5.15.0-25-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nWhen rendering VDBs with motion blur, I get a lot of artefacts in the shadows (?), especially when rendering with the GPU.\nThese artefacts look the same on Windows and Linux with different nVidia cards (RTX 2070 and GTX 1080ti).\nHere's an example MP4 of how they look in an animation (watch the dark splotches on the floor plane):\n\n[VB_GPU_MB.mp4](VB_GPU_MB.mp4)\n\n- Unpack and open the attached blend file\n[Volume_MB_Bug_v01.zip](Volume_MB_Bug_v01.zip)\n- Press F12 to render, by default it should use GPU + motion blur:\n![VB_GPU_MB.png](VB_GPU_MB.png)\n- Switch off motion blur:\n![VB_GPU_noMB.png](VB_GPU_noMB.png)\n- Switch to CPU and turn motion blur back on:\n![VB_CPU_MB.png](VB_CPU_MB.png)\n- And finally CPU without motion blur:\n![VB_CPU_noMB.png](VB_CPU_noMB.png)\n\n",
"Missing red border for render border in Image Editor\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\nIn the 3D view you have a red border around an active render border. In the Image editor not.\n\nThis can lead to hours of lost render times since you cannot see if a render border is active or not. And is inconsistent. Two equal functionalities should work equal.\n\nOpen Blender, activate Render border in the 3D view and render a portion with viewport shading rendered.\nNow render the image, and render a portion of the image with enabled render border. You will notice that in the 3D view you have a red rectangle that indicates that the render border is active and what area to render. \n\nBut in the image editor you just see that just a portion is rendered. The next render can be with or without render border. There is no visual hint if the tool is active or not. And no hint if you have selected the correct area for preview rendering.\n\n![renderborder.jpg](renderborder.jpg)\n\n\n\n\n",
"UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n![Screenshot 2019-11-20 at 00.59.39.png](Screenshot_2019-11-20_at_00.59.39.png)\n\n![Screenshot 2019-11-27 at 13.33.26.png](Screenshot_2019-11-27_at_13.33.26.png)\n\n* Move display settings to a popover\n* Change the Pixel Coordinates toggle into an enum to choose between Pixels or Normalized\n![Screenshot 2019-11-20 at 00.59.09.png](Screenshot_2019-11-20_at_00.59.09.png)\n\n* Slightly re-arrange the header:\n![Screenshot 2019-11-20 at 01.00.12.png](Screenshot_2019-11-20_at_01.00.12.png)\n* Move th UV Vertex panel away from the Image Sidebar category and into Item, and include Coordinates option here too:\n![Screenshot 2019-11-20 at 01.00.48.png](Screenshot_2019-11-20_at_01.00.48.png)\n",
"Display warning when exporting RGBA using PNG.\nRelated to #81390.\n\nWhen exporting a render to RGBA PNG the alpha isn't correct. The issue is related to the different color spaces and PNG (sRGB) not supporting pure emissive colors. We currently don't show a message to the user explaining that it could result into artifacts.\n\nThis task would be to add a message when user selects this combination. in the export panel. Or when saving an image that isn't sRGB encoded, using these settings.\n\nMessage still needs to be approved:\n`Saving/Exporting non sRGB but transparent images to PNG creates alpha differences.` With a warning icon.",
"Realtime mode for line art (And more!)\nCurrently line art is still slow to a point where a slightly complex scene will not be previewed in real-time. This is a problem needing to be addressed.\n\nBecause at the moment the line art modifier is a vector calculation, it's not as fast as GPU shaders, and works in a different way as well, which means there will be a lot of differences as of how the line is shaded and what kind of style can we apply.\n\nThere are some existing way of showing line art in real-time. The outline and mesh boundary \"look\" in the viewport is already a good example of real-time line art. Other method can be implemented as well for a real-time line art that \"looks good enough\", such as:\n\n- The GPU mode code in the soc 2018, which is from this paper: cole_2009_fhl.pdf Robust, needs adjacent geometry info, pixel-level depth visibility test, need chaining for stylization.\n- Classic \"inverted hull\" approach, but this can potentially be implemented into a render engine automatic operation (just like when you plug in a displacement node). This method looks natural for organic shapes, but lack of stroke stylization.\n- Various ways to get real-time intersections, which can include involving CUDA and some newer APIs (4.x+?) in OpenGL that allows random access of lists (Not widely supported by older drivers). The most efficient way of doing intersections can be using inverted hull method and with some blending tricks in the depth buffers.\n- Image filtering and tracing, this gives flexibility with styling but as the soc 2018 code shows the performance is limited by the bandwidth of client/gpu data transfer, making it not very much desired in the first place.\n\nCurrent line art code is getting more and more parallel, so it may eventually run on CUDA. All the \"real-time\" tricks we did up there won't be significantly faster if there's a large scene either.\n\nPlease give your thoughts on this :)\n\n------\n\n**More stuff?**\n\nBecause the workings of line art directly correlates to how people draw, this would naturally leads to shading and other advanced way of expressing geometry and shape forms. This could happen in current line art architecture, but could also be another module on top that get those results that are hard for conventional render engines to handle. With possible help from geometry nodes, some work can be done, we'll see.\n\n",
"Scaled up images are incorrectly interpolated\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nScaling up strips will result in sharp edge on left and bottom side. This is caused by discarder when `IMB_TRANSFORM_MODE_CROP_SRC` is used\nAdditionally image is not centered correctly. which is caused by incorrect `uv_start` coordinate\n\nPatch [D13124](D13124) resolves incorrect image coordinate. Also uses `IMB_TRANSFORM_MODE_REGULAR` if no cropping is used, but with cropping image will still have sharp edge issue.\n\n![Bez názvu.png](Bez_názvu.png)\n![xxx.png](xxx.png)\n[#103980.blend](T103980.blend)\n\nIssue visible immediately when file is opened\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![Screenshot from 2020-12-16 10-58-40.png](Screenshot_from_2020-12-16_10-58-40.png)\n\n![Screenshot from 2020-12-16 10-58-44.png](Screenshot_from_2020-12-16_10-58-44.png)\n\n",
"The Grease pencil lines look like fragmented\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.83 (sub 10)\n\nThe Grease pencil lines look like fragmented\n![Capture.PNG](Capture.PNG)\n\nDraw a thin, fast line, and then the lines look shredded\nor open attached file\n[gp_aa_bug.blend](gp_aa_bug.blend)\n",
"Grease Pencil - Straight line at beginning of stroke\nOperating system: Mac OS Mojave\nGraphics card: Intel UHD Graphics\n\nTablet: Wacom Cintiq\n\nBroken: 2.83.0\n\nWhen making fast strokes, there is delay that causes a straight line. Most noticeable when drawing quick circles. It seems to be there's a delay between starting the cursor pressing down and starting the stroke.\n![Screen Shot 2020-08-24 at 9.10.51 AM.png](Screen_Shot_2020-08-24_at_9.10.51_AM.png)\n\nBased on the default startup, adjusting setting doesn't change the behaviour. The straight line is present with all brushes.",
"\"New Image\" UI improvement\nNOTE: This design is still under discussion and is incomplete.\n\n# Current Issue\n\nThe UI for image creation in Blender doesn't make it very easy to pick an optimal resolution and could be improved for usability.\n![Screenshot 2022-07-16 175721.png](Screenshot_2022-07-16_175721.png)\n\nExperienced Blender users might know that you can:\n- Drag over both fields to edit both at the same time\n- Type `*` or `/` to multiply or divide the resolutions to keep standard resolutions\n\n# Proposal\n\nWe need to make these options more obvious and readily available:\n- Add a dropdown for common resolutions (128,256,512,1024,2048,...)\n- Add a toggle to either keep image square. When disabled choose resolution for both dimensions.\n- Add an option to type in a custom resolution\n\nThis still needs mockups and further discussion.",
"Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)"
] | [
"In 2.91.0 Image Editor fractional zoom does not display images correctly with some image resolution and configuration of the working areas.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.91.0\nWorked: 2.90.1\n\n1024x768 images in Image Editor with fractional 1:1 zoom shows aliasing due to incorrect scaling or something related to interface.\n\nOpen or render 1024x768 image and view it in image editor with fractional zoom 1:1 and maximized area of Image Editor.\nAlso, the appearance of the bug is influenced by the configuration of the working areas, for example, if two image editors are one above the other, then the fractional 1:1 zoom is correct. Also, at some proportions of the two editors, the display is incorrect. Perhaps 1:1 zoom works depending on the resolution of image and proportions of editor areas. \n[Zoom bug.blend](Zoom_bug.blend)\n![22222.png](22222.png)\n\n\n"
] |
Gizmo of blender2.8x rotation is harder to see than blender2.7x
Operating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5
Broken: version: 2.82 (sub 6)
Worked: blender2.79
Gizmo is displayed very thin after blender2.8
Very difficult to see and difficult to operate
![Gizmo.jpg](Gizmo.jpg)
I am using iMac 27 inch 2019.
macOS has applied the latest updater.
Gizmo is displayed very thin after blender2.8
However, when watching the YouTube blender 2.8 tutorial video, the gizmo is displayed normally.
I think it is a problem of Mac version blender 2.8x or a problem of RADEON.
| [
"Remove/Update \"Emulate Middle Mouse\" preference\nThis task is to check if it is reasonable to remove the emulate middle mouse option.\n\nBlender 2.7x didn't allow left-click-select and emulate middle mouse to be enabled at once, this never worked - it's just that in 2.8x we allow both options to be enabled at once with key-conflicts.\n\nSince I don't use a touch-pad on macOS / ms-windows, I'm not sure how common it is that middle-click gestures are enabled without having to manually configure it.\n\nAre there systems where using a middle-click still isn't practical?\n\nOptions could be:\n\n- Remove this preference.\n- Remove the keys that use Alt-LMB *(means re-working the keymap in some places)*.\n- Use an alternative shortcut that doesn't conflict, eg: OSKey (Cmd / Super / Windows-Key).\n\n *(By default this conflicts on Linux with many window-managers, these would need to be re-configured not to use Super-LMB).*\n\nUnless this is given some attention it's likely Alt-LMB will be used more, to the point Emulate-Middle-Mouse preference isn't useful and we'll need to remove or document all it's known limitations and accept Blender isn't fully usable with this enabled. \n\n----\n\nThere are currently conflicts using with emulate middle mouse\n\n- Number Button Alt-Drag to change all other selected items #69053 (Emulate 3 Buttons doesn't work with ALT Modifier key on UI buttons)\n- Edit-Mesh: Edge-ring de-select isn't possible.\n- Alt-MMB-drag to change views.\n- Un-clamped vertex slide can't be confirmed.\n- Grease Pencil, Circle Primitive\n- Weight Paint Gradient\n- Loop select *(Worked around with double-click, but not very convenient since selecting boundaries requires quad-click).*\n\nHere is a full list of potential conflicts in the default keymap.\n\nAre we serious about resolving these or would it be better to drop this option? \n\n----\n\nFrom a search of the code:\n\n```\ncat release/scripts/presets/keyconfig/keymap_data/blender_default.py | \\\n pcregrep \"(LEFTMOUSE|TWEAK_L|params.select_mouse|params.action_tweak|params.action_mouse).*alt\\\":\"\n```\n\n```\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"shift\": True, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.backimage_sample\", {\"type\": params.action_mouse, \"value\": 'PRESS', \"alt\": True}, None),\n (\"node.move_detach_links_release\", {\"type\": params.action_tweak, \"value\": 'ANY', \"alt\": True}, None),\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"shift\": True, \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"gpencil.primitive_line\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_box\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_circle\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_curve\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n```\n\n",
"Transform Gizmos still visible when switching modal operation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.3.0 Alpha\n\nRecently a change has been done to make the move, rotate and scale gizmos visible while dragging them.\nBut while dragging the gizmo you can still use modal shortcuts to switch to a different operation like move, rotate, scale, or even edge/vertex slide in edit mode.\nIf that happens the gizmo freezes in the current cursor position and doesn't change anymore.\n\n- Use the move tool\n- Drag the gizmo\n- While dragging press R or S\n\n- In Edit Mode use the move tool\n- Select an edge and drag the gizmo\n- Press G while dragging\n\n",
"Blender does not read rotation metadata in some videos\nOperating system:\nGraphics card:\n\nBroken: 3.6\nWorked: assume never\n\n\nBlender does not read rotation metadata in some videos\n\n\n- Download the `.mov` file from #107487\n- Open that movie in Blender, it's rotated 180 degrees.\n\nLooks to me that from the code blender never took into account of `AVStream::metadata`, where the rotation info of that particular (type of ?) file is saved.\n\nI have found some code online and fiddled it for a bit, it can read the metadata correctly, only thing lacking is the `imbuf` rotation implementation, or use its `transform`, need investigation.\n\n",
"Transform pivot gizmo not scaled properly when drawn\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 2.93.0\n\nThe transform pivot gizmo doesn't use the settings for gizmo size, and can become minuscule.\n\n- Create a cube.\n- Enter \"edit\" mode.\n- Select all & scale 20x\n- Zoom out so the cube fits the screen.\n- Go to \"object\" mode.\n- Press Ctrl + \".\" (period) to switch context and show the transform pivot axes.\nSince the object matrix is still diag(1,1,1), the pivot gizmo will not be scaled up, and will be drawn too small.\n\n{[F10172633](Move_vs_transform_pivot_gizmos.png), size=full}\n\nDetails:\nBefore the \"transform pivot\" is drawn, it is only transformed using the object matrix.\n\noverlay_extra.c:\n```\nDRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat);\n\n```\nThis means that for a mesh that is big in \"object local coordinates\", but the object matrix is\nstill ortho-normal, the gizmo will not be up-scaled to a proper size in \"screen space\".\n\nIn other places in the code, preferences -> Viewport -> Display -> Gizmo Size is used.\n\nFor example in transform_gizmo_3d.c:\n```\nvoid drawDial3d(const TransInfo *t)\n ...\n float scale = UI_DPI_FAC * U.gizmo_size;\n \n```\nSeems like a good idea to let the transform pivot axes be controlled by the U.gizmo_size as well\nto make their sizes constant in screen space.\n\n(PS This is not just me. I've been encouraged by other artists in my community to report this.)\n",
"Blender 2.8 Design UX\nBlender 2.8 Design UX\n\nThis is a list of all the most potentially polemic design changes already implemented in 2.8, designed or with a fuzzy design.\n\nThe idea is to collect them all here with an associated design task. Followed by the proposed designs to the code quest team and online contributors to get them signed off.\n\nOnce we have this sorted out we produce a document (code.blender.org post) to present all the design changes together.\n\n| Task | Status | Name | Details |\n| ----- | ----- | ----- | ----- |\n| #55039 | Todo | Top bar / command settings | Done. Paint and Sculpt Tool settings need some TLC |\n| #55162 & #54963 | Unknown | Default keymaps / minimal keymap / Switch to 2.7 keymap | Default keymap: Blender 2.8 keymap. Also available: Industry Standard Keymap|\n| None | Decision needed | Viewport presets | |\n| None | Unknown | Wireframe mode / Overlay / X-Ray | Done |\n| #54642 | Todo | Asset manager | Design Done. Implementation pending. |\n| None | Unknown | Multi-engine material pipeline (static overrides? outputs in same nodetre?) | |\n| #54951 | Incomplete | Single column (grid, search, ...) | Make text labels properly aligned. Add Search |\n| #54951 | Done | UI decorators | Done |\n| #54861 | Done | Status bar | Done |\n| None | Done | Tools / active tool / multi-editor | Done. Needs polish. |\n| None | Done | Multi-object editing (add/remove) | Implemented, no design doc |\n| #54707 & #54965 | Todo | Local view / viewport collection visibility | Design done, needs to be implemented |\n| None | Done | Subspace types (e.g., image editor) | Done |\n| #54986 | Done | Viewport navigation manipulator | Done |\n| None | Unknown | Workspaces (save, load, shader, duplicate, settings UI) | Todo |\n| None | Unknown | Look dev \"EEVEE\" settings for Cycles with no UI | |\n| None | Unknown | Per-window depsgraph read-only time decoupling | |\n| None | Incomplete | Scrollbars | Should not increase/decrease based on proximity - instead fade in based on threshold |\n| #54792 | WIP in branch | Dynamic overrides | Fully designed, partially function implementation in branch |\n| #54963 | Todo | Industry standard keymap | Design is mostly done, needs to be implemented |\n| None | Unknown | Alembic bound to collection | |\n| None | Unknown | Cache system (particles) | |\n| None | Done, for now | Pie-menus |We want to add pie menus to more keys |\n| None | Done | Default theme | 'Flatty Dark', but with correct Properties hierarchy |\n| #54949 | Incomplete | Bone selection | Bones need more contrast |\n| None | Done | Grease Pencil UI | Initial UI integration done. Next step is the Tools & Brushes concept |",
"Cylinder mesh (outline) will not display in ortho when viewed end on with no end caps.\nOperating system: Windows 10 64-bit\nGraphics card: Not applicable\n\nBroken: 2.80 64-bit installer 9/2/2019\nWorked: Cylinder displays correctly in version 2.79b\n\nUpon further investigation problem seems to be confined to Object mode only. Cylinder seems to display normally in Edit mode, front orthographic.\n\n**Update (9/27)**: If I add a curved path and go to Object mode to scale it to length it disappears from view in both Orthographic and Perspective views. It appears in Edit mode but the scaling works differently in Edit mode for some reason. In Object mode one end of path remains anchored when scaling on Y axis, for example, but in Edit mode scaling occurs in the positive and negative directions simultaneously.? Not a show stopper but puzzling.\nAgain, the translation and scaling icons are still visible but not the object. Other objects remain visible selected or not. Perhaps it has something to do with the selection order; just a thought.\n\nThis may not be the correct place for a suggestion about Blender version information but it could be helpful, particularly for bug reports and such to put version information in the main menu under 'About' as in other Windows apps.\n\n**Original Complaint**\nCreate cylinder mesh, 64 facets, no end faces, rotate 90d around X axis, scaled on X,Y,Z by 3 to 4. If you switch to orthographic view and try to view the cylinder end on its outline is not visible. You can see the object pivot or center of mass and any manipulation icons but not the object itself. Zooming has no effect. I could discern a couple of pixels sometimes when zooming to try to find the object but it is unknown whether they were part of the cylinder although they did display in the typical orange selection color.\n\nSimply create as described above and the results should be the same. No apparent issues result when same cylinder is created in version 2.79b.\n",
"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. ![Schermafbeelding 2019-09-18 om 14.03.06.png](Schermafbeelding_2019-09-18_om_14.03.06.png)\n\nWith any file: click Render -> View animation\n\n***\n\n### D9837",
"FCurve editor: Inconsistent/unclear display of group visibility state\nWin7/64, GTX 750 Ti\n\n2.74 official\n\n![Unbenannt36.PNG](Unbenannt36.PNG)\nThe group visibility icon (in red circle) makes no useful statement about the visibility of the contained channels.\n\n - Open [FCurveVisibleState.blend](FCurveVisibleState.blend)\n - As you can see in the FCurve window, all three channels are visible (True), so is the group.\n - If you click the visibility of the \"X Location\" channel in order to hide it, the group visibility is still True.\n - If you additionally hide the Y and Z location, the group visibility state is still True.\n\nThis means that the group visibility icon is True if either all, some or none channels are visible. In other words, it does not reflect anything useful. It only acts as a button to toggle the state of the channels.\n\nIf the group icon is not to display an intermediate state (some but not all channels are visible), the True state should indicate that at least one channel is visible. Consequently, the only required change is: If no channel is visible, the group icon should also be set to False. Otherwise, if the group is collapsed and the group icon displays True, we always have to expand the group in order to find out if any channel is visible at all.\n",
"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",
"Bisect Tool Todo\n## Bisect\n * - [ ] {icon circle color=yellow} We should add an updated Gizmo here ![bisect_manipulator](bisect_manipulator)\n\n *Comment: should this gizmo's plane be an outline (design looks opaque), also, it's quite different to the previous design, see: #54661 ~ ideasman42*\n\n *Answer: This design is more similar to what we have now, but makes it easier to rotate and move the bisect plane along specific axes. The blue plane here should be transparent, not opaque. ~ billreynish*\n\n * - [x] {icon circle color=yellow} We should add these options to the tool settings: Fill, Clear Outer, Clear Inner. Otherwise, users have to keep setting these settings for every bisect operation.\n * - [ ] {icon circle color=yellow} We should add an option called 'Only Selected' just like the Knife tool. Currently it always only applies to selected elements, but that makes many successive bisects annoying because you constantly have to select all. \n",
"Orbit inverted on Mac with Magic Mouse\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.24 355.11.10.50.10.103\n\nBroken: version: 2.92.0\nWorked: 2.91.0\n\nIn 2.91, when i moved my fingers on the touch-sensitive Magic Mouse to orbit, it would move in the opposite direction, which is what i, and most likely most Magic Mouse users are used to; however in 2.92.0, the orbit is the same as using a regular scroll wheel. Very disorienting, and there are no settings to invert this navigation, as far as i am aware.\n\nDefault Startup > Orbit with Apple Magic Mouse, touch sensitive surface.\n\n",
"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.",
"Viewport: Auto-Depth rotation ignore transparent image reference empties\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\ncant rotate around partially occluded image objects.\n\n\nopen file, make sure rotate around mouse is enabled in preferences. hover mouse over either side images and hold in the mouse wheel, move the mouse, the view will rotate around the mouse. Now do the same for the middle image, the view no longer rotates around the mouse.\n\n[rotate around mouse bug with image objects that are occluded.blend](rotate_around_mouse_bug_with_image_objects_that_are_occluded.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",
"Edge Slide via the GG shortcut can show incorrect selected checkboxes\n%%%--- Operating System, Graphics card ---\nWindows 8 x64, GTX560SE\n\n - Blender version with error, and version that worked ---\n2.67 r56888\n\n - Short description of error ---\nEdge Slide via the G-G shortcut can show incorrect selected checkboxes in Tools Shelf: eNwW8Kj.gif\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nOpen attached .blend file. With an edge selected, use \"Edge Slide\" button in Tool Shelf. Click on checkbox \"Correct UVs\". Select another edge and now use Edge Slide via the G-G shortcut - tool behaves as if \"Correct UVs\" selected, but it's showing unchecked in Tools Shelf.%%%"
] | [
"UV editor overlays not working properly on MacOS\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits (MacOS Mojave 10.14.6)\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\nHardware: MacBook Pro 15-inch 2019\n\n\nBroken: version: 2.81 (sub 15)\nBroken: version: 2.80 (official release)\nWorked: 1184951697015234560 \n\nEdge overlays in the UV Editor seems to be broken here and the default thickness is hard to work with on a retina display.\nI was advised that a \"white\" or \"black\" overlay should make it thicker, and it barely affects it.\n\n- Open Blender\n- have a mesh with a material and UVs, in edit mode\n- Go to the UV editor and show the current UV map\n- In the display panel, click the various \"display as\" options under \"Overlays\". Change is barely visible.\nNote: in the system preferences, the \"line width\" setting doesn't seem to affect it either.\n\nSee attached screenshot.![blenderUVthickness.png](blenderUVthickness.png)\n\nThanks a lot !\n\n\n",
"Line width unsupported on macOS\nCurrently macOS doesn't support thick lines using `glLineWidth`.\n\nExample with gizmos ![Gizmo.jpg](Gizmo.jpg)"
] |
Twitchy behavior in Eevee during walk/fly mode.
Operating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6
Broken: version: 3.0.0 Alpha
First and foremost i must give a epilepsy WARNING - IF YOU ARE SENSITIVE TO FLASHING LIGHTS DO NOT TRY OUT THE STEPS BELOW.
If you activate walk/fly mode while in rendered mode and there is volume object in the scene the object will exhibit a weird twitching behavior even if you remain still i.e do not use your mouse or keyboard after activating walk/fly mode.
1) Delete cube.
2)Add Suzanne monkey
3)Add a empty volume object
4)Add a Geometry node modifier on the volume object.
5)Add a 'Points to volume' node in the modifier
6)Add a object info node and select Suzanne as the target.
7)Connect the 'geometry' socket of the newly added object info node into the points to volume node.
8)Switch to rendered mode
9) Go into walk/fly mode, by default the hotkey is shift + ~
10) Observe a weird blinking/twitching behavior.
A similarish behavior can also be observed with soft shadows. | [
"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",
"weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n",
"Using python handlers introduces artifacts with EEVEE motion blur\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\n\nRendered image has \"wrong\" motion blur\n\n0. Open attached .blend file\n[motion_blur.blend](motion_blur.blend)\n1. It contains a script, which sets the cube position via a follow path constraint based on the current frame:\n![script.PNG](script.PNG)\n2. Set motion blur steps to 1, render:\n![1_step.png](1_step.png)\n3. Set motion blur steps to 8, render:\n![8_step.png](8_step.png)\n",
"The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)",
"\"RENDER_OT_render\" called with \"EXEC_DEFAULT\" freezes Blender with Eevee motion blur enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\n\nbpy.ops.render.render() called without 'INVOKE_DEFAULT' from the Python Console or script freezes Blender when Eevee motion blur is enabled.\nAnd the same issue is in the 2.91 Alpha version.\n\n----\n\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Open Python console\n- type in bpy.ops.render.render() and hit enter\n\n----\n\n*Edit* (added method that doesn't activate via Python).\n\n**Exact steps to reproduce the error without activating from Python.**\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Run this script in the text editor\n\n\n```\nimport bpy\ndef menu_func_import(self, context):\n layout = self.layout\n layout.operator_context = 'EXEC_DEFAULT'\n layout.operator(\"render.render\", text=\"Blocking Render\")\nbpy.types.TOPBAR_MT_render.append(menu_func_import)\n```\n\n- Run \"Render -> Blocking Render\" from the top-bar.",
"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",
"sculpt mode artifacts if displace modifier is active\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn sculpt mode if the displace modifier is active the brush behavior is unpredictable, especially with the smooth brush.\nIt looks like that the sculpting mode takes account of the mesh after being modified by the modifier and start the sculpt over it.\n'm reporting this because in other modes the modifier and the actual edit of the mesh are handled as separate thing.\n| [smooth_brush_prob.mp4](smooth_brush_prob.mp4) | [06_24_2022.mp4](06_24_2022.mp4)\n| -- | -- |\n\n- Open any of the attached files and try to smooth or grab as done in the video\n\nthanks!\nMax\n\n\n[smooth_bug.blend](smooth_bug.blend)\n[sculptbug_24062022_1422_44.blend](sculptbug_24062022_1422_44.blend)",
"Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur",
"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",
"Eevee: Occasional render glitches when using attribute node\nOperating system: Linux, specifically KUbuntu with X11\nGraphics card: RTX 3080 (Driver Version: 530.30.02, CUDA Version: 12.1)\n\nBroken: 2.93 - 4.0.0 Alpha, 2023-06-29, f47eed749eaf\nWorked: 2.92 (as available on Steam)\n\nUsing an attribute in an Eevee material causes occasional but severe render glitches. This does not happen consistently on any particular frame. It does not happen when rendering from the command line with `--background`.\n\nTo reproduce, render an animation with the attached Blender file. One in every 50 frames or so are corrupted. Occasionally it gets most of the way through the animation before ever producing a bad frame.\n\nThis file is basically the startup file with two changes:\n1. An attribute node with the name set to \"Color\" is plugged into the base color on the default material.\n2. The sample count is lowered to one. (The issue persists without this, but with a higher sample count, some samples glitch and others do not. The final image is a mix of the glitched and regular samples.)\n\nI have ensured that this is not a problem with my particular Blender settings by deleting everything in `~/.config/blender/4.0/config` and selecting \"Save New Settings\" in the splash screen before opening and rendering the file in the 4.0.0 alpha.\n\nNormal frame:\n![Normal Frame](attachment)\n\nCorrupted frame (as rendered in 2.93, some other versions simply display a transparent hole where the cube was without affecting the background):\n![Corrupted Frame](attachment)\n\n",
"blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.",
"EEVEE motion blur doesn't work on objects with loose geometry\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3080, 3090\n\nBroken: 2.93.6\nWorked: never\n\nEevee motion blur doesn't work on skinned to an armature objects with vertices or edges that not owned by any face.\n\n1. Create a cube and an armature\n2. Skin the cube to the armature by an Armature modifier and painting weight\n3. Animate bone\n4. Turn on motion blur en EEVEE.\n5. Duplicate a single vertex or extrude it\n6 Render.\n\nAll these steps was done in the attatched file, you can just render it. [motion_blur_bug.blend](motion_blur_bug.blend)",
"'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",
"Eevee render alpha inverted when performance-high_quality_normals is off\nOperating system: windows 10 pro\nGraphics card: AMD HD8950 (driver version : 20.10.35.02)\n\nBroken: (Steam Version: 3.0/2.97/2.8/)\nWorked: (2.79 and before.(no eevee version)\n\nWhen eevee performance high_quality_normals is off, realtime render and render result seems weird. it's like alpha is inverted and sametime the light not works either.\n\nHeres render result:\nHigh quality normals ON:\n![image.png](image.png)\nHigh quality normals OFF:\n![image.png](image.png)\n\nRealtime render viewport videos\n\n[2022-02-07 16-41-56.mkv](2022-02-07_16-41-56.mkv)\n\n[2022-02-07 16-45-58.mkv](2022-02-07_16-45-58.mkv)\n\n[2022-02-07 16-38-38.mkv](2022-02-07_16-38-38.mkv)\n\n\nOpen blender and create a file, make sure high_quality_normals in eevee rendering settings is off. then switch to eevee render",
"Rigidbody doesn't work when you change motion blur steps in eevee\nOperating system:debian buster\nGraphics card:nvidia gtx 1070\n\nBroken: (example: 2.90, 0330d1df29c0, master, 2020-08-31, as found on the splash screen)\nWorked: Never\n\nRendering unbaked rigidbody simulation in eevee with motion blur with 2 or more steps will cause simulation to stop working.\n\n[#80388.blend](T80388.blend)\n- Open file\n- Check if rigidbody simulation works\n- Render image\n- Check if rigidbody simulation works\nIt doesn't work anymore."
] | [
"Fly/Walk in viewport, Workbench/Eevee do not stop rendering at sample limit\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken since at least 2.80 and still broken in 2.91.0 Alpha\n\nWhen using Walk or Fly navigation modes using any built-in renderer except Cycles, the viewport will render the specified number of samples, then start again from sample 1 and repeat indefinitely, *even if the navigation is motionless.* This can be seen visibly. If set to 1 sample, it still re-renders it indefinitely. This can be confirmed via GPU usage.\n\nEnter walk or fly mode in any scene, using any viewport mode, and any renderer except Cycles. If you have a hard time seeing it, you can use Eevee and any volume shader to more easily see each sample as it's rendered.\n\n**Misc notes**\nI'm aware Workbench's render settings are anti-aliasing samples instead of sample count, but it still re-renders those anti-aliasing samples.\n\nIt's not a pressing problem, but it does waste GPU resources and can introduce visible flickering. It should either stop rendering when it reaches the set number of samples (like orbit), or stop rendering after 1 sample regardless of sample limit. The latter would actually be more useful in my use case, even for regular orbiting. My proposal: It could pause for about 500-1000ms (configurable?) before rendering sample 2 and onward. This would improve viewport responsiveness, but still retain the benefits of rendering the full quality version during navigation."
] |
Viewport background screen strobe
Operating system: Windows 11
Graphics card: Intel iRISx
Broken: 3.0.0 2021-12-02 18:35
Worked: 2.93.6 2021-11-16 14:54
Viewport background screen now has a subtle, but annoying, strobe emanating from the centre of the viewport.
Based on the default startup. | [
"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![Screenshot from 2020-12-16 10-58-40.png](Screenshot_from_2020-12-16_10-58-40.png)\n\n![Screenshot from 2020-12-16 10-58-44.png](Screenshot_from_2020-12-16_10-58-44.png)\n\n",
"Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n![Screenshot.png](Screenshot.png)\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)",
"Regression: Viewport selection outline is not 1px width when I set this size. It is very jagged and overlaps shape\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: 2.79\n\nToday I start to work with lot of small details. And I need thin and sharp selection outline. But I can`t achieve it.\nAnd I can`t go back to 2.79, because I use Gometry nodes. So now i have worse viewport reading without alternatives.\n\nHere is «1px» outline without AA. zoom screenshot and look. Outlines are bold. Despite viewport AA is off, they are still have irregular smoothing.\n{[F12875362](47994019.png) size=full}\n\n2,8+ distorts silhoette much, it is not actually OUTline, it overlaps shape.\n![48062934.png](48062934.png)\n\n2.79+ keeps silhoette better with more acurate outline\n![48032632.png](48032632.png)\n\n2,8+ Outline is not outline actually, its width grows inside too, and it ruins shape even more.\nSame shape, different line width:\n![48135404.png](48135404.png)\n\n2.79 Outline grows only out and keeps the shape seen. (But with ugly dents)\n![изображение.png](изображение.png)\n\nAlso Looks relative to this regression: [D10436: Fix #85650: Userpref to disable Fresnel Effect for Wireframes.](D10436)",
"Using View Navigation in Camera View Causes Viewport View to Focus on World Origin\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nUsing view navigation (Shift+\") in camera view (Numpad 0) causes to lose the previous viewport view (Numpad 0 again) and it focuses world origin. \n\n1- Launch default Blender.\n2- Change your view to anywhere (For example zoom in to a vertex of the cube).\n3- Go in camera view (Numpad 0), use view navigation (Shift+\") and right click to cancel it (you can change view with left click as well, it doesn't matter).\n4- Go in viewport view (hit Numpad 0 again), notice that your previous view changed (it now focuses world origin)\n\nBelow gif demonstrates the issue:\n![focus_view_issue.gif](focus_view_issue.gif)\nView navigation that I used:\n![view_navigation.jpg](view_navigation.jpg)\n\n",
"Render: Option to use fullscreen depthbuffer for tracing\nAdd an option to allow the use of a more precise depth buffer when doing screen space effects.\n\nThat may solve some issue regarding noise or self intersection.",
"Camera background movieclips are not visible if \"Viewport Shading\" is set to \"Rendered\" \nOperating system: Linux-5.4.0-65-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.92.0 Beta\nWorked: 2.90.1\nCaused by 3ffa0452af\n\nWhile static background images of cameras are correctly visualized when \"Viewport Shading\" is set to \"Rendered\", background image sequences defined with the clip editor are only visible when \"Viewport Shading\" is set to \"Material Preview\", \"Solid\" or \"Wireframe\" \n\nIn the following python script adjust the path such that it points to some valid input image.\n\n[background_image_test.py](background_image_test.py)\n\nExcecuting the script creates two cameras. \n\nThe first camera contains a static background image (see the code snippet below)\n```\nstatic_background_image = static_camera_data.background_images.new()\nstatic_background_image.image = bpy.data.images.load(image_fp)\n```\nand is visible for all \"Viewport Shading\" types.\n![static_background_shading_rendered.png](static_background_shading_rendered.png)\n\nThe second camera contains a background image defined by a video clip (see the code snippet below),\n```\ndynamic_background_image = dynamic_camera_data.background_images.new()\ndynamic_background_image.source = \"MOVIE_CLIP\"\ndynamic_background_image.clip = bpy.data.movieclips[first_fn]\n```\nwhich is not visible when \"Viewport Shading\" is set to rendered.",
"Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n",
"Text Object Edit Cursor nearly invisible in 2D Animation or Light Background\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics 640 Intel 4.5.0 - Build 26.20.100.7986\n\nBroken: version: 2.92.0 Beta\n\nMost of my workflow takes place with a light background, as is the case with the 2D-animation startup file. As you can see from the attached image, the Text Object Edit cursor is easily visible with a darker world, but in the 2D-animation with a light world, it is nearly invisible and unusable when there is a lot of text, making editing within Blender untenable.\n![TextObject Edit Cursor.png](TextObject_Edit_Cursor.png)\n\nOpen Blender, select 2-D animation. Go back to object mode. Press Shift-A, Add a Text object. Turn the object towards the camera or rotate the camera to see the text. Change the text object's material to black or another color so it is easily visible from the background white. Tab to edit mode. Paste or type in a paragraph's worth of text, then try and go in and edit it. The text cursor is basically invisible, making editing the text extremely difficult. \n\nThis is NOT the mouse pointer, this is the text-edit cursor. I also checked on this thread T78498 but confirmed in the screenshot that the overlays are turned on. I also checked through all Edit > Preferences > Themes, but could not find a setting that affects the color of the text cursor/highlight. \n\nThe quick fix would be to give access in the preferences to the cursor color for text object edit (then we could just change it to Magenta or something visible with common backgrounds). The fancier fix would be to adjust the cursor color based on the background or have it be half white/black so it is always visible.",
"Right clicking on 3D Viewport Header not working as expected\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\nWorked: (3.6 and older)\n\n\nIf you Right click on empty space of 3D Viewport Header it will not bring Header Menu for disabling or enabling Header. it was possible in version 3.6\nThere are just 2 options to bring menu:\n1- Right click very close to Header items but not inside items(it's really hard to reach)\n2- disable region overlap (many prefer not to turn it off)\n\nI know it is now available to see and select objects through header but I think old right click should back to header because:\n1- constancy( when you right click on all other editor's header that menu will pop up)\n2- beginner friendly (imagine someone new to blender or blender 4 wants to hide header and he does not know new region toggle pie menu so it is hard to hide it)\n\n",
"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)",
"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",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n",
"Issue with toggling fullscreen in camera view in cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 15)\nWorked: version 2.79\n\nThe location of the object in camera view shifts when toggling fullscreen\n\nBased on the default startup\n1. Switch the render engine to cycles\n2. Numberpad 0 enter camera view and scroll to zoom in\n3. Switch to rendered view\n4. Open Window menu and toggle window full screen\n5. Ctrl Alt Space bar to full screen the area\nWatch the attached video for details.\n[Fullscreen Bug 3.mp4](Fullscreen_Bug_3.mp4)\n\n",
"Camera Background image is appearing greyish in 3D Viewport \nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080Ti\n\n**Blender Version** 3.2.1\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac9e\nWorked: \n\nCamera Background image is appearing greyish in deep black area in 3D Viewport but showing completely normal in Image editor section and renders. \nEven after turning on \"View as Render\", problem is still there.\n \nOpen the attached blend file.[Blender BG Bug Report.blend](Blender_BG_Bug_Report.blend)",
"Faces culled with \"backface culling\" still receive shadows in the viewport\nSorry if this is a repeat report. I was unable to find another report for this.\n\nOperating system: NA\nGraphics card: NA\n\nBroken: All versions of Blender 2.8X and 2.90 that I am able to test.\nWorked: Never\n\n**Short description of error:**\nWhile the \"Backface culling\" option is enabled in the viewport, the culled backface will still receive a shadow when the \"shadow\" option is also enabled.\n\n![Screenshot from 2020-04-25 15-14-07.png](Screenshot_from_2020-04-25_15-14-07.png)\n\nFor example, here's a box with all it's normals facing inwards. With backface culling, we are able to see inside the box. But with shadows also enabled (as seen in the picture), shadows are cast onto the \"culled\" faces.\n\n![1.jpg](1.jpg)\n\n**Exact steps for others to reproduce the error:**\n1. Create scene with an object that has it's normal facing away from the camera (you're seeing the backface).\n2. Enable \"Backface culling\" in the viewport shading options.\n3. Enabled \"Shadows\" and adjust the position of the \"light\" such that the \"back face is in shadow.\n4. The backface should now have a shadow placed on it.\n5. If you reproduce the steps above for the workbench render engine, the same issue applies.\n\n[Backface Shadowing.blend](Backface_Shadowing.blend)"
] | [
"Viewport has strange \"lens flare\" like artifact \nOperating system: Windows 10 PRO 21H1\nGraphics card: NVIDIA RTX3090 + GTX960\n\nBroken: (example: 3.0.0 RC 2021-11-30 14:40\nWorked: all previous versions\n\n\nViewport has strange \"lens flare\" like artifact see linked image. Is this in fact a bug with the viewport? If not please provide a preference to turn it off. \n\nThank you\n\n![Screenshot_5.png](Screenshot_5.png)\n\n![InkedScreenshot_5_LI.jpg](InkedScreenshot_5_LI.jpg)"
] |
Geometry nodes/modifiers: separate system influence to another GN performance (like invisible link). Performance drop
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95
Broken: version: 3.3.1
3.2 is broken too
There are three systems with Suzannas. All have GN modifiers.
If one of them enabled, that drops fps and performance for other systems.
If only another (blue, identical!) system enabled, it will not influence on green`s performance and fps.
Open file, drag factor for green suzanna on curve.
It is slow.
Disable modifiers on red suzanna, green will follow curve with good fps, if you will drag factor again
But blue suzanna have full copy of red`s modifiers. And it do not influence to all others.
Important! «Nurbs path.001» was copied from «Nurbs path», and «Follow curve w» modifier was copied from «Follow curve» modifier.
But blue suzanna made with shift A, and its modifier was not copied as modifier, but modifier was created from scratch and nodes was copied from red to blue.
So there is somwhere invisible link, that bonds green to red and force to recalculate it!
[follow.blend](follow.blend)
[2022-11-07_13-42-08.mp4](2022-11-07_13-42-08.mp4)
[2022-11-07_13-53-32.mp4](2022-11-07_13-53-32.mp4) | [
"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)",
"Regression: Performance regression after support modifiers on curve objects commit\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nCaused by b9febb54a4\n\nPerformance regression playing timeline this this file (Modified Mr Elephant):\n\n[mr_elephantAnimed.blend](mr_elephantAnimed.blend)\n\nOpen the file and play the timeline in eevee rendered mode.\n\nFirst problematic commit: b9febb54a492ac6c93802fb0aa189d4c3fd99b0b\n\nPerformances before:\n80 fps on my system (idk why the framerate is not limited to 60 btw)\n\nPerformances after:\n41 fps on my system\n",
"Node Group Sliders Slow Performance using Packed Textures\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.6, also tested in the 2.91 daily build, and 2.90.1. Same performance.\n\nUsing custom nodes groups sliders with packed textures make them very slow using Cycles, on EEVEE it seems working fine. \nIf i unpack the textures the sliders acts normally.\nI also notice every time i use any slider in the top left corner shows \"Updating images\" and the freeze occurs. \nI also discover if i change the values of all the sliders that are using the packed textures it comes back to normality and the lag disapears.\nIm not a tech but it seems it has something to do with loading the textures.\nSize and image formts seems that are not the problem i tried changing them.\n{[F9090399](Packed_textures_performance.gif), size=full}\n\n- Append node group with textures unpacked.\n- Sliders working good and fast with textures unpacked.\n- Pack the textures.\n- Sliders and load times freezing.\n- Unpack the textures again.\n- Sliders come back to normality.\nor\n- Open attached .blend file\n- Play with the custom node sliders\n- Unpack the textures again.\n- Sliders come back to normality.\n\n[Packed _Performance_new.blend](Packed__Performance_new.blend)\n\n",
"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)",
"Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n",
"Metaball fixes\n- [ ] Dependency graph integration\n- [ ] Naming based design is weak\n\nThere are many issues with the current version of metaballs. If we won't fix them we may want to consider to deprecate/remove this in future releases.",
"Cycles shading nodes missing updates when editing muted nodes\nOperating system: Linux-5.13.0-28-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nConnecting, desconnecting or muting separate node doesn't properly update \n[cycles update.m4v](cycles_update.m4v)\n\n[cycles update bug.blend](cycles_update_bug.blend)\n\n1- Switch viewport to render preview\n2-Connect the separate node. \n3-mute unmute, connect disconnect as its shown in the video description. ",
"Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|![Camera collection top.png](Camera_collection_top.png)|![Linked object collection top.png](Linked_object_collection_top.png)|\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"Generic way for modifiers to check user-edited flags\nThe simulation modifiers need to take care of invalidating cache when user edits are performed on the modifier itself, or its dependencies.\n\nFor the point cache (rigid body simulation, for example) this is done as a dedicated dependency graph node, which is hooked to the rest of the graph via a relation which has `RELATION_FLAG_FLUSH_USER_EDIT_ONLY` flag. The benefit of such approach is that a generic callback function can be used (without capturing any internal state of the graph). The downside is the more complex routing of relations.\n\nThe simulation nodes took a bit different approach: the nodes modifier has a special lambda callback which checks the node and dependency graph state:\n```Cpp\nmodifier_node->evaluate = [](...) {\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n ...\n }\n}\n```\n\nSuch approach allows to access the modification state without extra nodes and relations, but it is not very generic: ideally the modifier-specific logic will be left to the modifier's \"apply\" callback.\n\nFortunately, there is a simple modification to the current nodes modifier callback we can do!\n\nGeneral idea: have a generic modifier node callback (for all node types) which will copy the user-modified flag from the modifier dependency graph node to the modifier data. The modifier's \"apply\" callback then can make decision based on this flag.\n\nPseudo-code of this proposal goes as following:\n```Cpp\nmodifier_node->evaluate = [modifier_index = ...](::Depsgraph * /*depsgraph*/, ...) {\n ModifierData *md_eval = object_eval->modifiers[modifier_index];\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n md_eval-> flag |= MODIFIER_USER_MODIFIED;\n } else {\n md_eval-> flag &= ~MODIFIER_USER_MODIFIED;\n }\n}\n```\n\nUse the modifier index since it can be captured at the graph construction time, and will stay available even if the original objects are destroyed (the long-term goal is to allow the depsgraph be fully independent from the original scene after its Copy-On-Write was run). It is a bit annoying to do an index-based lookup in the list, but it is unlikely to show up in a profiler.\n\nThe geometry node modifier can immediately use this new flag. In a longer term the rigid body will do the same or be migrated to the new simulation framework :)\n\n",
"soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\n\n",
"Geometry node group input for \"Single Value Only\"\nAdd a new \"Single Value Only\" option to node group inputs, only for geometry nodes.\n\nThis would hard-code the non-field status of that input, and remove the \"Use attribute\" toggle in modifier and tool inputs.\n\n",
"Geometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nGeometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\n\n[GN_OnCage_option.blend](GN_OnCage_option.blend)\n- open .blend\n- we have two modifiers doing the same thing:\n - a GN modifier that just translates 2 along the X axis\n - a \"traditional\" displace modifer doing the same thing (could be achieved differently)\n![image.png](image.png)\n- now toggle the `On Cage` option in the modifier for the GN modifier (it puts the result in the space or the original editcage -- wrong)\n![image.png](image.png)\n- disable the GN modifier, enable the displace modifier, toggle its `On Cage` option (it puts the editcage in the space or the result -- expected)\n![image.png](image.png)\n",
"NVLINK two 3090s are slower than a single 3090 when SLI turned on.\nOperating system: Windows\nGraphics card: RTX 3090\n\nBroken: 3.3.2\nWorked: \n\nI'm very late to realizing this issue but once I pegged it I knew it was always there. Long time blender user, I've normally rendered in Houdini/Redshift but I've switched to rendering in CyclesX ever since I saw that you could distribute memory across two 3090s via NVLINK. I'm jumped on the opportunity and have been working this way every since. Having 48 gb of VRAM has opened a lot of workflows for me. However, I was always susipicious of my render speeds. The thing is a single 3090 is so fast anyways that I never really thought much of it. However today I was trying to do some renders on both of my machines, one has the two 3090s connected via NVLINK and the other has a single 1080 ti and single 2080 ti. \n\nEssentially the computer with the 2080 ti and 1080 ti was out-performing the machine with two 3090s by about 15%. This caused some alarms to go off in my head so started to test it out on multiple projects and it was always the same case. The 3090s machine was slower. (purely talking about the sampling speed, I always has persisted images turned on)\n\nSo I tried a couple of things. I tried turning off the check box for distribute memory across gpus and that didn't really do anything. I tried checking off one of the gpus in system settings and that made it even slower.\n\nI thought about unplugging the nvlink bridge but figured that would be a lof of work and if this was a normal situation then I would want a faster solution. This led me to the Nvidia Panel. In that app I was able to quickly turn off SLI connection (I was under the assumption that didn't do anything anymore but I guess I was wrong).\n\nBasically, once I did that my render times were extremely fast. Renders that were taking 1:09 were now rendering around 18sec. Which made sense to me because two 3090s should be much faster then computer with a 1080 ti and 2080 ti (that rig was about 45sec for the similiar render). However, now that SLI was turned off I tried one of my bigger files and noticed, as expected, that it could barely handle the number high resolution textures it had because the VRAM limit was now down to 24gb.\n\nSo I came to conclusion that although with NVLINK you do get the VRAM increase but at a severe cost to performance. Is this the case? Or is this a bug?\n\nIn either case is there going to be attempt to rectify this? I was okay with a slight performance hit but this is more than twice as slow. Seems pretty severe so I thought I'd report it.\n\nHope this is helpful and thanks!\n\n-Chris Parks\n\n",
"GN: Delete Geometry node hides edges in some cases\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha\n\nHard to describe this one more abstract..\n\nI start with a mesh line primitive (0,0,0) (0,1,0) and extrude it **n** times along **x** to get a grid.\nNow I try to delete all points with a distance from the **y** axis greater than **d** \nWhenever **d** lies between the first and the last extrusion, the edges of the starting primitive are not displayed.\nIt shows up in the spreadsheet however and reappears if I apply the modifier and tab into edit mode and back \n\n[2022-02-05 19-27-50.mp4](2022-02-05_19-27-50.mp4)\n[del_geo_node.blend](del_geo_node.blend)\n\n"
] | [
"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"
] |
Sometimes the Viewport is damaged.
Win 10
GTX 1070 - Latest Studio Driver
Broken: Blender 2.90 - Hash: 4db63b648643
Worked: Blender 2.83
Viewport is damaged on Startup
Unfortunately the whole thing is not reproducible, sometimes the startup works several times in a row and sometimes I have a damaged viewport several times on start.
Of course I tried it with the default settings.
Same problem.
It should look like this:
![01.jpg](01.jpg)
But sometimes it looks like this:
![02.jpg](02.jpg)
or this:
![03.jpg](03.jpg)
and so on:
![04.jpg](04.jpg)
```lines
Microsoft Windows [Version 10.0.19041.329]
(c) 2020 Microsoft Corporation. Alle Rechte vorbehalten.
e:\Blender-28>blender.exe --debug --debug-gpu
Switching to fully guarded memory allocator.
Blender 2.90.0 Alpha
Build: 2020-06-15 22:44:48 Windows Release
argv- [x] = blender.exe
argv- [x] = --debug
argv- [x] = --debug-gpu
Read prefs: e:\Blender-28\2.90\config\userpref.blend
read file e:\Blender-28\2.90\config\startup.blend
```
Version 290 sub 4 date 2020-06-15 16:49 hash 4db63b648643
```
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: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB
Using OpenGL 4.3 debug facilities
GL application marker: Successfully hooked OpenGL debug callback.
GL API other: Buffer detailed info: Buffer object 1 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
found bundled python: e:\Blender-28\2.90\python
register
Warning: class UV_OT_quad_unwrap contains a property which should be an annotation!
E:\Blender-28\scripts\addons\quad_unwrap.py:181
```
assign as a type annotation: UV_OT_quad_unwrap.use_linked
```
cmolcore imported with success! v1.11
µûçõ╗ÂÕñ╣µ¡ñGreen== UV_Tool
Triangle::System: nt
Triangle::Lib path: E:\Blender-28\scripts\addons\mesh_triangle\Triangle.dll
_______REgister previews
.. .ao
.. .ao_legacy
.. .bevel_mask
.. .cavity
.. .curvature
.. .diffuse
.. .displacment
.. .dust
.. .id_element
.. .id_material
.. .normal_object
.. .normal_object_bevel
.. .normal_tangent
.. .normal_tangent_bevel
.. .paint_base
.. .position
.. .selection
.. .wireframe
IOPS Registered!
NAME : %s interactivetoolsblender
register
Loading MHX2 importer-runtime v 0.30
build loaded
MHX2 armature loaded
MHX2 successfully (re)loaded
Registered W_Mesh
register_class(...):
Warning: 'rborder.camera_panel' doesn't contain '_PT_' with prefix & suffix
register_class(...):
Warning: 'Scatter_MT_C_Slots_PresetMenu' doesn't have upper case alpha-numeric prefix
register_class(...):
Warning: 'scatter_MT_confirm_dialog' doesn't have upper case alpha-numeric prefix
Warning: class EXPORT_OT_svg contains a property which should be an annotation!
e:\Blender-28\2.90\scripts\modules\bpy\utils\__init__.py:712
```
assign as a type annotation: EXPORT_OT_svg.render_range
```
register_class(...):
Warning: 'PanelSVG' doesn't contain '_PT_' with prefix & suffix
Imported Surface Follow and UV Shape
register_class(...):
Warning: 'extra_image_list.image_list' doesn't contain '_UL_' with prefix & suffix
TypeError: CollectionProperty(...): expected an RNA type, failed with: RuntimeError: , missing bl_rna attribute from 'RNAMetaPropGroup' instance (may not be registered)
Exception in module register(): E:\Blender-28\scripts\addons\Principled-Baker\__init__.py
Traceback (most recent call last):
```
File "e:\Blender-28\2.90\scripts\modules\addon_utils.py", line 382, in enable
mod.register()
File "E:\Blender-28\scripts\addons\Principled-Baker\__init__.py", line 124, in register
bpy.types.Scene.principled_baker_combinelist = bpy.props.CollectionProperty(type=PBAKER_CombineListItem)
```
ValueError: bpy_struct "Scene" registration error: principled_baker_combinelist could not register
Warning: Add-on 'triplanar_uv' was not upgraded for 2.80, ignoring
Loading MH community plug-in v 0.6.3
Loading sync plug-in
sync plug-in loaded
Loading kinect Sensor plug-in
kinect Sensor plug-in loaded
MH community plug-in load complete
e:\Blender-28\2.90\makehuman.default.settings.json
CAD Transform 0.0.7 : ready
Warning: class MESH_OT_optiloops contains a property which should be an annotation!
E:\Blender-28\scripts\addons\optiloops\__init__.py:318
```
assign as a type annotation: MESH_OT_optiloops.angle_threshold
assign as a type annotation: MESH_OT_optiloops.only_closed
assign as a type annotation: MESH_OT_optiloops.keep_subsurf_influencing_loops
assign as a type annotation: MESH_OT_optiloops.keep_seams
assign as a type annotation: MESH_OT_optiloops.finish_dissolve
```
Loading BVH Retargeter
BVH Retargeter loaded
register_class(...):
Warning: 'PanelP2RB' doesn't contain '_PT_' with prefix & suffix
Warning: class POSELIB_OT_mixcurrpose contains a property which should be an annotation!
E:\Blender-28\scripts\addons\pose-tools.py:270
```
assign as a type annotation: POSELIB_OT_mixcurrpose.influence
assign as a type annotation: POSELIB_OT_mixcurrpose.pose_index
```
register_class(...):
Warning: 'poselibToolshelf' doesn't contain '_PT_' with prefix & suffix
Warning: class POSELIB_OT_mixedposepaste contains a property which should be an annotation!
E:\Blender-28\scripts\addons\pose-tools.py:272
```
assign as a type annotation: POSELIB_OT_mixedposepaste.influence
```
Warning: class MESH_OT_ext_deselect_boundary contains a property which should be an annotation!
E:\Blender-28\scripts\addons\cut_faces.py:225
```
assign as a type annotation: MESH_OT_ext_deselect_boundary.keep_cap_edges
```
Warning: class MESH_OT_ext_cut_faces contains a property which should be an annotation!
E:\Blender-28\scripts\addons\cut_faces.py:226
```
assign as a type annotation: MESH_OT_ext_cut_faces.num_cuts
assign as a type annotation: MESH_OT_ext_cut_faces.use_single_edge
assign as a type annotation: MESH_OT_ext_cut_faces.corner_type
assign as a type annotation: MESH_OT_ext_cut_faces.use_grid_fill
```
Warning: class GLOBAL_UL_polyshaper_props contains a property which should be an annotation!
E:\Blender-28\scripts\addons\POLYSHAPER.py:120
```
assign as a type annotation: GLOBAL_UL_polyshaper_props.local_profile
assign as a type annotation: GLOBAL_UL_polyshaper_props.profile_OBJ
```
Warning: class GLOBAL_UL_polysweeper_props contains a property which should be an annotation!
E:\Blender-28\scripts\addons\POLYSWEEPER.py:130
```
assign as a type annotation: GLOBAL_UL_polysweeper_props.local_profile
assign as a type annotation: GLOBAL_UL_polysweeper_props.profile_OBJ
```
Warning: class MESH_OT_z_put_on contains a property which should be an annotation!
E:\Blender-28\scripts\addons\zaloopok\__init__.py:1264
```
assign as a type annotation: MESH_OT_z_put_on.turn
```
Warning: class UV_OT_z_scale_fragments contains a property which should be an annotation!
E:\Blender-28\scripts\addons\zaloopok\__init__.py:1264
```
assign as a type annotation: UV_OT_z_scale_fragments.axis
```
Warning: class SCENE_OT_mscscalmd contains a property which should be an annotation!
E:\Blender-28\scripts\addons\MAS{\__init__.py:66
```
assign as a type annotation: SCENE_OT_mscscalmd.sc_clear
assign as a type annotation: SCENE_OT_mscscalmd.sc_dim
```
keKit Prefs file found - File settings applied
keKit Prefs location: e:\Blender-28\2.90\scripts
BlendLuxCore 2.4alpha0 registered (with pyluxcore 2.4alpha0)
Warning: class CleanCadData contains a property which should be an annotation!
E:\Blender-28\scripts\addons\clean_cad_data.py:145
```
assign as a type annotation: CleanCadData.anglelimit
assign as a type annotation: CleanCadData.weldthreshold
assign as a type annotation: CleanCadData.smangle
```
Auto Reload --- All files modification time updated
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1437, h : 31, d : 0, comp : 4, size : 0.17 MiB
GPUTexture: create : TEXTURE_1D_ARRAY, R8, w : 32768, h : 1, d : 0, comp : 1, size : 0.03 MiB
GL API other: Buffer detailed info: Buffer object 4 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 6 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use SYSTEM HEAP memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 483, h : 31, d : 0, comp : 4, size : 0.06 MiB
GL API other: Buffer detailed info: Buffer object 7 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1920, h : 2, d : 0, comp : 4, size : 0.01 MiB
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1920, h : 24, d : 0, comp : 4, size : 0.18 MiB
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 315, h : 31, d : 0, comp : 4, size : 0.04 MiB
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 34, h : 620, d : 0, comp : 4, size : 0.08 MiB
GL API other: Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have a defined base level and cannot be used for texture mapping.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 281, h : 620, d : 0, comp : 4, size : 0.66 MiB
GL API other: Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have a defined base level and cannot be used for texture mapping.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) will use SYSTEM HEAP memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_1D_ARRAY, R8, w : 32768, h : 1, d : 0, comp : 1, size : 0.03 MiB
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 8 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 9 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 315, h : 31, d : 0, comp : 4, size : 0.04 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 315, h : 279, d : 0, comp : 4, size : 0.34 MiB
GL API other: Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have a defined base level and cannot be used for texture mapping.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 10 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 11 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1604, h : 31, d : 0, comp : 4, size : 0.19 MiB
GL API other: Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have a defined base level and cannot be used for texture mapping.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1604, h : 60, d : 0, comp : 4, size : 0.37 MiB
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 12 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 13 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 14 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1604, h : 31, d : 0, comp : 4, size : 0.19 MiB
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1604, h : 31, d : 0, comp : 4, size : 0.19 MiB
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GPUTexture: create : TEXTURE_2D, RGBA16F, w : 1604, h : 839, d : 0, comp : 4, size : 20.53 MiB
GPUTexture: create : TEXTURE_2D, SRGB8_ALPHA8, w : 1604, h : 839, d : 0, comp : 4, size : 5.13 MiB
GPUTexture: create : TEXTURE_2D, DEPTH24_STENCIL8, w : 1604, h : 839, d : 0, comp : 1, size : 5.13 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 257, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 256, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, RGBA16F, w : 1604, h : 839, d : 0, comp : 4, size : 20.53 MiB
GPUTexture: create : TEXTURE_2D, RG16F, w : 1604, h : 839, d : 0, comp : 2, size : 5.13 MiB
GPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, DEPTH_COMPONENT24, w : 1, h : 1, d : 0, comp : 1, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, SRGB8_ALPHA8, w : 1604, h : 839, d : 0, comp : 4, size : 5.13 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1604, h : 839, d : 0, comp : 4, size : 5.13 MiB
GPUTexture: create : TEXTURE_2D, DEPTH24_STENCIL8, w : 1604, h : 839, d : 0, comp : 1, size : 5.13 MiB
GPUTexture: create : TEXTURE_2D, R16UI, w : 1604, h : 839, d : 0, comp : 1, size : 2.57 MiB
GPUTexture: create : TEXTURE_2D, R11F_G11F_B10F, w : 512, h : 512, d : 0, comp : 3, size : 1.00 MiB
GPUTexture: create : TEXTURE_2D, RGBA16F, w : 64, h : 64, d : 0, comp : 4, size : 0.06 MiB
GPUTexture: create : TEXTURE_2D, DEPTH24_STENCIL8, w : 1604, h : 839, d : 0, comp : 1, size : 5.13 MiB
Memoryblock GPUVertBuf data: end corrupt
GL API other: Buffer detailed info: Buffer object 215 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 214 (bound to GL_UNIFORM_BUFFER (0), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 214 (bound to GL_UNIFORM_BUFFER (0), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 214 (bound to GL_UNIFORM_BUFFER (0), and GL_UNIFORM_BUFFER_EXT, usage hint is GL_DYNAMIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 216 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 2 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (1), and GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 5 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_STREAM_DRAW) will use VIDEO memory as the source for buffer object operations.
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
GL API other: Buffer detailed info: Buffer object 3 (bound to GL_ARRAY_BUFFER_ARB, usage hint is GL_DYNAMIC_DRAW) has been mapped WRITE_ONLY in SYSTEM HEAP memory (fast).
``` | [
"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)",
"Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```",
"Viewport redraws unnecessarily after each selection when using Eevee in look-dev or rendered modes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 11)\nBroken: version: 2.83 (sub 10)\nWorked: n/a\n\nThe viewport will unnecessarily redraw each time a selection change occurs when using Eevee's rendered mode or look-dev mode. This does not occur with the Cycles Rendered viewport.\n\nLoad the attached .blend\n[badredraws.blend](badredraws.blend)\n\n- Contains a default cube, a ground plane, and 1 large radius light (to make it obvious that things are redrawing)\n- Go into look-dev or rendered modes with Eevee as the render engine\n- Select each object in the scene and notice that the viewport redraws each time a new selection is made (obvious due to the flickering of the shadows)\n- If switched to cycles rendered mode, selection changes do not cause re-rendering\n\n",
"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.",
"Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n",
"Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ",
"Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n",
"Startup File Viewport view is tilted by around 0.8 degrees since 2009 (Blender 2.5)\nNow, before you click away, I know what you're thinking, how can the default 3D View be tilted? This guy must have messed something with his camera, or activate the trackball views settings by mistake right?\nWell believe it or not, the default 3D view (as in, the view of the default 3D viewport in the blender startup file) is tilted by around 0.8 degrees.\n\nHere is a quick proof I just threw together, I believe it's important for you to watch it until the end, as the main proof really comes around 0:40.\n\n[tiltedview.mp4](tiltedview.mp4)\n\nAs you can see, when trying to align your view with the cube, it doesn't lined up, this can be seen by the jagged selection edges, and of course with the Camera aligned to view.\nYou can also see at 0:35 that when switching to the Front Orthographic viewpoint the view gizmo itself is rotating on the X axis a little bit.\nAnd of course, when switching back to the normal Perspective view, the viewport view is realigned, enhance why the Camera that's been re-aligned with the view is now sitting properly on the X axis. (see 1:10)\n\n**Now, why is this happening?**\n\nAfter a bit of investigating, I discovered that the issue as been around since **Blender 2.5**, which is now more than **10 years ago**\nBlender 2.5 was the first version to have the default startup file view not lined up with one of the orthographic axes. But it also had the Trackball orbiting style as default instead of Turntable. This might explain why, 10 years ago, a blender dev might have tried to get the view somewhat lined up in trackball mode, and got it almost right.\nHere's a quick demo of the same problem on 2.5 Alpha 0:\n\n[tilted25.mp4](tilted25.mp4)\n\nNow, while this isn't a top priority issue, this as been around for quite some time now, so this is not really an inquiry for an immediate fix, but more of a way too long report I did since I couldn't find anything on it online, and it drove me crazy for a few hours when I first discovered it.\n\nBroken: 2.5 Alpha0 and beyond\nWorked: 2.49b, where the view was orthographic by default\n\nStart Blender, use the viewport (Will disappear if snapping to an Orthographic axis)",
"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",
"Compositor: Viewport issues when zoomed in\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera is not fully in view.\n\n\n* Open this file: [zoomed_in.blend](attachment)\n* Notice that in the viewport the view is zoomed in inside the camera view.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the entire camera is in view:\n![image](attachment)\n\n",
"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",
"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![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\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![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\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![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.",
"Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n",
"Blender Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)"
] | [
"Crash when switching the viewport shading mode to wireframe.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0 Beta\n\nBlender crashes when switching the viewport shading mode to wireframe (wire edges). \n\nInterestingly enough, if just before switching to the wireframe mode, the x-ray mode gets toggled on, the crash doesn't occur. \n\n1. Open the attached .blend file\n2. Click on the wireframe (wire edge) button in the top right corner of the viewport.\n[CrashReport.blend](CrashReport.blend)\n\n[crash video.mp4](crash_video.mp4)\n\nThank you!\n"
] |
Crashes while rendering or changed to lookdev mode
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: Quadro 600/PCIe/SSE2 NVIDIA Corporation 4.3.0
Broken: version: 2.80 (sub 57)
Worked: (optional)
| [
"Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)",
"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",
"Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n",
"gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n",
"Geometry Nodes: simulation crashes when \"Cache\" option is disabled\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.06 30.0.14064.6002\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nDisabled \"Cache\" option causes a crash when jumping back to start frame.\n\nAdd a simulation zone, output the geometry result.\n![image](attachment)\nGo to the Physics tab and disable the __Cache__ option in the Simulation Nodes\n![image](attachment)\nSimulation a few frames, then jump back to the start frame.\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",
"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 with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ",
"Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n",
"Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n",
"Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)",
"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 3d view eevee\nOperating system: linux 64 bits (ubuntu 18.10)\nGraphics card: gforce gt 240\n\nBroken: 2.80.57, 7ec6bca92fd0, master, 2019-04-18 \n\nWorked: (optional)\n\nwhen I press the material button or render in eevee 3d view, blender closes\nPS on Tuesday blender worked well\n\nGPUShader: compile error:\n0(960) : error C0105: Syntax error in #if\n0(960) : error C0105: Syntax error in #if\n0(961) : error C0000: syntax error, unexpected '!' at token \"!\"\n0(1040) : error C1013: function \"main\" is already defined at 0(980)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Blender crash when switching to Material\n[blender_debug_output.txt](blender_debug_output.txt)\n\n{[F6957061](blender_system_info.txt)}Operating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce 710M/PCIe/SSE2 NVIDIA Corporation 4.4.0\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\n\n\n"
] |
category
linux
2.7 d84bd56,
please, make aligner to some category
bl_category = 'aligner' i.e.
i cannot understand how it organised in panel
| [
"Cycles: ray & shader counters\n[D4204: Ray and Shader counters for Cycles](D4204)",
"Spreadout enum in pie menu gives strange result\nWin7x64GTX660m\n\nBroken: 2.73\nWorked: (optional)\n\nIf \"select similar\" operator is launched from a pie, items are arranged in a weird fashion (happens only in vertex and edge mode), overlapping one another and showing index numbers such as 167.\n\nFrom file, just click run in text editor (replaced example operator in text editor's pie menu template with *pie.operator_enum(\"mesh.select_similar\", \"type\")*).\n\n[overlappingPies.blend](overlappingPies.blend)",
"Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]",
"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\">",
"Missing Face Set Operators\nThis task is a todo list for missing face set operators. - [x] means operator works on either a user-picked face set or all of them. A single arrow means conversion operator in one direction already exist (so, Mask to Face Set already exists).\n\n- Face Set- [x] `<->` Vertex Groups\n- Face Set- [x] `<->` Face Maps\n- Face Set- [x] `->` UV Seams\n- Face Set- [x] `->` Mask\n- Make Disconnected Face Sets Unique\n- Separate By Face Sets\n- Face Set- [x] `<->` Material Slots\n- Face Maps `<->` Face Sets",
"Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)",
"Multi-type sockets (int, float, ...) for compact nodes\nNeed a solution for how to:\n* Automatically change socket type based on what is dragged.\n* How to change a socket that supports multiple input types.\n\nA good example is the Switch node\n\nNote: This doesn't account for nodes where we need to switch between attribute and value.\n",
"Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers.",
"Properly handle file links (as in symlinks)\nWhile it should be fairly straight forward, I didn't fully port the file linking support to the new file-list design yet. Most work should already be done however.",
"UI: In Preferences, Invisible Execute Region in Nav_bar, blocks resize of area.\nBroken: 957b4547ae, 6b082278d1\nWorked: never?\n\nWhen you try to resize preferences, you grab the execute region edge instead(Only for nav_bar side).\nThe default state, has the area open but invisible. Blocking resize.\n\nSeparate preference window, does not have a problem.\n\n[2019-05-10 09-01-29.mkv](2019-05-10_09-01-29.mkv)",
"Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks",
"Inconsistency: Vector math node flips large list of options/operations.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\nWhen direction of opening changes, direction/order of list changes too.\n![55132201.png](55132201.png)\n[2022-04-12_09-48-55.mp4](2022-04-12_09-48-55.mp4)\nIt is fun, it was the same in 2.79. But there was very short list with 1 column And it wasn`t so annoying. \nNow, with 2 columns the order should be fixed same way as in Math node.\nBecause user remember the relative position of option too. Not just «how far from start»\nAlso the same flipping exists for other lists, like Transfer Attributes node. But as I said, for one short column it is not the issue at all\n",
"Wrong add selection to active collection operator description\nOperating system: Arch Linux\nGraphics card: GTX 970\n\nBroken: 036e95bb21fa\n\n\nWhen left-clicking on a collection in the outliner it is highlighted in white and its name is also shown in the 3D viewport and status bar. This to me indicates it is the \"active collection\", analogous to the active object. \n\nHowever, the tooltip (and collections in the list) for Add selection to active collection (Ctrl-Shift-G) says \"Add the object to the collection **that contains the active object**\". This indicates a different meaning of \"active collection\". \n\nSo two questions:\n- Which is the correct definition of active collection?\n- What is the use of the highlighted collection in the outliner?\n\n\n",
"User Interface Policies\nDesign task to coordinate user interface policies before including them in the [human interface guide-lines (HIG) ](Human_Interface_Guidelines).\n\nThis is a curated list of items agreed on by module owners.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible.*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have.*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n\n----\n\n### Under Discussion\n\n- {icon circle color=green} #76212 (Avoid Dynamic Menu Contents)\n- {icon circle color=green} #76213 (Avoid Dynamic Menu Text)\n- {icon circle color=green} #76227 (Make All Operators Accessible from Menus)\n- {icon circle color=green} #76261 (Tooltip Guidelines)\n\n----\n\n### Accepted\n\n- <none>\n\n### Rejected\n\n- [D7515: UI: Comma as Decimal Separator](D7515)",
"Blend File Format: Fix using `0` as `SDNAnr` for non-SDNA data ('raw' arrays of bytes)\nCurrently when writing an allocated arrays of chars, ints etc., functions like `BLO_write_string` or `BLO_write_int32_array`. Those end up calling `writedata`, which sets the `SDNAnr` of the written `BHead` to `0`.\n\nThis value happens to be the DNA index of an actual struct (currently `DrawDataList`)... Among other potential problems, it confuses our `blendfile` python module when accessing such pointer, since it tries to recreate a `DrawDataList` from some totally unrelated data.\n\nProposal is to either use `INT_MAX` as `SDNAnr` for raw bytes blocks, or maybe even have a set of values covering the basic types (int, char, pointer, etc.).\n\nAnother idea would have to create 'dummy' DNA struct for those basic types, although it would probably be problematic to deal with alignment constraints then?"
] | [
"Tool tabs and Old Addons living in perfect harmony\nHello,\n\nWindows\n\nBroken: (example: 2.70 RC1 19f7f9a, see splash screen)\nWorked: (optional)\n\nThe Tool tabs are amazing, but the old or uncategorized addons, keeps appearing on every tab and making a mess and tabs useless.\nI would suggest a simple fix for it: to create a tab for those addons, named custom, general, old, miscellaneous, others or something else. So even old scripts would work great until they migrate to the new UI tags and don't mess with the new ones. I believe its almost impossible to all addons being converted soon, so it sounds a good way to keep the toolbar organized.\n\nOpen Blender 2.70 RC1 and import previous settings to get all the addons running\n\nCheers\n"
] |
Add, Edit Copy or Paste drivers is not working
Operating system: Ubuntu 18.04
Graphics card: gtx 1080
Broken: Master 2.83
"Add driver", "Edit Driver", Copy and Paste drivers is not working at all. | [
"Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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",
"addon preferences changed by code (not by user in UI) are not saved\nOperating system: Ubuntu\nGraphics card: RTX\n\nBroken: master\nWorked: ?\n\naddon preferences changed by code (not by user in UI) are not saved at Blender close.\n\n- Open Blender. Load Factory Settings, close Blender. \n- Open Blender\n- In console, change an addon preferences. For example, change device of Cycles : bpy.context.preferences.addons['cycles'].preferences['compute_device_type'] = 1 (this change to CUDA)\n- Close Blender. No log saying preferences are saved.\n- Open Blender again, check that device is still None. pref save is KO\n- Change preferences to \"CUDA\" by clicking with your mouse\n- Close Blender\n- See that a log saying preferences are saved\n- Open again, you can see that preferences are set to CUDA, pref save was OK",
"Smooth Vertices operator called through Operator Search waits for input unneccessarily\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.3.0 Alpha\n\nWith Developer Extras enabled, if you execute the Smooth Vertices vertex operator (bpy.ops.mesh.vertices_smooth), it seems to do nothing until you left click. Perhaps it's supposed to be a modal operator, but it's not working?\n\n- Enable Developer Extras in user prefs\n- Enter edit mode on default cube, move a vert somewhere\n- Search for \"mesh.vertices_smooth\" and execute it\n- Nothing changes in the UI until you left click",
"Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n",
"The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n![X Button.png](X_Button.png)\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\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![hotkey_tool.png](hotkey_tool.png)",
"Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3",
"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",
"Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![scene1.png](scene1.png)\n![scene2.png](scene2.png)\n![scene3.png](scene3.png)\n![scene4.png](scene4.png)\n![scene5.png](scene5.png)\n![scene6.png](scene6.png)\n![scene6.png](scene6.png)\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty.",
"Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n",
"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![remove-shortcut-not-updated-properly.png](remove-shortcut-not-updated-properly.png)",
"Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n![untitled.png](untitled.png)\n*Pasted driver after some undo's*\n![untitled1.png](untitled1.png)\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n"
] | [
"Context Menu on any button is broken\nOperating system: Linux-5.3.12-200.fc30.x86_64-x86_64-with-fedora-30-Thirty 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 1)\nWorked: a5790b2656^\n\nContext Menu on any button is broken\n\nIn the default .blend with the cube selected:\n- head over to the `Properties Editor` > `Object Properties` tab\n- invoke the context menu {key RMB} on any button (e.g. `Location X`)\n- choose `Insert Single Keyframe` > nothing happens\n- choose `Online Manual` > nothing happens\n- choose `Edit Source` > get the message \"Active Button not found\"\n\nCaused by a5790b2656\n"
] |
Crash if renaming a bone while there is a camera in the scene
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005
Broken: version: 3.3.0 Alpha
For some reason whenever I try to rename a bone and there is a camera in the scene, blender crashes.
Open the file and rename a bone in any mode.
[2022-07-17 11-55-44.mp4](2022-07-17_11-55-44.mp4)
[crash test.blend](crash_test.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",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n",
"Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n",
"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 Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n",
"Rotate bone snapping\nBroken: version: 3.2.0 Alpha\nWorked: -\n\nCannot rotate one bone (in edit or pose mode) to point at a target (any).\n\n- Open attached file or:\n - make an armature\n - edit mode\n - add bone (2 bones total)\n - move and rotate both bones off origin\n - turn on snap, snap to vertex, affect rotate\n - pivot on active element or individual origins\n - edit mode or pose mode\n- try to align one bone to point at the other bone head\n[snap_rotate_bug.blend](snap_rotate_bug.blend)",
"Can't setting camera.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.19\n\nBroken: version: 3.6.1\n\n\nWhen I render, will jumpback to the camera.002\n\n",
"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",
"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",
"MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n",
"'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",
"python render.render() calls frame change handler even if it's rendering a single frame. Leads to recursion and crash if handler executed render.render() in the first place.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\n\n\n\nImmediate crash of blender with any addon that calls render.render() from a frame change handler. It only happens when changing the playhead position in the timeline using the mouse, not when manually entering a frame number, or when using the left right arrows. So the problem appears to be that when blender/blender-addons#60094 was closed, the resolution didn't account for changing the frame with the mouse in the timeline.\n\nHere's a simple script to test with. Open in the blender text editor, click run, and then change the frame by clicking an area of the timeline so that the playhead jumps to that frame.\n\n[newbug.txt](newbug.txt)\n\nerror:\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6317BAB2D\nModule : blender.exe\nThread : 000026fc\nWriting: C:\\Users\\3diWorkstation\\AppData\\Local\\Temp\\simple.crash.txt\n\n[simple.crash.txt](simple.crash.txt)\n\nvideo:\n\n[2021-06-01 16-55-49.mp4](2021-06-01_16-55-49.mp4)\n\n",
"Crash on accessing Bone Driver in Python\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: 3.3.0\n\nAccessing Bone Driver via Python:\n\n```\nbpy.context.active_object.animation_data.drivers['pose.bones[\"Bone.001\"].bbone_curveinz']\n```\ncauses crash.\n\n[python.blend](python.blend)\n - Press enter in console."
] | [
"Crash blender when generate rig with Rigify. \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.3.0 Alpha\nWorked: version: 3.2.1\n\nCrash blender when generate rig with Rigify.\n\nStart blender with General.\nEnable rigify.\nAdd Human(Meta-Rig).\nGenerate Rig.\nCrash\n![rigify_crash.png](rigify_crash.png)\n[rigify_crash.blend](rigify_crash.blend)"
] |
VSE Low Playback Rate: Alpha Over will give a lower fps than Cross
System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 24.20.100.6137
Blender Version
Broken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f5449
Worked: (2.79)
Blendmode: Alpha Over will give a lower fps than Cross(gif):
![AlphaOver_Cross.gif](AlphaOver_Cross.gif)
On a lower spec computer or with a heavy video file change between Blendmode: Cross and Alpha Over. | [
"Volumes look much much different in master compared to 2.79b\nWindows 10 pro x64\nGTX 970\nThread Ripper 1950x\n\n![2018-09-01_16-30-18.png](2018-09-01_16-30-18.png)\n\nBasic volume shader with noise texture from build bot today doesnt look the same as 2.79b\n![blender_2018-09-01_16-30-03.png](blender_2018-09-01_16-30-03.png)\n\n![blender_2018-09-01_16-30-55.png](blender_2018-09-01_16-30-55.png)\n[untitled.blend](untitled.blend)\n",
"Regression: Massive drops in Animation playback (fps) in the viewport\n```\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 230 | 80 | 61 |\n| 2.93.9 (regression caused by 7f7e683099) | off | 230 | 76 | 55 |\n| 2.93.9 (regression caused by 64d96f68d6) | off | 230 | 69 | 46 |\n| 2.93.9 (regression caused by 267a9e14f5) | off | 230 | 57 | 41 |\n| 3.0.1 (regression caused by 03013d19d1)| off | 200 | 57 | 41 |\n| 3.1.2 (regression caused by d09b1d2759) | off | 110 | 57 | 41 |\n| 3.2beta (regression caused by 80859a6cb2) | off | 107 | 54 | 37 |\n\n```\nWin 10\nGTX 1070 - Studio Driver 462.59\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 223 | 143 | 85 |\n| 3.0 and Cycles-X | off | 79 | 66 | 50 |\n\n\nMassive drops in Animation playback\n\n\nI have this test scene here from the forum (unfortunately I forgot the direct link).\n[fps-performance.blend](fps-performance.blend)",
"VSE: Variable framerate videos cause proxies to mismatch\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: unknown (never?)\n\nWith video files that have a variable framerate generated proxies end up not matching the real video in timing. This is a big flaw, as proxies are used by default and the rendered sequence will end up looking different than what is edited with the preview.\n[variable_framerate_proxy_mismatch-2022-01-20_19.31.26.mp4](variable_framerate_proxy_mismatch-2022-01-20_19.31.26.mp4)\nIn this example I am using a screen recording that was recorded with frame skipping and choppy input framerate.\n\nExample files attached:\n[variable_framerate_proxies.zip](variable_framerate_proxies.zip)\n\n\n",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"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)",
"Windows/msi installer: Blender casing in the installer is lower case\nOperating system: Windows\nGraphics card: Irrelevant \n\nBroken: 3.4/3.5\nWorked: No idea\n\n\nThe Blender .msi installer on windows has a lower case 'blender' in the title bar\n\n![image](attachment)\n\n\nUse the installer.\n\nEverything on the blender repository side is configured to have a capital B, when I build an installer locally it indeed has the right capitalization. @brecht showed me part of the build bot scripts when this last came up that forced that specific variable to lower case so this needs to be fixed on the bots to either by it having the right capitalization or to stop it from overriding this specific value.\n\n",
"Alembic mesh cache viewport performance affected even when disabled for viewport\nOperating system: manjaro-kde-21.0.3-210428-linux510 switched to linux512 kernel\nGraphics card: rx6800\n\nBroken: 2.93\n\n\nViewport animation playback performance is affected even when alembic modifier is disabled for viewport and no visible changes are visible.\n\n[blend and abc.zip](blend_and_abc.zip)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAdd mesh sequence cache modifier with alembic file, select an object from abc, hit play in viewport, watch fps go down, disable modifier, watch fps go up, remove modifier or change selection to none, watch fps go up even more. ",
"Save dialogue display performance issue on macOS\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83.0 Beta\nWorked: 2.80 less slow, *2.79 best*\n\nWhen calling the Save dialogue with Ctrl+S, the user has to wait for almost one second for the dialogue to appear and be functional. \nFurther, the file name field seems to appear with a delay, causing the interface to adjust - creating visual noise.\n\nOpen a new file. Save the file.\n\n",
"Viewport fps tanks when application is full screened on macOS\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1\n\nI've noticed that when using either my M1 Air or M1 16\" Pro, when running Blender, the viewport performance is heavily dependent on the physical size of the viewport on screen. At first I thought this was just a limitation of my base model M1 Air, but it also happens on my M1 Pro Mac when plugged into a 4K or 5K display. Having Blender fullscreen will drastically reduce the viewport performance, but scaling the window down will fix it. Setting the scaling in macOS lower can also reduce the issue.\n\nAs far as I can tell, this happens in both 3.5 and 3.6, Metal and OpenGL backend. \n\nPerhaps this is intended functionality, but I can run Blender on potato PCs and not have frame drops like this. Even just the default cube will drop tons of frames on both my Macs. \n\nOpen Blender on a high resolution display and just start using it. The viewport performance is usually pretty poor on 4K / 5K displays if not scaling the window down.\n\n",
"Draw: Move to 32bit reversed depth buffer\nAs of now, Blender solely uses depth buffer with 24bit normalized integer format which is unideal in many ways. It is nowadays recommended to use reversed-Z depth buffer with 32bit floating point depth format. The immediate benefit would be less Z fighting in scenes with much higher scale.\n\nBoth `GPU_DEPTH32F_STENCIL8` and `GPU_DEPTH_COMPONENT32F` are supported by all backend and platforms. However the Opengl default depth range is not giving any benefits even if we do the switch to reversed-Z. The way to change it is only available through `glClipControl` which is only available in OpenGL 4.5. This is above the planned GL minimum version for Blender 4.0 (Opengl 3.4) so this task need to be tackled either when we bump the OpenGL version to 4.5 or when remove the GL backend in favor of the Vulkan and Metal backend.\n\nThis would affect a lot of areas:\n- [ ] Depth picking algorithm needs to remap the depth.\n- [ ] Rendered depth pass needs to remap the depth.\n- [ ] Projection Matrix Computation need to output 0..1 depth range instead of current -1..1 range.\n- [ ] All Algorithms / Shaders sampling the depth buffer need to change their assumptions.\n- [ ] All depth tests done on the reversed Z buffer need to be reversed.\n\nReferences:\nvisualizing-depth-precision/\n\n",
"Low unit scale values show wrong Values and Units in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (< 0.0001 e.g. 0.00009), the values in all sliders will jump up to the value they would have with a unitscale of 1.0. This causes problems with the clipping planes of the viewport camera (didn't do this in 2.80). This seems to be independend of the unit system (metric/imperial).\n\nIf this is a known limitation then the shown precision of the unit scale slider should reflect that. Also a fix for the clipping plane issue is needed as that did work in 2.80.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unitscale of 0.00009 or less (metric r imperial)\n3. observe what the dimensions sliders tell you about the dimension of the default cube.\n4. observe the buggy floor grid in the viewport probably due to the same bug in the clipping sliders (wasn't there in 2.80)\n",
"FPS problem (movie import)\nOperating system: Windows 10\nGraphics card: rtx 2070\n\nBroken: \nWorked: Blender 3.5.1 \n\nWhen I import a 30 fps video in blender (in \"movie clip editor\"), this video will be interpreted as 120 fps per blender, making motion tracking impossible.\n\nimporting a 30fps video in movie clip editor\n\n",
"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",
"VSE 2.0: Performance\nThis task is to keep track of performance-related topics which needs to be addressed in order to achieve pleasant video editing experience. If any of the topics needs any deeper consideration and discussion it is to become a sub-task of this one.\n\nFlat assorted list of performance and memory-usage related topics:\n\n* - [x] Seek in video files is rather slow, feels measurably (2x) slower compared to seek in VLC with the same video file.\n\n* - [x] Proxy file generation is slower than realtime. Sometimes only time code (TC) is needed, so, probably, the solution is to allow generating TC without scaled-down video. Encoding of different resolution should be possible to do in separate threads.\n\n* - [ ] Color strip puts ever frame in cache. Simple to reproduce: crate new 4K project, add black color strip with the duration of entire 250 frames, playback. In theory, the final VSE frame cache should be able to re-use final strip frame.\n\n* - [x] Image strip caches every frame. Similar to the color case: adding and stretching image to occupy multiple frames will lead to way higher memory usage. This makes memory usage way higher in projects like story board, where edit consists of handful of image strips, and every image is stretched to occupy a frame range.\n\n* - [x] Image strips performs read-from-disk on every frame. Again, leads to worse performance for story-board like edit.\n\n* - [x] Moving image and cached video strips while being under the playhead is very slow. In 2.79 VSE the strip cache was attempted to be re-used as much as possible. Image strips should not be doing re-reads at all, video strips should reuse frames which are already in the cache.\n\n* - [ ] Operate in preview resolution. Operating and caching on original 4K images just to make the result be 320x240px in preview is very wasteful. Operation and cache should use the preview resolution. This will lower memory usage for all types of projects, and will make VSE faster when a lot of effects are used.\n\nFor the caching related topics see #80278 as well.",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394"
] | [
"Video Sequencer: Very low framerate\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\nBroken: version: 2.81 (sub 4)\nBroken: version: 2.80 (sub 75)\nHalf-Broken: version: 2.79 Stable commit date: 2017-09-11 10:43, hash: `5db8ac9`\nWorked: version: 2.76 Stable commit date: 2015-10-11 06:55, hash: `48f7dd6`\n\nOn recent releases the video sequencer is very slow at playing and scrubbing. Much more than older releases were.\nHere I provide a benchmark:\n2.81: average 12-15fps\n2.80: average 12-15fps\n2.79: average 20-24fps\n2.76: stable 24fps\n\n- Download the attached file: [Benchmark-Versions.zip](Benchmark-Versions.zip)\n- Unzip\n- Inside the folder, you have 4 .blend files named as their respective blender versions\n- Open each one with the correct blender version.\n- Play to see the framerate difference.\n- You must also scrub in the timeline to see the speed difference between the versions.\n\nNB: I've done the framerate benchmarks with the four versions of blender opened simultaneously.\n\n**Developer Note**\nLet's use this task to focus on the difference between 2.79 default VSE settings and 2.80. The regression from 2.76 to 2.78 likely involve too many changes to track down. But the VSE default settings is something quite tangible."
] |
Switching Grease Pencil material slot link to Object and back to Data corrupts material
Broken: 9efe117535c6, master, 2018-05-20
For normal objects switching a material slot link to Object and back to Data will result in the material to reappear in the slot. For Grease Pencil objects the material in the slot will point to `0xcccc...`. This causes blender to crash while rendering the viewport.
- File -> New -> 2D Animation
- Switch **Link** of material slot to **Object** (Bottom right button in material slot selector.)
- Switch **Link** of same material slot back to **Data**
- Blender crashes on viewport render | [
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n",
"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 ",
"Material Tab freeze still\n|**Operating system**:|Linux version 5.11.11-200.fc33.x86_64 ([email protected]) (gcc (GCC) 10.2.1 20201125 (Red Hat 10.2.1-9), GNU ld version 2.35-18.fc33)\n| -- | -- |\n|**Graphics card**:|OpenGL version string: 4.3 (Compatibility Profile) Mesa 20.3.5\n||NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) (prog-if 00 [VGA controller])\n\nBroken: 2.83lts - 2.92.0 (Blender version has been downloaded from the Snap Store).\nThis same freeze also happens if using Blender from the Software store (2.91.2) or via the \"dnf\" command.\nWorked: N\\a\n\nIn Eevee, when opening the material tab, either blender crashes or my entire system freezes up and becoming completely unusable and requires a hard reset.\nwatch?v=te6IaP12Gbg&ab_channel=WhitequillRiclo\n\nPerhaps it is related to the compilation of shaders in the material icon.\n\n- Open the Material tab",
"EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n",
"Material Properties: Shortcut assignment for the \"New\" button does not relate to the interface.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe shortcut for the big \"New\" button in Material Properties does not work for the button, which suggests giving a new material to the active slot. Instead it calls bpy.ops.material.new() and silently creates new materials in the data. This can also be tested with Quick Favorites.\n\n![MaterialShortcutNewBug.jpg](MaterialShortcutNewBug.jpg)\n\n\n",
"Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !",
"Crash when multiple materials are assigned to a mesh\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.1 Release Candidate\nWorked: unknown (I haven't opened the .blend file in versions older than 3.2. It is broken in 3.2)\n\nWhen two materials are assigned to the mesh, random faces disappear and reappear when switching between Object and Edit modes. After switching back and forth several times, Blender crashes. In some instances it took significantly more switches from Edit mode to Object mode and back before Blender crashed. In some of these instances, Blender appeared to create new faces with one or more vertices at the object's origin.\n\nWhen transforming any vertex, edge, or face, Blender quickly generates new faces with at least one vertex at the object origin and crashed shortly thereafter.\n\nI posted a 30-second video of the issue (including two crashes) here: strange_face_artifacts_causing_crashes/\n\nThankfully, I have not reproduced this issue in any other .blend file.\n\n1) Open the attached file, \"Crash - random faces.blend\" and you will see the mesh has a number of holes in it.\n2) Press tab and the missing faces will reappear but other faces will disappear. Pressing tab additional times eventually results in Blender crashing.\n3) Select any vertex, edge, or face and transform the selected element using G, S, or R and new faces will appear. Blender will quickly crash.\n4) Reducing the number of material slots to one appears to fix the problem (all faces are visible as normal) but it reappears as soon as a material is assigned to the second slot.\n\nThank you very much for your time.\n\n[Crash - random face orientation.blend](Crash_-_random_face_orientation.blend)\n",
"Python API: \"NodeLink\" object in 'insert_link' callback of bpy.types.Node causes crash when reading some properties.\nOperating system: Linux-5.15.65-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\n\nTrying to dereference the properties of the sockets in the link crashes Blender.\n```\nException thrown: read access violation.\nntree was nullptr.\n```\n```\n>\tblender.exe!nodeFindNode(bNodeTree * ntree, bNodeSocket * sock, bNode * * r_node, int * r_sockindex) Line 2038\tC++\n\n \tblender.exe!rna_NodeSocket_node_get(PointerRNA * ptr) Line 2803\tC\n \tblender.exe!NodeSocket_node_get(PointerRNA * ptr) Line 46896\tC\n \tblender.exe!RNA_property_pointer_get(PointerRNA * ptr, PropertyRNA * prop) Line 3516\tC\n \tblender.exe!pyrna_prop_to_py(PointerRNA * ptr, PropertyRNA * prop) Line 1429\tC\n \tblender.exe!pyrna_struct_getattro(BPy_StructRNA * self, _object * pyname) Line 4287\tC\n \tpython310_d.dll!PyObject_GetAttr(_object * v, _object * name) Line 922\tC\n \tpython310_d.dll!_PyEval_EvalFrameDefault(_ts * tstate, _frame * f, int throwflag) Line 3593\tC\n \t[Inline Frame] python310_d.dll!_PyEval_EvalFrame(_ts *) Line 46\tC\n \tpython310_d.dll!_PyEval_Vector(_ts * tstate, PyFrameConstructor * con, _object * locals, _object * const * args, unsigned __int64 argcount, _object * kwnames) Line 5072\tC\n \tpython310_d.dll!_PyFunction_Vectorcall(_object * func, _object * const * stack, unsigned __int64 nargsf, _object * kwnames) Line 342\tC\n \tpython310_d.dll!PyVectorcall_Call(_object * callable, _object * tuple, _object * kwargs) Line 255\tC\n \tpython310_d.dll!_PyObject_Call(_ts * tstate, _object * callable, _object * args, _object * kwargs) Line 290\tC\n \tpython310_d.dll!PyObject_Call(_object * callable, _object * args, _object * kwargs) Line 318\tC\n \tblender.exe!bpy_class_call(bContext * C, PointerRNA * ptr, FunctionRNA * func, ParameterList * parms) Line 8690\tC\n \tblender.exe!rna_Node_insert_link(bNodeTree * ntree, bNode * node, bNodeLink * link) Line 1751\tC\n \tblender.exe!blender::ed::space_node::node_link_exit(bContext & C, wmOperator & op, const bool apply_links) Line 899\tC++\n \tblender.exe!blender::ed::space_node::node_link_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 1055\tC++\n \tblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const char * kmi_idname) Line 2380\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3283\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3333\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3924\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 579\tC\n \t[External Code]\t\n\n```\n\n- Open attached .blend file\n- run the script,\n- Create `New` Node Tree\n- add two nodes\n- connect them.\nBlender will crash to desktop.\n[custom_nodes_simple_bug_finder.blend](custom_nodes_simple_bug_finder.blend)\n\n",
"Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)",
"Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)",
"Holes converted to grease pencil are not holes after conversiton.\nOperating system: Linux mint\n\nBroken: 3.4.1\n\nUsing `bpy.ops.object.convert(target='GPENCIL')` to convert meshes to grease results in holes being filled. typical examples are text. Here is a text before conversion:\n\n![image](attachment)\n\n\nafter conversion:\n![image](attachment)\n\n\nGet the file:\n87623d\n\nTransform this to GPENCIL via python or object--> Conert --> Grease\n\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)}![Screenshot (428).png](Screenshot__428_.png)",
"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 ",
"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."
] | [
"Grease Pencil Module\nThis page is in the process of being fully replaced by #grease_pencil.\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} #68883 (GPencil: Improve Tools and Worflow for Cutout animation)\n- {icon circle color=green} #68321 (GPencil: New Workflow for Storyboarding)\n- {icon circle color=green} #66996 (GPencil test system to keep code quality)\n- {icon circle color=green} #67065 (Improve SVG to Curve add-on to generate Grease Pencil strokes)\n- {icon circle color=green} #69704 (GPencil: New Eyedropper tools (Main Task))\n\n# Medium Term Projects\n\nDevelopment should be possible in a single release cycle.\n\n- {icon circle color=green} #77629 (GPencil: Convert Mesh to Grease Pencil stroke)\n- {icon circle color=green} #77630 (GPencil: Bake Mesh animation to Grease Pencil)\n- {icon circle color=green} #77631 (GPencil: Add bevel parameters to Convert Grease Pencil to Curve)\n- {icon circle color=green} #77639 (GPencil: Keep original stroke when reproject)\n\n# Paper Cuts\n- {icon circle color=green} #63125 (Can't select individual bones when in weight paint mode for grease pencil )\n\nSmall improvements and polish.\n\n\n"
] |
Eevee dynamic paint auto refresh
Operating system:windows 7 64bits
Graphics card: amd radeo hd 7770 ghz edition
**Blender Version** 2.80 hash: b0dee09a6d55 , 2.80 hash: 90f6fd0a3651
Broken:
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
**Short description of error**eevee dynamic paint image sequence do not auto refresh sory 4 my inglesh. Mozambique
Based on the default startup or an attached .blend file (as simple as possible). | [
"Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ",
"Eevee AOV passes have inacurate colour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.7 Release Candidate\nBroken: version: 3.0.0\nWorked: NA\n\nIn Eevee AOV, the colors of AOV result slightly changed from the original colors.\nThis color change doesn't occur in Cycles.\n\nSimilar problem, but this thread says fixed.\nT85261\n\n\n1. Open 211203_eeveeAOV.blend.\n2. Render(F12) in Eevee.\n3. Check the rendered image and the AOV pass 'test' in Image Editor and sample the color.\n\nEmission shader and rendered image(checked by Image Editor > Sample):\nR: 0.80000\nG: 0.40000\nB: 0.20000\nA: 1.0000\n\nRendered AOV (checked by Image Editor > Sample)\nR: 0.80322\nG: 0.40161\nB: 0.20081\nA: 1.0000\n![compare.png](compare.png)\n[211203_eeveeAOV.blend](211203_eeveeAOV.blend)\n\n",
"Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton",
"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)",
"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",
"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)",
"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",
"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",
"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.",
"World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)",
"Auto Render doesnt work with scene animations\n{[F8575831](autorender.gif)}Operating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0 Beta\n\nIt should render when the scene animation updates. In general auto render also seems a bit unreliable. eg. Sometimes I turn it off and it keeps rendering, and it doesn't render even if some changes are made to the scene. Anyway in this case it doesn't update when there're scene animations.\n\nFrom startup:\n1. Set \"Use nodes\" in compositor\n2. Turn on \"Auto render\"\n3. Animate default cube (I used rotate here)\n4. Scrub timeline\nIt doesn't auto render with new changes.\n\nWith attached blend:\n- Scrub timeline\n\n[autorender_animation.blend](autorender_animation.blend)\n\n\n",
"Grease pencil eraser settings not loaded on startup when using ctrl+LMB with the Draw tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 2.90.0\n\nWhen first opening a blend file, your eraser settings are set to default when using ctrl+LMB with the draw tool, and only update after switching to the eraser tool and using it.\n\n\n- Open attached file (the Stroke object is selected and the Draw tool activated in Draw mode).\n- Draw a line\n- Erase part of the line using the same tool but with Ctrl selected. Notice how it behaves as if the `\"Eraser Soft\"` brush is used. \n- Switch to the Eraser tool, erase part of the line. Notice how it behaves according to the specified Brush: `\"Eraser Point\"`. \n- Switch back to Draw tool, and hold down ctrl to erase another part of the line, it should now start behaving like the `\"Eraser Point\"` brush.\n\n[eraser bug.blend](eraser_bug.blend)\n\n",
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\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![Normal_dark.png](Normal_dark.png)\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![Fixed_dark.png](Fixed_dark.png)\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)",
"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",
"Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)"
] | [
"Unbaked Dynamic Paint Not Displayed in Rendered Output but Shows in Viewport\nOperating system: Manjaro 18.0.1 Illyria / x86_64 Linux 4.14.90-1-MANJARO\nGraphics card: Nvidia 1080 Ti\n\nBroken: 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdbc1\nWorked: 2.79 (sub 6), Commit date: 2018-10-22 16:17, Hash 86dbbd156fa\n\nUnless baked, dynamic paint does not affect the final rendered image but is properly displayed in viewport.\nThe default and expected behavior is to be able to render the effect regardless if baked or not. This is how 2.7x operated in the past.\nMoreover this problem, which I assume has something to do with vertex colors [has caused other issues ]] with different [[ https:*github.com/hsab/tensionmap | addons ](https:*github.com/JacquesLucke/animation_nodes/issues/989) that depend on similar workflows of modifying the vertex color using the python API (eg. proximity, stress mapping etc.) \nNot sure if #51214 is related since it's from April 2017. If so please close as a duplicate.\n\nTwo blend files attached, one for 2.8 and one for 2.79.\n2.79 file works as expected.\n2.8 file is broken unless baked.\n\n2.79.6 Render:\n![output.gif](output.gif)\n\n2.80.0 render:\n![output.gif](output.gif)\n\n[dynamicpaint2.8.blend](dynamicpaint2.8.blend)\n[dynamicpaint2.79.blend](dynamicpaint2.79.blend)"
] |
Mesh becomes uneditable in 2.9. Vertices can not be selected
Operating system: Windows 10
Graphics card: Geforce Cards
Broken: 2.9
Worked: 2.83
Verts can not be selected, at weird intervals verts will randomly vanish. Object can be selected in face and edge select mode but you can not actually affect the geo. If you look at the stats, blender even considers 0 verts selected.
I wish I could tell you, this happens at odd intervals and the only consistency is that it has happened in every single 2.9 file I have.
Here is the latest geometry error in a blend file. [GeoError.blend](GeoError.blend)
Here is also a screen shot of the error with some stats.
![image.png](image.png) | [
"When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner ![Screen Shot 04-20-23 at 10.08 PM 001.PNG](attachment)\n\n3. Choose your interaction mode ![Screen Shot 04-20-23 at 10.07 PM.PNG](attachment)\n\n4. The mode changes to the one you selected ![Screen Shot 04-20-23 at 10.08 PM.PNG](attachment)\n\n",
"Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?",
"Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)",
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"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)",
"Animating hide_viewport propertie deselect objects\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.87.01\n\nBroken: version: 2.81 (sub 16)\n\nWhen animating the \"*hide_viewport*\" propertie of an object it deselect it, this was not the case in 2.79.\nNot only the selection is lost but this make the user unable to use filters \"*Selected only*\" in combination with \"*Display hidden*\" like you could do in 2.79\n\n{[F7930271](losing_selection_and_only_select_filter.gif), size=full}\n\nAnimate the hide_viewport visibility of an object, in graph editor toggle on *Selected only* and *Display hidden*. Select the object and then scrub in/out the animated hide range, object gets deselected.\nExample blend : [animated_display_on_cube.blend](animated_display_on_cube.blend)\n\nSomeone also mentionned it in blender stack exchange with gifs to compare 2.79 and 2.8+ behavior : hiding-object-in-2-80-via-animated-disable-in-viewport-loses-selection\n\n\nThank you !\n\n",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n",
"Freestyle wireframe-only rendering is broken with Ztrans faces (lines disappear when Ztrans alpha and Ztrans spec are set to zero / lines behind transparent faces are not rendered / marked edges are not sometimes rendered when faces overlap)\nOSX 10.11.2 / Macbook Pro Retina 15\" Mid 2014 / GeForce GT 750M\n\nBroken: 2.76b (also broken in 2.76)\n\nRendering wireframes with controllable wire thickness requires using Freestyle but Freestyle requires filled faces even when rendering only edges. To only render edges and make the faces invisible one must set Ztrans alpha to zero.\n- When other line objects are behind line-only objects their lines are culled (however ordinary objects are rendered properly)\n- When both Ztrans alpha and spec are set to zero no lines are rendered\n- When faces overlap only some marked edges are rendered (even when faces are set to be transparent)\n\nObserve and render the attached .blend file.\n[freestyle-lineclipping.blend](freestyle-lineclipping.blend)",
"Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)",
"environment pass is occluded by geometry making it unusuable with a shadowcatcher\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 1)\nWorked: unsure if ever\n\nenvironment pass is occluded by geometry making it unusuable with a shadowcatcher\n\n\nopen attached .blend, go to compositing workspace, hit f12, when finished use the split viewer factor to slide between the image and the environment pass. \n\nPerhaps the transparency section needs an additional 'shadow catchers are transparent'.......although that wouldn't make much sense as shadow catchers should always be transparent. Regardless, the environment pass definitely shouldn't contain any geometry information. Is there ever a scenario where you'd want the environment AOV to be jet black where the 3d objects are located?\n\n[environment alpha bug.blend](environment_alpha_bug.blend)",
"Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n![Screenshot (1014).png](Screenshot__1014_.png)\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)",
"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",
"GN: Delete Geometry node hides edges in some cases\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha\n\nHard to describe this one more abstract..\n\nI start with a mesh line primitive (0,0,0) (0,1,0) and extrude it **n** times along **x** to get a grid.\nNow I try to delete all points with a distance from the **y** axis greater than **d** \nWhenever **d** lies between the first and the last extrusion, the edges of the starting primitive are not displayed.\nIt shows up in the spreadsheet however and reappears if I apply the modifier and tab into edit mode and back \n\n[2022-02-05 19-27-50.mp4](2022-02-05_19-27-50.mp4)\n[del_geo_node.blend](del_geo_node.blend)\n\n",
"Geometry Nodes: simulation crashes when \"Cache\" option is disabled\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.06 30.0.14064.6002\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nDisabled \"Cache\" option causes a crash when jumping back to start frame.\n\nAdd a simulation zone, output the geometry result.\n![image](attachment)\nGo to the Physics tab and disable the __Cache__ option in the Simulation Nodes\n![image](attachment)\nSimulation a few frames, then jump back to the start frame.\n\n",
"Curve \"solidify\" modifier glitch\nOperating system: Windows 7\nGraphics card: GT750M\n\nBroken: 2.80, 2019-02-28\nWorked:\n\nWhen applying a \"Solidify\" modifier to a bezier curve shape (or imported SVG), it creates random height vector points, creating strange triangles. This can be fixed by simply selecting the errored vector point then selecting one of the transform value (in my case it was Y) in the panel and either pushing enter (keeping the same value) or unselecting the vector point.\n\n\nAttached blend file with imported SVG.\n\n"
] | [
"jumping from sculptmode to edit mode automatically hide certain vertex\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: 2.90.0\n\nJumping from sculptmode to edit mode automatically hide certain vertex, and you should press alt+ H to make them visible again \n\n\n - Create a cube, \n - Delete a face, \n - Extrude some vertex, \n - Enter in sculpt mode, \n - Enter in edit mode. \n\n\n\n\n",
"Cannot hide/unhide objects properly\nOperating System: Windows 10 Home 64-bit operating system, x64-based processor\nGraphic card: NVIDIA GeForce GTX 1660 SUPER\n\nBroken: 2.90.0, 2020-08-31 11:26, 0330d1af29c0, master\n\nI cannot see vertices of some area but only a mesh in Edit mode. When I hit ‘Alt+H’ to unhide the object, everything returns to normal. However, I still cannot see or select these vertices in Weight Paint mode.\n\nAdditionally, some area of a mesh that have this problem do not move properly while weights are correctly painted.\n\n1. Open attached .blend file.\n2. Select an object, and go to Edit mode and Weight Paint mode.\n[vanilla26_problem2.blend](vanilla26_problem2.blend)\n![Screenshot 2020-09-30 174636.png](Screenshot_2020-09-30_174636.png)\n![Screenshot 2020-09-30 174708.png](Screenshot_2020-09-30_174708.png)\n\nThank you very much for taking your time!"
] |
Continuous Grab bug
Operating system: OS Big Sur 11.2.3 (20D91)
Graphics card: Apple M1
Broken: Version 2.93.0 (2.93.0 2021-04-19)
Worked: 2.92
Continuous grabbing causes anything being dragged beyond the window frame to jump to the wrong coordinates. This was the case for both the alpha and beta version of 2.93 for Blender 2.93.0 macOS Arm 64 bit. I have the same behaviour using a mouse or the trackpad. I haven't tried the Intel version.
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"NLA: Action Track Hold Forward Inconsistency\nBug Report: #66946 (NLA strip unexpectedly auto-switching from Hold to Hold Forward)\n\n**Problem:** For the Action Track (non pushed action), extrapolation `None` and `Hold` is respected but `Hold_Forward` is not. It's a source of confusion. \n\n**Solution:** [Originally proposed by angavrilov]]. We treat extrapolation `Hold_Forward` as bounded on the left and infinite on the right.*FModifiers note:*It's important to note that the Action Track does not evaluate the same as normal strips which is [[https:*developer.blender.org/T66946#723602 |intentional](https:*developer.blender.org/T66946#724251). FModifiers will affect the track's boundaries so keyframes don't necessarily define the Action Track's evaluation bounds. So adding a default cyclic modifier to channels effectively makes the Action Track's evaluation bounds infinite. Even extrapolation `None` in this case appears to not work properly. This behavior is still intentional even though it appears broken. The user-side solution is to restrict the modifier's frame range. ",
"Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n",
"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",
"3D Viewport: Jump, when mouse crosses a window corner\nOperating system: Windows 10, 64bit\nGraphics card: none (CPU)\n\nBroken: (v 2.82a) and also (v 2.83 Alpha, Date 2020-03-18 17:16, Hash c9c08dc7c873)\nWorked: Never\n\nPossibly any operation in 3D Viewport jumps, if the mouse pointer crosses a corner (not only an edge) of the 3D Viewport window.\n\nTypical scenario: I have zoomed in a lot to edit a detail, and I'm moving an object to the screen center using the `Move the view` tool. If my mouse cursor crosses the 3D Viewport window corner, the object jumps out of sight (disappears).\n\n- Start Blender\n- Choose 2D Animation on the splash screen (-> 2D Animation starts in camera view and draw mode)\n- Zoom out as far as possible (-> you'll see things jump, and not just dissapear)\n- Enable Display Cursor (-> seeing the cursor makes it easier to intentionally hit the corner) ![Display Cursor.png](Display_Cursor.png)\n- Press the `Move the view` tool to move the camera view.\n- Drag the cursor across the window corner with reasonable speed (-> fast to easier hit the corner, slow to distinguish a jump from jerky mouse movement) ![Produce Jump.png](Produce_Jump.png)\n- It's not quite easy to exactly hit the window corner. I correct my motion, if I see the cursor pass in the top left or bottom right corner. With practice, I get a jump about every 10th time, I pass the corner. ![Cursor Motion.png](Cursor_Motion.png)\n- If a jump occurs, the (fully zoomed out) camera view suddenly jumps to one of the edges of the window.\n\nNote:\nThis happens to me not only with `draw mode`, `camera view` and `Move the view` tool, but likely with any mode, view and tool of the 3D Viewport, that sometimes makes me cross the window corner. I did observe it using\n- Move the view tool\n- Zoom in/out the view tool\n- G-key command to move things\nin\n- camera view\n- 3d view\n- draw mode\n- edit mode\n- maybe object mode\n",
"Vertex slide (GG) acts weird with zoom (steppy, jumping, not slowing down with shift)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\n\n\n[2020-02-22_06-30-18.mp4](2020-02-22_06-30-18.mp4)\n\n[gg.blend](gg.blend)\n\n",
"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",
"Orbit inverted on Mac with Magic Mouse\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.24 355.11.10.50.10.103\n\nBroken: version: 2.92.0\nWorked: 2.91.0\n\nIn 2.91, when i moved my fingers on the touch-sensitive Magic Mouse to orbit, it would move in the opposite direction, which is what i, and most likely most Magic Mouse users are used to; however in 2.92.0, the orbit is the same as using a regular scroll wheel. Very disorienting, and there are no settings to invert this navigation, as far as i am aware.\n\nDefault Startup > Orbit with Apple Magic Mouse, touch sensitive surface.\n\n",
"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",
"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",
"Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n![Screenshot 2021-06-17 at 14.52.31.png](Screenshot_2021-06-17_at_14.52.31.png)\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)",
"Moving cursor quickly jumps it out of the window when translating objects\nArchlinux\nNvidia GTX 460\n\nBroken: 2.7 RC1\n\nIt's possible to escape the window by moving the mouse quickly while translating an object. This does not seem to be possible while moving the view.\n\n1. Open blender in windowed mode with some space at the top of the screen\n2. Open default startup file (load factory settings)\n3. Select the default cube and press G+Z, then move the mouse sharply upwards as fast as possible (I don't actually need to move it that quickly, it's happened several times by mistake. But just to be sure.). The cursor will escape the window (will not wrap).\n4. Try the same with rotating the view (press and hold MMB, move mouse upwards quickly). The cursor will not escape, even when going at least as fast as when translating objects (sometimes the cursor will appear outside the window, but it still wraps).\n",
"UI: Cursor flickering when hovering over properties\nBroken: version: 3.0.0 Beta\n\nWhen hovering from one property to another in property area, sometimes cursor changes from <--> to standard cursor. There are no instances where you stop moving it and it stays as standard one - it always changes to <--> after a fraction of a second. UI scaling does not affect it.\n\nNote that when tried without recording problem was more apparent, almost always cursor was flickering.\n[UI Cursor flickering take 2 2021-11-27 10-58-42-112.mp4](UI_Cursor_flickering_take_2_2021-11-27_10-58-42-112.mp4)",
"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)",
"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",
"Trembling when selected cube in edit mode\nOperating system: MacOS Sierra - Versione 10.12.6\nGraphics card: NVIDIA GeForce GTX 680MX 2048 MB\n\nBroken: 2.83.0 (2020-06-03), 2.90 (2020-06-12)\nWorked: 2.82a\n\nA strange flicker happens when I select the faces of the cube.\n\nI select the cube.\nI change the visualization in Edit Mode.\nI set select mode to Face.\nI select the faces of the cube but they do not remain selected instead, a strange flicker of the object occurs. Here a video example:\n\n[blender_283_bug.mp4](blender_283_bug.mp4)"
] | [
"Mouse cursor does not loop around when crossing window border quickly\nOperating system: Fedora Linux 36 (Gnome Wayland)\nGraphics card: AMD ATI Renoir (integrated)\nAdd-ons: default\n\nBroken: 3.3.0 (flatpak from Flathub)\nWorked: It has been like this for a while.\n\nThe mouse cursor can escape Blender when it should loop around to the other side.\n\nOpen Blender\nUn-maximize the window\nCTRL+space in the 3D-viewport to make the cursor loop at the border of the window when rotating the view\nMiddle-click to rotate the view\nMove cursor outside of the window quickly\nThe cursor is now drawn outside of the Blender window and the 3D-viewport is rotated a lot with every movement of the cursor\nRelease middle-click with the mouse cursor placed outside of the Blender window\nThe rotation (or view if used in a different workspace) jumps one last time",
"Broken/weird Continuous Grab behaviour\nOperating system: Linux-5.8.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Alpha\n\nbroken/weird behaviour under VMWare Player/Workstation 14.1.2+, Ubuntu 20.04.2 LTS\nEdit -> Preferences -> Input -> Continuous Grab\n|[2021-02-27 03-11-16.mp4](2021-02-27_03-11-16.mp4)|[cursorbug.mp4](https://archive.blender.org/developer/F13560997/cursorbug.mp4)\n| -- | -- |\n\n- activate grab mode (G-key) in the viewport or in any blender's area which support 'Continuous Grab'\n- drag mouse toward area top or bottom edge\n\nAlternatively:\n- Active walk navigation and quickly move the mouse outside of the Blender window. \n"
] |
Light Orientation dot locked
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Broken: version: 3.0.0 Alpha
The Lights Yellow orientation dot doesn't move seems to be locked or something.
Add and area or sun light, try to move the yellow dot to orient it.
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"Toggling edit mode messes with active attribute\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n![Screenshot from 2023-05-12 11-11-18.png](attachment)\n![Screenshot from 2023-05-12 11-11-22.png](attachment)\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n",
"Improve visualisation and manipulation of lights in the viewport\nThe idea is to better control/visualize light parameters in the viewport. Currently we can only control the spot angle of spot lights, the size of area lights and the light direction. \nConcept drawings by @eyecandy for reference, not the final design.\n**Tasks**\n- [ ] visualize light color (translucent filled? opaque outline? center circle?)\n![light_color_viewport_explorations.png](light_color_viewport_explorations.png)\n- [ ] register gizmo undo\n- [x] make scaling transform follow the cursor exactly\n\nAdd gizmos to\n- [ ] spot light\n - [x] radius\n ![image.png](image.png)\n - [x] make scalable even when radius is zero?\n - [x] blend ![image.png](image.png)\n - [ ] spot angle via new gizmo type instead of arrow ![image.png](image.png)\n- [ ] area light\n - [x] constraint scaling in X/Y directions ![image.png](image.png)\n - [ ] beam spread (only supported in Cycles) ![image.png](image.png)\n - [ ] clip end/custom distance (only in Eevee) ![image.png](image.png)\n- [ ] sun lamp\n - [ ] angular diameter \n- [x] point light\n - [x] size ![image.png](image.png)",
"Viewport x-ray shading slider flipped\nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nViewport x-ray shading slider flipped\n\nI think this is ment to work the other way round, isn't it?\n![Bildschirmfoto zu 2019-12-18 18-56-18.png](Bildschirmfoto_zu_2019-12-18_18-56-18.png)",
"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",
"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",
"Undoing 'create transformation orientation' makes selected transform orientation blank.\nLinux 64bit\n\nBroken: 2.72b, 2.71 (and lower?)\n\n\nCreating custom transformation orientation can be undone, but doing so will set transformation orientation dropdown in 3D view header to blank value.\n\n\n1. Create new file\n2. Run 'create transformation orientation' operator (ctrl+alt+space in default keymap): transformation orientation dropdown in 3D view header should change to show the name of newly created orientation\n3. Undo (ctrl+z): transformation orientation dropdown becomes blank.\n",
"Mouse leaves window during walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.3.0\n\nmouse goes out in walking navigation\n\n\n- Simply open any file\n- Activate walking navigation and turn the mouse from top left to bottom right quickly several times (between 3 and 5 times)\n\n",
"Viewport: Auto-Depth rotation ignore transparent image reference empties\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\ncant rotate around partially occluded image objects.\n\n\nopen file, make sure rotate around mouse is enabled in preferences. hover mouse over either side images and hold in the mouse wheel, move the mouse, the view will rotate around the mouse. Now do the same for the middle image, the view no longer rotates around the mouse.\n\n[rotate around mouse bug with image objects that are occluded.blend](rotate_around_mouse_bug_with_image_objects_that_are_occluded.blend) \n\n",
"Can't scale area light in normal direction\nOperating system: Windows-10-10.0.15063-SP0 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78\n\nBroken: version: 2.82 (sub 5)\nWorked: blender-2.82-77c744054062-windows64\n\nDefault area lights need too much space in viewport, so I usually scale them down in normal direction to get smaller object. In this build I can't make it any more. One more thing, that also Spot lights need to much space in normal direction and I can't change it. I remember, that I 2.5 - 2.7x was function named clip start and clip end for this issue.\n\n1. Add area light.\n2. Hit S to scale and type 0,05 in Z direction.\n3. Notice, that doesn't happened.\n\n\n",
"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)",
"Eevee: UV map tangent forces first UV layer when in edit mode\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\nWhen entering edit mode Eevee seems to always use the first UV layer for the tangent information, even when another UV layer is specified.\nI thought maybe it would fallback to the UV layer set to `active render`, but that doesn't seem to be the case.\n[UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4](UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4)\n\n[UV_tangent_edit_mode_eevee.blend](UV_tangent_edit_mode_eevee.blend)\nFrom file:\n- toggle edit mode and object mode\n\nFrom scratch:\n- create second UV layer on default object\n- rotate UVs\n- create shader with tangent map of second UV map\n- toggle edit mode and object mode\n\n",
"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",
"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",
"3D cursor doesn't precisely follow mouse pointer when Transform Pivot Point is Active Element\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD\n\nBroken: at least from 2.93 to 4.0 all broken\nWorked: never?\n\nWhen moving the 3D cursor, it's moved distance is multiplied by some value depending on the view orientation. \n\n\n- Move the default cube and rotate the viewport orientation\n- Select Active Element as the Transform Pivot Point\n- Move the 3D-Cursor with shift+RMB\n\n",
"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 "
] | [
"Lighti spot interactively point can't use\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\nCaused by 1d49293b80\n\nInteractively point can't use.\n\n**Steps to Reproduce**\n- Open default blender file\n- Select light\n- Change the light type\n- In 3d viewport either use {key Shift T} or drag the yellow point\n![2021-10-07 17-00-14.gif](2021-10-07_17-00-14.gif)\n\n\n\n"
] |
Convert particles function does not preserve animation
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Broken: version: 2.93.2
Worked: (never)
Convert particles does not preserve animation
The particle engine can emit objects and their animation will be preserved e.g. a spinning cube will still spin if "object rotation" is checked in particle system > render.
If at the last frame, in modifiers, convert is clicked then the created cubes will no longer spin. [cube spinning particles.blend](cube_spinning_particles.blend)
| [
"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)",
"Particle Info Node does not return particle information in light nodes\nOperating system: Windows 10 Home\nGraphics card: Nvidia GTX 1080 \n\nBroken: 3.2.0 e05e1e369187\nWorked: N/A\n\n\nThe [Particle Info Node](particle_info.html) does not properly output values when used inside light nodes. It outputs the same values for all particles regardless of index, age, or position.\n\nNote that driving material properties of particles does work as expected. This problem seems to only be for lights using the \"Use Nodes\" cycles feature.\n\n![image](attachment)\n\n1. Set the render mode to cycles\n1. Add a collection with a light in it\n1. Enable light nodes\n1. Import the \"Particle Info Node\" into the node graph and use one of the per-particle values to drive the color of the \"Light Output\" node\n1. Add a particle emitter\n1. Set the particle to the collection that houses the light\n1. Add a surface to cast light onto\n1. Render using cycles\n\nIn the attached `.blend` file each particle (rendered from frame 50) is expected to have a different light color. However, all lights within the particles are emitting the same color (see attached render).\n\n",
"Some particle hairs that emitted from the vertices do not rotate with the armature.\nOperating system:MacOS\nGraphics card:Radeon Pro\n\nBroken: 2.93.2\n\n\nSome particle hairs that emitted from the vertices do not rotate with the armature.\n\n![Screen Shot 2021-07-09 at 9.53.20.png](Screen_Shot_2021-07-09_at_9.53.20.png)\n\n![Screen Shot 2021-07-09 at 9.53.34.png](Screen_Shot_2021-07-09_at_9.53.34.png)\n\n![Screen Shot 2021-07-09 at 10.12.21.png](Screen_Shot_2021-07-09_at_10.12.21.png)\n\n![Screen Shot 2021-07-09 at 10.12.30.png](Screen_Shot_2021-07-09_at_10.12.30.png)\n\n[Hair Rotation bug.blend](Hair_Rotation_bug.blend)\n\nSimple example wit a cube:\n[#89749.blend](T89749.blend)\n\nIssue only happens when emitting from Vertices (emitting from faces is fine)",
"Hair Dynamics: Reduced animation frame count leads to loss of Hair Particles on Collection visibility updates\nOperating system: Windows 10 Home 64\nProcessor: AMD Ryzen 5 4600H with Radeon Graphics, 3.00 GHz\nRAM: 16.0 GB (15.4 GB usable)\nGraphics card: NVIDIA GeForce GTX 1650 Ti\n\n\nBroken: 3.4.1, 3.3.5\nWorked: 3.3.x (before 3.3.5)\n\n\nWhen applying Hair Dynamics with a reduced simulation frame count, the Hair Particles \"disappear\" on updating the visibility of any Collection in the Outliner after successfully baking.\n\n\nBased on the file hairbaketest_72frames_notOK.blend (attached).\n\n* Add hair to default cube\n* Enable hair dynamics\n* Set cache end frame to 10\n* Bake\n* Hide and unhide collection\n\n**Expected Behaviour**\nThe Hair Particles are still visible, the simulation can be played. After closing and re-opening the file, the current saved frame will show the Hair Particles at that frame as in the bake. \n\n\n**Actual Behaviour**\nThe Hair Particles are \"gone\", not visible anymore. After closing and re-opening no Hair Particles are shown. \n\n\n**Additional Information**\nThe file hairbaketest_250frames_OK.blend (attached) shows the successful workflow, it saved the baked state successfully and I could toggle the visibility of Collections in the Outliner without any effect on the Hair Particles. The workflow described in the steps is as it worked for me for a long time. I tried to break down the issue and the reduced frame count seems to make the difference for all I can tell.\n\n\n**Windows Update**\n* Last time I used Hair Dynamics workflow successfully: 3/5/2023 (March 5th) with Blender v3.3.x\n* First time I wanted to use it again but the bug occured: 3/25/2023 (March 25th) with Blender v3.3.5\n\nBetween these dates a Windows Update was made. See attached Screenshot of my Windows Update history. The reason I think it's worth mentioning, is that I did a lot of testing and as I have to use Hair Dynamics for a project and it's not possible, I tried and installed older versions of Blender that definitely worked without any issues (back to 2.93) but even the older versions now have this behavior when I try to make new files with Hair Dynamics.",
"Disk Cache combined with Cache Step does not work\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.8d95dcd87dbb-windows64\nWorked: Blender 2.79 b f4dc9f9d68b\n\nBaking a particle system with *Disk Cache* checked and *Cache Step* set to greater than 1 results in the baking failing.\nNo error is reported, but the bake is obviously corrupt.\nIt worked in 2.79.\n\n[bake.zip](bake.zip)\n1. Extract the archive and open the *.blend* file. (in 2.80)\n2. Playback works at this point. (Particles fall down from the plane.)\n3. Click *Delete Cache* and then *Bake*.\n4. Try playback again. It's not incorrect. (Particles appear at the bottom and don't move. If you check the cache folder, you will see it cached every second frame---instead of every 10th as configured, except for the first step.)",
"Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n![image.png](image.png)\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\n",
"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![render_first_2.93.png](render_first_2.93.png)\n\nRender again, and the grass will appear:\n\n![render_second_2.93.png](render_second_2.93.png)\n\nI attach results also from 3.0:\n\n![render_first_3.0.png](render_first_3.0.png)\n\n![render_second_3.0.png](render_second_3.0.png)\n\nand 3.1:\n\n![render_first_3.1.png](render_first_3.1.png)\n\n![render_second_3.1.png](render_second_3.1.png)\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.",
"\"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.",
"Animating hide_viewport propertie deselect objects\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.87.01\n\nBroken: version: 2.81 (sub 16)\n\nWhen animating the \"*hide_viewport*\" propertie of an object it deselect it, this was not the case in 2.79.\nNot only the selection is lost but this make the user unable to use filters \"*Selected only*\" in combination with \"*Display hidden*\" like you could do in 2.79\n\n{[F7930271](losing_selection_and_only_select_filter.gif), size=full}\n\nAnimate the hide_viewport visibility of an object, in graph editor toggle on *Selected only* and *Display hidden*. Select the object and then scrub in/out the animated hide range, object gets deselected.\nExample blend : [animated_display_on_cube.blend](animated_display_on_cube.blend)\n\nSomeone also mentionned it in blender stack exchange with gifs to compare 2.79 and 2.8+ behavior : hiding-object-in-2-80-via-animated-disable-in-viewport-loses-selection\n\n\nThank you !\n\n",
"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)",
"Hair dynamics stopped working after editing and combing in \"Particle Edit\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.1.0 Alpha\n\nHair dynamics stopped working after editing and combing in \"Particle Edit\"\nPossible duplicates: #91258, #56818\n\n[#93344.blend](T93344.blend)\n\n- Open file\n- Cut hair with Cut brush\n# Comb hair with Comb brush with disabled Preserve Strand Lengths option\n\nSimulation no longer works",
"\"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![hair_292.JPG](hair_292.JPG)\n\nIn 2.93.4, the children are pulled towards world (not object) origin:\n![hair_2934.JPG](hair_2934.JPG)\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![bug3.JPG](bug3.JPG)\n\nBlend file with error:\n\n[Bug3.blend](Bug3.blend)\n",
"Rigid body Bounciness parameter not functioning\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: 2.92 and version: 3.0.0 Alpha\nWorked: 2.83.13\n\nIn recent Blender versions the bounciness parameter of rigid bodies does nothing.\n\nOpen attached file, press space to start animation.\nOlder versions: ball bounces\nRecent versions: ball falls and immediately comes to an halt when it hits the surface of the cube.\n\n[Bounciness bug.blend](Bounciness_bug.blend)",
"Kill Particles does not make them really dead\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.6\nWorked: -\n\nIf you give a mesh a physics property of collision and check the \"Kill Particles\" Checkbox, they are not becoming dead, they just stop moving. If you add a Particle Instance to another object and only show dead, the dead objects show correctly in viewport but not in render (eevee/cycles).\n\nI created a plane, put it about 10m higher and turned it 180° on x axis. Then i added a particle system to that plane with default settings. I added another plane and scaled it up a few times and applied all transforms. I then added a collision physics property with \"Kill Particles\" enabled to that plan. Now i added an Icosphere, scaled it down, applied all transforms and added the Particle Instance modifier. As Object i chose the first created plane and only left show dead active. After baking the Particle system, you see in viewport the Icosphere as soon as the particles hit the Plane with the collison physics property. But if you then want to render the image they are gone.\n\nWith the attached .blend file you just have to click bake in the particle system properties of the ParticleEmitter object and you should see the dead ParticleInstance object at Frame 40. But if you render the image then they are gone.[ParticlesNotDead.blend](ParticlesNotDead.blend)",
"Mantaflow - Flickering Square pattern of the particles\nOperating system: Windows 10\nGraphics card: Quadro RTX 4000\nCPU: Ryzen Threadripper 2950x\nRAM: 64GB\n\nBroken: (2.90.0 // 2.83.5)\n\n\nI got the Problem both in the 2.83 LTS & 2.9 Version:\nIf i bake the fluid simulation in Mantaflow the particles of Bubble & Foam result in flickering squares: In one frame the particles are present and in the next frame they are abscent (in a square pattern). If I render an animation sequence out of this the video is flickering. I added the .blend-File for the used Settings and also two screenshots to demonstrate the square Pattern. Furthermore a rendered animation of another scene of mine shows the flickering result when rendered. \n\n\n[Mantaflow Flickering.avi](Mantaflow_Flickering.avi)\n\n[2020_09_19 - Fluid Test.blend](2020_09_19_-_Fluid_Test.blend)\n\n![Frame135.png](Frame135.png)\n\n![frame136.png](frame136.png)\n\nJust bake the attached .blend File (You need to change the saving location)"
] | [
"Should \"Make instances real\" keep animation data from original objects?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nMake instances real removes object drivers.\n\nDescription:\nIn the attached file there is a cube which is included in a collection named \"Box\". \nThe cube has a simple driver on the location X axis.\nIn Scene.001 there is a collection instance of \"Box\" collection.\nWhen i make instances real, new cube does not have the driver.\n\nSteps:\nGo to Scene.001\nSelect the collection instance\nPress Ctrl+A > Apply Menu > Make Instances Real\n[Make Instances Real Removes Drivers.blend](Make_Instances_Real_Removes_Drivers.blend)\n\n\n"
] |
3Dconnexion SpaceNavigator pan issue
Operating system: Win 10, 64
Graphics card: 2x Titan
Broken: 2.79b
After updating from Blender 2.76 to 2.79b, SpaceNavigator can no longer MOVE from side-to-side or up/down (pan or tilt). All other functions work.
However, SpaceNavigator does move if I press SHIFT while using the device. So I probably need to change a setting so the device no longer needs SHIFT.
But if I go to Blender/Preferences/Input/3D View/Move View/NDOF and remove the tick from SHIFT, SpaceNavigator stops working, and the only way to make it work again is pressing ‘Restore.’ | [
"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",
"Quad View Exiting Behavior\nUsers coming from other software expect Quad View to behave a certain way. Since d71db08f6d, when exiting Quad View we always toggle to the *User Perspective* (top right) view, rather than the one the mouse currently hovers. That differs from what users probably expect (see #43523, #42462, #42368, #43452, #69717).\nIt should not be hard to get the (presumably) expected behavior to work again while addressing the reasons it was removed.\n\nQuick proposal:\n* Maximize the hovered view when exiting Quad View\n* Keep rotation of that view locked if it wasn't the *User Perspective* one\n* Keep the view transform of the *User Perspective* stored so when going back to Quad View, it shows that in the top right.\n\nFor more details, see d71db08f6d.",
"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",
"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",
"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)",
"Support dragging to change tabs in the side-bar\nNote, this was reported as a bug however it's a TODO (wasn't supported in 2.7x).\n\n----\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (version before the click transparent passthrought)\n\n\nCannot drag on the tabs to select other tab like normal tab behavior on Blender.\n\n- Factory defaults\n- Press 'N' on the 3D View.\n- Try to drag on the tabs on the \"WM_OT_context\", the result is the box selection.\n\nSee attached gif (ignore the mouse cursor offset, that is due to 4k display with only 125% scale applied.)\n\n![fSXMp2gyxJ.gif](fSXMp2gyxJ.gif)\n\n\n",
"Wrong teleport behaviour if scene scale is greater than 1.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.3.1\n\nCalling teleport using a scene scale greater than 1 will place the camera in a wrong position whose height is greater than expected\n\n\nPreferences>Navigation>View height = 1.7m (default value)\nSceneProperties>Units>Units Scale = 10 (10x default value)\nAdd a plane, it will act as a ground, scale it to 50x\nAdd a cube (default 2m)\nusing Walk navigation, enable gravity with tab, the camera will stay more or less on the same height as the cube. (1.7m ~ 2.0m), everything works as expected.\nbut, if you teleport to any location on the plane, the new camera position will be the cursor position + 17m on the Z axis instead of 1.7m on the Z axis.\nThe blend file contains a scene with a plane and a cube, all done using scene scale 10.\n\n[Scale10Problem.blend](Scale10Problem.blend)\n\n",
"Blender 2.80.* Video Editor: Timeline breaks upon time-remapping.\nOperating system: Linux Mint 19.1 Tessa 64-bit\nGraphics card: Radeon 7570M 1Gb\n\nBroken: 2.79\nWorked: -\n\nChanging the \"Time Remapping\" setting to\n**25 Old**\n**100 New**\nCauses issues with the timeline in the Video Editor window. It shows items as they were, without visually scaling the timeline, however the timeline itself looks unchanged. The seek bubble moves separately from the seek bar as well.\n\nWhen clicking where you'd expect frame 25 to be, it actually moves the cursor to the wrong location. See attached screenshot and .blend files below.\n\n\nOpen a video in the video editor, set the time remapping, observe the broken timeline.\n\n![Screenshot from 2019-07-15 14-05-08.png](Screenshot_from_2019-07-15_14-05-08.png)\n[issue.blend](issue.blend)",
"NLA: Action Track Hold Forward Inconsistency\nBug Report: #66946 (NLA strip unexpectedly auto-switching from Hold to Hold Forward)\n\n**Problem:** For the Action Track (non pushed action), extrapolation `None` and `Hold` is respected but `Hold_Forward` is not. It's a source of confusion. \n\n**Solution:** [Originally proposed by angavrilov]]. We treat extrapolation `Hold_Forward` as bounded on the left and infinite on the right.*FModifiers note:*It's important to note that the Action Track does not evaluate the same as normal strips which is [[https:*developer.blender.org/T66946#723602 |intentional](https:*developer.blender.org/T66946#724251). FModifiers will affect the track's boundaries so keyframes don't necessarily define the Action Track's evaluation bounds. So adding a default cyclic modifier to channels effectively makes the Action Track's evaluation bounds infinite. Even extrapolation `None` in this case appears to not work properly. This behavior is still intentional even though it appears broken. The user-side solution is to restrict the modifier's frame range. ",
"Snapping issue while rotating and 'Align Rotation to Target' is ON - can't set correct origon rotation for simple object \nOperating system: Windows 10\n\n\nBroken 2.81 new feature of origon \n\nsnaping rotation origon bug - can't set correct origon rotation for simple object \n\nrotation snaping of origon is tha same important as moveing origon to spec place\n \nI need to specyfy Z direction also x and y direction. To working with this propably I need to have 2 directions snaping z and x or z and y to work with this.\nso for example Z with snaping and then hold shift seting Y snaping... \n\nThis will help with orientation objects in space by orientation of another objects like aligment rotation object to another object ect. \n\nThanks for great work.\n\n\n[origon snaping rotation video.mp4](origon_snaping_rotation_video.mp4)",
"Pie menu assigned buttons freezes switching during mouse movement\nOperating system: Linux Mint\n\n\nBroken: 2.8 official\nWorked: 2.79\n\nZ, Tab and ` by default calls pie menu.\nEven if pie menu is disabled in keymap, they seems to wait for pie menu drag before switch their mode, so they sticks while mouse is moved.\n\nSteps to reproduce:\n\n1) Remove Shading checkbox assignment (VIEW3D_MT_shading_pie) from Z key\n2) Spam Z in 3D viewport\n\n3) If \"pie menu on drag\" checkbox is on\n\n 3a) When mouse is still, Z switches wireframe mode immediately\n\n 3b) When mouse is moving, Z stops switching.\n\n4) If \"pie menu on drag\" checkbox is off, Z key stops switch wireframe mode at all.\n\nGIF to compare 3a and 3b:\n\n![Spamming mouse.gif](Spamming_mouse.gif)\n\nGif to reproduce 4:\n\n![Z off.gif](Z_off.gif)\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 ",
"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![MenuBack_Roundness_BUG.gif](MenuBack_Roundness_BUG.gif)",
"click-drag-releasing cursor breaks its surface projection\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1, 2.93.9\n\nAlthough cursor surface project is enabled, click-drag-release breaks the projection on the object. Simply clicking once without moving works.\nThis happens either by shift-RMB or with the cursor tool.\n\n**Steps to Reproduce**\n- Open default scene -> select 3D cursor from toolbar\n- Enable `surface project`\n- Click and drag mouse to place 3D cursor over object",
"Right clicking on 3D Viewport Header not working as expected\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\nWorked: (3.6 and older)\n\n\nIf you Right click on empty space of 3D Viewport Header it will not bring Header Menu for disabling or enabling Header. it was possible in version 3.6\nThere are just 2 options to bring menu:\n1- Right click very close to Header items but not inside items(it's really hard to reach)\n2- disable region overlap (many prefer not to turn it off)\n\nI know it is now available to see and select objects through header but I think old right click should back to header because:\n1- constancy( when you right click on all other editor's header that menu will pop up)\n2- beginner friendly (imagine someone new to blender or blender 4 wants to hide header and he does not know new region toggle pie menu so it is hard to hide it)\n\n"
] | [
"3D Connexion Space Mouse Pro doesn't works in Blender 2.8 (win32)\nOperating system: Windows 10 Pro\nGraphics card: 2x GTX 1080Ti\n\nBroken: Blender 2.8 Beta - 2019-01-21\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\n\nHello guys! Thanks again for your hard work and help! Do you know why I can't use my 3D Mouse in Blender 2.8? I have a 3D Connexion Space Mouse Pro Wireless (it's like a joystick mouse). And works fine with Cinema 4D and Modo. But with Blender doesn't work fine. Thanks a lot!\n\nC9lIYmkYrXk?t=120\n\nspacemouse-pro-wireless.html\n\nBased on the default startup or an attached .blend file (as simple as possible)."
] |
Segfault on selecting objects
Operating system and graphics card
Linux Mint 17.1 Rebecca
Intel HD Graphics 4000
Broken: 2.77 RC 1 b594b25
Worked: 2.76b
Selecting an object leads to a segfault.
1. Start Blender; press Escape to hide the splash screen.
2. Right click on a cube or any other _mesh_ object.
Selecting cameras and light sources is not affected by the bug.
(No custom .blend file required; can be reproduced with a default startup file.) | [
"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",
"Python segfault or incorrect select_set()\nOperating system: MacOS 12.01\nGraphics card: Intel MacBook Pro\n\nBroken: 2.83.9, 3.0.0 and 3.1.0 Alpha\n\nSegmentation Fault happens or select_set is applied to the wrong object.\n\n\n- Based on the default startup file\n- Run the code provided below (two Font objects will be created)\n- Select all objects\n- Run this code again\n\n```\nlines=12, lang=py\nimport bpy\n\nfor n in bpy.data.objects:\n try:\n l = n['clearable']\n except:\n print(\"no clear\")\n else:\n print(\"deleting\", n.name)\n n.select_set(True)\n bpy.ops.object.delete() \n\n# add text\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\nfont_obj['clearable'] = True\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n```",
"Outliner selection not working correctly after undoing object deletion\nOperating system: Linux-5.17.15-1-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD VERDE (LLVM 13.0.1, DRM 2.50, 5.17.15-1-MANJARO) AMD 4.5 (Core Profile) Mesa 22.1.2\n\nBroken: 2.91.2, 3.2.0, version: 3.3.0 Alpha\nWorked: prior to b077de086e\n\nAn object that is linked in another collection can usually be removed from just that collection by using unlink, while using delete removes it from both collections. But if you delete the object and undo, unlink does delete the object in both collections. \nRenaming the cube or creating a new object \"breaks\" the cubes apart so they can be selected/unlinked individually again.\n\nIn the default scene,\n- create a new collection\n- in the outliner, ctrl-drag the default cube object to that collection to link it\n- delete the cube\n- undo\n- in the outliner, it is now impossible to select the cube in the new collection separately and using unlink will delete both cubes",
"Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.",
" 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)",
"Outliner: Sync Selection off not working when clicking LMB on data object name\nBroken: version: 3.0.0\nBroken: version: 2.91.2 (works correctly on meshes for some reason till worked version)\nWorked: version: 2.82\n\nWhen `Sync Selection` is off it's still possible to sync selection by clicking on object data name (+ small margin). Additionaly clicking on object data name will sync it with relevant slot in Properties editor. This bugged area becomes slightly longer to the left when active, see video.\n\n1. Open default scene.\n2. Turn off `Sync Selection` on Outliner.\n3. Deselect onjects in your scene by clicking on empty space in 3D Viewport.\n4. Select objects or object data in outliner without clicking on their name - see that `Sync Selection` is off\n5. Select objects or object data in outliner by clicking in their name - see that now parent onject is selected in Outliner aswell as in 3D Viewport.\n[Outliner Sync Selection off bug 2021-12-15 20-45-35-213.mp4](Outliner_Sync_Selection_off_bug_2021-12-15_20-45-35-213.mp4)",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.",
"Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)",
"Can't setting camera.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.19\n\nBroken: version: 3.6.1\n\n\nWhen I render, will jumpback to the camera.002\n\n",
" Selection future-proof design\nThere is an attempt to use GPU even more for selection, while we still have some long standing issues there:\n\n* Depth Select has performance issues on some systems.\n* Occluded selection is limited by screen resolution #75860 (Faulty selection when zoomed-out).\n\nWe should move forward with our selection design, get this over with, and make sure snap/selection/... all fall in line with the same design, so no effort is wasted going multiple directions.\n\nWorth noting that the VR project, and the eevee / cycles fisheye in the viewport selection task needs an abstraction between what is drawn in the viewport and what we select. It may be possible with the current architecture, but if we are to change things (going cpu?ray cast?) these cases should be taken into consideration.",
"Gesture selection does not deselect on nothing if collection is hidden\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nThis is an inconsistency in the selection behavior.\nIf you select on nothing, it will deselect all objects in the viewport and the outliner. This is the case for click selection and selection tools/operators.\n\nBut if selected objects are hidden, they are not affected by this with selection tools (gesture selections such as box & lasso). Selected objects and collections stay selected in the outliner.\nThe expected behavior is that gesture selection and single click selection have the same effect on hidden objects and collections.\n\n1. Create two collections each with an object in it\n2. Select a collection and its object in the outlliner\n3. Select on empty space (Notice how the object and collection are deselected)\n4. Repeat 1 & 2\n5. Do a lasso/box selection on empty space (Notice how the outliner selection isn't cleared)\n\n",
"Selection to Active doesn't work when the selected object is a child of the active object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0 Beta\n\n\nSelection to Active operator doesn't work when the selected object is a child of the active object.\n\n\n1. Add 2 cube.\n2. Parent one of the cubes to the other.\n3. Select both cubes such that the parent is active. \n4. Use the Selection to Active operator.\n5. The operator has no effect.\n\n",
"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![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n",
"Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.",
"Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!"
] | [
"blender crash on selecting the high density mesh\nwindows 7 and NVIDIA GeForce GT 630M\nram 6 gb\nHP Pavilion dv6 Notebook PC\n\n\nBroken: 2.74\nDate: 2015-03-31 13:39\nHash:000dfc0\n\nWorked: (optional)\n\nBlender crashed on selecting the high density mesh in the viewport.\nThis crash happen only if i try to select it in the viewport but if i select using outliner it doesn't crash{[F182901](blender.crash.txt)}\n\non startup it generates some error messages\n\nC:\\Users\\bebin>\"C:\\Program Files\\Blender Foundation\\Blender\\blender.exe\"\nRead new prefs: C:\\Users\\bebin\\AppData\\Roaming\\Blender Foundation\\Blender\\2.74\\c\nonfig\\userpref.blend\nAL lib: (EE) ALCmmdevPlayback_resetProxy: Failed to check format support: 0x8889\n0008\nAL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender\\2.74\\python\naddon not found: 'vb30'\nread blend: F:\\personal\\3dworks\\sculpts\\YO DEMON\\demon_retopo.blend\nRead new prefs: C:\\Users\\bebin\\AppData\\Roaming\\Blender Foundation\\Blender\\2.74\\c\nonfig\\userpref.blend\nAL lib: (EE) ALCmmdevPlayback_resetProxy: Failed to check format support: 0x8889\n0008\nAL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead\nread blend: C:\\Users\\bebin\\Desktop\\test.blend\nError: EXCEPTION_ACCESS_VIOLATION\nWriting: C:\\Users\\bebin\\AppData\\Local\\Temp\\test.crash.txt\n\n\n\nI have attached the crash report file generated by blender.\n\ncreate a sphere subdivide many times and right click to select it on viewport.\n "
] |
GLIBC on CentOS 7.5
Operating system: Linux (CentOS Linux release 7.5.1804 (Core))
Graphics card: NVIDIA Quadro 4000
```
build date: 2018-12-13
build time: 00:07:18
build commit date: 2018-12-12
build commit time: 23:51
build hash: 81ea815dcb6
build platform: Linux
build type: Release
build c flags: -Wall -Wcast-align -Werror=implicit-function-declaration -Werror=return-type -Werror=vla -Wstrict-prototypes -Wmissing-prototypes -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wlogical-op -Wundef -Winit-self -Wnonnull -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Wformat-signedness -Wuninitialized -Wredundant-decls -Wshadow -Wno-error=unused-but-set-variable -fuse-ld=gold -std=gnu11 -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -msse2
build c++ flags: -Wredundant-decls -Wall -Wno-invalid-offsetof -Wno-sign-compare -Wlogical-op -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Werror=return-type -Werror=implicit-function-declaration -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wundef -Wformat-signedness -Wuninitialized -Wundef -Wmissing-declarations -fuse-ld=gold -std=c++11 -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -msse2
build link flags: -Wl,--version-script='/home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/creator/blender.map'
build system: CMake
```
Blender 2.8 (beta) does not start because of wrong glibc version:
> ldd /usr/local/blender-2.80/blender
/usr/local/blender-2.80/blender: /lib64/libm.so.6: version `GLIBC_2.23' not found (required by /usr/local/blender-2.80/blender)
linux-vdso.so.1 => (0x00007ffec6bc8000)
librt.so.1 => /lib64/librt.so.1 (0x00007f95f1c0c000)
libpthread.so.0 => /lib64/libpthread.so.0 (0x00007f95f19f0000)
libGL.so.1 => /lib64/libGL.so.1 (0x00007f95f174c000)
libX11.so.6 => /lib64/libX11.so.6 (0x00007f95f140e000)
libXi.so.6 => /lib64/libXi.so.6 (0x00007f95f11fe000)
libXxf86vm.so.1 => /lib64/libXxf86vm.so.1 (0x00007f95f0ff8000)
libXfixes.so.3 => /lib64/libXfixes.so.3 (0x00007f95f0df2000)
libXrender.so.1 => /lib64/libXrender.so.1 (0x00007f95f0be7000)
libutil.so.1 => /lib64/libutil.so.1 (0x00007f95f09e4000)
libdl.so.2 => /lib64/libdl.so.2 (0x00007f95f07e0000)
libc.so.6 => /lib64/libc.so.6 (0x00007f95f0413000)
/lib64/ld-linux-x86-64.so.2 (0x00007f95f1e14000)
libm.so.6 => /lib64/libm.so.6 (0x00007f95f0111000)
libmvec.so.1 => not found
libgcc_s.so.1 => /lib64/libgcc_s.so.1 (0x00007f95efefb000)
libGLX.so.0 => /lib64/libGLX.so.0 (0x00007f95efccb000)
libGLdispatch.so.0 => /lib64/libGLdispatch.so.0 (0x00007f95ef9fd000)
libxcb.so.1 => /lib64/libxcb.so.1 (0x00007f95ef7d5000)
libXext.so.6 => /lib64/libXext.so.6 (0x00007f95ef5c3000)
libXau.so.6 => /lib64/libXau.so.6 (0x00007f95ef3bf000)
Is there a RPM somewhere with a matching GLIBC?
> cat /etc/centos-release
CentOS Linux release 7.5.1804 (Core)
Install Blender the usual way (e.g. in /usr/local/blender-2.80-81ea815dcb6-linux-glibc224-x86_64)
Try to run it ...
> /usr/local/blender-2.80/blender
/usr/local/blender-2.80/blender: error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory
Check shared libraries:
> ldd /usr/local/blender-2.80/blender
/usr/local/blender-2.80/blender: /lib64/libm.so.6: version `GLIBC_2.23' not found (required by /usr/local/blender-2.80/blender)
linux-vdso.so.1 => (0x00007ffec6bc8000)
librt.so.1 => /lib64/librt.so.1 (0x00007f95f1c0c000)
libpthread.so.0 => /lib64/libpthread.so.0 (0x00007f95f19f0000)
libGL.so.1 => /lib64/libGL.so.1 (0x00007f95f174c000)
libX11.so.6 => /lib64/libX11.so.6 (0x00007f95f140e000)
libXi.so.6 => /lib64/libXi.so.6 (0x00007f95f11fe000)
libXxf86vm.so.1 => /lib64/libXxf86vm.so.1 (0x00007f95f0ff8000)
libXfixes.so.3 => /lib64/libXfixes.so.3 (0x00007f95f0df2000)
libXrender.so.1 => /lib64/libXrender.so.1 (0x00007f95f0be7000)
libutil.so.1 => /lib64/libutil.so.1 (0x00007f95f09e4000)
libdl.so.2 => /lib64/libdl.so.2 (0x00007f95f07e0000)
libc.so.6 => /lib64/libc.so.6 (0x00007f95f0413000)
/lib64/ld-linux-x86-64.so.2 (0x00007f95f1e14000)
libm.so.6 => /lib64/libm.so.6 (0x00007f95f0111000)
libmvec.so.1 => not found
libgcc_s.so.1 => /lib64/libgcc_s.so.1 (0x00007f95efefb000)
libGLX.so.0 => /lib64/libGLX.so.0 (0x00007f95efccb000)
libGLdispatch.so.0 => /lib64/libGLdispatch.so.0 (0x00007f95ef9fd000)
libxcb.so.1 => /lib64/libxcb.so.1 (0x00007f95ef7d5000)
libXext.so.6 => /lib64/libXext.so.6 (0x00007f95ef5c3000)
libXau.so.6 => /lib64/libXau.so.6 (0x00007f95ef3bf000)
| [
"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",
"AMD Radeon Pro W6800 not detected\nOperating system: Linux-5.4.0-155-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD Radeon PRO W6800 (navi21, LLVM 16.0.3, DRM 3.53, 5.4.0-155-generic) AMD 4.6 (Core Profile) Mesa 23.2.0-devel\n\nBroken: version: 3.6.1\nWorked: None\n\nI have installed HIP, as `libamdhip64.so.5` and `libamdhip64.so` are both present in `/opt/rocm/hip/lib`. This aligns with the `hip_paths[]` array in `hipew.c`. `/opt/rocm/bin/hipconfig --full` reports that my HIP version is `5.6.31061-8c743ae5d`. Games and bench-marking utilities run well, so the card itself must be working. I've also built from source and tried the top two Daily Builds. It simply appears to not be detected.\n\nMenu Bar -> Edit -> Preferences -> System -> Cycles Render Devices -> HIP -> \"No compatible GPUs found for Cycles\"\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",
"Freeze when using Object.ray_cast in a driver script\nOperating system: Linux-5.10.15-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.40.0, 5.10.15-1-MANJARO, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.91.2, 8dc95f61f3\nWorked: Unknown, fails on at least as old as 2.83.10.\n\nRunning a driver that includes a call to Object.ray_cast will freeze the interface entirely. Still exits normally when sent a SIGTERM. It does not create a crash.txt. Blender crashes with a segmentation fault in version 2.83.10 (hash: `b439a155442b`), and does create a crash.txt (see attached). Blender version 2.93.0 Alpha (hash: `7a608f88a713`) also freezes in the same way as 2.91.2. Using the ray_cast function in a non-driver script appears to function as expected.\n\nIn the attached blend file, run the text block `TurretRayCasting.py`, to put the script into the driver namespace. Next, click \"update dependencies\" in the driver panel. The application should freeze entirely. If `return target.ray_cast(turretTargetSpace, direction)- [x]` is commented out and replaced with `return True`, the application does not freeze.\n\n[driver_freeze2.blend](driver_freeze2.blend)\n\n[driver_freeze2.crash.txt](driver_freeze2.crash.txt)\n\n[system-info-2.91.2.txt](system-info-2.91.2.txt)",
"Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n",
"Cycles: ray & shader counters\n[D4204: Ray and Shader counters for Cycles](D4204)",
"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)",
"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",
"Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n",
"No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo",
"2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault",
"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",
"Gpencil: Delay & Frames field values in Build Modifier should be integers only\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\nIn the Grease Pencil Build modifier, when using the mouse or the arrows to change Start Delay or Frames, the value goes through decimals instead of going directly to the next frame value.\n![00.JPG](00.JPG)\nLoad a Grease Pencil Build modifier,\nIn the Start Delay or Frames field, use the arrows or the mouse left button to change the value, or type a number with decimals.\n",
"Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n",
"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![image](attachment)\n\n"
] | [
"2.8 fails on Centos 7.5\nOperating system and graphics card\nCentOS Linux release 7.5.1804 \n\nBroken: (2.80-41c039d6e90-linux-glibc224-x86_64)\nWorked: (2.79b)\n\nEvery time I start the new version I get following error:\nerror while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory\n\n\nJust try to start it up.\n./blender\n\n"
] |
Black Artifacts/blocks when panning viewport with certain 3D models or blend files
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon(TM) Vega 6 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003
Broken: version: 2.92.0 Alpha
When loading certain models (For example the blender cloud Rain V2 model, see attached file), when you pan the camera or viewport, the model seems to leave Black Artifacts on the area around where it was.
This does not appear in renders. This happens every time the file is opened and there doesn't seem to be a way to fix it.
[2021-01-21 16-12-23.mp4](2021-01-21_16-12-23.mp4)
- Open the attached .blend file
- Pan the viewport around
[rain_v2_3.blend](rain_v2_3.blend)
| [
"Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n",
"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![image.png](image.png)\n\n4) select the circles\n\n5) press tab and tab again\n\n6) you will see:\n\n![image.png](image.png)\n\nwhich is correct\n\n",
"Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n![изображение.png](изображение.png)\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n![image.png](image.png)\n\nTest File:\n[#95663.blend](T95663.blend)",
"Object properties In-front doesn't work in viewport shading\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nObject properties In-front doesn't work in viewport shading\nAll the other options works in Object properties/viewport display, except for In-front \n![bug.gif](bug.gif)\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)",
"Motion blur artifacts on complex object animation (reproducable)\nOperating system: win10\nGraphics card: 2070super\n\nBroken: (example: 2.83.4, 2.92.0alpha)\n\n\n**motion blur gives strange artifacts in some frames.**![bug1.jpg](bug1.jpg)\n![bug2.jpg](bug2.jpg)\n[bug_motion_blur.blend](bug_motion_blur.blend)\n\n\nIn the attached file, this happens on frames 9 and 20. Bug reproducable",
"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)",
"Camera Background image is appearing greyish in 3D Viewport \nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080Ti\n\n**Blender Version** 3.2.1\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac9e\nWorked: \n\nCamera Background image is appearing greyish in deep black area in 3D Viewport but showing completely normal in Image editor section and renders. \nEven after turning on \"View as Render\", problem is still there.\n \nOpen the attached blend file.[Blender BG Bug Report.blend](Blender_BG_Bug_Report.blend)",
"Viewport: Texture limit size generates artifacts during painting\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nWhen limit size is lesser than the actual image size, this will result in artifacts at paint region.\n\n- Open attached file\n- Change Texture limit size to 2k or less (`Edit > Preferences > Viewport > Textures > Limit size`\n- Paint the plane.\n",
"VDB sequences are rendered blocky here and there ( issues with Volume Displacement Modifier )\nOperating system: Windows 10 \nGraphics card: RTX 2070 CUDA\n\nBroken: blender-3.0.0-alpha+master.ef5a362a5b24-windows.amd64-release.zip\n\n\nBlender renders these blocky frames here and there during the actual render. The VDBs seem to be fine, the same botched render frames look fine in the viewport render. These anomolies are happening only during the actual render. See the attached image (middle right image) for what is happening please.\n\nThe same sequence renders without any issues in Houdini.\n\n(Cycles)\n\n![Bridge_iKusW7CdLf.jpg](Bridge_iKusW7CdLf.jpg)\n\n\nHere is an actual movie render (with Eevee) that shows how horrible this issue is.\n[borkedframes_0001-0200.mp4](borkedframes_0001-0200.mp4)\n\n\n[#88966.blend](T88966.blend)\n[steam.4.0001.vdb](steam.4.0001.vdb)\n\n- Open .blend file\n- Render sequence with CUDA\n\nIssue should appear within 30 frames\n",
"Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n![image.png](image.png)\nDisable render for the Selected object.\n![image.png](image.png)\nClick on Bake again, and a black image will be created.\n![image.png](image.png)\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n![image.png](image.png)\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n![image.png](image.png)\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.",
"Blender Shadow Caustics Produces A Black Spot\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 516.93\n\nBroken: version: 3.2.0\n\nBlender shadow caustics creates a black spot on the caustics receiver that matches the location of the light\n\n1. Create a cube, scale it down on the Z axis and apply the scale.\n2. Add a bevel then a subsurf modifier with 2 or more subdivisions and shade smooth.\n3. Add a glass material with no roughness and check Cast Shadow Caustics.\n4. Add a plane and check Receive Shadow Caustics.\n5. Add a light and check Shadow Caustics.\n6. You should see a black spot appear on the caustics receiver that matches the location of the light source.\n7. Select all the objects except the light and scale them down.\n8. The black spot maintains its size to the point where the caustics is completely black.\n\n[caustics bug.blend](caustics_bug.blend)\n\n",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Alpha Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n",
"Eevee 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)"
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"viewport display fail\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.10.1 27.20.12033.1007\n\nBroken: version: 2.92.0\n\nin object properties on the side bar in viewport display meniu when I chouse a color whith an alpha the viewport displays an error \n\n1 selec an object \n2 put some transparent on viewport display \n3 ad another object \nand go wronght\n\n![image.png](image.png)\n\n![Captura1.JPG](Captura1.JPG)\n\n![Captura2.jpg](Captura2.jpg)\n\n![Captura3.jpg](Captura3.jpg)\n\n![Captura4.jpg](Captura4.jpg)\n\n[viewport fail.blend](viewport_fail.blend)\nthanks and hava a nice day"
] |
viewport display fail
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.10.1 27.20.12033.1007
Broken: version: 2.92.0
in object properties on the side bar in viewport display meniu when I chouse a color whith an alpha the viewport displays an error
1 selec an object
2 put some transparent on viewport display
3 ad another object
and go wronght
![image.png](image.png)
![Captura1.JPG](Captura1.JPG)
![Captura2.jpg](Captura2.jpg)
![Captura3.jpg](Captura3.jpg)
![Captura4.jpg](Captura4.jpg)
[viewport fail.blend](viewport_fail.blend)
thanks and hava a nice day | [
"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>",
"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",
"Particle system behaves inconsistently in viewport and render when instance object visibility is disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2200](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.91.0 Beta\nWorked: The behavior was different in 2.80\n\nWhen the instance object of a particle system is disabled in the viewport the particles are also disabled in the viewport. However when the instance object is disabled in render they still appear in the render.\n\n1. Open the default scene.\n2. Create another object (B).\n3. Create a particle system modifier on the default cube (A).\n4. Set Particle Settings to Hair (A).\n5. Set Render -> Render As to \"Object\" (A)\n6. Set the Instance Object to the other object (B).\n7. Disable the object (B) in viewport and render\n8. Render the scene, observe that the object has particles rendered\n[particle_visibility_bug.blend](particle_visibility_bug.blend)\n",
"Color > Multiply doesn't multiply alpha channels\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) 3.6.2\n\nThe Color > Multiply section in a video sequencer strip no longer multiplies the alpha channel when that feature is pretty important for creating outlines using the glow effect. Perhaps adding an option whether to multiply alpha or not would be beneficial?\n\nStart up blender 4.0.0\nSwitch to Video Editing workspace\nAdd a white color strip with 0.1 opacity\nAdjust the Color > Multiply value and notice how it doesn't affect alpha anymore\n\n",
"Display RGB channels shows alpha premultiplied color with 8-bit images\nOperating system: Linux-5.8.18-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0\nWorked: blender-2.90.1\n\nDisplay RGB channels shows alpha premultiplied color with 8-bit images. See sampled color in image editor. It should be all white\n![untitled.png](untitled.png)\n\nSorry for using sequencer to demonstrate this, it was quickest method to render data I need.\n\n[#83342.blend](T83342.blend)\n- Open file\n- Render\n# Sample color in black area in image editor\nRGB channels have value of 1, pixels are black however.\n",
"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![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\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",
"Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).",
"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",
"GP transparent layer doesn't blend with background object \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n![100percent.png](100percent.png)\n![0percent.png](0percent.png)\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.",
"Viewport don`t updated, when UDIM tiles is created\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\n[video](-PMixtP5f3c)\n\n- Create a model where the UVs are spread across several UDIM tiles\n- Create a UDIM texture and use it within the material -- but do not create all the tiles necessary to cover the UVs\n- Go into Material Preview mode in the Viewport -- pink sections of the model should appear\n- Create a UDIM tile to cover the UVs\n- The Viewport will not be updated until some interaction occurs (the bug; an update can be triggered by orbiting the viewport or making a selection for example)",
"3D Viewport clipping support\nThis task is to keep track of which features support view-port clipping (Alt-B). [See docs ](hide_mask.html#the-clipping-border)\n\nEdit Modes:\n\n- - [x] edit armature.\n- - [x] edit curve/surface. 3e6ebdd2a6\n- - [x] edit grease pencil.\n- - [x] edit lattice. 04d18b117c\n- - [x] edit metaballs. e8292466bc\n- - [x] edit particle.\n- - [x] edit mesh.\n\nPaint Modes:\n\n- - [x] texture paint 42cd07c28c\n- - [x] sculpt mode.\n- - [x] vertex paint.\n- - [x] vertex paint.\n\nObject Data:\n- - [x] armatures.\n - - [x] bone vertices. 6fd0d810b4\n - - [x] bone axis. 37af7ce779\n - - [x] octahedral bones. 7325035e60\n - - [x] stick bones. 813800f143\n - - [x] wire bones. 813800f143\n - - [x] box bones. 7325035e60\n - - [x] envelope bones. c55fb58e8a\n - - [x] relationship lines. 6aebb5a4d5\n\n- - [x] wireframes/points 04d18b117c\n- - [x] cameras 6d8394d38b\n- - [x] empties 77b66a9666\n- - [x] lights 851d58b34f\n- - [x] light probes 671827549a\n- - [x] speakers 9bc43223c1\n- - [ ] grease pencil\n\nShading:\n\n- - [x] workbench - objects.\n- - [ ] workbench - smoke. *(clipping was supported in pre 2.76b versions)*.\n- - [ ] lookdev *(think this would be nice to support)*.\n- *eevee/cycles support is not planned.*\n\n----\n\nOther todo's\n\n\n- - [x] draw clipped background color (to see the clipped region). 48eed058b1\n- - [x] draw clipped background color (non-wire X-Ray mode still needs to be supported).\n- - [x] Object selection. 11428e0b7f\n- - [x] Object center dots. 9bc43223c1\n- - [x] Bone selection.\n",
"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",
"Black and white pixels appearing in render and viewport when rendering with HIP in Cycles (Blender 3.1.2)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.Q4 30.0.14011.2006\n\nBroken: version: 3.1.2\n\n\nViewport and render displayed Black and white pixels in places that should not be black or white when rendering using HIP. On the attached image, the mushroom shows it best and is a hotspot for these broken pixels. Switching to CPU rendering fixed the issue. \n\n*Open attached blend file\n*Set rendering to 'HIP' in preferences, switch to GPU compute for rendering\n*In rendered view in the viewport, there will be black + white error pixels. The more samples are used, the more of these pixels are visible.\n*Rendering the image has the same result. \n[TheWetland.blend](TheWetland.blend)\n\n![TheWetland1.png](TheWetland1.png)\n\n",
"Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n![ViewportfireBroken.JPG](ViewportfireBroken.JPG)\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n",
"(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n"
] | [
"Black Artifacts/blocks when panning viewport with certain 3D models or blend files\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 6 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.92.0 Alpha\n\n\nWhen loading certain models (For example the blender cloud Rain V2 model, see attached file), when you pan the camera or viewport, the model seems to leave Black Artifacts on the area around where it was.\nThis does not appear in renders. This happens every time the file is opened and there doesn't seem to be a way to fix it.\n[2021-01-21 16-12-23.mp4](2021-01-21_16-12-23.mp4)\n\n- Open the attached .blend file\n- Pan the viewport around\n[rain_v2_3.blend](rain_v2_3.blend)\n\n",
"Viewport fail to draw object with transparent materials with \"material\" mode display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.91.2\nWorked: ??\n\nviewport fail to draw object with transparent materials with \"material\" mode display.\n\nOpen a new blender file and simply create 2 basic BSDF materials and 2 basic objects. (cubes)\nIn one of the material, in the dropdown \"viewport display\" set some transparency by setting alpha of color below 1.\nSet one of the material to one of the object, and the other material to the other object.\nIn the viewport, in the dropdown \"viewport shading\", set color mode to \"material\".\nNow the objects are displayed with huge artefacts.\n![Capture d’écran (9).png](Capture_d_écran__9_.png)\n"
] |
EEVEE - Custom camera type has a high DoF by default
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Broken: version: 3.3.1
Worked: 3.2.2
Using any objects that is not a camera will have DoF applied to it, only solution is to decrease DoF max size
Ctrl + 0 at any object
[eevee_object_dof.blend](eevee_object_dof.blend)
| [
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)",
"EEVEE baking\n",
"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)",
"'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",
"Using python handlers introduces artifacts with EEVEE motion blur\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\n\nRendered image has \"wrong\" motion blur\n\n0. Open attached .blend file\n[motion_blur.blend](motion_blur.blend)\n1. It contains a script, which sets the cube position via a follow path constraint based on the current frame:\n![script.PNG](script.PNG)\n2. Set motion blur steps to 1, render:\n![1_step.png](1_step.png)\n3. Set motion blur steps to 8, render:\n![8_step.png](8_step.png)\n",
"Exact boolean removes custom split normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: -\n\nCustom normals get removed with \"exact\" boolean modifier option, but not \"fast\".\n\n1. Open attached example\n2. Toggle boolean modifier on and off or toggle the boolean modifier option between fast and exact\n\n[exact boolean ruins custom normals.blend](exact_boolean_ruins_custom_normals.blend)\n\nComments:\n\nIf Blender wants more bug reports with attached example files, perhaps they should allow you to export a selection to a .blend? I removed all packed files, but still a bit unsure why the file is so large.\n\nSomeone may question why the attached objects require custom normals at all, but let me just say that custom normals are always present and extremely important to any imported objects from CAD, which these and 90% of all of the objects I work with are.\n\nAlso, I did see #95915 and #95913.",
"Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n",
"File thumbnails don't always show rendered result\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\nBlender doesn't save previews that look as the eevee (or cycles) render when using a camera.\n\nUse a file with a camera, save while rendered mode is on, and it will look like workbench mode.\nDelete the camera, it will save as the mode is displayed and will do as rendered if that's what you have.",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394",
"Shader nodes. True normal produces flaws in Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\nBroken: 2.93.7, `a5b7f9dc9011`, 2021-12-14 16:35\n\nWhen I use True normal in this shader, it produces mapping errors, depending on zoom and angle.\nCycles is okay, Flat Normals works well too, as they should.\nOpen file, switch between Normals and True Normals, compare result\n[FaceTangentUVs.blend](FaceTangentUVs.blend)\n![55165852.png](55165852.png)\n![55170753.png](55170753.png)\n[2022-04-12_08-45-37.mp4](2022-04-12_08-45-37.mp4)\n",
"Can't select camera from camera view by clicking on the border if the camera object is too small\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 2.93.1\n\nCan't select camera from camera view by clicking on the border if the camera object is too small.\nWatch the video\n[2021-06-27_15-35-32.mp4](2021-06-27_15-35-32.mp4)\n\nOpen the file and scale the camera back and forth trying to select it from the cam veiwport.\n[camera_select_bug.blend](camera_select_bug.blend)\n\n",
"Camera Background image is appearing greyish in 3D Viewport \nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080Ti\n\n**Blender Version** 3.2.1\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac9e\nWorked: \n\nCamera Background image is appearing greyish in deep black area in 3D Viewport but showing completely normal in Image editor section and renders. \nEven after turning on \"View as Render\", problem is still there.\n \nOpen the attached blend file.[Blender BG Bug Report.blend](Blender_BG_Bug_Report.blend)",
"Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n",
"Use Scene Spacing Distance by default\nNOTE: This design is still being investigated and discussed. \n\n# Issue\n\nThe default for brushes in every mode has always been to use view based spacing for each stroke.\nThis wasn't always an issue since brushes used to work via a projected falloff.\n\nBut when using a spherical falloff on curved surfaces this can lead to inconsistent spacing artefacts.\nSince more painting and sculpting modes are implementing brushes with a spherical falloff by default, it is a reasonable adjustment to make the spacing also scene based.\n\n# First Steps\n\nBefore changing any defaults we should investigate any remaining issues, downsides or bugs if this behaviour would be implemented by default for all brushes.\nOnce it is clear that this change would be an overall improvement, and how feature might need to change.\n\n### Fix remaining bugs and issues\n\nFurther issues from using Scene Spacing need to be investigated.\nThe currently known reports are:\n- #98111 (Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings)\n- #99638 (Line stroke method not working with Scene spacing)\n- #99642 (Clay strips brush freeze when coming from outside the horizon of surface curvature)\n- #99644 (Draw Sharp brush stops on anchored during the stroke)\n\n# Proposal\n\nScene spacing currently accomplishes two distinct behaviours:\n1. The spacing is consistent in 3 dimensions\n2. The spacing is consistent in world space (especially when zooming in/out)\n\nInstead of just making Scene Spacing Distance the default, we should change the \"View\" scene spacing to work 3 dimensionally for a better brush behaviour in general.\nThis could be accomplished by associating these two different behaviours with distinct settings:\n\n1. Setting the falloff to be Spherical or Projected = 3D or projected spacing distance\n2. Switching between View & Scene spacing distance = The spacing is a percentage of the relative brush size diameter or an absolute world size\n\nThe UI should then also reflect that change, by changing the spacing slider value:\n- View = Percentage\n- Scene = Distance in units\n\nThis updated View spacing then needs to be integrated in every mode for 3D painting/sculpting.",
"Eevee 'Principled Normal' connected to 'Normal Map' node is disabling 'Displacement'\nOperating system: Win 10\nGraphics card: 2x1080Ti\n\nBroken: blender-2.91.2-windows64, blender-2.93.0-420f538fadfd-windows64\nNever worked as long as I remember\n\nBasically connecting normal map to principled shader is disabling any displacement map connected to the output. Just unplugging normal from principled turning it on. I don't know if its a bug or is it intentional \n\nNormal and displacement plugged in - displacement not working\n![image.png](image.png)\nNormal unplugged - displacement working\n![image.png](image.png)\n\n- Open attached file\n- Compare the result in Eevee with Cycles\n[bump_test2.blend](bump_test2.blend)"
] | [
"Regression: Stretched image in the viewport when viewed from the lamp object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0\nWorked: (3.2.2)\nCaused by 2e70d5cb98\n\nStretched image in the viewport when viewed from the lamp. Bug present on EEVEE and material preview\n\nOpen default scene, select lamp, switch to view from a lamp (ctrl+numpad 0), switch to material preview mode or eevee rendered mode. Problem on all lamps except the Sun lamp.\n![Снимок.PNG](Снимок.PNG)\n\n[stretched out.blend](stretched_out.blend)"
] |
Drastic render slowdown since 2.77
Operating system and graphics card
Windows 10 x64, i7 3770k 16G ram, SSD hard drive, GTX 980ti
Broken: (2.77)
Worked: (2.76b)
I have had some tdi events when using the rendered view. When testing an f12 render I discovered that rendering is very slow. This file renders in 2.76b with 120 samples in 2:33 same render in 2.77 takes 9:20
Based on a (as simple as possible) attached .blend file with minimum amount of steps
open blend and press f12. compare time to earlier version
[render-trouble.blend](render-trouble.blend) | [
"Regression: Massive drops in Animation playback (fps) in the viewport\n```\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 230 | 80 | 61 |\n| 2.93.9 (regression caused by 7f7e683099) | off | 230 | 76 | 55 |\n| 2.93.9 (regression caused by 64d96f68d6) | off | 230 | 69 | 46 |\n| 2.93.9 (regression caused by 267a9e14f5) | off | 230 | 57 | 41 |\n| 3.0.1 (regression caused by 03013d19d1)| off | 200 | 57 | 41 |\n| 3.1.2 (regression caused by d09b1d2759) | off | 110 | 57 | 41 |\n| 3.2beta (regression caused by 80859a6cb2) | off | 107 | 54 | 37 |\n\n```\nWin 10\nGTX 1070 - Studio Driver 462.59\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 223 | 143 | 85 |\n| 3.0 and Cycles-X | off | 79 | 66 | 50 |\n\n\nMassive drops in Animation playback\n\n\nI have this test scene here from the forum (unfortunately I forgot the direct link).\n[fps-performance.blend](fps-performance.blend)",
"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| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\nHave at least 2.00 Display Scaling\n\n[Channel_32.blend](Channel_32.blend)",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"High poly meshes perform poorly with planer decimate\nOperating system: Windows 10\nGraphics card: AMD Asus Vega RX64\n\nBroken: blender-2.81-92736a7b7592-windows64 (plus previous few builds - atleast)\nWorked: 2.8\n\nMy PC is decent, and I have had no problem decimating millions of vertices (albeit some few seconds of lag) usually. Right now, I'm trying to decimate a simple model with about 45k vertices only. The decimate modifier is working fine on default settings i.e., on 'Collapse' setting .. but as soon as I switch to 'Planer' .. Blender becomes unresponsive for several minutes at least (and also indefinitely in some cases). \n\nI noticed that in my task manager, the Blender is only using 29% of CPU.. and regarding RAM .. on one side it shows 61% usage, while the actual usage is only 289MB in the value column (see screenshot). Could this be a memory related overflow/underflow? This definitely does look like a bug to me. \n\n![bugSep14-1.png](bugSep14-1.png)\n\n![bugSep14-2.png](bugSep14-2.png)\n\n",
"Render issues when two VBD overlap if rendered with motion blur\nBroken: 3.2, 3.6\nWorked: 3.1\n\nRender issues when two VBD overlap if rendered with motion blur\n\nRender the attached file with and without motion blur. If you render them separatly they both render OK. Only when together it doesn't work.\n\n",
"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",
"Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n![bug report.png](bug_report.png)\n\n\n\nthanks.",
"Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n![57475347.png](57475347.png)\n\nAfter loading to 2.83.8+ versions\n![57464547.png](57464547.png)\n\nFile\n[MD.blend](MD.blend)\n",
"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.",
"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",
"NVLINK two 3090s are slower than a single 3090 when SLI turned on.\nOperating system: Windows\nGraphics card: RTX 3090\n\nBroken: 3.3.2\nWorked: \n\nI'm very late to realizing this issue but once I pegged it I knew it was always there. Long time blender user, I've normally rendered in Houdini/Redshift but I've switched to rendering in CyclesX ever since I saw that you could distribute memory across two 3090s via NVLINK. I'm jumped on the opportunity and have been working this way every since. Having 48 gb of VRAM has opened a lot of workflows for me. However, I was always susipicious of my render speeds. The thing is a single 3090 is so fast anyways that I never really thought much of it. However today I was trying to do some renders on both of my machines, one has the two 3090s connected via NVLINK and the other has a single 1080 ti and single 2080 ti. \n\nEssentially the computer with the 2080 ti and 1080 ti was out-performing the machine with two 3090s by about 15%. This caused some alarms to go off in my head so started to test it out on multiple projects and it was always the same case. The 3090s machine was slower. (purely talking about the sampling speed, I always has persisted images turned on)\n\nSo I tried a couple of things. I tried turning off the check box for distribute memory across gpus and that didn't really do anything. I tried checking off one of the gpus in system settings and that made it even slower.\n\nI thought about unplugging the nvlink bridge but figured that would be a lof of work and if this was a normal situation then I would want a faster solution. This led me to the Nvidia Panel. In that app I was able to quickly turn off SLI connection (I was under the assumption that didn't do anything anymore but I guess I was wrong).\n\nBasically, once I did that my render times were extremely fast. Renders that were taking 1:09 were now rendering around 18sec. Which made sense to me because two 3090s should be much faster then computer with a 1080 ti and 2080 ti (that rig was about 45sec for the similiar render). However, now that SLI was turned off I tried one of my bigger files and noticed, as expected, that it could barely handle the number high resolution textures it had because the VRAM limit was now down to 24gb.\n\nSo I came to conclusion that although with NVLINK you do get the VRAM increase but at a severe cost to performance. Is this the case? Or is this a bug?\n\nIn either case is there going to be attempt to rectify this? I was okay with a slight performance hit but this is more than twice as slow. Seems pretty severe so I thought I'd report it.\n\nHope this is helpful and thanks!\n\n-Chris Parks\n\n",
"Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n",
"Hair BSDF\nThis is a tough topic, I need to investigate it more.\nIdea: Dual Scattering using shadowmaps.\n\nEstimate : 2 weeks\n",
"Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)"
] | [
"Cycles: NVidia GTX 980 Ti rendering at 1/3rd speed of NVidia GTX 980 the same machine?\nWin 8.1 x64, i7 5820K, 16GB ram\n3X GTX 980 Ti\n\nBroken: 2.74, 2.75RC1\nWorked: (not yet)\n\nI recently upgraded my primary workstation from 3x GTX 980 graphics cards to 3x GTX 980 Ti cards - but the performance of the new cards is actually about 1/3rd of the performance of the original 3x 980s. What's strange though - these cards score very well on all CUDA and OpenCL benchmarks I can find, but in Blender, these 3 cards working together actually *sometimes underperform my single GTX 680*. What's strangest is that these cards do show a tiny performance boost on the Blender 2.7 BMW benchmark scene over the previous hardware configuration, but in every scene which I design, they're performing much, much slower. There does seem to be a small correlation between which shaders are used in the scene, as some shaders seem to be effected worse that others. Ambient Occlusion for instance, is hardly effected at all relative to the 980s.\n\nI have tested the new cards with the Blender 2.74, 2.75 RC1, and a few nightly builds since then, and this issue seems to effect all current versions.\n\nUsing an NVidia GTX 980 Ti, render the following scene to see dramatically hindered performance relative to the hardware potential of the card.\n\n![materials_perf_test-blender_275rc1-gtx_980_ti_speed-comparison.gif](materials_perf_test-blender_275rc1-gtx_980_ti_speed-comparison.gif)\n[system-info.txt](system-info.txt)\n[bmps_2015_perftest.blend](bmps_2015_perftest.blend)"
] |
symmetry and ctrl +z reverse your last action
Operating system: windows 11
Graphics card: 3060 ti
blender 3.4
Hello, I'm sorry, I don't know where this topic is located exactly, a problem is , when undoing an action by clicking on ctrl+z sculpting mode it make symmetry unselect it
and symmetry is tool option not action in mesh to undoing
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"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",
"Move the transform info away from the header, into the viewport.\nCurrently, when you transform any item in Blender, we take over the header while the transform is happening:\n\n![Screen Shot 2018-11-08 at 17.21.22.png](Screen_Shot_2018-11-08_at_17.21.22.png)\n\nThis makes for a vey flashing/blinking UI, where both the header and the viewport gizmo disappears and re-appears in a jarring way. \n\nInstead, the header and viewport gizmos should stay untouched, and the transform info can be moved to the viewport along the bottom.",
"Undo eliminates brush texture\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\nI think it shouldn`t be undoable as other brush settings now.\nIt is much easier to delete texture manually, than restore it and tune it again.\n\n[2021-05-26_14-00-22.mp4](2021-05-26_14-00-22.mp4)\n\n\n",
"Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n![Screenshot (340).png](Screenshot__340_.png)\n\n![Screenshot (341).png](Screenshot__341_.png)\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n",
"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",
"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 ",
"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",
"Sculpt Mode: Wrong Transform pivot point when set to 3D Cursor\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nWrong Transform pivot point in sculpt mode.\nIf you set transform pivot point to 3d cursor and perform a rotation after it won't take orientation pivot into account. Only works on the second input. See the videos for details.\n\n - enter sculpt mode\n - enable symmetry\n - set pivot to 3d cursor \n - enable transform tool\n - mask part of the mesh\n - set pivot\n - perform rotation\n - perform second rotation\n[Blender 2023-01-27 12-14-10.mp4](Blender_2023-01-27_12-14-10.mp4)",
"Toggling mesh symmetry (X, Y or Z) by shortcut doesn't refresh its icons\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0\n\nIf I assign a shortcut to enable symmetry on X axis in the tool settings > symmetry, symmetry works when sculpting and the X icon turn on/off accordingly.\nThe full path is bpy.data.meshes[\"Cube.001\"].use_mirror_x.\nIf I assign a shortcut to enable symmetry on X axis in the viewport, symmetry works when sculpting, but the X icon turn on/off only when mouse leave the viewport, like it needs a refresh.\nThe full path is bpy.data.objects[\"Cube.001\"].use_mesh_mirror_x\n\nOther than that it seems the two icons don't talk each other on the fly: if I turn off X in viewport, X in settings is still on and it will be off only when mouse goes over it.\nIf it's not fixable, my suggestion is to take down the three XYZ icons in viewport and just leave the butterfly icon with the actual drop down menu, in my opinion it's more important seeing there's the \"ghost brush\" on the other side, rather than having a not working icon or substitute them with the three icons from settings.\nThank you\n\n- with the default Cube go to Edit, Paint or Sculpt mode\n- Assign a shortcut to one of the mesh symmetry axis\n- press the shortcut\nSymmetry is enabled but the icon doesn't show it.\n",
"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",
"Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n![proportional.jpg](proportional.jpg)\n\n",
"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)",
"Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n![Origin_bug.png](Origin_bug.png)\n\n[Origin_bug.blend](Origin_bug.blend)\n",
"Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.",
"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)"
] | [
"Paint mask selection buttons lack undo push\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.1.0 Alpha\n\nThe buttons for face or vertex masking on weight paint and vertex paint modes alck an undo push\n\nThis file is on Weight Paint mode\n[Weight.blend](Weight.blend)\nPaint on a vertex\nClick on any of those two buttons (face and vertex masks)\n![image.png](image.png)\nCtrl+Z\nNot only the button press is reverted but also the vertex weight\n\nThe exact same problem exists in Vertex Paint mode\n\n\n\n",
"Weight paint symmetry undone with stroke\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nSame issue as we had here #71759 (Sculpt/Vertex/Weight Paint Brush Size Gets Undone After Undoing a Stroke) and same reason to fix it or exclude from undo.\nStroke undo symmetry too.\n[2021-01-24_10-52-49.mp4](2021-01-24_10-52-49.mp4)\n\nPlease test if undo grabs something else.\n"
] |
Dupli Mapping Issue Cycles
Wacom Mobile Studio Pro 16
Operating system: Windows 10
Graphics card: NVidia Quadro M 1000M
Broken: Blender 2.80 , 2018-12-02 04:09, Hash: 925380050d0
Worked: 2.79b official release.
In cycles when using particles object you can set the visible color to be one of the emitter object by using the From Dupli check box in the material node for UVs. It works great in 2.79b for cycles rendering (although it doesn't in the viewport) which is great for making feathers.
However it doesn't work in 2.8 at all (cycles & viewport) and I think it'd be nice to have that still in cycles in 2.8 but would also be awesome to have in the viewport eevee too.
Create a new blend scene and set to cycles, delete the default cube and add a plane, reset the UVs and add a material, name the object and the material object. Assign a simple colored checker texture.
Create another plane and reset the UVs, scale it down in edit mode on the X axis and move the pivot to the base (in edit mode move all verts in the positive Y axis). Assign a new material and call it feather as well as the object.
Setup a simple transparent feather material using a Texture coordinate node plugged into the mix value (you can use the textures packed in the .blends that are attached) and then create another Texture coordinate, set the object to the object plane and check the From Dupli checkbox, assign the checker texture to that UV and plug into color.
Now add particle hair to the object plane and set the scale to 1 set the render to objects and choose the feather object and play with the scale and random settings, can also use the Rotation check box and set it to normals and add a bit of random as well as phase randomness.
It doesn't work in the viewport in 2.79b, nor in 2.80 eevee. But it does work in the cycles render in 2.79b and not in 2.8.
Please see attached files.
![DupliMappingIssue_2.79b.jpg](DupliMappingIssue_2.79b.jpg)
![DupliMappingIssue_2.8Alpha.jpg](DupliMappingIssue_2.8Alpha.jpg)
[DupliMappingIssue_2.79b.blend](DupliMappingIssue_2.79b.blend)
[DupliMappingIssue_2.8Alpha.blend](DupliMappingIssue_2.8Alpha.blend) | [
"particle system locations not as expected\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\n\nif i parent an animated cube vertex to a vertex with a particle system and rotate that cube, it works fine. \nIf i copy that vertex with the particle system to another position - the locations get a bit weird.\n\n- tab -> edit mode\n- select vertex\n- Shift-D -> double vertex\n- Mesh -> Separate -> selection\n- rename that to vertex (not important, just for me)\n- add a default particle system to vertex\n- select vertex, ctrl select cube -> edit mode -> ctrl-p\n- select vertex -> origin to geometry -> run\n- works fine\n- select cube, insert keyframe scale/rot/loc\n- go to frame 100\n- location.z: 8 rotation.z: 360*8 -> keyframe both\n- run, works fine, all locations as expected\n![image.png](image.png)\n- select the vertex\n![image.png](image.png)\n- shift-d X -2\n![image.png](image.png)\nrun -> weird location \"disorders\"\n![image.png](image.png)\n\n[particle_bug.blend](particle_bug.blend)\n\n---\nor\n\n- open .blend file\n- select Vertex from outliner\n- {key Shift D} and place the duplicate Vertex anywhere\n- Play animation\n\n[#90494.blend](T90494.blend)\n\n---\nVideo:\n[particle_bug.mov](particle_bug.mov)",
"Blender development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n",
"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| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |\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>",
"EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n",
"16 bit transparent Image renders color data on CPU Cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\nCPU: Intel i7-4770k\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nRendering a transparent Filmic Log 16bit PNG image plane (meaning node color space set to filmic log) with Cycles the CPU renders color data where there should not be any. The GPU works as expected.\n\nevery thing with Cycles (have not tested eevee)\n1) render something with transparent background and save as PNG (RGBA, 16bit)\n2) import image as plane ( shadeless )\n3) set image node color space to Filmic log and background to transparent \n4) rendering with CPU or CPU+GPU results in the tiles rendered by the CPU to have color data (see image)\n\nSwitch Display Channels to color to see this issue\n\n[test.blend](test.blend)\n\nRedner: \n![render.png](render.png)\n- on the left is no image plane, only the transparent background\n\nUsed image:\n![test_filmlog.png](test_filmlog.png)\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![image](attachment)\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",
"Simulation zone pauses randomly during render\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, Cycles, and Workbench, rendering an object with a simple simulation zone applied in geometry nodes results in some rendered frames being duplicates of each other, effectively making the simulation pause at random in the final render.\n\nThe workaround is to bake the simulation zone result before rendering (see screenshot.)\n\nCheck out the attached .blend file for reproduction.\n\n",
"Datablocks can't be duplicated everywhere, because trick with fake user no longer works\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional) 2.79b\n\n\nThe MCE or tracker, should allow you to duplicate the clip asset so that you can attach other tracker bundles. In 2.8 it does not allow you to create more instances.\n\nHowever I was able to make a duplicate of a Movie Clip which is reflected in its datablock. I opened a legacy tracking project from 2.79b. It had some duplicated clips already. Once this function (multiple instances) is activated I am able to duplicate them more by using the counter buton next to the Clip name in the MCE.\n\n[Please describe the exact steps needed to reproduce the issue] Make a project in 2.79 with multiple instances of a Movie Clip then open it in 2.8. The number indicator appears. Otherwise opening a movie clip in 2.8 it does not.\n[Based on the default startup or an attached .blend file (as simple as possible)] Find the .blend of a project with extra Movie Clip instances attached{[F7091277](broken_MCE_clip_users.blend)}\n\n",
"Interpolated children on object rendered particles not working\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon rx570\n\nBroken: 2.60, 2.79, 2.80, 2.81, 2.82, 2.82a, 2.83, 2.90Alpha\nWorking: Couldn't find any\n\nCan't see any particles when there set to render as an object with an object selected and interpolated children\n\n\n1. Open this file: [particle_child_interp_bug_2_79.blend](particle_child_interp_bug_2_79.blend)\n2. Play animation\n3. In the particle children settings, set Interpolate \nor \n1. Create a particle system on a uv sphere,\n2. set the render type to object,\n3. select a 2nd uv sphere as the render object\n4. set the children to interpolated\n[Daily Challenge 80(particles galore).blend](Daily_Challenge_80_particles_galore_.blend)",
"Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n",
"Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).",
"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",
"Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n",
"Cycles 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."
] | [
"Particle color from instancer not right in render when \"Use Modifier Stack\" box is checked (Cycles)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.91.2\n\nParticle color inherited from instancer is disabled if there is a subdivision surface modifier above the particle modifier, and the \"Use Modifier Stack\" box is checked in the particle settings under the Source drop down.\nUnchecking the box, or moving the particle modifier to the top fixes the problem.\n\n- Download the attached project file\n- Enable *Rendered* viewport shading. Notice that the particles are colored properly\n- Select the *Plane*, switch to the *Modifier Properties*\n- Enable the subdivision modifier for the viewport and render. The particles placement should transform correctly, but the color is now black.\n\n[#85218.blend](T85218.blend)\n\n----\nOriginal instructions\n\nMake plane, assign plane an image texture material, add subdivision surface modifier, add particle system, add a cube, assign cube to be the particles, give cube the same image in it's own material using the UV map from instancer. Particle cubes should now be the color from the spawning point of the instancer. \nIn the particle settings under Source check the \"Use Modifier Stack\" box. Put the subdivision surface modifier at the top of the stack. Particles will now turn gray in the render. In the Blend file I was working on, they showed the correct color, but the render color was gray. When I uncheck the \"Use Modifier Stack\" box, it renders correctly. In my test file, the render preview also shows gray particles. I'm not sure what the difference is. I'm including both Blend files.\n![Screenshot 2021-01-29 19.31.47.png](Screenshot_2021-01-29_19.31.47.png)\n[Particle test.blend](Particle_test.blend)\n\n[Bauble Test.blend](Bauble_Test.blend)\nRender preview window\n![Screenshot 2021-01-26 17.20.48.png](Screenshot_2021-01-26_17.20.48.png)\n\n\n![test-1-28-21-2.jpg](test-1-28-21-2.jpg) Actual render\n\nThanks! this took awhile to figure out. I think this is an actual bug, because I can see no reason this should cause this error.\n\n\n",
"UV Map \"From Dupli\" does not work on emitter mesh with UV-altering modifiers.\nOperating system: Linux Mint 18.3 Cinnamon 64-bit\nCinnamon version: 3.6.7\nLinux Kernel: 4.13.0-39-generic\nProcessor: Intel Core i5-4430 CPU @ 3.00GHz (4 cores)\nMemory: 23.2GiB\nGraphics card: NVIDIA GTX 1070 + NVIDIA GTX 760\n\nBroken:\n - 2.79b (official),\n - 2.79.6 (build hash: ec20d311da4),\n - 2.79.6 (build hash: 5c10c92b23c),\n - 2.80 Alpha 2 (build hash: f520f01),\n - possibly more\n\nIn Blender Cycles, when using particle objects, each particle can be given a specific color using a texture \"From Dupli\". However, this functionality breaks when enabling the option \"Use Modifier Stack\" in the particle system settings and there are modifiers in the stack above the particle system that alter geometry. An example of such modifiers are the *mirror modifier*, the *subdivision surface modifier* or the *array modifier* (possibly others as well).\n\nNormally, each particle obtains the proper UV-coordinates using the UV Map node with \"From Dupli\" enabled. However, with the above options enabled, the UV Map node with \"From Dupli\" enabled returns a 0-vector, as if there is no UV Map at all. This happens in the viewport as well as the final render.\n\nUnfortunately, having \"Use Modifier Stack\" enabled while also using the UV Map From Dupli is essential for many particle system effects without a simple workaround.\n\nNote for 2.8: here, the same bug occurs in the final render. However, for the viewport, it seems that even the particle system with \"Use Modifier Stack\" disabled doesn't receive the proper UV Map From Dupli. In the final render, the particle system with \"Use Modifier Stack\" disabled renders properly.\n\nNote for 2.7: when returning from the final render back to the viewport render, the particle system with \"Use Modifier Stack\" disabled suddenly also stops displaying properly. However, unlike in 2.8, this can easily be resolved by switching to e.g. the flat renderer and then back to the Cycles viewport renderer to reinitialize it.\n\n[from_dupli_bug.blend](from_dupli_bug.blend)\n\nSee attached .blend file for the finished result. After opening the file, switch to the viewport Cycles renderer to see that the left cube (with \"Use Modifier Stack\" disabled) renders the UV as colors, whereas the right particle system (with \"Use Modifier Stack\" enabled) renders as black cubes. Both have the UV-vector as color input. As you can also see, the \"Use Modifier Stack\" option is required to have the particles distributed properly...\n\nSteps to reproduce:\n- Load the default .blend file. Switch to Cycles.\n- Duplicate the default cube, this duplicated cube will be the particle mesh. The existing cube will be the emitter.\n- UV-unwrap the emitter cube.\n- Create a particle system on the emitter cube. Set the emitter type to \"hair\" (for convenience only) and under the particle system's \"Render\" settings, change the render type to \"Object\".\n- Set the particle system's \"Dupli Object\" to the particle cube (Cube.001). Now, the particles should show up.\n- Create a new material for the **particle cube** (Cube.001). Use an emission node for its surface output.\n- Add a \"UV Map\" node, enable \"From Dupli\". Use the UV-output as color-input for the emission node. Using the Cycles viewport renderer, you should see the particles display in a nice green-to-red gradient over the emitter cube. So far, this is correct behavior.\n- Now, add a modifier to the emitter cube that alters its geometry (e.g. the array modifier for clarity). Make sure it is positioned before (above) the particle system. Now, the particle system should still show up the proper colors. However, the particles aren't properly distributed over the emitter. To fix this:\n# Enable \"Use Modifier Stack\" in the particle settings. Now, the particles should be properly distributed, but they no longer show up the proper colors. Instead, they render as black cubes, indicating that the UV Map From Dupli no longer exists.\n\nAnother note: rendering on CPU or GPU does not seem to matter."
] |
Input -> texture coordinates node with the object slot filled causes Viewport to restart rendering
Operating system: Win10 and Ubuntu
Graphics card: Geforce GTX 980
Broken: 2.81, 2.82
Worked: 2.79
If any Cylces material uses an input -> texture coordinates node with the object slot filled with any object, the viewport render will restart whenever you select an object or place the 3D cursor.
Either create a material, use input -> texture coordinates nodes, pick any object, set the Viewport to rendered and select any object.
Or use the attached Blendfile, set the Viewport to rendered and select any object.
VP Render restarts. | [
"Texture Node Editor defaults to empty value\nOperating system: Linux-4.19.33_1-x86_64-with-glibc2.9 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 54)\nWorked: (optional)\n\n\nWhen switching to the texture node editor, it defaults to an empty texture type.\nAdditionally, the \"World\" texture type is missing the texture selection list at the top, so no texture can be manipulated or created.\n\n- Switch window to Texture Node Editor > No Type is selected\n- Switch to \"World\" Texture type, texture selection and creation is missing in the header\n",
"Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n",
"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.",
"\"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.",
"Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n",
"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",
"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",
"material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.",
"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)",
"Object rotation increases render time more than 10 times.\nTested with windows 7 64bit and windows 10 64bit.\nCPU ryzen 5 1600\nGPU GTX 780\nRAM 8GB GDDR4\n(bug appears on other computers too)\n\ntested with 2.79 and 2.8\nWorked: (optional)\n\nIf I rotate object for about 45 degrees around Z axis render time increases more than 10 times.\nBut in preview mode there is no difference in render time before and after rotation.[test.blend](test.blend)\njust rotate the object on attached blend file around Z axis about 45 degrees and compare render times before and after.\n10seconds for 2000 samples before rotation and about 10 minutes after.\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"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![#94555 - Slowed down material.png](T94555_-_Slowed_down_material.png)\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",
"Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n",
"Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n",
"Viewport Compositor: Render passes support\n# Scope\n\nThis design task describes integration of multiple render passes of the same view layer to the viewport compositor.\n\nWhile ultimately multiple view layers would need to be supported as well, it will be handled separately as there more design considerations to be solved to keep performance and memory usage under control/\n\n# Overview\n\nThe overall overview of the proposal is quite simple:\n\n- Render engine provides GPU textures for all render passes.\n- The compositing is done by the draw manager from the Blender side.\n\n# Breakdown\n\n## GPU texture management\n\nThe render engine manages GPU textures on the engine side, and allows them to be bound for the viewport compositor shaders. This allows the engine to have full control over data management and synchronization for updates. For example, it allows engine to do proper initialization order for the graphics interoperability.\n\n## Overlays\n\nSome of the data which a render engine wants to visualize does not fit into the compositing pipeline, and is better suitable as an overlay. On example of such visualization is the `Active Pixels` (available with `Cycles Debug`).\n\nSuch overlays will be moved from \"being\" baked into the combined pass and instead will become a dedicated call in the render engine `draw_overlay()`.\n\nOn the render engine side it will behave the same way as the current `draw()`: \"just\" draw a texture(s) with overlays.\n\n## Data structures\n\nThe proposal is to base the data passed in the API on the `RenderResult`, and not to create a dedicated specialized data structures. This will allow maximum code re-usaiblity between the viewport, viewport compositor, final renders, and eventually GPU compositor for the final renders.\n\nThere are changes which needs to be done in the `RenderResult` in order to support this, with the final goal is to allow `RenderResult` to point to a GPU texture instead of CPU-side memory buffer. The proposal here is to:\n\n* Make `RenderResult` to use `ImBuf` to store passes data.\n* Make `ImBuf` to have GPU texture without CPU side buffer.\n\nConsiderations for such decision:\n\n* The `RenderResult` is heavily integrated into the image drawing (for the `Render Result` image data-block, multi-layer EXR images). If the `RenderResult` stores data as `ImBuf` then it will simplify drawing, which will no longer need to do shallow copies.\n* The `Image` data-block already uses GPU textures, which can be moved to the `ImBuf`.\n\n## Synchronization\n\nUpdate of the GPU texture and its use by the draw manager happens from different thread, . This is already the case where `DisplayDriver` takes care of synchronization.\n\nTo start with the synchronization strategy will not change:\n\n* The render engine will lock the GPU textures at the moment when it knows its internal render buffer is in a consistent state (in case of Cycles: when the entire wavefront finished sampling), and will copy data to the GPU textures.\n* From within the same lock the render engine will copy data needed for the overlays.\n* Once the data is copied, the render engine releases the textures lock.\n* When draw manager requests `RenderResult` it will lock the textures, and will hold the lock until the drawing and compositing pipeline is finished.\n\nThis potentially introduces wait-on-a-lock for the render thread: if the compositing takes longer than sampling.\n\nWhen CPU rendering is used it is relatively easy and beneficial to allow \"interleaving\": render more samples while the draw manager is still busy with compositing. In the case of Cycles it will mean that the `PathTrace` will need to take time spent in drawing into account and schedule more samples to fill it in.\n\nFor the GPU rendering the story is more complicated:\n\n* If the rendering and compositing done on the same GPU the interleaving might not be desired at all, as a lot of supported GPUs do not allow interleaving GPGPU and viewport rendering without performance impact.\n* If the rendering is happening on a different GPU than viewport rendering then interleaving is possible.\n\nFor the latter either engine could do a guess which GPU is used for viewport, or it would need to be a dedicated API call to provide this information explicitly.\n\n## Used render passes\n\nCurrently for the viewport render the used render passes are in the full control of the render engine. This needs to be changed to something:\n\n* Render engine provides list of supported render passes\n* The viewport compositor provides information which of them are actually needed for the viewport\n\nThe former is probably already covered with the render passes integration used to create sockets in the Render Layers nodes.\n\nThe latter one is needed to make it so unused passes do not take memory: for example if some passes are only used to write to file.\n\nThe render pass display option (currently available in Cycles, and allows to choose which render pass is displayed in the viewport) will behave more like it does in the Image Editor where it is possible to choose between Composite output and View Layer / Passes, can then can work for any render engine.\n\n"
] | [
"Every click updates the cycles viewport render. It not happen in previous versions.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nEvery click updates the cycles viewport render. It not happen in previous versions.[Bug repport cycles.mp4](Bug_repport_cycles.mp4)\n\nusing the cycles render engine each click is updating the cycles preview. This behaviour is terrible and distract and it not happen in previous versions.\nThis problem also happens when changing the color management to filmic or false color to check the exposure. How to fix it?\nIt's not possible to share the blend file because it's too big. \n\n",
"Tweaking values in color management panel will cause viewport to re-render\nOperating system: Windows 7 / 10\nGraphics card: Gtx 1070 \n\nBroken: from 2.81 to 28.2 not on 2.79\n\nTweaking values in color management panel will cause viewport to re-render\nThe issue is caused when object is selected in texture coordinate node in a standard material setup.\n![blenderviewportrender.jpg](blenderviewportrender.jpg)\n\nhere is a link to a discussion on blenderartist about this issue.\n[Link ](1196047)\n\n[blenderbugviewport.blend](blenderbugviewport.blend)\n\n- Open file\n- Set Viewport Shading to Rendered\n- Change exposure in color management panel, viewport will re-render image\n- Unlink linked object from texture coordinate node\n# Change exposure in color management panel\n\nNo re-rendering happens\n"
] |
Bad normal map calculation on rings
Operating system: Linux-5.4.0-135-generic-x86_64-with-glibc2.27 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03
Broken: version: 3.3.1
When applying normal map on the ring, edges of faces get a seams that are not there in other alternative 3D progamrs (Substance Painter, Maya)
Open the attached file, switch to "Material Preview" and check out the Cylinder object (it gets weird edgy look with applied normal even though it should not).
[untitled.blend](untitled.blend)
Result in Blender:
![image.png](image.png)
Result in Substance Painter:
![image.png](image.png)
Result in Maya:
![image.png](image.png)
| [
"Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel",
"Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.",
"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![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\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![image](attachment)\n\n![image](attachment)\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",
"Screw Modifier Generate Incorrect Normal for Anisotropic Shading\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nScrew modifier seems generating incorrect normal when used with anisotropic shading/bsdf. The only workaround i can find is to used Edges + Screw Modifier and convert it to mesh which kinda destructive.\nI'm not sure if this a bug or limitation.\n\n",
"Cycles Volume Anisotropy artifacts with intersecting volumes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.01 30.0.13023.1012\n(CPU rendering)\n\nBroken: version: 3.0.0\nAlso tested in 3.1\nWorked: maybe never?\n\nI have a scene in which I have a smoking volcano, clouds, and an atmosphere, which was giving me trouble for a while.\n![image.png](image.png)\nAs you can see, there's a horizontal line running through the smoke column.\nBy trial and error, I found out that it wasn't there when the atmosphere, which is a cube with a volume shader on it, was disabled.\n\nI tried to recreate the setting to figure out the cause of the issue, and I **boiled it down to this**:\n*If there are two volumes intersecting with different anisotropy values, things get a little weird.*\nTake a look:\n\n| | Column 0 | Column 0.1 |\n| -- | -- | -- |\n| Atm. 0 | ![image.png](image.png) | ![image.png](image.png)\n| Atm. 0.1 |![image.png](image.png) | ![image.png](image.png) |\n\nNotice the horizontal line running across the smoke column when the two anisotropy values don't match.\nThis seems to happen at a specific density where the height fallof of the atmosphere crosses a certain threshold.\n\nThings I have found that have no effect:\n- *Volume step rate*\n- *Volume max steps*\n- *Clipping planes*\n- Disabling *ray visibility* (on both the atmosphere and the smoke column) to everything but *Camera*\n\n[BrokenAnisotropyCycles.blend](BrokenAnisotropyCycles.blend)\n\n\n\nPerhaps this is worth a look?",
"Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)",
"Exaggerated Ambient Occlusion Effect with Subsurface Scattering Materials in Cycles\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\nWhen rendering with Cycles, whenever meshes with materials that have subsurface scattering intersect, a very obvious ambient occlusion effect is generated around the intersections. It functions as expected with Eevee, but in Cycles, there's always a very unattractive dark seam line.\n\nApply any subsurface scattering materials to any two intersecting meshes, and render out with Cycles.\n\nHere are my results, I used a procedural snow shader, but I get similar results with any subsurface scattering materials.\n[subsurface scattering.blend](subsurface_scattering.blend)\nResults with Subsurface Scattering in Cycles\n![Cycles SSS.jpg](Cycles_SSS.jpg)\nSame shader in Cycles with Subsurface scattering turned off\n![Cycles No SSS.jpg](Cycles_No_SSS.jpg)\nSame shader in Eevee with baked indirect lighting and subsurface scattering turned on\n![Eevee with SSS and baked indirect lighting.jpg](Eevee_with_SSS_and_baked_indirect_lighting.jpg)\n\n",
"Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n![image](attachment)\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n",
"Bevel modifier creates zero area faces with unexpected normals when clamping to an unbeveled edge.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0\nWorked: I cannot find a working version, I've checked 2.83 and 2.81. (I tried to use 2.79, but I've forgotten how to use it.)\n\n\n\n\nEdit (Baardaap): When the bevel modifier is clamped to an unbeveled edge, it creates a zero area face. This in itself it to be expected and not really a problem though it might be nice to prevent. When you bevel with the bevel operator the same happens. The problem is that the bevel modifier causes a recalculation of all normals, which generates random normals for the zero area faces. These random normals lead to strong shading artifacts when the shading is set to shade smooth.\n\noriginal report follows:\n----------------------------------------\n\n\n\n\n\n\nInconsistent normal behaviour when using a bevel modifier with\n(a) amount exactly matching the face dimension (or is clamped), and\n(b) auto smooth off\nWhen compared with auto smooth on, or just bevelling an edge directly.\n\nIn the sample file attached, I've created an L shape by creating a plane, then extruding 3 additional edges.\nI've added a reflective material to see how the normal affects the reflections.\nFor each L shape, I've then added a bevel modifier, only changing amount/segments. Or alternatively I've done bevel edge, and only set amount/segments.\nThen I've either set to smooth or flat shading, and/or turned-on auto-smooth.\n\nIn the attached file, I've prepared the different test scenarios.\nFrom bottom to top:\n - Modifier/Flat,\n - Modifier/Smooth, // This is the row where I see inconsistencies (highlighted in red)\n - Modifier/Smooth/AutoSmooth,\n - BevelEdge/Flat,\n - BevelEdge/Smooth,\n - BevelEdge/Smooth/AutoSmooth,\n\nFrom left to right:\n - Amount=2, Segments=10, // obvious difference for the flat plane above the bevel, plus weird anomaly for top segment of bevel\n - Amount=2, Segments=3, // obvious difference for the flat plane above the bevel\n # Amount=1, Segments=3, // this row has no apparent differences\n\n![image.png](image.png)\n\nWhen viewing the file, I find it best to use material preview mode, then orbit up/down, and compare the reflections of the different rows.\n\n\nMy analysis.\nWhen performing a bevel, the faces being bevelled shrink to make space for the bevel, but retain their original normal.\n![image.png](image.png) ![image.png](image.png)\n\nWhen the bevel amount matches the face size, then those faces still exist, however they have zero size - represented by the red lines.\n![image.png](image.png)\n\nUsing the spreadsheet in 2.93, I can see inconsistencies with the normal vector for these faces.\n\nHere I've set the bevel modifier segments=1, and amount=2.\n![image.png](image.png)\n\nAnd the corresponding spreadsheet (annotated).\n![image.png](image.png)\n\nYou'll note that the two empty faces do have valid unit normals, though both a pointing at Z=1.\nYou would expect the vertical face - [x] to have a normal with X=1.\n\nHowever if you compare with the reference scenarios like having auto-smooth=on, or applying a bevel edge directly, this is what you see.\n![image.png](image.png)\n\nIn this case, rows 0 and 4 actually have the normal vector set to 0, 0, 0. (I.e. technically an invalid unit vector.)\n\n\nSo, what I believe is happening is that when there is an invalid normal vector, then blender refuses to perform smoothing across from one face to another. The smoothing ends at the bevel edge and the adjacent face in this case is shaded flat.\n\nGetting back to the bevel modifier when auto-smooth is off, while this has valid unit vectors, one of those vectors has the wrong orientation.\nThis is why there is a reflection anomaly on the vertical face, but not on the horizontal face.\n![image.png](image.png)",
"Custom normals doesn't properly sets on corner cases using \"Set From Faces\"\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.92.0 Alpha\n\nWhen there is two faces with sharp edges \"Set From Faces\" operator doesn't seem to perform as intended - it produces one normal instead of two separate.\n\n![Set_From_Faces.gif](Set_From_Faces.gif)\n![изображение.png](изображение.png)\n\nUse attached .blend for testing\n\n[set_from_faces.blend](set_from_faces.blend)\n",
"Scaled up images are incorrectly interpolated\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nScaling up strips will result in sharp edge on left and bottom side. This is caused by discarder when `IMB_TRANSFORM_MODE_CROP_SRC` is used\nAdditionally image is not centered correctly. which is caused by incorrect `uv_start` coordinate\n\nPatch [D13124](D13124) resolves incorrect image coordinate. Also uses `IMB_TRANSFORM_MODE_REGULAR` if no cropping is used, but with cropping image will still have sharp edge issue.\n\n![Bez názvu.png](Bez_názvu.png)\n![xxx.png](xxx.png)\n[#103980.blend](T103980.blend)\n\nIssue visible immediately when file is opened\n",
"Cycles strands always use rounded normals even with custom Normal input to BSDF\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n\nThis behavior has been observed on nVidia cards as well, on both Linux and Windows, as early as Blender 3.0. It is not an Intel Arc issue like most of my bugs :)\n\nBroken: version: 3.4.1\n\n\n*TL:DR*\n\n**Expected:**Using a custom Normal input in a BSDF for hair strands (such as \"True Normal\" from the Geometry Info, or overwriting with another source like an attribute or texture) should allow complete control over the rendered hair strand in both Eevee and Cycles.\n\n**Actual:** Only Eevee renders fur as desired. Cycles appears to force some sort of rounded/inverted cylinder normal at some point after the BSDF, leading to shading artifacts.\n\n![eevee_result_1.jpg](eevee_result_1.jpg)\n![cycles_result_1.jpg](cycles_result_1.jpg)\n\nNote the line down the middle of the strand/curves on the Cycles version. This is usually at the point where the (default) normal is facing fully away from the light source.\n\nThis happens on both the legacy particle system as well as the newer Curve based hair. It happens on both Rounded Ribbons and 3D Curve primitives.\n\n**Longer version**\n\nI want to render stylized fur. The approach I use is to copy the normals from the underlying mesh to the particle system or hair curves, and disable shadows. This makes a very smooth, toon-like shader.\n\n![ru_comparison_small.jpg](ru_comparison_small.jpg)\n![hair-example.jpg](hair-example.jpg)\n\nThis is based off of my old addon, encode-normals but normals passed as attributes from geometry nodes have the same issue, as do normals set right in the material itself, so it's not an issue with my addon or node tree.\n\nIn the example blender file, I have two planes facing upward. One has a legacy particle system and the other has a new hair curve. Both sets of strands/curves have a material where the normal is forced to be (0, 0, 1), or straight up, to show the base case. \n\nIn Eevee I get the toony flat shading, where each strand is basically a solid color. \n\nIn Cycles, I end up with part of the strand in shadow, and if you look closely the emulated rounded normals appear to be an \"inside out\" cylinder, so the line tends to show up where the light direction and normal of the fake \"cylinder\" are perpendicular (i.e., where light is grazing the outermost part of the cylinder)\n\nI can't turn this rounded normal off or override it. It's coming from something outside the BSDF. This completely breaks my stylized shader in Cycles and is an unintuitive behavior. Normals can be overriden on a material in any other situation/primitive that comes to mind.\n\nSteps I've tried:\n1. Setting normals from encoded vertex colors (addon)\n2. Setting normals from geometry nodes\n3. Setting normals outright in the shader (this example)\n4. Disabling shadow ray visibility\n5. Making the strand material transparent to shadows in shader\n\nOpen provided .blend and check both curve systems for rendering differences between Eevee and Cycles. \n\n[TestParticles1.blend](TestParticles1.blend)",
"Denoise artifacts in Albdeo and Normal pass caused by material roughness\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nThe `Denoise Data Albedo` shows gray flat colored areas if the `metallic/specular` material have the `roughness` value below `~0.274`.\nThis also affects the `Denoise Normal` pass because it can appear black in these areas.\nTo show these artifacts for `specular` and `metallic` materials, the depending values are: `Base Color`, `Metallic/Specular`, `Roughness` and the angle (between camera and face).\nAll of this leads to visible seams in the denoised image (NonLocalMeans and OpenImageDenoise). The more noise the more it is noticeable.\n\nRender passes of material with roughness on 0.0 (See Albedo and Normal pass):\n![Spec.png](Spec.png)\nThis shows both the roughness dependent gray area overwriting the the camera dependent gray area.\n![SpecGradient.png](SpecGradient.png)\nThis is just to show that irregular roughness inputs (like a noise) also create these. It is the same with Textures.\n![SpecNoise.png](SpecNoise.png)\n\n**Edit (10.02.2021):**\nJust noticed and wanted to clarify. The Denoise Normal pass shows black in the top corner, because it reflects the background.\nHere is an example of an object being reflected in that area. \n![Normal_Reflection.png](Normal_Reflection.png)\n\n**Steps for others to reproduce the error**\n- open attached file or:\n - create a plane\n - set Material to a Principled BSDF Node having: Base Color: 0.047; Specular: 1.0; Roughness: Linear Gradient.\n - set the camera to a viewing angle of 60° to the plane.\n - set the Worlds background shader color to a checker board to have something to reflect on the plane.\n- Render in Cycles with Denoise Data in the View Layer Properties activated.\n[Denoise_Layer_bug.blend](Denoise_Layer_bug.blend)",
"Weighted normals modifier produces different results on objects of different scales\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.0\n\n\nWeighted normals modifier is not consistant on small objects \n\nOpen Blender\nCreate a cube 1mmx1mmx1mm, scale applied, \nadd bevel and weighted normals modifiers\nYou can notice the différence by doing the same process on a 1mx1mx1m cube\n\nI can do a work around by modifying the unit scale parameter but I think it should work on 1mm objects, like a lot of watch pieces. \n\n[weightednormals_defect.blend](weightednormals_defect.blend)\n"
] | [
"Faceted normals when data transferring in 3.0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.92\n\nIn Blender 2.93, 3.0 when data transferring normal information will result in faceted normals / hard normals. Most visible when materials is reflective. Visible in Eevee and Cycles.\nBoth objects are smooth shaded but still produce this result\n![image.png](image.png)\n\n\nData transfer normal data from one object to another, ensure Autosmooth is on and both objects are smooth shaded. Lower roughness to 0. Blend provided.\n\n[FacetedNormalGlitch_1.blend](FacetedNormalGlitch_1.blend)\n\n\n",
"Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n![F10274326](image.png)\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n![F10277755](изображение.png)\n![F10122610](16211720.png)\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>"
] |
Mesh Cube has divided Face
Windows 10
NVIDIA Quadro FX 1800
Broken: (2.78c, see splash screen)
One side of mesh cube does has hidden edge from one corner to the other.[Cube with odd side.blend](Cube_with_odd_side.blend)
Add mesh cube.
Edit mode
Select one edge.
Move selected edge towards edge on opposite side of cube.
When edge goes further than one half the way to opposite side, a weird face appears.
| [
"Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)",
"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![image.png](image.png)\n\n![infinite.gif](infinite.gif)\n\nThen try to dissolve one vertex with `X` *> Dissolve Vertex*. One face gets deleted.\n",
"Inconsistent behavior of knife tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1\n\nBroken: version: 2.93.0 Alpha, branch: `master` , commit date: `2021-03-24`, hash: `26b45448abf`\n\n\nAfter confirming the cut ( hit `space` ) , sometimes one or more drawn knife edges disappear ( problem seen with edges . verts does not disappear )\n\n - Select default cube ( any mesh ) \n - Move to edit mode \n - Select knife tool \n - draw cuts with knife tool . Issue is more predictable when initial and final verts of a cut are closer and end vertices near the center of face\n```\n ( not necessary though ) \n```\nVideo :\n( Unpredicted behavior is visible from 13th sec )\n\n [Blender 2021-03-25 14-52-57.mp4](Blender_2021-03-25_14-52-57.mp4)\n\n",
"new boolean difference meshing issue with surfaces\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 775M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: New Boolean code - version: 2.91.0\nWorked: Old Boolean code works\n\nnew boolean code does seem to have mesh intersection issues\nwhen dealing with a solid it works better\n\nintersect to surfaces \nadd a boolean difference modifier\n\nto make it work add a solidify modifier before the boolean modifier\n\n[Boolean Issue.blend.zip](Boolean_Issue.blend.zip)\n![Screen Shot 2021-01-29 at 9.08.32 PM.png](Screen_Shot_2021-01-29_at_9.08.32_PM.png)\n\n![Screen Shot 2021-01-29 at 9.09.24 PM.png](Screen_Shot_2021-01-29_at_9.09.24_PM.png)\n\n",
"Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n",
"Concave cutter causes bevel with arc outer miter to produce weird geo with protrusions inside the negative space of the cutter\nOperating system: Manjaro Linux\nGraphics card: NVIDIA GeForce GTX 1060 6GB\n\nBroken: 3.1.2\nWorked: 2.79.0\n\nCreate a mesh and give it a concave wall (i.e. a cylinder with 6 sides, subdivide one face from top to bottom, and move it in towards the center on the x and y axes), and create a difference boolean on the top of the default cube and hide the cutter. Next, grab a cylinder a decent number of sides (32 is fine), and create a union boolean inside the negative space of the cut. Finally, add a bevel modifier to the cube, set the Miter Outer setting under Geometry to Arc, and you should see geo similar to as shown in the screenshot below.\n![Screenshot 2022-05-10 22-06-21.png](Screenshot_2022-05-10_22-06-21.png)\nThe bottom surface of the cutter is completely flat, however rotations of the complete surface does not affect the bug. There is a workaround to prevent the weird geo by performing separate bevels before and after the protrusion boolean.\nHere is a sample blend file demonstrating the bug using the instructions above:\n\n[sample.blend](sample.blend)",
"Wrong reflection in Reflection Plane when Ambient Occlusion is also turned on\nIntel Core 2 Quad, 8 Gb RAM, NVidia GeForce GTX 960 2GB\nWindows 7 x64\n\nBroken: 2.8, 2.9\nWorked: n\\a\n\nReflection Plane object produces wrong reflections when Reflection Plane is nearly perpendicular to camera and Ambient Occlusion is turned on.\n\n1. Open provided Blender file, switch to Rendered view and observe how Reflection Plane reflects the opposite wall as almost black.\n2. Disable Ambient Occlusion and reflection will become normal.\n3. I have also noticed that if you change Ambient Occlusion value to something like 40 mm, reflection will be turned into a gradient.\n4. Moving Reflection Plane away from the wall does absolutely nothing, if you switch to the second camera that faces Reflection Plane straight on, back wall will look normal but side walls will become dark.\n[WrongReflection.blend](WrongReflection.blend)\n![WrongReflection1.jpg](WrongReflection1.jpg)\n![WrongReflection2.JPG](WrongReflection2.JPG)",
"\"Set normal from faces\" operator does not work in a sensible way, needs decision on what is expected behavior here.\nReading current code of that operator, it's not making much sense…\n\n - It computes some averaged vertex normals out of select faces' normals only (without even complying to our generic, weighted computation for that).\n - It then does two different loops (over selected verts of edges of faces first, then over loops of verts), to set some custom normals to those weirdly averaged vertex normals computed at step 1.\n\nI think what it is supposed to/trying to do here is actually the following:\n\n # For each clnor fan (i.e. set of contiguous faces around a given vertex, delimited by sharp edges, that share the same custom normal), properly compute the averaged normal from **selected** faces, and set it.\n\nThis will give predictable results, when a single face is selected for each custom normal it will just set to that face's normal, same in case all edges are sharp… And the 'keep sharp edges' option is not needed anymore, I do not see the reason for that one anyway, if you do not want a sharp edge, just do not tag it as such. ;)\n\n-----------------\nOriginal Report\n-----------------\n\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\n[I can not use set normals from faces when selecting a specific face. When I split normals/make em sharp I expect that I can control specific face normal without it interfering with the other normals, this is at least how you do it in all other 3d packages]\n\n[Split/ make all edges sharp, select all vertexes, go to mesh/normal/rotate to make all normals crazy. Now try to set the normals from one of the faces.[Normals.blend](Normals.blend) ]\n\n",
"Zero area meshes lacking an outline (even if selected)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nZero area meshes lacking an outline (even if selected)\n\nThis came up in a special case in #85461 (Mesh. Skin modifier shows nothing in viewport, when mesh do not have root.), reporting the general case here\n[zero_area_mesh_missing_outline_when_selected.blend](zero_area_mesh_missing_outline_when_selected.blend)\n\n- Open file\n- Cube (scaled to zero in two axis) is selected but has no representation in the viewport (outline)\n- open the same file in 2.79 and observe the outline\n\nThis might very well be a Known Limitation, just bringing this up here so we have a task we can refrence if this comes up again.\n\n",
"Mesh Normals and Auto Smooth in 4.1\n## Background\n\nThis document describes changes to the calculation of mesh normals meant to address some of the performance and usability problems, non-exhaustively listed here:\n- Vertex normals are always calculated, even if the shading is sharp and they are unnecessary.\n - Similarly, when auto smooth is enabled, per-face-corner normals are always calculated, even if the mesh is shaded entirely smooth or sharp.\n- \"Auto Smooth\" is a mesh property, even though it can be exposed more intuitively as an **action** applied to meshes.\n - As an action, auto smooth is unified with other ways to control the sharpness of mesh edges and faces, unifying the system and removing the need to learn another method of control.\n- The **extra step** of enabling auto smooth is required to have mixed sharp and smooth shading.\n - For example, marking sharp edges on a smooth shaded mesh doesn't do anything. That's why some modifiers have to tell you to \"Enable Auto Smooth in mesh properties!\"\n- Without further configuration, auto smooth **always recalculates** sharp edges. With deforming meshes, it generally makes no sense to change sharp edge flags over deformation.\n - Even understanding this issue is confusing because, as mentioned, auto smooth is portrayed as a property rather than an action.\n- Using custom normals forces calculating normals per-face-corner, even in cases where splitting normals across edges isn't necessary. This is much worse for performance.\n- Custom normals are always stored as `short2` in a special coordinate space defined by the automatically calculated normals. Converting to and from this coordinate space is expensive.\n - This forces calculating automatic face corner normals to view them, even if the custom normals were hypothetically generated procedurally.\n - Custom normal spaces also make per-vertex custom normals impossible.\n\n## Solutions\n\n### Procedural Custom Normals\n\nTwo new geometry nodes features can allow reading and writing custom normals in a procedural context.\n\n1. **Set Custom Normals** has a choice between creating vertex and face corner normals, a vector input, and an option for whether to write normals in the stable-over-deformation custom normals space (the one currently used for custom normals), or as regular vectors.\n - The last part represents another new feature. If they are stored in this \"plain vector\" format, further use of normals doesn't have to recalculate anything, compared to the existing custom space system, where the automatic normals need to be calculated to find the actual custom normal vectors. That works well when normals are set procedurally at the end of modifier stack anyway.\n - With the vertex domain, only the plain vector format would be supported, unless we wanted to add another normal space option for vertices.\n2. The **True Normal** output/node adds to the existing \"Normal\" node. It outputs normals without custom normals.\n - This could be a new node, or a new socket to the existing \"Normal\" node.\n - Versioning would replace existing nodes with this output.\n\nFor the \"plain vector\" format, the regular `float3` attribute type can be used. Potentially, meta-data could tell geometry processing algorithms to interpolate the attribute differently if they support it (a simple case is the \"Transform Geometry\" node). But generally the existing custom normals space `short2` storage should be used if better interpolation is necessary.\n\n#### Curve Normals\n\nCustom normals should be possible for curves too, though with a separate node since the options are different. The existing \"Set Curve Normal\" node can be used to set custom per-point normals. These may be automatically changed later to make them perpendicular with the tangents.\n\nThe creation of a per-curve \"up\" vector attribute to influence the starting direction used for normals calculated automatically with the existing modes could be supported too.\n\n\n### Replace \"Auto Smooth\"\n\n![image](attachment)\n_The existing auto smooth option_\n\nBy writing to the `sharp_edge` attribute, we can have the same effect as auto smooth with a geometry nodes modifier. Versioning code replaces the property with this modifier.\n\n![image](attachment)\n_The modifier that replaces the property_\n\nThe modifier keeps the same behavior as before, but often it isn't necessary to change the sharp edges in the modifier stack-- doing it once in edit mode is enough. Similarly, applying the modifier can avoid changing sharp edges over deformation and give better performance. Using a modifier also gives an intuitive way to disable the effect in the viewport, without requiring drivers.\n\n![image](attachment)\n_This existing edit mode operator is also useful_\n\nTo keep the existing behavior accessible, an new operator with the same \"Auto Smooth\" name can add this modifier. Eventually though, the node group should be moved to the Essentials asset bundle. That can happen as soon as we have a quick way to add node groups assets as modifiers in the property editor.\n\nCombined with the next auto-domain-choice change, this gives proper control of split face corner normals to geometry nodes. Without the auto smooth option, joining meshes with different sharp/smooth attributes would just work, without relying on the first mesh having auto smooth set. Having the final sharp edge status as part of the visible state of the mesh is essential to make this work.\n\nUsing modifiers for this sort of behavior unifies Blender's design to use user-controllable geometry nodes for geometry processing operations. This design is more obvious in the big picture considering a future where \"everything nodes\" improves the consistency, power, and reliability of Blender features, makes UX more consistent, and improves the development process.\n\n### Automatically Determine Necessary Domain\n\nWith the `sharp_edge` and `sharp_face` boolean attributes, we have all the information we need to know whether we need normals per-face, per-vertex, or per-face-corner. This information is important, because the performance difference between the three is quite large. When the mesh is entirely sharp, face normals are enough. When the mesh is entirely smooth, we need to calculate vertex normals. If there is a mix, we need \"split\" face corner normals.\n\nThis change makes the \"Auto Smooth\" property unnecessary, since one of its main uses was to avoid the performance cost of face corner normals. It's easy to figure the necessary normals automatically, completely removing this step in using mixed smooth and sharp shading, without paying a performance cost in the simpler cases.\n\nThe previous workflow:\n- Enable auto smooth\n- Set auto smooth angle, or set to 180 degrees for complete manual control \n- Run \"Shade smooth\"\n- Mark some edges sharp\n\nThe new workflow:\n- Run \"Shade Smooth\"\n- Mark some edges sharp\n\nPartially this is just a performance optimization (enabled by the removal of auto smooth as a property), but it's also a conceptual change. After the change, the sharp shading status is clearly part of the visible state of the mesh that can be \"frozen\", it's only the shading that's automatic. Before, both of those things were automatic, happening only internally.\n\n## FAQ / Common Concerns\n\n1. This disrupts implicit instancing of objects using the same mesh\n - Implicit sharing of mesh data negates negative aspects of this.\n - Applying the modifier removes the issue completely. Since there aren't any other modifiers, there shouldn't be much of a downside to this anyway.\n - In the future, the \"auto instancing\" could take identical modifiers into account.\n2. Managing auto smoothing on many objects may get more difficult\n - As more features are tied to geometry nodes and modifiers recently, this is clearly a more general issue.\n - It's easy to imagine features to add or remove a modifier on all selected objects.\n - The existing \"hold alt\" feature already works with modifier visibility.\n - The \"Copy to Selected\" modifier feature is also important here.\n3. How accessible is the feature now?\n - Extending add modifier menu with assets (#111717) combined with searching of menus and remembering recent searches (all planned for 4.0) addresses this\n - While the location of auto smoothing moves, and has to be relearned, the consistency and flexibility is worth it\n4. This impacts exporter's special features relating to auto smooth\n - It is true that handling auto smooth as a special feature in exporters becomes more difficult. My hope is that the simplification of behavior (no need for the option, just working with sharp tags, etc.) offsets the downside of this.\n5. There is extra \"stuff\" in geometry nodes modifier panel\n - The extra unused panels can be removed one the node panels features make their way to the modifier.\n - The data-block picker doesn't have to be displayed when adding modifiers from assets, but that is lower priority.\n\n## Technical Info\n\n| Sharp Edges | Sharp Face | Normal Domain | Approximate Cost |\n| ----------- | ---------- | ------------- | ---------------- |\n| All True | All True | Face | 1.0x |\n| Any | All True | Face | 1.0x |\n| All True | Any | Face | 1.0x |\n| All False | All False | Vertex | 4.0x |\n| Mixed | Mixed | Face Corner | 10.0x |\n\nA function `eAttrDomain Mesh::normal_domain_all_info() const;` gives us this information. We can use its result to optimize normal sampling in many places. Viewport drawing would be one important example.\n\nCorner normals are now shared with a `SharedCache`, meaning they don't have to be recomputed just because a mesh is copied.\n\n## Implementation TODOs\n\n- [ ] Double check shape key export workflow\n- [x] Update PR description to be more clear about what parts of the Python API change and to reference the modifier add menu changes\n- [x] \"Unpublish\" the \"Smooth by Angle\" asset in 4.0\n- [ ] Test PR with module members\n- [ ] Work on viewport normals simplification option that skips corner normals and custom normals\n- [ ] Iterate on the \"Smooth by Angle\" asset\n - [ ] Potentially not exactly reimplement auto smooth behavior\n - [ ] Potentially add options to give higher level access to different behavior\n - [ ] Reconsider name based on above decisions\n- [ ] Start implementation of custom normals geometry nodes\n\nRelated PRs: #108014",
"Fill material act weird when two layers masks each other and one of them has Fill Holdout material \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n",
"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) ![image.png](image.png)\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![Issue.png](Issue.png)\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)",
"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 improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n![image.png](image.png)\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n![image](image.png)\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n![image](image.png)\n"
] | [
"Incorrect geometry with boolean operator\n\nArch Linux, GTX Titan\n\n\n2.79a release candidate from blender.org\n\n\nI have an object from which I subtract a cylinder, using a boolean difference modifier. Some of the edges of the resulting mesh are incorrect. The base object was also produced with a boolean difference, so maybe there is something wrong at that level already.\n\n\nSee attached .blend. The result of t hole in the hemispherical object is not round. There's 4 edges that \n"
] |
GUI elements drawn on top of eachother
Operating system: Windows 10.0.19043.1348
Graphics card: NVIDIA GeForce RTX 3090
Broken: 2.93.6
Worked: 2.93.5
The bar that has the "Object mode" combo is being drawn on top of the elements of the viewport.
![error.png](error.png)
[system-info.txt](system-info.txt)
[hunter2.blend](hunter2.blend)
Open the attached blend file. | [
"Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}",
"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",
"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![image](image.png)",
"bpy.types.Panel, draw(self, context): self.layout.column(heading=\"Some Heading\") doesn't work as expected\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.92.0\n\nWhen I try to pass `heading` argument to the `.column()` method of the `UILayout` and add several `.row`s in this column - the heading appears in the wrong place in UI. \n\n1. Open Blender\n2. Open Text Editor\n3. Paste the following code:\n```\n \n```\n```\n import bpy\n```\n from bpy.types import Panel\n from bpy.utils import register_class, unregister_class\n```\n\n```\n class MYTEST_PT_ColumnHeading(Panel):\n bl_label = \"Test Column Heading\"\n bl_space_type = \"VIEW_3D\"\n bl_region_type = \"UI\"\n bl_category = \"Test\"\n \n def draw(self, context):\n layout = self.layout\n sc = context.scene\n col = layout.column(heading = \"This is supposed to be on top\")\n row = col.row()\n row.prop(sc, \"frame_start\")\n row.prop(sc, \"frame_end\")\n \n register_class(MYTEST_PT_ColumnHeading)`\n```\n```\n\n4. Press the Run Script button\n5. The panel will appear in the 3D Viewport, N-Panel, Test tab and \"This is supposed to be on top\" heading will be not on the top of the panel as it is expected but in between 2 rows.",
"Viewport render gives black background when overlays are turned off.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n![viewport_black_bg.png](viewport_black_bg.png)\n[black_bg.blend](black_bg.blend)\n\n\n",
"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![1.png](1.png)\n![2.png](2.png)",
"Cycles: transparent object has black line where it intersect with other objects\nOperating system: Windows-10-10.0.18363 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 461.40\n\nBroken: 2.91.2\n\n\nWhen rendering transparent objects that intersect with other objects, black lines will appear on the intersecting area.\n\n1. Open a default scene.\n2. Add a plane to the scene.\n3. Rotate the plane a little.\n4. Move the plane up to make it intersect with the top face of the default cube.\n5. Make sure the view or camera view is very close to the intersecting area and lower the Clip Start value to 0.00001\n6. Set the renderer to Cycles and render the view.\n\n![Cycles_01.PNG](Cycles_01.PNG)\n\n[Cycles_Black_Line_Transparency.blend](Cycles_Black_Line_Transparency.blend)",
"Using LineArt modifier , line behind object will appear unexpectedly.\nSystem Information\nOperating system: Windows-10 64bit ver.20H2 os build 19042.1052{[F10208498](2021-07-02__3_.png)}\n\nGraphics card: NVIDIA Quadro [P2000](P2000.txt) driver ver.R470 U1 (471.11) WHQL\n\nBlender Version\nBroken: version: 3.0.0 Alpha\n\n**Short description of error:**\nUsing LineArt modifier , line behind object will appear unexpectedly.\n\n[2021-07-09 10-22-31.mp4](2021-07-09_10-22-31.mp4)\n\n**Exact steps for others to reproduce the error:**\n[lineartTest.blend](lineartTest.blend)\n\n- Open file \n- Tweak camera shift X property from min to max\n\nLines won't be drawn for some objects. \nBug looks a bit different in `7489427e4d` than what's shown in video\n\nAny way ,I’m excited new features.Thank you all to a great work.\nHave a nice days.",
"\"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)",
"Wrong interaction by extrude region with 2 cube's faces\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.22\n\nBroken: version: 3.1.0\n\nWhen extrude the \"z\" and \"-x\" faces of cube they extrude up \n\n* Create a cube\n* Choose edit mode\n* Select \"z\" face(top of cube) and \"-x\" face\n* Use Extrude Region or press E\n\n{[F12930516](image.png), size=full}\n\nThanks!",
"Instancing a collection with an object that has been Disabled in Viewport fails to correctly link in disabled objects breaking \"Make Instances Real\" operator\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\nInstancing a collection into a scene fails to properly link in objects that have been disabled in viewport (henceforth disabled object) using either the \"Disable in Viewport\" icon in the outliner or by setting obj.disable_viewport = True in a script or console. This bug doesn't appear when you hide an object using the H key or obj.hide_set(True)\n\nThis means that if you instance a collection and then \"Make Instances Real\" that the disabled objects will not be transformed with the parent object even if they have been parented to it in the original file and Keep Hierarchy is checked. \n\nThis is a problem because if you have used the disabled object as the operand in e.g. a boolean modifier then as soon as you make a collection real your collection breaks. This is doubly a problem since the default behaviour in the new asset browser is to instance collections into the scene rather than appending them. This bug also affects instancing a collection in the same scene as well as instancing in a collection from an external file. \n\nStart from default file. \nAdd a second cube.\nTransform second cube and place on corner of default cube.\nMake second cube a child of default cube.\nAdd a boolean difference modifier to default cube.\nSet second cube as Object in boolean modifier\nDisable second cube in viewport in the outliner\nInstance collection into scene by dragging and dropping collection from outliner somewhere which isn't the origin.\nEverything appears as it should.\nSelect instanced collection\nSelect Object > Apply > Make Instances Real\nWhile the none disabled cube has been made real the second cube hasn't and if we look in the modifier you can see that the boolean object is still set to the original second cube.\n\nIf instead of disabling the second cube we instead hide it and then instance the collection into the scene the second cube is linked in (although it's also unhidden which is annoying). If we the make this collection real everything works as it should (i.e. the second cube used as a boolean is also made real)\n[link bug.blend](link_bug.blend)",
"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)",
"Objects in front of the selection stay in front in wireframe mode\nBroken: version 2.80+\nWorked: version 2.79\n\nIn blender 2.79, the wireframe of objects selected or in edit-mode was drawn in front of the wireframe of all other objects in the scene.\nIn blender 2.80 onwards, this doesn't happen anymore.\n\nHere's a model shown in 2.79b, with my usual theme:\n![Screenshot_2020-07-23_14-35-47.png](Screenshot_2020-07-23_14-35-47.png)\n\nThe object in edit mode is behind the objects seen with gray wireframe. But because it is in edit mode, it is drawn in front of the others.\nThe same is true if the object is in object-mode but selected.\n\nNow compare the same model in 2.8x:\n![Screenshot_2020-07-23_14-54-19.png](Screenshot_2020-07-23_14-54-19.png)\n\nHere the same object is seem in edit-mode. Now it is drawn behind everything else, which creates a noisy, low-contrast appearance, making it hard to see and sometimes hard to edit. \nSometimes it forces me to rotate the view to get other things out of the way (especially if the foreground objects have a lot of detail/geometry).\n\nIf you zoom in real close on an area where a foreground object overlaps the selection, snap a screenshot, and then scale or zoom the image, you can see how the foreground object is definitely being drawn in front of the active one:\n![Screenshot_2020-07-23_15-26-10.png](Screenshot_2020-07-23_15-26-10.png)\n\nBottom line: In my opinion, in a normal view mode like Solid or Lookdev/Material, the selection of course should remain behind everything else (unless changed via its Object properties), but in Wireframe view mode the selected object should appear in front of other stuff.\nPerhaps an option is needed the Preferences to force the old 2.79b draw order.\n\n- Open attached file\n- Change the wire theme to something gray (or use the attached theme).\n[wireframe_in_2_79.blend](wireframe_in_2_79.blend)\n[classic-look.xml](classic-look.xml)\n\nThe original model is probably too big to upload here: Hypercube%20printer%20model%20(320x320%20bed,%20540x510x540%20frame).blend",
"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).",
"After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee."
] | [
"Opening a Blender file in 3.0 and then re-opening it in 2.93 causes bug in header bar\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\n\nOpening a file in 3.0 and then re-opening it in 2.93 causes misplacements of various elements of the header bar and toolbar settings.\n![Screenshot_2.png](Screenshot_2.png)\n\n![Screenshot_1.png](Screenshot_1.png)\n\nOpen a blender file in 3.0, save it, then re-open the file in 2.93\n[Based on the default startup]\n\n",
"Menus and tool settings overlap\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\n[Menus and tool settings overlap and thus I cannot access some options.]\n\nPlease describe the exact steps needed to reproduce the issue\n[sea shack.blend](sea_shack.blend)\n\n"
] |
VSE crash with Error: EXCEPTION_ACCESS_VIOLATION
Operating system and graphics card
Windows10 1511 PRO
intel i7 5960X
gigabyte GTX780Ti SLI x2 NVidia 364.51
Broken: (example: 2.77 22a2853, see splash screen)
Worked: (optional)
2.76b
blender crashes with EXCEPTION_ACCESS_VIOLATION after rendering openGL viewport with GLSL as VSE scene Strip combined with image sequence strip.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
add image sequence strip to VSE, add scene strip to VSE. Render OpenGL animation. Blender crashes. | [
"Dae parsing issue\nOperating system:Windows 10\nGraphics card: NVidia gforce GTX660\n\n 2.79\n\n\nIt is a common error, when trying to upload an object to Second-life or Opensim, to be unable to upload a model,created in Blender, due to a \"DAE parsing issue\"\nThis object is one that is effected.\n\n[lowpol.blend](lowpol.blend)\nExport as .DAE file and upload to Opensim or Second-life",
"Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n",
"Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n",
"Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n",
"Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n",
"Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \n",
"Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL 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:0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 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WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003e70\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000059b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000070a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n",
"VSE: The blend and opacity settings that strips are created with does not match the default values they revert back to\nOperating system: Linux-5.4.0-80-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nStrips are created by default with blend method \"Cross\" and blend opacity \"1\", however reverting to default values results in \"Replace\" and \"0\".\n\n- Open VSE\n- Add/create any strip\n- Under strip properties in sidebar, note that blend method is \"Cross\", and opacity value is \"1\"\n- Choose \"Reset to default value\" from context menu for both of these settings\n- Blend method will change to \"Replace\"\n- Opacity value will change to \"0\"",
"gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n",
"Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.",
"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",
"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",
"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"
] | [
"OpenGL Render animation wrong in sequencer with scenes with different resolutions\nLinux Manjaro 15.12 64Bits\nNvidia 8600 GT\n\nBlender 2.77 RC2 official and Blender 7f03e7c compile for me.\n\nIf use many scenes with differents resolutions in cameras the OpenGL render animation is wrong.\n\n1. Add 3 scenes in a new file (add a camera in every scenes).\n2. In every scenes, in properties, change resolution to 1920x1080 - 100%.\n3. Add a new scene. In this new scene, change resolution to 1920x1080 - 50%\n4. To go to screen layout \"Video editor\".\n5. Add the 3 first scenes to the strip editor in the sequencer.\n6. Try \"OpenGL Render Animation\" in the sequencer.\n![sequencer.png](sequencer.png)\n7. Not correct OpenGL render Animation, but is correct in OpenGL render image.\n![screen.png](screen.png)\n[error in render.blend](error_in_render.blend)\n"
] |
Crash on Eevee Engine with Blender 3.2
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 20.19.15.4835
Broken: version: 3.2.0
Blender 3.2 crash on Eevee Engine with the official version without changing any settings like sample or adding new effects like ambient occlusion, bloom, etc. It didn't appen with Cycles that load a bit faster then Cycles in Blender 3.1.2. In the other version that I installed on my computer (Blender 3.1.2) the Eevee Engine work well, I also tried to update gpu and cpu driver but with Blender 3.2 the error continue showing over and over again.
Open blender file
Z and Rendered Mode
Blender show message "Blender has stopped working"
{[F13141129](Screenshot__723_.png), size=full}
[blender_system_info.txt](blender_system_info.txt)
[blender_debug_output.txt](blender_debug_output.txt)
[Crash on eevee engine (Blender 3.2).blend](Crash_on_eevee_engine__Blender_3.2_.blend)
Thanks in advance.
| [
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)",
"Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)",
"Eevee Volume Artifacting\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1\n\nI'm rendering some nebulae in Eevee and despite having 256 render samples, 256 volumetric samples and 128 volumetric shadow samples with 0.9 distribution and 2px tile size with proper start and end clipping distance both in camera and volume settings I'm getting really ugly flickering where the whole volume just artifacts which is really irritating. I'd love it if you could fix this issue in the upcoming blender release because even though I have a good computer it still takes 30 minutes to render the exact same scene in Cycles (where the issue is absent). watch?v=8ImqpM4zOEU\n\n[#101826.blend](T101826.blend)\n\n- Open file \n- Render animation\n\nIssue is visible after rendering ~10 frames when animation is inspected.\n\n",
"Memory Leak in Blender 3.1.2 Metal CPU + GPU\nOperating system: macOS 64 Bits (12.3.1?)\nGraphics card: AMD RX 6900 XT x 2\nCPU: i9 10859K\nRam: 64Gigs (2x32)\n\nBroken: version: 3.1.2\nWorked: -\n\nI've been encountering a consistent Memory Leak using the new 3.1.2 Version, rendering in Cycles \"Metal\", on both GPUs and the CPU.\nAll rendering settings are default - the output Render samples are set to 1200 cycles.\nAll export settings are default - Resolution is set to 1920x1080 at 100%\n\nThere is no difference when Cycles Render Rate or Resolution Output is changed - I always end up with a memory leak in that I can render around 440 Frames before the memory has become full enough to suddenly increase render time. The system eventually reaches about 60.64Gigs of usage and stays there:\n|![Screen shot 1.jpg](Screen_shot_1.jpg)|![Screen shot 2.jpg](Screen_shot_2.jpg)|![Screen shot 3.jpg](Screen_shot_3.jpg)\n| -- | -- | -- |\n\n**Workaround:** Render only 400 frames. Close Blender, restart and start the next render at Frame 401, etc.\n\n- \n\n---\nStill new to Version 3.1.2, quite different from 2.7 But I begin to really like the new layout and system - big shout out to all developers!\nJens",
"Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n",
"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",
"Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions",
"Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n",
"Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n",
"Different padding between eevee and cycle properties\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.0.0 Beta\nWorked: ???\n\ndifferent padding see image below:\n\n![ccc.png](ccc.png)\n\ni dont know is this because new ui design or not.\n\n\n",
"Blender 3.3 crashes on importing external .exr file on compositor\nOperating system: Windows 11 x64\nGraphics card: gtx 650 ti\nprocessor ryzen 9 5900X\n\nBroken: tried 3.3 LTS (september 7, 2022 release) and also 3.2.1, but had this failure before in previous builds.\n\n**Short description**\nBlender immediately crashes after importing a multilayer .exr (generated in Houdini's Karma renderer) to the compositor. Example files attached\n\nOpen new blender scene, switch to compositor tab and check \"use nodes\". Then the error happens after either dragging and dropping the images or using the image node for import.\n\nThe crash seems to occur only when importing images with AOVs packed in, I attached one example that works perfectly but only has the color layer. I know this is a niche workflow but I'm out of options for compositing until I can upgrade my graphics card, sorry if this isn't really worth looking into.\n\n![0185 - single pass, WORKING.exr](0185_-_single_pass__WORKING.exr)\n\n![0130 - multilayer exr, CRASHY.exr](0130_-_multilayer_exr__CRASHY.exr)",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n",
"Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n"
] | [
"Render of 3D image is very slow\nOperating system: Windows 8.1\nGraphics card: Intel(R) HD Graphics 4400, 4.3.0 - Build 10.18.14.4264\n\nBroken: 3.3.0 caused by 80859a6cb2\nWorked: 3.1.0 onwards\n\nRender of simple 3d image takes excessive time when sequencer is in pipeline but sequencer has no strips. While rendering slowly, the process size grows and Blender UI stops responding.\n\n\n1. Default startup (Eevee, Default Cube scene etc)\n2. Change Editor Type to '3D Viewport'\n3. Drag to add a new window, set to Video Sequencer\n4. Confirm sequencer is empty\n5. Confirm Post Processing 'Compositing' checked, 'Sequencer' checked\n6. Render -> Render Image\n7. Observe the default cube is rendered after approx 1 minute (depending on hardware)\n8. Uncheck Post Processing > Sequencer so that VSE is no longer in the pipeline\n9. Render -> Render Image\n10. Observe the default cube is rendered after approx 1 second (depending on hardware)\n\nNote:\n\nWhen sequencer is in pipeline and VSE has at least one strip then Render Image completes in approx 1 second, displaying the expected strip.\n\nWhen the sequencer is empty, but is in the pipeline then should the rendered image also be empty?\n\n\n**Supporting Video**\n\nA_dU0KY9miQ"
] |
Camera rotation bug on mac
Macbook Pro
OSX 10.11.6
NVIDIA GeForce 9600M GT 512 MB
Blender 2.78
Camera rotation vibrates after switching full screen windows.
Switch between full screen windows then return to blender and rotate the camera. The camera will vibrate. Sometimes it doesn't but it usually does.
[Glitch.mov](Glitch.mov)
To fix it I just press the right or left mouse button and then rotate the camera again and it's back to normal. | [
"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![ortographic camera.png](ortographic_camera.png)\n\n- Open attached .blend file\n- Try zoom in, dolly in...\n[ortho_bug.blend](ortho_bug.blend)\n\n",
"Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n",
"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",
"Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n",
"\"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![the-wanted-3D-perspective-view.jpg](the-wanted-3D-perspective-view.jpg) ![align-camera-to-the-3D-view-doesnt-match.jpg](align-camera-to-the-3D-view-doesnt-match.jpg)\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!",
"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)",
"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",
"Speaker shuttering volume (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 442.59\n\nBroken: version: 2.83 (sub 15)\nThe same for 2.82a release\nWorked: 2.79b last release\n\nWhen I change angle or distance to camera, sound do not changes at all or changes in very odd manner.\nIf I change speaker rotation sound starts shutter.\nIf I append speaker from 2.83 to 2.79 it do not work or work bad.\nWhan I append from 2.79 to 2.83 it silent.\nOnce speaker was unstable as in 2.83, but I can`t reproduce it.\n\n[2020-05-05_22-00-25.mp4](2020-05-05_22-00-25.mp4)\n\nHere is file for tests. Music packed, keep you ears.\n[ss.blend](ss.blend)\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",
"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",
"Startup File Viewport view is tilted by around 0.8 degrees since 2009 (Blender 2.5)\nNow, before you click away, I know what you're thinking, how can the default 3D View be tilted? This guy must have messed something with his camera, or activate the trackball views settings by mistake right?\nWell believe it or not, the default 3D view (as in, the view of the default 3D viewport in the blender startup file) is tilted by around 0.8 degrees.\n\nHere is a quick proof I just threw together, I believe it's important for you to watch it until the end, as the main proof really comes around 0:40.\n\n[tiltedview.mp4](tiltedview.mp4)\n\nAs you can see, when trying to align your view with the cube, it doesn't lined up, this can be seen by the jagged selection edges, and of course with the Camera aligned to view.\nYou can also see at 0:35 that when switching to the Front Orthographic viewpoint the view gizmo itself is rotating on the X axis a little bit.\nAnd of course, when switching back to the normal Perspective view, the viewport view is realigned, enhance why the Camera that's been re-aligned with the view is now sitting properly on the X axis. (see 1:10)\n\n**Now, why is this happening?**\n\nAfter a bit of investigating, I discovered that the issue as been around since **Blender 2.5**, which is now more than **10 years ago**\nBlender 2.5 was the first version to have the default startup file view not lined up with one of the orthographic axes. But it also had the Trackball orbiting style as default instead of Turntable. This might explain why, 10 years ago, a blender dev might have tried to get the view somewhat lined up in trackball mode, and got it almost right.\nHere's a quick demo of the same problem on 2.5 Alpha 0:\n\n[tilted25.mp4](tilted25.mp4)\n\nNow, while this isn't a top priority issue, this as been around for quite some time now, so this is not really an inquiry for an immediate fix, but more of a way too long report I did since I couldn't find anything on it online, and it drove me crazy for a few hours when I first discovered it.\n\nBroken: 2.5 Alpha0 and beyond\nWorked: 2.49b, where the view was orthographic by default\n\nStart Blender, use the viewport (Will disappear if snapping to an Orthographic axis)",
" LineArt: (Collection) Issue for Cameras in Orthographic View\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nChecked in Blender version 3.4.0 Apha, commit date: 2022-10-08 02:26 - same issue\n\nFor orthographic Camera without any shifts - Line art modifier (for a Collection) showing lines for objects behind other objects - which otherwise should not be visible. And some lines are not visible which should be.\nHappens with contours option in the Line Art modifier. Slight rotation on z axis solves the issue.\n\nNoticed issue with some specific frames on my complete blend file.\n\nOpen attached blend file and go to front orthographic view.\n\n[BugReport01.blend](BugReport01.blend)\n\n",
"Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.",
"Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: ![Renderglitch_frame13.jpg](Renderglitch_frame13.jpg)\nFrame (14) without a glitch: ![Noglitch_frame14.jpg](Noglitch_frame14.jpg)\n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)",
"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"
] | [
"Jumpy mouse\nMac OS Sierra 10.12.5\nIntel HD Graphics 615 1536 MB\n\n2.78\n\nWhenever I grab an object and try to move it, the object moves all over the place, sometimes off the screen even by barely moving the mouse.\nIt's also super jumpy if I click the middle mouse button and move the view around.\nI'm using a 2017 rMB and it also does it on my 2013 Mac Pro desktop.\n\nI'm using a Logitech g903 wireless gaming mouse and also tried a wired Razor Deathadder mouse and it does the same thing.\nHowever using the trackpad is smooth.\n\nIt used to not do this awhile ago, can't remember which version of Blender last worked.\n\n",
"Continuous Grab not working properly on macOS (Sierra)\nmacOS Sierra (10.12)\nIntel Iris Pro\n\nBroken: (2.78 80837d0)\nWorked: (none)\n\nViewport panning and rotation is broken (movement is super bumpy) on macOS Sierra **only if** continuous grab is enabled.\n\n- in the settings panel under **Input**, activate the **Continuous Grab** option\n- pan or rotate the 3D viewport (movement should be bumpy)\n- by disabling **Continuous Grab**, viewport movement works as expected\n\n**Note**\nTrackpad gestures work fine. Using a regular mouse (middle-mouse-button + drag) triggers this behavior."
] |
Improper main window rendering when 2nd monitor is connected or disconnected to Macbook Pro
Operating system: Mac OS Mojave 10.14.6
Graphics card: Radeon Pro 555
Broken: 2.90
I use a high density display MacBook Pro with a second monitor. I have noticed that when I move blender between my low-DPI second screen and my high-DPI laptop Blender correctly resizes all window elements appropriately. However, if I am working on the laptop and plug in the 2ND display, the main window looks small and has a red margin around the incorrectly rendered window. This can be fixed by dragging the screen to the laptop and back to the 2nd display. Inversely, when I unplug the 2nd display, the blender UI appears too large and does not accurately pick up mouse info for hovering over buttons. At this stage there is no fix and Blender requires a restart to display appropriately.
Will work with the default startup file.
- Open Blender on a mac laptop with a high DPI display.
- Plug in a 2nd monitor with a different DPI (if the window is automatically moved it will render incorrectly)
```
OR
```
- Open Blender on a mac laptop with a high DPI that is already connected to a 2nd monitor (standard DPI)
- Unplug the monitor (you will see that the main window is not rendered correctly)
| [
"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![GPU_vs_GPU_279_Render.jpg](GPU_vs_GPU_279_Render.jpg)\n\n\n",
"Denoising + negative lamps = black and white artifacts\nOS X Sierra 10.12.6,\nNVIDIA GeForce GT 750M 2048 MB\nIntel Iris Pro 1536 MB\n\nBroken: 2.79\n\nSimple scene with negative lights gives bad artefacts with denoising enabled.\n\nJust render the attached .blend file.\n\nAttachments are:\n* Denoised image with artefacts\n* Non-denoised image without artefacts\n* .blend file\n\n![denoise-blackness.png](denoise-blackness.png) ![no-denoise-blackness.png](no-denoise-blackness.png) [denoising.blend](denoising.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 ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor",
"Rendering with F12 does not consider the different resolutions in each scene\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5750 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.4.0 Alpha\nWorked: I don't know, but even it never worked, it doesn't mean it is correct :)\n\nRender (F12) does not respect **Render Layer** node dimension\n\nI have two scenes with different dimension\n- Scene 1080 px - for rendering scene\n- Scene 2160 px - for compositing scene 1080 px\n\nScene 1080 rendered by pressing render icon at **Render Layer** node result correct with expected mix in compositor of Scene 2160 ...\n\n![Screen Shot 2022-10-22 at 10.57.33.png](Screen_Shot_2022-10-22_at_10.57.33.png)\n\n... but rendering by pressing **F12** in Scene 2160 renders Scene 1080 also in 2160 px (so compositor fails in result).\n\n![Screen Shot 2022-10-22 at 11.11.20.png](Screen_Shot_2022-10-22_at_11.11.20.png)\n\nFor more info or sample file see 2214\n\nI hope it is would be something small to fix. \nThank you for your time.\n\n- Open attached file\n- Compare rendering with F12 (which should render the two scenes at different sizes) with rendering using the render button on node\n[bse275864_OneScene.blend](bse275864_OneScene.blend)",
"NaN pixels in Normal Pass\nOperating system: Linux-3.10.0-1127.10.1.el7.x86_64-x86_64-with-centos-7.8.2003-Core 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0\nWorked: (Unknown)\n\nI produced a template based rendering solution and am experiencing occasion nan pixels in the normal pass output. Nan pixels are occurring in both CPU and GPU renders on a number of different hardware configurations.\n\nI've stripped down one of the files that exhibit the issue, see nan pixel at x162, y78 of normal pass.\nChanging visibility of the lights collection, specifically the 'LightArea', removes the pixel. Changing render resolution, sample seed, or adaptive sampling, can remove bad pixels.\nDisconnecting the normal map node on the geometry object's material removes the pixel. Providing input to that node, both textures and noise, has no effect on the pixel.\nChanging the transform on the rendered geometry removes the nan, regardless of whether the pixels occur on transparent background.\n\n[nan_pixel_isolated.blend](nan_pixel_isolated.blend)",
"Incorrect volume rendering when enabling NanoVDB.\nOperating system: Linux-5.9.14-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: AMD Radeon RX 5700 (NAVI10, DRM 3.39.0, 5.9.14-arch1-1, LLVM 11.0.0) AMD 4.6 (Core Profile) Mesa 20.3.1\n\nBroken: version: 2.92.0 Beta\n\nCycles renders voxels differently when enabling NanoVDB. Note that I'm only rendering on the CPU.\n\nWithout NanoVDB:\n![image.png](image.png)\n\nWith NanoVDB:\n![image.png](image.png)\n\nThe behavior is also slightly inconsistent with Eevee, but that is a separate issue (which is solved by [D10295](D10295)). This report only focusses on the difference within Cycles with and without NanoVDB.\n\n\n1. Delete everything from the default scene.\n2. Load .vdb file below (it contains a single voxel at the origin).\n3. Change render engine to cycles and switch to rendered mode.\n4. Compare behavior with and without `WITH_NANOVDB`.\n\n[single_voxel.vdb](single_voxel.vdb)\n\n**Further Notes**\nThe voxel size itself is not larger than without NanoVDB. Only the behavior at borders between dense and empty voxels is different.\n\n![image.png](image.png)\n\n[two_voxels.vdb](two_voxels.vdb)\n\n![image.png](image.png)\n\n[four_voxels.vdb](four_voxels.vdb)",
"Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n",
"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.",
"Quad View Exiting Behavior\nUsers coming from other software expect Quad View to behave a certain way. Since d71db08f6d, when exiting Quad View we always toggle to the *User Perspective* (top right) view, rather than the one the mouse currently hovers. That differs from what users probably expect (see #43523, #42462, #42368, #43452, #69717).\nIt should not be hard to get the (presumably) expected behavior to work again while addressing the reasons it was removed.\n\nQuick proposal:\n* Maximize the hovered view when exiting Quad View\n* Keep rotation of that view locked if it wasn't the *User Perspective* one\n* Keep the view transform of the *User Perspective* stored so when going back to Quad View, it shows that in the top right.\n\nFor more details, see d71db08f6d.",
"Can't stop audio playback when using multiple windows\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.3.1\n\nAfter creating New Main Window, the Video Editing cannot be played normally\n\n1、Create a new scene \"Scene001\" in the Video Editing interface Sequencer window of “scene” \n2、Create a New Main Window to open another scene\"scene001\" and enter 2D Anmation,and draw\n3、At this time, the picture of the \"scene\" cannot be played normally, but the sound will continue\n\n[ceshi.blend](ceshi.blend)\n",
"Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \n",
"Particle display problem in rendering when using the Time remapping option\nOperating system: Mac Os Mojave 10.14.6 (18G95) and Windows 10 (Last update)\nGraphics card: AMD Radeon R9 M295X 4 Go & Nvidia GTX 1070\n\nBlender 2.80\n\nThere is a problem of particle rendering if we use the Time remapping function which makes it possible to make a film slower by multiplying the number of images of an animation. The particle animation is not continuous, some disappear and then reappear creating a jerky effect.\nThe problem does not appear when launching the animation directly in the software but only by doing a rendering calculation whether it is in film or frame-by-frame mode or movie (with Cycle or Eevee rendering)\n\nIf I leave the time remapping by default (old 100, new 100) there is no problem.[torus particules.blend](torus_particules.blend)\nIf I change the time remapping to have a movie with 4 times more image (old 25, new 100), the problem appears: the particle animation is not continuous, some disappear and then reappear creating a jerky effect.",
"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: ![test.jpg](test.jpg)\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```",
"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",
"3D Connexion Space Mouse Pro - Blender 2.82a on macOS\nmacOS Catalina 10.15.4 (19E287)\n3D Connexion 3dWare10 10.6.5\n\nBlender 2.82a\n\n\nThe mouse appears to almost match the 3D Connexion training app in terms of movement when in object/edit mode but it would appear that none of the buttons & especially the MENU do not work. \n\nI have installed the 3D Connexion drivers a second and third time with firewall and anti-virus off and the problem with these mice seem to persist. \n\n>> This has been edited by another but im wondering if there is some resource file missing where keys are mapped, either this is a 3D Connexion plug in or something to do with Blender?\n\n\nI've seen these tasks; It's still a problem for me. \n#67686 (NDOF mouse not working in code signed macOS builds)\n#67971 (3D Connexion Space Mouse Enterprise Custom Buttons 1-10 Not working in Blender 2.8 (macOS))"
] | [
"File open dialog size larger than screen resolution \nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.83 (sub 1)\nWorked: 2.80 and before\n\nThe file open dialog opens with a larger size than the resolution of the monitor it is on. I am using an external monitor with a larger resolution (4K) than my laptop. Now I run Blender on the larger monitor. It then opens the file open dialog on the smaller laptop screen, but makes the window as big as though it was on the larger monitor.\n\nThis is bad, as important parts of the window are not visible, like the options on the right, the file name at the bottom, the OK and Cancel buttons. You then have to manually rescale it. Now this is even more annoying due to the fact that Blender does not remember the last size and location of the window, so every time it opens it like this.\n\nThe problem seems to be, that Blender opens the dialog on your \"main\" display, but calculates the size of the window based on the size of the parent Blender window. \n \n\n- Use two monitors with different resolutions (eg. laptop + external 4K). \n- Set the smaller as the main display (if using the example setup, this is the default anyways).\n- Run Blender on the large monitor and go to \"file open\".\n- Window opens on the smaller screen, and portions of it are off-screen."
] |
vse. memory.
Operating system and graphics card
Asus g75vw
gentoo ~amd64 gtx660m (12gbRAM + 10gb swap)
Broken: all
Hi.
Thank you for poferful software!
When i do a massive import of movie clips all my memory gone PSV2OyH.png - blender crash
Please release fix for this issue or create a limit of import,
because it is very bad issue.
And, when i work in vse (about 30 min - 1 h.) memory not cleared and sometimes become a situation when all my memory gone too.
(restart blender fix it but it repeated again)
Please improve memory usage/clearing in vse.
| [
"Python/BMesh: CDLayer access does not free memory\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1062.1004\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nbmesh module does not free memory.\n\nOpen the test_memory.blend file:\n[test_memory.zip](test_memory.zip)\n\nRun the script that is in the text editor.\n\nOpen the console. The following text will be written in the console:\n\nC:\\Users\\Pavel\\Desktop\\test_memory.blend\\test_mem.py:14: size=1476 KiB, count=31488, average=48 B\n\nThis means that the function did not free memory. I found out with the standard tracemalloc module\n\n",
"Fix big LIghtCache restriction\nAs reported in #78529 saving big lightcache is impossible due to blocksize restriction.\n\nFor now we restrict the lightcache size that can be written to disk but it would be better to slice the huge textures to avoid such limitation.\n\nHowever this needs some refactors in GPUTextures namely the need of a properly exposed `glTexSubImage2D` and `glTexSubImage3D`.",
"Movie mask clips unexpectedly\nOperating system: Linux-4.19.0-9-amd64-x86_64-with-debian-10.4 64 Bits\nGraphics card: AMD PITCAIRN (DRM 2.50.0, 4.19.0-9-amd64, LLVM 7.0.1) X.Org 4.5 (Core Profile) Mesa 18.3.6\n\nBroken: version: 2.83.0\n\nA vertex causes unexpected behaviour of a movie mask. The bottom half of the mask is clipped for several frames. If the offending vertex is moved, the clipping goes away and the mask appears as the correct shape.\n\nIn the attached blend file, there is a highlighted vertex in the movie editor. Step through the sequence (bug occurs between 359-411) and watch the compositor for several frames. In the frames where the highlighted vertex does not move, clipping occurs and the masked area is smaller than the area in the mask editor. If the vertex is moved, the clipping goes away.\n\nAt some point during masking, I had dragged out control handles on two vertices and converted them back to vector type (whether it was this vertex or not, I can't recall). I had also at one point added a new vertex into the shape after having already keyframed several frames.\n[maskbug.blend](maskbug.blend)\n\nI have included a screenshot of the behaviour.\n![Screenshot_2020-06-04_18-54-05.png](Screenshot_2020-06-04_18-54-05.png)\n",
"Investigate renaming the \"Video Sequencer\" editor\nFor a long time, the video editing component of Blender has been referred to as the \"Video Sequence Editor\" later shorted to just \"Video Sequencer\".\nHowever, this is slightly problematic as it is confusing with the \"Sequencer\" view type.\nIn the future, we may add different view types such as some sort of audio view or some sort of special color grading tooling.\nTo combat the potential confusion between the \"Video Sequencer\" editor and \"Sequencer\" view type, I propose that the editor be renamed to simply \"Video Editor\" which also complements \"Image Editor\"",
"Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks",
"Huge memory usage when trying to paint on UVs far ouside the 0-1 range\nBroken: version: 2.82a (sub 7)\nWorked: Never\n\nBlender freezes when I attempt to use the paint options, after adding an image to Texture Paint. Memory will skyrocket from 150MB to 13GB and does not un-freeze.\nYoutube tutorial I'm following trying to learn to paint textures, bug happens after adding the image at 2:35, and I attempt to paint the model: watch?v=lmbAs9jE1vI\nI am very new to Blender, but pretty sure it shouldn't be doing that when attempting to use the Paint tools.\n\n![BlenderCrashReport.png](BlenderCrashReport.png)\n\n- Open attached file\n- Try to paint the mesh\n\n[texture_paint_huge_memory_usage.blend](texture_paint_huge_memory_usage.blend)\n\n",
"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)",
"GPencil: Add option to jump to scene from Video Sequencer Strip\nNeed a way to jump from the strip to the scene edition directly.\n\nIt's necessary to define in some place what it's the layout to use.",
"Mem leak when rendering on GPU\nOperating system: Windows 10 20H2 Build 19042.985\nGraphics card: Gigabyte RTX 30870\n\nBroken: 2.92 - 3.0\n\n\nRender 2.92 splash screen on GPU 60337d495677e942564cce76\n\nOn CPU, memory usage was 18GB, on GPU it went to 60GB and I had to terminate the process.",
"With FPS change, VSE does not change clip start frame\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nAlso problem in 2.92, 3.3.2, 3.5 alpha\n\nWith a FPS change, VSE changes the duration of an audio clip but not the start frame and the clips become misaligned.\n\nBest seen with two clips starting at different frames. See images. In my example the audio clips are mono at 11025 Hz. (Seems video clips act the same way.)\n\n{[F14133157](24.png),size=full}\n{[F14133163](6.png),size=full}\n\nI know there are several somewhat related reports re: VSE and FPS. Hope not a duplicate.\n\nThanks!!! (for all the great work!)\n\n",
"Materials linked to 'Object' cause increased memory usage in Cycles\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: never?\n\nIf an object has a material that is linked to Object (in the material tab), then such object cannot be instanced efficiently in Cycles. Each linked copy of the object uses a large amount of memory when rendering.\nIn this example rendering 100 instances of Suzanne takes as much memory as 1 object, if material is linked to object's data. When material is linked to object, vram usage goes up a lot.\n\n![link.jpg](attachment) ![link2.jpg](attachment)\n\n\n- Open the provided .blend file\n- Render the scene and note the memory usage\n- Select all monkeys\n- Go to material tab\n- While holding `Alt` click on the `Link` drop-down menu and chose Object\n- Render again\n- You should see memory usage increase significantly\n\n",
"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",
"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",
"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",
"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) "
] | [
"MEMORY LEAK SEGFAULT: Rendering a sequence always segfaults Blender\n%%%Summary: Given a large sequence, Blender consistently segfaults. There are no models in the scene nor any nodes in the compositor. /var/log/syslog shows a KILL being sent to Blender for memory consumption.\n\nWhen using GDB to reproduce the bug, the following information reveals the source of the leak:\n\n(gdb) p MEM_printmemlist_stats()\n\nAFTER 100 FRAMES:\ntotal memory len: 169.209 MB\n ITEMS TOTAL-MiB AVERAGE-KiB TYPE\n 101 ( 127.828 1296.000) scaledowny\n 25 ( 24.460 1001.880) imb_addrectImBuf\n\nAFTER 500 FRAMES:\ntotal memory len: 1585.030 MB\n ITEMS TOTAL-MiB AVERAGE-KiB TYPE\n 729 ( 922.641 1296.000) scaledowny\n 523 ( 648.097 1268.931) imb_addrectImBuf\n\nAFTER 1000 FRAMES:\ntotal memory len: 5106.893 MB\n ITEMS TOTAL-MiB AVERAGE-KiB TYPE\n 2491 (3152.672 1296.000) scaledowny\n 1539 (1933.972 1286.801) imb_addrectImBuf\n\nAFTER 1700 FRAMES:\ntotal memory len: 6261.658 MB\n ITEMS TOTAL-MiB AVERAGE-KiB TYPE\n 2790 (3531.094 1296.000) scaledowny\n 2139 (2699.991 1292.562) imb_addrectImBuf\n\nThe two functions in tandem will drag Blender down to being killed by the system. Given a current test case for example, the two will gobble up 10 gigs of data in approximately 1900 full HD frames.\n\nMany different output formats have been tested including MPEG variants and standard still frames such as JPEGs.\n\nVersion: SVN 31642\n\nPlatform: Linux amd64 (Ubuntu 10.04)%%%"
] |
Glitches when render mantaflow particles with motion blur. Cycles
Operating system: Windows-11 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56
Broken: version: 3.4.1
Cycles. I apply a simple sphere to render FLIP particles of mantaflow. When motion blur is on, you can see some glitches lines.
Please, Watch video examples
[Report_0001-0050.mp4](Report_0001-0050.mp4)
[FireFall_0001-0135.mp4](FireFall_0001-0135.mp4)
1) Download blend file
2) Bake Liquid Data ![image.png](image.png)
3) Render Animation or render some frames in range 40-50
[Report_MotionBlur.blend](Report_MotionBlur.blend)
| [
"Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n![blender_2019-10-13_01-23-32.jpg](blender_2019-10-13_01-23-32.jpg)\n",
"Particle system bug with texture influence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: N/A.\n\nParticle system caching issue. \n\n1. Make a particle system with collider that kills particle. Add a cloud texture to influence it's density.\n2. Now bake.\n3. Now later when you increase or decrease size of the particle. the cache breaks. \n4. Some particle is starting to stay on collide serve instead of killing . And some particle floats around.",
" Freestyle renders extra lines\n%%%--- Operating System, Graphics card ---\n1st PC: Win7 64bit & Quattro 2000\n2nd PC: Win7 64bit & Nvidia 560ti\n\n\n\n - Blender version with error, and version that worked ---\n2.68a\n\n - Short description of error ---\nFreestyle produces lines through objects as they are transparent\nI build a moving staircase and some lines of the glass roof appear \"randomly\" through the walls.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n\nI just created objects + render. %%%",
"Using python handlers introduces artifacts with EEVEE motion blur\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\n\nRendered image has \"wrong\" motion blur\n\n0. Open attached .blend file\n[motion_blur.blend](motion_blur.blend)\n1. It contains a script, which sets the cube position via a follow path constraint based on the current frame:\n![script.PNG](script.PNG)\n2. Set motion blur steps to 1, render:\n![1_step.png](1_step.png)\n3. Set motion blur steps to 8, render:\n![8_step.png](8_step.png)\n",
"Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n",
"I have glitch when i turn on my Motion blur with a shape keys animate\nHello, \n\nOperating system: Darwin-19.4.0-x86_64-i38{[F8688055](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}\n\n{[F8688058](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}6-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.90.0 Alpha\n\nI tried with Eevee i don't have the problem only with cycles. \nIs only when i render animation or image. I can't see this glitch on viewport.\nI tried with blender version on mac and window and multiples different graphics card but the problem is still append.\nWith or without modifiers or movement of camera still in. \n\n\n\n\nOpen blender with love.\nMake a beautiful animation with shape keys.\nTurn on motion blur.\nProblem when i render :( \nClose blender but with love to help. :D \n\nThanks you \n\npacpac\n\n{[F8688074](Capture_d_e_cran_2020-07-12_a__13.46.43.png), size=full}\n\n\n\n\n\n",
"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",
"Mantaflow -> random missing square-shaped chunks in generated foam particle cache\nOperating system: Windows 10 Pro x64\nCPU: Intel i7 8700k\nRAM: 64GB DDR4-3200\nGraphics card: Geforce GTX1070\n\nBroken: 2.91.2 (Steam) & 2.92 Beta Daily Builds from 06. - 11. Feb. 2021 \n(what i have tested so far)\n\nFoam generated by Mantaflow has random square chunks missing. These missing chunks randomly change position (mostly per frame, but some stay in position longer ... ~5 Frames). Denser foam seems to generate visibly more of these. \n\nFound two similar bugreports, but not directly related to this specific issue ... maybe a grid-issue too?\n\nIts a simple scene (flood gate simulation), fluid domain, two fluid emitters (for the different water heights), some enviromental assets (fluid affectors -> collision ... a wall, a floor, four gates and a boat ... not related to the issue besides generating foam via fluid collision) ... short overview ...\n\n***Scene:***\n- 3840x2160px\n- 50FPS\n\n***Fluid Domain:***\n- Size = 3.47m x 19.9m x 1.81m\n- Res. = 256\n- timesteps minimum = 2\n- delete in obstacle = enabled\n- generate foam particles only (no splash, no bubbles)\n- everything else uses default values\n\n***Cache:* **\n- manually set destination (external USB3 HDD)\n- Frames = 1 - 2000; \n- Modular (resumable)\n- Format Volumes = OpenVDB\n\n- final baked cache (guide particles + foam particles + mesh) = ~160 GB\n\nFirst time i noticed this issue after baking foam and mesh (Blender 2.91.2) ![146558029_3213426312090863_6404344918141931716_o.jpg](146558029_3213426312090863_6404344918141931716_o.jpg) ![148147824_3213426408757520_5714287493764306233_o.jpg](148147824_3213426408757520_5714287493764306233_o.jpg)\n\nA few days later (today) after further working on the scene and having switched to 2.92 Daily Builds (hoping anything would change)\n![Unbenannt-1.jpg](Unbenannt-1.jpg) ![Unbenannt-2.jpg](Unbenannt-2.jpg)\nTop Down View (foam particles only) ![Unbenannt-2.jpg](Unbenannt-2.jpg)\n\nI would have provided videofootage too (showing how the holes change based on current frame), but nvidia shadowplay refuses to record blender for some reason (record desktop is enabled)\n\nHere is the original project file (before i switched to 2.92 beta), but be warned, baking this takes some time... [AE Mantaflow Schleuse A1.blend](AE_Mantaflow_Schleuse_A1.blend)\n\nKind Regards",
"Adding noise to smoke simulation causes colors to change dramatically\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0\nWorked: Not since mantaflow introduced in 2.82, worked with \"high res\" back in in 2.8\n\nWhen creating a quick smoke simulation with default settings (except changing the \"smoke color\" on the emitter object to purple. Adding Noise will make the smoke above the emitter turn yellow while the rest stays purple\n\n.blend has been attached with this reproduction.\n1. Delete everything from default scene.\n2. Add ico sphere.\n3. Select sphere, \"quick smoke\".\n4. Set sphere smoke color to purple.\n5. Enable noise in domain properties.\n6. Add area light to light up the smoke sim.\n7. Add \"color\" attribute to principled volume in the default domain node set up.\n\n",
"Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n![image.png](image.png)\nbad\n![image.png](image.png)\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n",
"Grease Pencil shimmers in the viewport and renders\nOperating system: Windows 7 Ultimate\nGraphics card: Nvidia Quadro 2000\n\n2.92.0\n\nI have a video below, If you see carefully the lines are shimmering, Is there any way to avoid that? watch?v=aBIJbTTiLlU \nAttached a blender file as well.\nI tried \n- increasing samples of viewport \n- increasing anti-aliasing of grease pencil. \n- different render systems 'eevee' and 'cycles'. \n- Tried all possible file exports but the problem is in the viewport itself.\nShould I try denoising it? although that didn't work so well either.\nThe problem just isn't going way. Is it my system? Could you help?\n\n[room fix.blend](room_fix.blend)",
"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",
"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![pass_shadow.png](pass_shadow.png)\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![pass_shadow.png](pass_shadow.png)\n\ndenoise albedo pass\n![pass_denoise_albedo.png](pass_denoise_albedo.png)\n\nAnd here is an example how this bug might affect production scene:\n\nshadow pass\n\n![web_01.jpg](web_01.jpg)\n\ndenoise albedo pass\n\n![web_00.jpg](web_00.jpg)\n\nvolume direct\n\n![web_02.jpg](web_02.jpg)\n\nvolume indirect\n\n![web_03.jpg](web_03.jpg)\n\nbeauty (cropped)\n\n![2022-09-29_17-05.png](2022-09-29_17-05.png)\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)",
"No fluid particles created when switching from gas to liquid\nOperating system: Linux-5.4.0-40-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.90.0 Alpha\nWorked:2.83 sometimes shows the same behaviour, and sometimes it works (???) however in 2.90.0 I can consistently reproduce this.[logs.zip](logs.zip)\n\nWhen 'manually' creating a fluid sim, no particles are created, while when using 'quick liquid' it does work as expected.\nChanging the cache to an empty directory correctly initializes the particles.\n\n- default startup\n- switch to wireframe view\n- duplicate startup cube\n- scale duplicate x 2\n- select original cube. go to physics properties. check liquid.\n- choose 'type = flow' in fluid panel\n- choose 'flow type = liquid' in the fluid settings panel, leave the rest of the settings as is.\n- select larger cube\n- go to physics properties, check fluid\n- check 'type = domain'\n- check 'domain type = fluid'\n\nNo particles are created inside the small cube. \n\nGoing to the cache settings and selecting a different (empty!) cache folder solves it makes it create particles.\n\nWhen I set MANTA::with_debug to 1 and I compare a run between 'quick fluid' and 'manual fluid' the first obvious difference is that has_data is 1 in the 'manual' fluid run.\n\nCould it be that erasing the cache for the unused gas cachedata fails somehow?\n\nAttached are two console outputs , one from quick fluid and one using the manual steps above (except that I used a different scale factor for the domain in these runs) \n\n\n(edit: removed embedded text files and added them as a zip)\n(edit2: cleared up some mixup with the bugreport I originally wrote for 2.83)\n(edit fix small typo)",
"Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n"
] | [
"Horrific Rendering Performance 50x Times slower than the Viewport!!\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nRyzen 7 2700X Overlocked at 4.1GHz\nRAM 32GB 3GHz C16\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\nPCIe 3 SSD 3.5 GB/s\n\nBroken: version: 2.90.0 Alpha\n\n\nHey guys I'm sitting here waiting for a simple mantaflow preview render to finish and it's really, really frustrating. So much so that it seriously makes me wanna quit learning Blender that I started in the beginig of the year.\n\nMaybe I'm doing something wrong here, but why does the rendering performmance suck so bad compared to the viewport?\nOn my hardware it takes only**20 seconds** for the viewport to render the **32 Cycles samples**, (on frame 29 for example), but **it takes 8min 30 seconds to render 16 samples** in the render window at **490x490px**, which is probaly lower res than my viewport window.\n\nThe mantaflow simulation is not even high at 64 samples + default mesh settings and particles. With 2 particle objects that are plane triangles.\n\nI don't understand this. I have tried Blender 2.83 LTS, a few 2.9 Alpha versions. Have tried on 2 different PC's. It's all the same aweful performance!\nIt's actually faster to just do screengrabs of my monitor manually for each frame than to actually render it. It's just ridiculous.\n\nLook at this a little more than 1 second 490x490px render, does it justify **2 hour CPU+GPU** render time?\n[blender-2.9-alpha-cyles-16-samples-render-mantaflow-64-samples-plus-particles-2-hours.mov](blender-2.9-alpha-cyles-16-samples-render-mantaflow-64-samples-plus-particles-2-hours.mov)\n\n[jar liquid.blend](jar_liquid.blend)\n\nI really like Blender so far. But this performance just stops me on my tracks. This is the biggest problem for Blender right now imo.\nI'm actually thinking of stopping now with my Blender journey and picking up sometime next year if the performance is fixed. Otherwise my learning is not going anywere if 90% of my time is spent sitting here and waiting for a simple render and simulation to finish.\n",
"Mantaflow foam particles as objects break motion blur\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf you use an object in foam particles and enable motion blur it renders incorrectly and very slow compared to the liquid alone. But I suspect this is due to huge vectors from those particles.\n[0001-0100.mp4](0001-0100.mp4)\n\nOpen the attached file\nBake caches\nAssign the cube for the foam particles instance object\nRender a couple of frames\n\n[mantaflow_particles_mblur.blend](mantaflow_particles_mblur.blend)"
] |
Screen freeze on Gnome
Operating system: Linux-5.7.10-zen1-1-zen-x86_64-with-glibc2.29 64 Bits
Graphics card: Mesa Intel(R) HD Graphics 515 (SKL GT2) Intel 4.6 (Core Profile) Mesa 20.1.4
Gnome 3.36.4 Wayland/x11
Broken: version: 2.83.3
Blender freezes, mouse and keyboard still working. System functional (keyboard shortcuts working) but always shows frozen blender UI.
Not triggered by a specific action. It just happens after a while, sometimes right after opening blender. It happens earlier in full screen mode or with maximized window. Often happens when opening a new main window or file browser.
~~Same Blender and Gnome versions working fine with x11.~~
Only reboot can heal it.
| [
"Annotations (D) do not work with 3d cursor tool (keymap issue)\nMacBook Pro (Retina, 15-inch, Mid 2015)\n2.5 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nAMD Radeon R9 M370X 2048 MB\nIntel Iris Pro 1536 MB\n\nBlender 2.80 Alpha 2\nHash: c94f806dc73\n\ndate: 2018-11-14 22:51\n\nAnnotation tool does not work when pressing D and LEFT MOUSE BUTTON.\n\nAnnotation tool will work when searching with CMD+F; but also within the search, if you click ENTER the annotation tool will pop up for a split second and disappear. \n\nAttaching a short video.\n[Annotation Bug.mov](Annotation_Bug.mov)\n",
"Cursor frozen when switching to walk/fly navigation while moving the mouse\nOperating system: Windows 10\n\nBroken: 2.82 (sub 3)\n\nSwitching to walk/fly navigation through the shortcut while moving the mouse, causes the cursor to become stuck. The cursor remains stuck until the mouse isn't moved anymore for a short moment.\n\n\n - Move the mouse around in 3D view.\n - While moving the mouse press the shortcut to enable walk/fly navigation.\n - Continue to move the mouse and observe the cursor not following the mouse movement.\n - Stop moving the mouse.\n - Move the mouse again and the cursor should follow as expected.\n",
"Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.",
"Blender Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)",
"Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n",
"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",
"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",
"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",
"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",
"The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)",
"Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton",
"Resizing window causes crash on Wayland (libdecor)\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, 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\nWorked: (unknown)\n\nRapidly resizing the Blender window causes the application to crash. If I resize the window *very* slowly (like, 10 or 20 pixels per second), it resizes successfully and smoothly. If I do a single, quick drag of the window edge to resize it by about 100 pixels, the window takes about a second to respond but does resize successfully. If I drag an edge or corner quickly over larger distances and for longer, the window crashes with this message in the terminal:\n\n GHOST/Wayland: Error sending request: Broken pipe\n The Wayland connection broke. Did the Wayland compositor die?\n Error: Not freed memory blocks: 56580, total unfreed memory 17.653542 MB\n Freeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n Freeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n Freeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n [... etc. ...]\n\n- Install Blender on Ubuntu 22.04.2 LTS from the official snap (blender)\n- Open Blender while running in a default Wayland login\n- Un-maximize the window, click and drag on a corner to resize the window, and move the mouse rapidly over large distances\n\n",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n",
"Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.![图片.png](图片.png)\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)}![图片.png](https://archive.blender.org/developer/F12405597/图片.png) The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ![图片.png](图片.png)"
] | [
"Random hard crashes\nOperating system: Linux-5.11.10-100.fc32.x86_64-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.3\n\nBroken: version: 2.83.12. 2.83.9 had the same problems, have not tested earlier 2.83 releases.\nWorked: blender-2.82a-1\n\nBlender crashes, and takes my whole system down with it. The problem is so severe that closing blender (pkill -9 blender) or restarting the window manager (i3wm) does not resolve it. The problem can only be resolved by a reboot.\n\nRun blender 2.83.12 on Fedora 32 with i3wm (no compositor). Start an empty project, use blender for a while. A random system-crippling crash will happen after between 1 min to 30 min of usage. The crashes seem unrelated to the things I am doing with blender (rotating the default cube could be enough).\n\nPlease note that a crash like this is unique for me. Other complex software (Unity, older versions of blender, gimp, firefox) run smoothly. Apart from Blender 2.83, I have never experienced crashes that required a reboot, for any software, in many years of linux usage. I realize that this is a hard one to debug, just hoping my report can help. I'm not sure where I can find any log files after a crash (and submitting those could be challenging with my whole system going down). Thanks :)",
"Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n",
"Freeze after 5~20 seconds, then graphical glitches and system freeze\nOperating system: Arch Linux, `5.7.2-arch1-1`\nDesktop environment: GNOME,`gnome-shell 3.36.3-1` (also tried `gnome-shell 3.36.2-1`)\nGraphics card: Intel HD Graphics 520, `mesa 20.1.1-1` (also tried `mesa 20.1.0-3`)\nDedicated graphics card: AMD Radeon R5 M330\n\nBroken: 2.83\nWorked: 2.82a\n\nAfter seconds of just moving the view and/or selecting/deselecting objects right after starting up Blender, it freezes, then the view starts flickering between 2-3 frames as I move the mouse, then the cursor image glitches out and GNOME freezes entirely, and the only way to get out of the situation other than a hard reboot is to switch to another tty and `sudo killall -s SIGKILL blender gnome-shell` then `sudo systemctl restart gdm`. Sometimes the entire system freezes and doesn't allow me to switch to a tty, which leaves no choice other than a hard reboot.\n\nI noticed that this only happens with the integrated Intel GPU. I tried 2.82a again many times after this happened and it never did this.\n\n - Launch Blender\n - Do anything for a little while\n - Blender freezes\n - Graphical glitches\n - System freezes\n\n\n\n"
] |
Rainbow fuzz
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 23.20.16.4849
Broken: version: 2.80 (sub 72)
Worked: Blender 2.79b (stable)
There is a line of rainbow squares around the object
Open up the file and go into material view
![Blender Error.png](Blender_Error.png)
| [
"Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ",
"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",
"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",
"Workbench/Solid : Texture interpolation not displaying properly in viewport (shared across all users of an image)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.0\nWorked: --\n\nLow resolution textures are no longer being correctly displayed as a sharp graphic in the viewport when the texture interpolation is set to \"closest\" in the material shader.\n\nfeature works as intended in rendered view so long as Eevee or Cycles is selected. Workbench does not work as intended in rendered view.\n\nplace object into scene. Locate a low resolution asset such as pixel art and map the texture to the object. \n\ntextures have always appeared blurry at first in the viewport but common pixel art practice is to set the interpolation from \"linear\"(or whichever is set to default) to \"closest\"\n\nWe have 4 materials each having individual Image Texture nodes (but all using the same image).\n\nIf you take the example file, and set Interpolation to Closest on all of them, you'll get it working in the viewport as well.\n\n",
"Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!",
"EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n",
"Metal: Assert is triggered when drawing a Batch with an attribute format different from the type used in the Shader\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: [couldn't check yet]\n\nI'm not sure how serious the problem is.\nEven with the assert, the drawing seems to work.\nBelow is a small code that demonstrates the problem:\n\n```python\nimport bpy\nimport gpu\nfrom gpu.types import (\n GPUBatch,\n GPUIndexBuf,\n GPUVertBuf,\n GPUVertFormat,\n)\n\ndef draw():\n x1=0\n y1=0\n x2=bpy.context.region.width\n y2=bpy.context.region.height\n\n # The size of each color in `vertex_colors` needs to be 4 and\n # the size of each vector in `vertices` needs to be 3\n # otherwise a assert will be triggered the Metal backend.\n vertex_colors = ((1.0, 0.0, 0.0, 1.0), (1.0, 1.0, 1.0, 1.0))\n vertices = ((x1, y1), (x2, y2))\n\n shader = gpu.shader.from_builtin('POLYLINE_SMOOTH_COLOR')\n shader.uniform_float(\"viewportSize\", gpu.state.viewport_get()[2:])\n shader.uniform_float(\"lineWidth\", 5)\n\n vbo_format = GPUVertFormat()\n vbo_format.attr_add(id='color', comp_type='F32', len=len(vertex_colors[0]), fetch_mode='FLOAT')\n vbo_format.attr_add(id='pos', comp_type='F32', len=len(vertices[0]), fetch_mode='FLOAT')\n\n vbo = GPUVertBuf(vbo_format, len(vertices))\n vbo.attr_fill('color', vertex_colors)\n vbo.attr_fill('pos', vertices)\n\n batch = GPUBatch(type='LINE_STRIP', buf=vbo)\n batch.draw(shader)\n del batch\n\n\nbpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')\n\n```\n\nNote that the dimension of the vertices is 2D.\nIf converted to 3D (by adding a z value), the assert is no longer triggered.\n\n- Open attached .blend file.\n- Run the script in the text editor\n- Update the 3D view (by zooming for example)\n\n[gpu_metal_assert__bug.blend](attachment)\n\n",
"Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)",
"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![Screen Shot 2022-12-26 at 10.30.46 PM.png](Screen_Shot_2022-12-26_at_10.30.46_PM.png) \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!",
"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",
"Materials don't support more than 8 Attributes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nMaterials in Blender currently seem to not support more than 8 Attributes in the final material output node. Not quite sure where the problem lies but i stumbled upon it today wanting to expose 12 Node Group sliders in the Custom Property tab.\n\n![ScreenCap.png](ScreenCap.png)\n\nHere is a .Blend file i set up to demonstrate the issue. There is 12 circles which colors are controlled by the custom properties on the object. Only last 8 attributes are registered while the newly added ones past 8 are returned with a value of zero. When previewed individually they do give a correct value however once connected into a chain of nodes it appears they are limited to 8 inputs. Example uses Color output however i did test it on the Fac output and it gave the same results. File was set up on the Factory Settings\n\n[Shader Attributes Limitation.blend](Shader_Attributes_Limitation.blend)\n\n\n\n\n\n",
"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",
"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",
"Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script",
"Blender crashes with 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)"
] | [
"Eevee random colored pixels on Intel HD 620\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 23.20.16.4973\n\n\nBroken: version: 2.80 (sub 68)\nWorked: (optional)\n\n\nWhen in LookDev Mode, random pixels appear on the objects. \nIf I am using in Render > Bloom, then all of these pixels have a halo and random colors.![blender_2019-05-17_21-27-00.png](blender_2019-05-17_21-27-00.png)\n\n[Blender 2.8 - part 1.blend](Blender_2.8_-_part_1.blend)\n\n\n"
] |
Particle system not correctly allocating instances
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30
Broken: version: 3.5.0 Alpha
![image.png](image.png)
[GNParticle.blend](GNParticle.blend)
| [
"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![Screenshot from 2021-08-28 20-36-53.png](Screenshot_from_2021-08-28_20-36-53.png)\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![Screenshot from 2021-08-28 20-18-47.png](Screenshot_from_2021-08-28_20-18-47.png)\nblend 2.7 here:\n[ConceptWorks_b27.blend](ConceptWorks_b27.blend)\n",
"Wrong particle distribution\nOperating system: Ubuntu 18.04 LTS\nGraphics card: NVidia Quadro K2000D\n\nversion: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release\n\nThe density of randomly generated particles inside of a deformed mesh is not uniform.\n\nThis behaviour is unwanted for a random distribution and leads to visual artifacts as well as inconsistencies in simulations. ('even distribution' does not solve this, the distribution probably has to be normalized on the actual mesh volume)\n\nSet up a particle system in a cube volume and set the distribution to 'random' and generate all particles in the first frame. Take one edge of the cube pointing in z-direction and pull it further away. Press 7 on the numpad to see the effect in the distribution. The effect becomes prominent with around 5000 particles.\n\nThis is the top view of a cube with one vertical edge dragged out:\n\n![image.png](image.png)\n\n[#71731-particleVolume.blend](T71731-particleVolume.blend)\n",
"Regression: Particle mirror broken for particular mirrored mesh.\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: 3.1.2. also version: 3.3.0 hash: `8d9d5da13706`\nWorked: 3.0.0, commit hash: `8b44b756d850db38ab4d83513682f2012d88a3f4` from branch 3.0.1 to be exact.\n\nCaused by 02ab4ad991\n\nParticle hair x-mirror results in hair going in all directions instead of being properly mirrored, see the following screenshot: ![broken.png](broken.png)\n\n1. Start from the attached blend file which has an emitter sourced from a base model and mirrored by applying a mirror modifier. I could not reproduce the issue from scratch with simpler geometry and I might have reconnected the hair at some point .\n2. Go into particle edit mode on the `Eyebrows_Particle` object.\n3. Enable x-mirror in the top-right `Options` menu.\n4. Observe that the particles change directions.\n\nHere is what it looks like when it's working in the same particle edit mode with x-mirror enabled. The exact commit that introduced the issue is: `77694b571f5bd297ea7228b30f591ebbd333e0ea`.\n\n![working.png](working.png)\n\n[mirror_bug.blend](mirror_bug.blend)\n\n[repro.blend](repro.blend)\n- open file\n- `Particle` > `Mirror`\n- observe wrong mirroring",
"Particle Texture influence broken when using two particle system on the same object\nOperating system: Ubuntu 18.04\nGraphics card: GeForce 970GTX\n\nBroken: 2.90.1\nWorked: Never (2.8+)\n\n\nWhen using two particles system on the same object with an influencing texture, one particle system has a wrong influence (e.g. Particle System shrink to quickly)\n\nBlend File: [particle_texture_bug.blend](particle_texture_bug.blend)\n\n0. Set the animation start and end to 100 - 200\n1. Create an Emitter and a Particle Object\n2. Add a Particle System to the Emitter and use the Particle Object for rendering\n3. Set the Start and End to 100 - 200\n4. Give the Particle System a Blend Texture that influences the size with \"Strand/Particle\" as Coordinates\n5. Add another System and Duplicate the previous one to get the exact same setting\n6. Change the Start and End of the new System to 0 - 100\n7. Bake all Dynamics\n8. Render Frame 199 and compare to rendering of 101. The particles in 199 are tiny in comparison (or invisible). They should look near identical\n\nOptional: \n9. Remove the 0-100 Particle and Redo Baking\n10. Frame 199 now has normal sized particles\n",
"Consider using more explicit names instead of the generic 'Size' value for Empties.\nWhen creating an Empty, the pop-up window specifies the `Radius` for the Empty, presumably because the shape chosen could be a sphere, arrows, or any number of different types.\n\nHowever, when viewed in the Object Data Properties, the radius is displayed as a more generic `Size` value.\n![EmptyRadiusVsSize.png](attachment)\n\n\nThis leads to confusion, especially when comparing an Empty to a Cube. In the example below, the visual scale of these two items is identical, yet looking at their `Size` tells a different story.\n\n![CubeVsEmptySize.png](attachment)\n\nFor context, this came up as a point of confusion for a use case where I'm using non-scaled empties as a 'holder' for position/rotation/scale while applying a set of custom properties to be exported as .glb and used in threejs.\n\nMy suggestion would be to continue the use of `Radius` as the label in the Object Data Properties, instead of `Size` since that's what is actually meant by the value.\n\n",
"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![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n",
"Bake of the second particle system after duplication and making it unique makes mess.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: version: 2.79 (sub 7), branch: blender2.7, commit date: 2019-05-23 08:19, hash: 054dbb833e15, type: Release\nbuild date: 24/06/2019, 17:18\n\nIf you duplicate particle settings, make them unique, and tune, bake of dynamica will broken.\n[2019-07-16_10-03-29.mp4](2019-07-16_10-03-29.mp4)\n\nFinally I found how to reproduce it.\n\nCreate plane, \nCreate particle system that emits cubes (color A) from -50 to 50 frame with short lifetime (20).\nDuplicate particle settings, make settings unique, rename it.\nChange instance to another cube (color B), change working period to 50 — 100 frames.\nCheck work in the viewport. Bake all dynamics, Revert file.\n\nMessed:\n[duplicated particle settins.blend](duplicated_particle_settins.blend)\n\nBug is not appere only if you create separate fully independent settings in the fresh file.\nWith independently created particles systems\n[fresh separate created.blend](fresh_separate_created.blend)\n\n\nPerhaps it can be connected with #61963\nLooks like some data just stucks\n\n\n",
"Particle system with collision modifier hangs on baking\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: 2.81a\n\n[#88965.blend](T88965.blend)\n\n- Open file\n- Bake particles on LRG_Submarine_Propeller object\n\nIt fails. When you disable collision modifier on LRG_Submarine_Hull object or simplify it considerably, it works.",
"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",
"Geometry nodes. Objects with negative scale have positive scale as instances\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.3\n3.4.1 and 3.5 are broken too\n\nWhen I instance from collection, objects with negative scale passes only positive scale to instances.\nCheck file and video.\n\n",
"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![blender_2018-07-27_22-07-02.png](blender_2018-07-27_22-07-02.png)\n\n[instances.blend](instances.blend)\n",
"Resample Curve is giving inconsistent result\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.5.0 Beta\n\nWhile the curve is trimmed to have a consistent length, somehow resampling by length is causing jumping between different results.\n\n\n\n\n| Case 2 | Case 1 |\n| -------- | -------- |\n| ![image](attachment) | ![image](attachment) |",
"Random Per Island does not work on instances\nOperating system: Linux-6.0.5-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nMaterials which use the \"Random Per Island\" geometry attribute do not work correctly on instances generated via geometry nodes.\nI am not sure if this is actually a bug, because maybe the attribute is only intended to work for meshes. But I think as an artist you would expect it to work?\n\nIn the following video I have a cube with an array modifier applied to it. I then added a geometry nodes modifier after the array modifier which instances cubes on the array of cubes.\n[2022-10-29 13-56-24.mp4](2022-10-29_13-56-24.mp4)\n\n[random_per_island_instances.blend](random_per_island_instances.blend)\n\n",
"Particle volume distribution calculation is not creating particles inside the volume\nOperating system: Win 10\nGraphics card: Gtx 3090\n\nBroken: 2.91\n\n\nTrying to fit particles inside a simple volume using the grid based particle volume distribution creates mostly misplaced particles.\n\n\nPlease see the attached image and the attached .blend for what is going on and for the settings.\n\n![nxplayer.bin_2kPxzSW15t.jpg](nxplayer.bin_2kPxzSW15t.jpg)\n\n[vol_28012021_1313_27.blend](vol_28012021_1313_27.blend)\n\n\n\n",
"Blender 3.2.1 - Particles - Particles generate differently on Linux vs Windows\nOperating system: Linux-5.4.0-122-generic-x86_64-with-glibc2.31 64 Bits - Windows 10 x64\nGraphics card: NVIDIA GeForce GTX 1080 - NVIDIA RTX 3080\n\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac\nWorked: 2.7.9\n\nParticles render differently between windows and linux.\nLinux:\n![particles_linux.png](particles_linux.png)\n\nWindows and MacOS:\n![particles_windows.png](particles_windows.png)\n\n\n[particleTest_v001.blend](particleTest_v001.blend)\n\n1. Open attached blend file on a Linux machine\n2. press f12\n3. save image to network drive\n4. open attached blend file on a windows machine\n5. press f12\n6. open the image from the network drive in another window\n7. press alt tab to flick between them and see that the particles generate differently.\n\n"
] | [
"Grid particles emitted from a volume behave strangely\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\n\nWhen a particle system emitted from a volume uses grid distribution, many resolutions behave strangely for complex objects.\n\nStart with this .blend file: [grid bug.blend](grid_bug.blend) \n1. In the .blend, I modified an ANT landscape to make a manifold solid. I added a grid-distributed particle system emitting from its volume and displayed the particles as objects.\n2. Currently the emission > source > resolution == 36 and things look fine.\n3. Modify the resolution to be 35.\n4. You will see rows of particles that do not conform to the volume to an *extreme* degree."
] |
Application is not opening even my laptop met all requirements
[blender_system_info.txt](blender_system_info.txt)
[blender_debug_output.txt](blender_debug_output.txt) | [
"race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n",
"Trouble starting Blender on Wayland with dedicated NVIDIA card\nOperating system: openSUSE Tumbleweed\nGraphics card: NVIDIA Corporation GA106M / GeForce RTX 3060\n\nBroken: 3.61, 8bda729ef4dc, 2023-07-17\n\nWhen trying to launch Blender, with Wayland using my dedicated graphics card through switcherooctl, I'm getting \"EGL_BAD_SURFACE\" errors:\n```\nEGL Error (0x300D): EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering.\n```\n\nThis causes Blender to hang, and cannot respond to Wayland events and can't close, so I have to end the process with GNOME system monitor, or with the command: `killall -s 9 blender`.\n\nswitcherooctl launch -g 1 ~/Downloads/blender-3.6.1-linux-x64/blender\n\n",
"Linux: SSL/HTTPS Request Unable to Get Local Issuer Certificate\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits (Ubuntu 22.04.1)\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 4.1 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.3.1\nWorked: version: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\nHTTPS requests made via urllib always result in `urllib.error.URLError: <urlopen error [SSL: CERTIFICATE_VERIFY_FAILED] certificate verify failed: unable to get local issuer certificate (_ssl.c:997)>`\nCert paths point to locations that do not exist on the machine and seem to be specific to the build environment: `/home/sybren/buildbot-builder/linux_glibc217_x86_64_cmake/build_deps/deps/Release/ssl/certs`\nWhereas I'd expect it to be `/usr/lib/ssl/certs` which is the case in version 2.79b and in a separate python 3.10 interpreter.\n\nTo view cert paths:\n```\nimport ssl\nssl.get_default_verify_paths()\n```\nTo make HTTPS request:\n```\nfrom urllib import request\nrequest.urlopen('https://blender.org').status\n```",
"Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n",
"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.",
"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",
"IES led bar not working\nOperating system: WINDOWS 10\nGraphics card: GTX 1080 \n\nBroken: blender 3.6 alpha \n\n\nHello, I'm working for a lighting company, we have led bars and their IES doesn't work on blender (I use cycle) the point light to which I apply the IES doesn't take into account that it's a light bar and the light comes from a single point. I've put together a comparison with Vray used on 3DSMAX (software we want to leave to migrate to blender) so that you can understand what I'm explaining in more detail.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n",
"Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n",
"Installation fails when desktop permission to write is denied\nOperating system: Windows 10\nGraphics card: N/A\n\nBroken: 3.6 lts\nWorked: Unknown\n\n**Short Description**\n\nBlender setup error : An error occurred while attempting to create the directory DESKTOP_PATH\nOptions are Retry or Cancel.\nSelecting cancel give a confirmation prompt and then rolls back the installation.\n\n- - -\nI do not want every program I install to create icons on my desktop so have remove permissions to prevent this which is why this error occurs. Even so setup should not fail simply because a desktop Icon can not be created.\n\n",
"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![Error.png](Error.png)\nThank you very much, and all the best.\nTake care.\n\n",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)",
"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",
"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![image.png](image.png)\n\n![image.png](image.png)"
] | [
"AMD RX 6600 M crashes\n**System Information** \nLaptop HP OMEN 16 R7 5800 H \nOperating system: Windows 10\nGraphics card: AMD RX 6600 M \n\nBroken: latest version 3.3 LTS\nWorked: no version of blender worked as expected\n\n**In an absolutely random period of time in blender, everything crashes, artifacts appear, sometimes it closes itself and sometimes the window remains.**\n\n",
"Blender Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)",
"need information to solve the problem\nOperating system: Windows-10-10.0.22000 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.1.221110\n\nBroken: version: 3.3.1\n\nit's getting crashed while using within few minutes, the black dots fill's the screen and the screen freez's and i can't exit the program.\n\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n"
] |
Shading of linked collection doesn't update
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: GeForce GT 750M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22
Broken: version: 2.82 (sub 7)
Worked: (optional)
the position of the two empties in the collection influences the color of the ball (parent), therefore if the ball moves, the empties also move, and the color of the ball remains unchanged.
This doesn't work if collection is linked.
Works if collection is appended.
![Cattura.elab.1.jpg](Cattura.elab.1.jpg)
![Cattura.elab.2.jpg](Cattura.elab.2.jpg)
[Pallone calcio.1.blend](Pallone_calcio.1.blend)
[Pallone calcio.scene.2.blend](Pallone_calcio.scene.2.blend)
- Download both files
- Open Pallone calcio.scene.2.blend
- Rotate linked collection
- Compare this to rotating objects in file Pallone calcio.1.blend
| [
"Design discussion: Add object instancing to support transforming linked objects?\nThis is an initial task to start discussion on this topic. More details would have to be looked into for an actual design.\n\n### Motivation\n\nLinking objects in Blender has the inherent design limitation that it also links the object's transform, which means you can't transform an object that was linked. This is a very basic and important operation. With library overrides, that issue is mitigated; however IMO we should look at this as a feature for production use-cases, not as something for more informal, low-overhead usages. This would be a complex solution for the user to manage for a simple problem. They need rather deep understanding of how Blender data-management works to manage library overrides.\n\nEspecially for the Asset Browser, it would be good to have a simple solution that behaves as users expect. Apparently what they do expect is that they can simply link objects, while being able to transform them still. Not being able to edit other object properties seems fine.\n\n### Possible Solutions\n\nFor collections we have actually addressed this issue by supporting linked collection instances. That means, while the collection and its contents are linked, the collection is placed relative to an emtpy that is local to this file. So by transforming the empty the entire collection is transformed. The idea of instancing can be brought to objects so transforming linked objects becomes possible in effect.\n\nSome ideas on how object instancing could be supported on linking:\n* **Object is made local, the mesh, materials, etc stay linked** Simple to implement - downside is that object properties, modifiers, constraints, physics and the like would not be linked anymore.\n* **Instancing via empty.** This would be very similar to collections. An empty can instance an object which means it acts as a parent of the object.\n* **Wrap into collection instance.** Effectively the same as instancing via an empty, but the user would see an intermediate collection. It's simple to add this, but kind of forces an implementation detail onto users.\n\n### Other Approaches\n\nInstead of trying to support object instancing, other things could be done on linking:\n* **Automatically create library overrides for transforms**. Another simple solution technically and at least saves the user from having to know about or setup the library overrides when linking. But obviously pushes users towards using library overrides, which they sooner or later will still have to deal with.",
"GP: File with linked collection is too big when there's a custom property driving layer Location\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.3.1\n\nDiscovered this potential bug while animation some characters in a cut-out form using Grease Pencil to draw the characters.\nWhen we have a Grease Pencil character in a blender file, then we Link it's collection and we apply a Library Override (in order to animate it in a new file), the file size is almost the same from the original file, instead of being small. I noticed it happens when the original character have a Custom Property, and this Custom Property is in use to drive some other property as Location of a GP layer.\n\n\n![Character MOVE.jpg](Character_MOVE.jpg)\n\nI could provide 4 files as examples attached.\n\nA) The file \"A CHARACTER.blend\" has one GP draw with a Custom Property (called MOVE) driving his only GP Layer Location. The file \"A CHARACTER LINKED.blend\" has the linked character with a library override. As you can see, the file size is almost the same (4 MB) even though the liked character has nothing other than the linked character.\n\nB) Almost the same, the only difference is the file \"B CHARACTER without driver.blend\" has the same Custom Property but it's not used to drive anything (just deleted the driver from GP Layer Location). And as you can see, the file \"B CHARACTER without driver LINKED.blend\" has only 758 KB size.\n\nImportant to notice that just delete the driver from the files in the A example, not necessarily will make the file size goes down. I couldn't figure out why it worked only sometimes.\n\n- Create a heavy GP Draw and put it in a Collection called \"CHARACTER\" (heavy only to make more clear when the file size goes up);\n- In \"Object Properties\" tab, create a Custom Property;\n- In this Custom Property, do a \"copy as a new driver\" command;\n- Go to \"Object Data Property\" tab, select the GP Layer, go to \"Transform\";\n- In \"Location X\" do a \"paste driver\";\n- Save the file.\n\n- Create a new blender File;\n- Go to File -> Link...\n- Select the blender file created before and Link the collection with the GP draw.\n- Go to the menu \"Object\" -> \"Library Override\" -> Make;\n- Save the file;\n- This second file should have almost the same file size from the first file, instead of be a light file to animate.\n\nThis steps was used to reproduce the files \"A\" attached. The \"B\" files only lack the driver option, and the file size is way smaller.\n\n\n\nA)\n[A CHARACTER.blend](A_CHARACTER.blend)\n[A CHARACTER LINKED.blend](A_CHARACTER_LINKED.blend)\n\nB)\n[B CHARACTER without driver.blend](B_CHARACTER_without_driver.blend)\n[B CHARACTER without driver LINKED.blend](B_CHARACTER_without_driver_LINKED.blend)\n\n",
"Particle system: late update of object`s tracking axis after «object`s rotation» switching.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 13)\nWorked: Apparently never (2.79 has the same problem)\n\nAfter switching on/off object`s rotation for particles, their rotation updates wrong and I need to switch something at initial object to update rotation of particles.\n[2020-04-22_16-08-56.mp4](2020-04-22_16-08-56.mp4)\n\n- Make particle system, that emits object.\n- Switch object`s tracking axis to +Z (relations)\n- Switch Object`s rotation in the particle system render tab.\n- Rotation is wrong and not changing until object`s transform not updated.\nor\n- Open attached file\n- Move the \"Cone\" object to update the particles\n- In the Cube particle settings, enable and disable `Object Rotation`\n[particle system rotation tracking no update.blend](particle_system_rotation_tracking_no_update.blend)",
"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.",
"Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|![Camera collection top.png](Camera_collection_top.png)|![Linked object collection top.png](Linked_object_collection_top.png)|\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)",
"UI: Show invalid cache as stripped lines\nAt the moment we use a faded color to indicate that a cache is invalid. The difference is a too subtle at times, even when users customize their theme colors.\n\nThe proposal here is to draw the invalid caches with a darker stripped diagonal line (see image). In this case I used the original color with a 50% value.\n\nIn this mockup you see the Simulation cache (pink) as invalid, and the Cloth cache (blue) as valid.\n\n![invalid_cache.png](attachment)\n\n_Design done with [Pablo Vazquez](pablovazquez)._",
"Collection Assets: To Instance or Not to Instance\nWhen using collections as assets, it needs to be defined when dropping a collection should use instancing and when not. Instancing collections basically means a non-editable version of the collection is added to the scene, with an empty acting as the pivot point. So the collection can be transformed by transforming the empty, but the contents of the collection aren't editable without further steps.\n\ncollection.html\n\n## Proposal: Operator Option\n\nWhile we could just add another option for instancing to the Asset Browser, next to the *Import Type* option, it adds clutter and also requires setting up things before dragging: If you dragged in an asset and used the wrong setting or change your mind afterwards, you'd have to undo and perform the operation again, or manually replace the collection.\nSo it violates the [Operate -> Settings design paradigm ](Paradigms#Operate_-.3E_Settings) of Blender. Instead the proposal is to have this controlled via an operator option, whereby the option will remember what it was set to last. Another setting could still be added, but the operator setting should be useful either way.\n\n***Current File* Asset Library**\n\nIn the *Current File* asset library we often reuse data, but not as often as with the *Append (Reuse Data)* option. E.g. materials are shared, but objects are duplicated including their mesh. [D12879](D12879) tries to make things more unified & explicit, but it's on hold.\n\nNo strong opinion on how this should be handled, I'd say let's avoid confusing users by sharing meshes. So:\n- If the *Instance* operator option is...:\n - ... true: Create a new collection instance.\n - ... false: Add a new collection (no instance). If the collection already exists in the file, all objects will be duplicated.\n\n**Other Asset Libraries**\n\n**Link:**\n- Use drop operator option to determine if instancing should be used (*Instance* option)\n\n**Append:**\n- If the *Instance* operator option is...:\n - ... true: Create a new collection instance.\n - ... false: Add a new collection (no instance). If the collection already exists in the file, all objects will be duplicated.\n\n**Append (Reuse Data):**\n- If the *Instance* operator option is...:\n - ... true: Create a new collection instance.\n - ... false: Add a new collection (no instance). If the collection already exists in the file, a new collection is created but the object's meshes are shared.\n\n**Determining the Drop Location & Rotation**\n\nIdea is to make the drop location and rotation be defined visually. So when dropping a collection, it is transformed to land under the mouse cursor (and later use bounding-box snapping), regardless of where the instance empty is, or regardeless of the collection instance offset. They are reverse applied.\n\nNotes:\n- The drop transform will have to be applied to all added objects, including objects used by the objects inside the collection, which are not in the collection itself. E.g. if an object has a parent or a boolean modifier, the parent or boolean-object is imported along, and the relative transform needs to be preserved. We already do this for dropping object assets, code can be shared.\n- When linking without instancing, the dropped collection will use the drop location of the source file.\n\n**What Should be the Default**\n\nThere seems to be some agreement that in production environments, instancing should be the default. However for beginners (or anybody unfamiliar with collection instancing) this may be a bit confusing. Needs some feedback, for now instancing can be the default behavior.\n\n",
"Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"",
"Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n",
"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![image.png](image.png)\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.*",
"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)",
"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",
"Colorpicker: Hue is not saved if Saturation is on 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0 Alpha\n\nThis is an interesting papercut I noticed a lot. When you start changing the hue of a color but the saturation is on 0, it won't remember that hue if you close and reopen the color picker.\nThis can be annoying at times, especially when using the Square (SV + H) color picker layout.\nMy guess is that this is because the values that are actually stored for the color are the RGB values and not the HSV values.\nSo if a color is (0.5, 0.5, 0.5) and you change the hue, it is meaningless.\nBut perhaps this can still be improved since other painting applications are actually saving the HSV values and artists would expect Blender to remember what Hue is chosen even if the color is essentially grey.\n\nThis can be easily shown by changing the hue on a color with 0 saturation. The 2 hue sliders are of course not actually changing the color but they are also disconnected and not remembered.\nBut once there is a bit of saturation this is fixed.\n\n[2021-05-13 18-50-05.mp4](2021-05-13_18-50-05.mp4)",
"Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)",
"Exported Alembic of Linked Collections: Instances Jumping Around\nOperating system: Win 10\nGraphics card: RTX3080\n\n2.91\n\n\nI have a scene made of collection instances linked from another file.\nWhen I export to Alembic and import in another app or back into 2.91, I end up with one instance of\neach collection interpolating between the locations of all the instances in the original file.\n\nIts like there is one copy of the collection and it is seeing the transform of each instance as a keyframe and\njumping to every position during playback.\n\nMaybe important: I created multiple instances by duplicating (SHIFT - d) the first linked instance rather \nthan adding more through the Add Object menu.\n\nOpen a new scene\nImport attached file\nScrub timeline\n\nThe jumping objects are by the buildings halfway up the mountain.\n\nThe original blend is too big to upload but can be shared if you need it.\n\n[TEST_assembly.abc](TEST_assembly.abc)"
] | [
"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)",
"Problem with linked objects / texture coordinates\nWin10 x64 and Linux Mint 18.3\n\nBroken: 2.79a and all current master builds. Probably all versions of Blender.\nWorked: none\n\nI have a simple object with a texture on it. The object itself doesn't have UVs as I use a \"Texture Coordinate\" node set to \"Object\" to generate the UV vector. The object that I reference is a simple empty.\nAll works as expected. But if I link these 2 objects as a group and translate the group, the texture doesn't move accordingly. Just like the empty's position wasn't updated although it's in the group that gets moved.\n\n- Download the 2 blend files (one contains the group to link, the other is just a simple master scene to link the group and render it) and put them both in the same directory.\n[Master_Scene_v01.blend](Master_Scene_v01.blend)\n\n[LIB_Object_v01.blend](LIB_Object_v01.blend)\n- Open \"Master_Scene_v01.blend\" and press SHIFT+Z to set the viewport to \"Rendered\" mode. A simple black plane with the word \"Text\" appears.\n- Now grab the \"Textured_Plane\" object and move it. The texture stays where it is and doesn't move with the plane.\n\nI already tried different kinds of parenting but to no avail.",
"texture coordinates using an object is not updated when an instance of the collection is created\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIf the material of an object has texture coordinates using another object when the collection is instantiated the material does not update the coordinate according to the location of the instance. The texture coordinate remains where the object is in the collection.\n\n1 create a collection\n2 create an object\n3 apply a material with a texture whose coordinates are obtained by means of the \"texture coordinate\" node\n4 an empty object is created and chosen as an object in the \"texture coordinate\" node of the previous object\n5 an instance of the collection is created\n6 when moving the instance the coordinate based on the second object is not updated according to the position of this object within the instance, it remains where the original object of the collection is.\n\n```\ntranslated with google :P\n",
"Arbitrary Object Texture Coodinate won't work on Instaced Collections.\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\nBroken: version: 3.1.2\n\nA material with a custom object on Texture Coordinate node will have its coordinate left behind when instanced from a collection even if you parent the custom object to the material holder.\n\nAdd an Empty;\nAdd a Material to the Default Cube;\nAdd Texture Coordinate Node and set the Empty as Custom Source;\nPlug the Object Output to the Material Output and preview the Shading.\nParent the Empty to the Cube just in case;\nMove the Cube;\n\nHere it's all correct. The coordinate keeps relative to the Cube as expected as the Empty is being transformed along with it.\n\nNow the problem:\nInstance the collection where the Cube and the Empty belong to;\nMove the Instanced Collection.\nResult: The coordinate does not move along with the Empty within the instanced Collection.\n\nsample files:\n[Arbitrary Object Space Bug on Linked Collection.zip](Arbitrary_Object_Space_Bug_on_Linked_Collection.zip)\n\nvideo:\n[Object-Space-Bug_.mp4](Object-Space-Bug_.mp4)\n\nI'm not 100% sure if this is the expected behavior but this seems a very dangerous workflow and counter intuitive if you plan to instance something created like that.\n",
"object coordinate (using an empty) in Cycles volumetric shader not moving with object in linked/instanced group.\nOperating system: Linux-5.1.17-300.fc30.x86_64-x86_64-with-fedora-30-Thirty 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\n\nBroken: version: 2.80 (sub 75)\nWorked: Unknown\n\nI have a volumetric material that uses an empty object coordinates for a gradient texture that influences color (cycles render)\nThis material is on an object that is part of a collection. Moving the empty in the library file works fine, but, when linking the entire collection (and instancing it) moving the instance keeps the texture coordinate at the original location, instead of moving with the collection. It's like the dependency is being ignored but in the material only.\n\n1- Download the file bugtest_src.blend [bugtest_src.blend](bugtest_src.blend)\n2- Download the file bugtest_scene.blend [bugtest_scene.blend](bugtest_scene.blend)\n3- Open the file bugtest_scene.blend, and switch the viewport to rendered shading\n4- Observe the white circle in the volumetric cube, and the empty sticking out of it (locating it)\n5- Move the instance in the scene, and observe that the white circle doesn't move with it, but stays in the original mapping, potentially dis-appearing altogether if you move the instance far enough.\nWhat should happen:\nThe white circle should move with instanced empty (well maybe - perhaps this is intended behavior?)\nWorkaround:\nParenting all objects to a proxy and moving the proxy alone, leaving the instance at the origin.\n\n\n\n"
] |
Arrow gizmo of spotlight unusable
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29
Broken: version: 3.1.0
The cyan arrow gizmo of the spotlight is unusable. In some cases, but I forgot in which, you can use it to change the angle of the spotlight.
[2022-04-25 09-42-37.mp4](2022-04-25_09-42-37.mp4)
1. Create a spotlight
2. Try to click on the cyan arrow gizmo to change the angle of the spotlight | [
"OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n![Display_sRGB_broken.jpg](Display_sRGB_broken.jpg)\n\n![Display_Rec709_fine.jpg](Display_Rec709_fine.jpg)\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.",
"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",
"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.",
"Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n",
"Light look-at mode improvements\nLight look-at transform can be activated using Shift+T on a lamp\nNext hover your mouse cursor over the surface point where you want to pont the lamp. This is excellent!\n\n*Note: click on the images to see the animated version*\n\n![LookAt.gif](LookAt.gif)\n\nWhile the lookat mode is active. Holding Ctrl will move the light. But it will also attempt to use the normal of the surface to rotate the light around the surface hit point. This gives erratic behavior.\n\n![Move.gif](Move.gif)\n\n**Proposal**\n\nThe artist should be in full control over the orientation of the lamp. I propose for *move* to ignore the surface normal and only hold the distance to the surface.\n\n![MoveFixed.gif](MoveFixed.gif)\n\nA different modifier (Alt?) would allow to orbit around the surface intersection point, giving the lighting artist full control of the orientation.\n\n![Orbit.gif](Orbit.gif)\n\nFurthermore, scrollwheel or MMB could be used to change the distance between the camera and the surface point.\n\n![Distance.gif](Distance.gif)",
"Transform Gizmos still visible when switching modal operation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.3.0 Alpha\n\nRecently a change has been done to make the move, rotate and scale gizmos visible while dragging them.\nBut while dragging the gizmo you can still use modal shortcuts to switch to a different operation like move, rotate, scale, or even edge/vertex slide in edit mode.\nIf that happens the gizmo freezes in the current cursor position and doesn't change anymore.\n\n- Use the move tool\n- Drag the gizmo\n- While dragging press R or S\n\n- In Edit Mode use the move tool\n- Select an edge and drag the gizmo\n- Press G while dragging\n\n",
"Quick Favorites: add support for operator/prop enums (e.g. \"Set origin\")\nOperating system: Windows 10\nGraphics card: Nvidia GTX1080\n\nBroken: 2.80, 16fc62e15f0, blender2.8, 2018-12-12\nWorked: 3d92afca7eb\n\nThe Set origin menu is not possible to put into quic favourites.\n\n3dView -> Object menu -> Right click on \"Set origin...\" -> empty menu.",
"Improved Mask icon with disabled state\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 @joeedh and @JulienKaspar.\n\n# Context\n\nWe discussed the need to update the icon for Masks.\nThere is no \"disabled\" version of the icon, which is very needed for [auto-masking in sculpt mode](T101593), and masked layers in grease pencil.\nApart from that the current icon is also way too similar to other icons like Overlays.\n\nCurrent masking icon:\n![image.png](image.png)\n\nProposed icons:\n![image.png](image.png)\n\nThese are the `CLIPUV_DEHLT` and `CLIPUV_HLT` and are currently used in the 2D curve UI and grease pencil layer masks.\nThey work much better as a recognizable industry standard masking icon.\n\n# Goal\n\n`CLIPUV_DEHLT` will be the new universal masking icon for various areas of Blender:\n- Auto-Masking\n- Mask modifier\n- Mask editing (Image Editor)\n- Mask Data-Block\n- Grease Pencil Masks\n\nIn the case of Auto-Masking, the header icon needs to be switched with `CLIPUV_HLT` if all auto-masking options are disabled.\nFor the implementation the `View3D_PT_object_type_visibility` is a good reference.\n\nThe icons of `GPencilLayerMask.invert` also need change.\nFor now we should use the `select_intersect` and `select_subtract` icons as a more accurate depiction: \n![image](attachment)\nLater on the grease pencil module can change or create new icons for this part of the UI.\n\n",
"Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ",
"Improve visualisation and manipulation of lights in the viewport\nThe idea is to better control/visualize light parameters in the viewport. Currently we can only control the spot angle of spot lights, the size of area lights and the light direction. \nConcept drawings by @eyecandy for reference, not the final design.\n**Tasks**\n- [ ] visualize light color (translucent filled? opaque outline? center circle?)\n![light_color_viewport_explorations.png](light_color_viewport_explorations.png)\n- [ ] register gizmo undo\n- [x] make scaling transform follow the cursor exactly\n\nAdd gizmos to\n- [ ] spot light\n - [x] radius\n ![image.png](image.png)\n - [x] make scalable even when radius is zero?\n - [x] blend ![image.png](image.png)\n - [ ] spot angle via new gizmo type instead of arrow ![image.png](image.png)\n- [ ] area light\n - [x] constraint scaling in X/Y directions ![image.png](image.png)\n - [ ] beam spread (only supported in Cycles) ![image.png](image.png)\n - [ ] clip end/custom distance (only in Eevee) ![image.png](image.png)\n- [ ] sun lamp\n - [ ] angular diameter \n- [x] point light\n - [x] size ![image.png](image.png)",
"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.",
"Keyframing Corner pinning in compositing is inconsistent\nOperating system: windows 10\nGraphics card: Nvidia geforce GTX 1050 Ti\n\nBroken: 3.3.0\n\n\nWhen using the background X symbols to drag and drop corners with corner pinning, only the topmost value of each vector is keyframed\nExample image(wanted to edit a meme):\n![image.png](image.png)\n\n- Open attached file\n- Single Render to Update Compositor\n- Move the Corner Pins\nor\n- Arrange nodes as seen.\n```\n{F13601679}\n```\n- Select the corner pin node\n- Try to keyframe the location of the second image/video, using auto keyframes and the background viewport manipulators.\nOnly the topmost (X) value gets keyframed\n\n[Corner pin.blend](Corner_pin.blend)\n",
"After switching to Tweak tool its gizmo appears in center of previously selected area.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 15)\n\n\n[bandicam 2020-05-02 20-05-54-881.mp4](bandicam_2020-05-02_20-05-54-881.mp4)\n\n\n1. Create cube\n2. In Edit mode with Tweak tool active select face\n3. Switch to different tool\n4. Select other face with right click\n5. Switch to Tweak tool\n\n",
"Proposed Size Preference for Color Picker\nI had fixed a bug that allows the [eyedropper to work in popups](105387). That led to other fixes, like [problems with positioning](106122) and that it can't currently work [outside Blender windows](105324).\n\nBut this work prompted some users on BlenderArtists to mention that it is [too small](589).\n\nWhile playing with the idea of making it user configurable, I came to agree that it is easier to use at a larger size that we have it now. This becomes especially important when users have very large monitors that are then used at a relatively small scale. This can give you a very large working area but a very small color picker.\n\nThe following capture was taken at 1.0 scale and shows it at the current size, a size that I liked much better, and then even larger:\n\n![image](attachment)\n\nThere is a PR that can allow testing this: 106135\n\n",
"Changes the cursor from an arrow to a prohibition sign when working with floating windows.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: all versions\n\nThe bug only affects the visual change of the cursor from an arrow to a prohibition sign. The error occurs when dragging resources from the resource browser, which is a floating window. The functionality is not broken and you can drag resources without any problem, but it is confusing for the user.\n\n1. open the resource browser in a floating window.\n2. drag any asset into the 3d view\n3. drag another asset (the cursor is already changed to a prohibition mark)![Schowek01.jpg](Schowek01.jpg)\n\n"
] | [
"Light size adjustment gizmo is missing\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.2\nWorked: 3.0\n\nWhen hovering over an edge of an area light, a gizmo should appear that allows to change size of the light interactively in the viewport. However, since 3.1 release these gizmos are missing.\nHere's an example of what I'm talking about: \n![light_size_gizmo.jpg](light_size_gizmo.jpg)\n\n\n\n - Create an area light\n - Make sure that light size gizmo is enabled in Viewport Gizmos menu\n - Hover mouse cursor over an edge of the light\n```\n\n```\n\n\n"
] |
Regression: Triangle edges visible (ray/triangle intersection issue?)
Operating system: Windows
Broken: 3.1.0, 3.1.2
Worked: 3.0
Pretty sure this is caused by 74afc86d4b [it certainly broke between Jan24th and Jan31st]
A cube with orthographic camera pointed at it shows visible black edges around triangles.
The camera sits precisely above the cube (same X/Y floating point coordinates). If the cube or the camera are moved slightly, the problem vanishes (however, if both are moved the same amount, the problem stays).
This might point to a regression in the ray/triangle intersection code in regards to floating point precision issues.
* Open this file: [diagonal_line.blend](diagonal_line.blend)
* Press F12 - a black diagonal line will be visible
Output from Blender 3.1.2:
![render_result.png](render_result.png)
Output from Blender 3.0:
![render_result_blender_3.0.png](render_result_blender_3.0.png) | [
"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. ",
"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",
"2.93 EEVEE ScreenSpace Reflections - Trace Precision Factor - Faded Reflections (Reflections Not Fully Reaching The Upper Surface of Objects ''\nOperating system: Windows-10\nGraphics card: GeForce GTX 960M\nBroken: version: 2.93.0 Beta\n\n\n![2.93 - SSR - TRACE PRECISION 0.25.png](2.93_-_SSR_-_TRACE_PRECISION_0.25.png)\n![2.92 - SSR - TRACE PRECISION 0.25.png](2.92_-_SSR_-_TRACE_PRECISION_0.25.png)\n![2.93 - SSR - TRACE PRECISION 1.png](2.93_-_SSR_-_TRACE_PRECISION_1.png)\n![2.92 - SSR - TRACE PRECISION 1.png](2.92_-_SSR_-_TRACE_PRECISION_1.png)\n\n\n![2.92 - SSR - TRACE PRECISION 1.png](2.92_-_SSR_-_TRACE_PRECISION_1.png)\n![2.93 - SSR - TRACE PRECISION 1.png](2.93_-_SSR_-_TRACE_PRECISION_1.png)\n\n\nThe new 2.93 screenspace reflection implementation' s trace precision is not enough to put reflections on all the surface of object (especially near the top parts of surface near upper edge) compared to the screenspace reflections with same or less trace precision in old 2.92 implementation. Its like reflection always fades to top and increasing trace precision doest fix it.\nNormally trace precision allows for reflections go all the way up on (for example cube surface) to make its surface fully reflected, but new 2.93 Trace precision 1 doesnt allow for fully making surface reflective and give darker less reflective areas near upper side edges or upper corners\n\nFor instance, in most cases: 2.92' SSR with trace precision 0.25 is almost = (almost equal to ) = 2.93 SSR with trace precision 1 (maxed)\n\n(Even though camera is further away enough to get all the reflections from screenspace , new SSRI 2.93 trace precision is inadequate and kind of gives the effect of ''as if'' we make zoom in so screenspace doesnt see all objects and the top part of cube didnt get any reflections and get darker and faded into weak reflections) \n\nMoreover, when its compared with cycles, with trace precision of 1 ob both , 2.92 one looks closer to cycles while 2.93 has faded reflection on upper pars of surface (maybe even though new reflection implementation uses cycles implementation, new implementations inadequate trace precision might be making it differerent from cycles)\n\n\n1. Create a plane scale by 5 and move -1 (down)\n2. Edit the material of default cube and previously created plane by using same material and give it a red color FF0000 with max saturation 1 \n3. Optional step: make base color saturation of material lower to see faded darkening effect more Plus Make it metallic if you want to see the result more with metallic or just leave it as it is\n4. Ensure viewport shading settings do not use scene world but use the forest HDRI and maximize world opacity and remove blur\n5. In properties rendering tab, Enable screenspace reflections and make edge fading zero. Also uncheck half-res trace\n6. Go camera view and dont zoom too much on viewport so screenspace reflection can see everything around\n7. !!Do same processes in 2.92 and 2.93 releases to compare \n8. Then, set 2.92 and 2.93 have trace precision to 0.25 - and observe\n- In 2.93 U will notice the reflected surface of the cube as u approach top edges/as u go up, have darker/unsaturated or ''Faded'' screenspace reflections caused by the trace preciison is not enough to reach there\n- however in 2.92, the reflection reaches better to all the surface and it has almost no faded or darker look\n9. Make 2.93 SSR trace precision 1 while 2.92 SSR is still 0.25 and observe:\n- then u will notice, ''the result of 2.93 SSR Trace precision 1 '' is more similar to ''2.92 SSR with trace precision of 0.25 ''\n10. When 2.93 SSR Trace precision is 1, make 2.92 SSR trace precision 1 and observe agan\n- Then u will notice 2.92 SSR Trace precision is the ideal to fully trace all reflection to surface perfectly without having any faded area with less reflection. On the other hand, 2.93 Trace precision 1 is still not adequate to put reflection to upper parts of cubes surface near top edges with full power and precision\n\n'!! Compare these on both 2.93 and older 2.92 version with old SSR implementation\n\nIn summary in 2.92 when we increase trace precision from 0 to 1, the tracing or visibility of reflections go all the way up to top edge of cubes surface making it fully reflected as trace precision maxed\nOn the other hand, in 2.93 if we increase trace precision from 0 to 1, the reflections still cannot reach all the way up to cubes surface near top edge which gives a faded and partially traced upper surface area.\n\nMaybe, To solve this maybe, the screenspace trace precision factor can be multiplied by 4-6 or maybe the it should be square cubed so the 2.93 trace precision of 2.92.\n\n[2.93&92 SSR-TRACE PRECISION 1 - CAMERA VIEW .blend](2.93_92_SSR-TRACE_PRECISION_1__-_CAMERA_VIEW_.blend)\n\n[2.93&92 SSR-TRACE PRECISION 0.25 - VIEWPORT VIEW POSITIONED .blend](2.93_92_SSR-TRACE_PRECISION_0.25_-_VIEWPORT_VIEW_POSITIONED_.blend)\n\n[2.93&92 SSR-TRACE PRECISION 1 - VIEWPORT VIEW POSITIONED .blend](2.93_92_SSR-TRACE_PRECISION_1_-_VIEWPORT_VIEW_POSITIONED_.blend)\n\n[2.93&92 SSR-TRACE PRECISION 0.25 - CAMERA VIEW.blend](2.93_92_SSR-TRACE_PRECISION_0.25__-_CAMERA_VIEW.blend)",
"Line Art - Freestyle Edges disappear when boolean solver is set to 'Exact'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.75\n\nBroken: version: 2.93.0\n\nEdges marked as 'Freestyle Edge' disappear in the Line Art when there is a boolean modifier on the object that is set to 'Exact' as a solver. When the boolean is set to 'Fast' the lines appear. \n\n\nI just created a sphere that gets a boolean from a cube. I marked a few edges as 'Freestyle Edge' and when I switch between Fast and Exact it removes the lines. \n[Based on the default startup or an attached .blend file (as simple as possible)][LineArtBoolean_Bug.blend](LineArtBoolean_Bug.blend)\n",
"Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**![transp_artifacts.png](transp_artifacts.png)\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n",
"Certain Float Curve clipping values (e.g. `Min Y -1` together with `Min X 0` & `Max X 0`) break the UI\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\n\nchanging float curve clipping values (e.g. `Min Y -1` together with `Min X 0` & `Max X 0`) break the UI\n\nchange y clipping to -1 then zoom in/out with the magnifier icons:\n![image.png](image.png)\nUI disappears\n![image.png](image.png)\n\n",
"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.",
"wireframe still displayed in hidden edges \nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\nWorked: (2.80) \n\nwireframe still displayed in hidden edges that are created by Solidify Modifier \n\nAttach tow Planes in one mesh\nAdd Solidify Modifier \nActivate Wireframe geometry in Overlays\nEdit mode and isolate one face (shift+h)\n\n[wireframe&solidify.blend](wireframe_solidify.blend)\n",
"Cycles X: Camera-visible lamps are not affected by holdout\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\n\nBlender 3.0 adds a feature where camera ray visibility can be enabled on lamps, making them directly visible. However, if this option is enabled simultaneously with the holdout option, the lamp will remain visible. Holdout should override camera visibility, as holdout can be changed per-view layer. With the current behavior, a directly-visible lamp will appear again on holdout layers, copying it's direct brightness for every layer it appears as a holdout in.\n\nSee attached .blend file, which contains a point lamp with holdout and camera visibility both enabled. Note that the lamp remains visible. In fact, the holdout option seems to have no affect at all.\n\n[holdout_lamp_bug.blend](holdout_lamp_bug.blend)\n\n",
"Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n",
"Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n![изображение.png](изображение.png)\n\n[tmp_2.blend](tmp_2.blend)",
"Decreasing view End makes wireframe ugly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\nTry to decrease viewport camera endclip to 20 meters and you wil have aliased lines despite enabled AA\nOnly in orthographic view.\n\n500 meters\n![46373213.png](46373213.png)\n\n20 meters\n![46383813.png](46383813.png)\n\n",
"Cycles Ray Visibility trick for motion blur on objects with animated render-ability is no longer working\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\n\nCycles motion blur artifacting is a known issue with objects that become renderable while the shutter is open.\nA workaround is to transfer the Restrict Render animation to all the Cycles Ray Visibility options at the object level.\nThis solution worked for us in production on Next Gen using 2.78, but appears to no longer work in 2.80.\n\nThe attached file contains 4 planes linked to an animated camera. The 2 on the right are just static. The one on the upper left has animated Restrict Render to reveal the plane on frame 6. The plane on the lower left has Cycles Ray Visibility revealing it on frame 6.\nSince all planes are linked to the camera and have no transformation animation, none of them should show any motion blur at all.\n\nOpen the attached file in 2.79b and render frame 6 to see that the top left plane appears blurred (it shouldn't) and the lower left plane appears correct.\nOpen the attached file in 2.80 and render frame 6 to see that both left side planes are now showing the blur artifact.[rnd.motion_blur_bug.v0003.blend](rnd.motion_blur_bug.v0003.blend)\n\n",
"In blender 3.5, Edge Crease in 3D view isn't overlaid.\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 580 1.2\n\nBroken: version: 3.5.1\n\nIn blender 3.5, Edge Crease in 3D view isn't overlaid.\nIs it replaced with Vertex Crease?\n\n1. Select an object and toggle it into Mesh Edit Mode.\n2. Make sure ‘Creases' is selected in Mesh Edit Mode of Viewport Overlays.\n3. Select an edge and press shift+E to set Factor to 1.\n\n![bug_crease.jpg](attachment)\n\n",
"The viewport grid is visible over the curves hair \nOperating system: Linux-5.15.14-1-lts-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.3.0 Beta\n\nThe viewport grid is visible over the curves hair with cycles render engine.\n\nWith cycles > Press render preview on the viewport.\n[grid_cycles_and_hair_bug.blend](grid_cycles_and_hair_bug.blend)\n\n{[F13429852](image.png) size=full}"
] | [
"Wireframe visible when going relatively far from the 0,0,0 (20 meters)\nOperating system: Linux-5.16.15-76051615-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken: version: 3.1.2\nWorked: not sure\n\nYou can see the geometry of the object in cycles render in far away parts of it if the object its relatively far from the origin, 20 meters it's not so far, but you can see it.\n\n![Captura de Pantalla 2022-04-11 a las 23.24.19.png](Captura_de_Pantalla_2022-04-11_a_las_23.24.19.png)\n\n\n1.- Open the provided .blend\n2.- Don't touch anything, just enable viewport render\n3.- You should see the wireframe being visible\n4.- If you don't see the wireframe, you might need to change your render device/backend. E.G. Change between CPU, CUDA, OptiX, HIP, Metal, etc. At the moment, @Alaska can only reproduce this issue in CUDA with Blender 3.2 while @derekbarker can only reproduce the issue with OptiX.\n\n[train_bug_report.blend](train_bug_report.blend)\n",
"Seeing Geometry triangles in render and odd behaviour on objects far away from world origin\nOperating system: Windows 10\nGraphics card: RTX 3080 ti\n\nBroken: (3.1.2, cc66d1020c3b, master, 2022-03-31 17:40, this version and later seem to not work, I have tried 3.2 also and bug still occurs)\nWorked: (3.0.1)\n\nGeometry triangles that are calculated at render are showing in the render viewport and on rendering. This starts occurring after scaling objects below 5metres when they are a distance away from world origin. Also objects that are a 100km away or so have very odd glitchy behaviour. I even noted an object changing its geometric shape when messing with its scale at far distances (This is affected by view distance but isn't the issue). I think it occurs when scaling objects very small but I haven't been able to replicate this particular issue.\n\nOpen blender subdivide cube to more clearly see bug and move default cube a long way from world origin. I have observed small glitchy wireframe lines after moving geometry over 1km away from world origin and then scaling down the geometry until you see the lines (make sure you are in viewport shading). Oddly after applying all transforms the wireframe mostly goes away, so basically when the origin is set to the world origin or close to it the bug isn't as strong. So it seems the bug is to do with the origin being set in the object and being moved far away.\n\nBlend File:![Wireframe_Bug.JPG](Wireframe_Bug.JPG)\n\n[Bug_wireframe.blend](Bug_wireframe.blend)"
] |
Cannot get sharpness correctly
Operating system:Windows 10
Graphics card:2070S
3.2.0
i want to get sharpness correctly to 6.But there are white dots on level 6
![1.png](1.png)
![2.png](2.png)
Level 2 can be displayed normally. Is it caused by other factors? I want to get the pore details of the model. There are white spots baked in level 6, which will affect the working process。
[虚拟主播.blend](虚拟主播.blend) | [
"Denoiser creating artefacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: ー\n\nStrange artefacts are being created by the denoiser, firefly like bright and dark pixels where there were no such artefacts in the 'Noisy Image'. Looking into the 'Denoising Depth' pass reveals negated depth values around the artefacts. In the supplied .blend it seems to be caused by some weird interaction between the sun lamp and the water material with a black diffuse.\n\nDenoised Image: ![image.png](image.png)\nNoisy Image: ![image.png](image.png)\nDenoising Depth: ![image.png](image.png)\n(White values are ~90 black are ~-90)\n\nRender frames from supplied .blend\n[DenoiseBug.blend](DenoiseBug.blend)\n",
"Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n",
"Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium",
"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![2023-02-09_18-31-21.png](attachment)\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n",
"Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)",
"Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n",
"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![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\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![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.",
"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",
"GPencil – Unwanted Dots In Strokes\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nWhen rendering thick lines the lines will have some unwanted transparent dots. Especially if you turn the percentage of the render resolution up to 200%. Take a look at the attached images (in full size) wehre I marked the dots with red circles:\n\n**100% of the standard render resolution** (less unwanted dots)\n![GPencil_Unwanted_Dots_100percent.png](GPencil_Unwanted_Dots_100percent.png)\n\n\n**200% of the standard render resolution** (more unwanted dots)\n![GPencil_Unwanted_Dots_200percent.png](GPencil_Unwanted_Dots_200percent.png)\n\n\nThis issue might occur on NVIDIA graphics cards only ([see comment from](T80906#1020570) @JSM).\n\n\n[GPencil_Unwanted_Dots_r0.blend](GPencil_Unwanted_Dots_r0.blend)\n\n\nRender the attached .blend file, or:\n\n1. Open Blender and select *2D Animation* on the *Splash Screen*\n2. Draw some thick lines\n3. Turn the percentage of the standard render resolution up to 200%\n4. Render the image and inspect the lines\n\n\n––––––––––––––––––––--\n\nHave fun in the sun! 😁",
"GPencil: Low hardness values always draws yellow\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: 2.91.0 Alpha\n\nGrease Pencil creates yellow transparency with lower hardness values on brush.\n\n - Open in 2D Animation mode\n - Set to a \"Dots\" brush (eg. Dots Brush) its most noticeably shown there. It happens for the other ones too but this one is most noticeable\n - Set the Radius to something largish so we can see whats happening (eg 2000px), or zoom in \n - Draw a circle and you'll be able to see it\n\nIt looks like there's a faint yellow tinge transparency which builds up when putting the grease pencil strokes on top of each other.\nWhat it looks like:\n![Annotation 2020-08-23 204811.png](Annotation_2020-08-23_204811.png)\n\nExample blend\n[yellowtransparency.blend](yellowtransparency.blend)\n\nBasic repro gif\n![basicyellow.gif](basicyellow.gif)\n\nMe shading a ball\n![yellowball.gif](yellowball.gif)\n\n\n\n\n",
"Black artefact when mixing transparency and glass at a certain ratio\nOperating system: WIn 10\nGraphics card: GTX 1080\n\n2.92\n\nBlack artefact appear on flatter surfaces when mixing 99.9% transparent and 0.1% glass shaders. Glass should be rough. \n\nMake a cube, switch to Cycles, add material, add Glass and Transparent Shaders, Mix them together, put factor on 0.999, increase Glass roughness, depending on roughness a entirely black circle will appear on the cube when viewed straight on. \n\n[TransBug.blend](TransBug.blend)",
" Custom normals polishing\nThere are a few issues with custom normals workflow at the moment. For example it needs auto-smooth at the moment depending on the artist pipeline.",
"bevel modifier shading error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nHarden Normals option inside the Bevel Modifier, generates shading error.\n\nOpen the file to check it.\n\n![bevel_err.PNG](bevel_err.PNG)\n[bevel.blend](bevel.blend)",
"Bevel: Weird result for 6-edge star corner\nOperating system: Windows-11 22H2 22621.1194 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\nWorked: Never.\n\nNon correct bevel working\n\nNon correct bevel working with shape value = 1 on specific angled polygons. It can be seen on screenshots and in .blend file below\n\n",
"Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)"
] | [
"Small scene scale geometry leads to black pointiness values\nOperating system: Linux-6.4.1-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, 6.4.1-gentoo) AMD 4.6 (Core Profile) Mesa 23.1.3\n\nBroken: version: 3.6.1 Release Candidate\n\n\nWhen subdividing objects on a small scene scale, it seems to lead to float precision issues where the pointiness values in the shader editor become black. \n\nThis is easy to reproduce with the [Human Base Meshes Bundle](#assets) and its realistic head assets.\nNote that these are the actual real world scales of human proportions, so this is a reasonable scale to work in.\n\n![image](attachment)\n\n- Use the \"Head (Sculpting) - Realistic\" or \"Head (Animation) - Realistic\" asset\n- Subdivide the head object to a subdiv level of 4 or higher\n- Visualize the \"Pointiness\" values from the \"Geometry\" node in the shader editor\n- Use a Color Ramp or Map Range node to increase the contrast\n\n",
"Pointiness mask disappears/leaves artifacts on baked textures.\nOperating system: Windows 10 Home, version 21H1, build 19043.1645\nGraphics card: NVIDIA 3090 ASUS TUF GAMING\n\nBroken: 3.1.2\nWorked: Unknown.\n\nPointiness mask disappears/leaves artifacts on baked textures. \n\n\nTried in both my main project file, and a brand new one to reproduce the error(provided).\n\n\nUsing the pointiness to mask out pointy objects, corners and such is brilliant! Works perfect when using procedural textures directly while rendering.\n\nNow I need to bake my textures. And I'm noticing in every single bake I make, be it roughness, diffuse/color, or normal, my mask for pointiness doesn't show up. Or rather it does show up, leaving small tiny speckled artifacts. This occurs no matter my subdiv, and even if i apply the subdiv.\n\nRegardless of how \"close\" to the shader the pointiness node is, it still occurs. I could have it directly connected, and it would happen, I could have it 100 nodes deep into spaghetti nodes and it still disappears or creates issues upon baking.\n\nI've included a blend file with one of the parts of my project. I've hooked up a basic setup for pointiness, and a texture ready to bake. Just click on the texture, the object, and render as roughness.\nNow you'll see the black artifacts, which I think is \"leftovers\" from my mask.\n\nHopefully this is not intended, and can be fixed. Or I'm being a dumb dumb, that would be even better! If not are there any other ways of achieving the same effect?\n\nAlso, I have tried on other objects. very simple square objects seems to work somewhat. But as soon as it gets a bit more complicated it start happening. Even on simple objects very strange artifacts quickly appear.\n\nAny help is appreciated. Thank you!\n\nHere are some pictures and the blend file :\n\n[BLEND FILE ](fflfpnhzgbxt7kca)\n[THE MASK ](RKwjI.png)\n[RENDER WITH MASK ](PvORo.png)\n[BAKED ROUGHNESS TEXTURE RESULT W/ ARTIFACTS](X8bcX.png)\n[ZOOMED ](P4xPb.png)\n[ZOOMED RENDERED ](9Olfd.png)\n",
"pointiness artifacts when the scale object is small\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\n\n\npoitiness node produce artifacts when the scale of the object is too small, (smaller than 10x10x10cm circa), the nodes starts to produce artifacts.\nTo show the issue, in the attached image I have 2 objects with the same identical topology, the small one has produces the artifacts.\n\nOpen the file, press render to reproduce the artifacts.\n\n![pointness_artifacts.png](pointness_artifacts.png)\n[pointness.blend](pointness.blend)\n",
"Pointiness - wrong results with dense mesh and small scale\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: never\n\nPointiness gives wrong results with dense mesh and small scale.\n\n - Open attached blend file.\n - Switch to rendered mode. There are unexpected bright spots.\n![obraz.png](obraz.png)\n - Turn off subdivision. Spots disappear.\n![obraz.png](obraz.png)\n - Turn subdivision back on. Scale the mesh up 10 times. Apply scale. Spots are gone.\n[pointiness_bug.blend](pointiness_bug.blend)\n",
"Pointiness produces random white dot artifacts\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\n\nWhen using Pointiness from Geometry is shading nodes on a sculpted mesh, white dots start to appear.\nThey don't seem to follow any particular logic with the placements and smoothing them away with sculpt brushes also doesn't get rid of them\n\n\n\n - Sculpt something\n - Use a material with pointiness\n # Witness white dots\n\n\nExample file and video below\n[bug.blend](bug.blend)\n\n\n[Pointiness Bug.mp4](Pointiness_Bug.mp4)"
] |
When renaming objects with the same name, .00x suffix is added to original object. Renamed object gets the original's name.
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27
Broken: version: 2.93.0
Worked: Don't recall, presumably 2.92.
Renaming objects that have the same name + number suffix doesn't work as expected. For example, say we have two objects, "Cube" and "Cube.001". Just duplicating the original object "Cube" created a new object with the .001 suffix, so that part's working as expected. Now let's say we want to rename another object in the scene to "Cube.002". The renamed object is expected to automatically get the proper .002 suffix when pasting in "Cube" or even "Cube.001", but instead it is the the renamed object that gets the name "Cube" and the original object is automatically renamed "Cube.002" instead. Seems to happen both if renaming through the Outliner or through Object Properties.
This happens both on my personal computer with Blender 2.93 (that's the computer the stats above apply to) and my work computer with 2.93.1. The work computer just got Blender, only the Looptools addon has been activated. On both computers, I've used the .zip download, not the installer (old habit).
1. Open the default startup.
2. Shift+D to duplicate the cube. Place it somewhere. We now have "Cube" and "Cube.001".
3. Copy the name of the cube ("Cube").
4. Paste the name into, for example, the light. The light has now been renamed "Cube" and the original cube is "Cube.002".
I hope this is clear, if not let me know and I'll clarify! | [
"Visual glitches With adaptive domain enabled when object is duplicated or transformed\nOperating system: windows 10\nGraphics card: 3080ti\n\n**Blender Version** 3.3 lts\n\nVisual glitches With adaptive domain enabled when object is duplicated or transformed\n\n- Open default scene\n- Add quick smoke on cube\n- enable `adaptive domain`\n- play animation\n- move domain around or duplicate it (snaps back to original place)\n- play animation again (will move to transformed position)",
"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",
"Menu Hotkey do not work in Batch Rename Dialogue\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.1\n\nIn the Batch Rename Dialogue there the \"Type\" drop down. In this drop down pressing the underlined characters does not work like in other drop downs and menus.\n\n\n1. Select one or multiple objects\n2. Hit Ctrl + F2 for \"Batch Rename\"\n3. The \"Type\" drop down is set to \"Find/Replace\" by default\n4. Click the \"Type\" Drop Down to open it\n5. press \"S\" \n6. Nothing happens even though the drop down should now be set to \"Set name\" as indicated by the underlined \"S\".\n",
"File->Open Recent behaves different from Edit Override Library on Linked Object Materials\nOperating system: Windows 10\nGraphics card: AMD Radeon & NVidia 1060Ti\n\nBroken: 3.6.2\nWorked: Unknown\n\nWhen using File->Open Recent to change blend files, the overridden materials on a linked object are getting broken/changed. When using Edit Override Library on the linked object, the materials remain consistent.\nI am seeing a behaviour difference that breaks the material order when using File->Open Recent versus Edit Override Library. When using File->Open Recent it is changing the order of the materials destructively. This is related to linked objects and overriding their materials.\n\nDefault startup, 2 files needed.\nWhen using File->Open Recent the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. File->Open Recent->(File from step 1)\n12. File->Open Recent->(File from step 10)\n13. Notice that Material 1 and Material 3 are now the same materials\n\nWhen using Edit Override Library the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. Item->Edit Linked Library\n12. Item->Return to Original\n13. Notice that the Materials are in the order and color from step 7, no change\n\nThis requires several files as the initial set up gets broken. Easiest to follow the steps.\nFiles are included, they are:\n\nLinkedObjectMaterials.blend -> This is the file with the object that will be linked into the other files\nOverrideTest.blend -> File has a link to LinkedObjectMaterials.blend and it has a changed material that was set up and tested using EditOverride Method and the materials are OK\nFileOpenRecent.blent -> File has a link to LinkedObjectMaterials.blend and the 3rd material was changed and now both the first and third materials are the same.\n\nAsk if any clarifications are needed. It took me a while to narrow it down to this case.\n\n",
"Modifying Basis shape key .co via script in Object mode desyncs from mesh vertices causing new from_mix=False shape keys to revert script changes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: 2.79.0, 2.80.75, 2.93.7, 3.0.0, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: 173a15bcda) (I have not tested any versions older than 2.79.0)\nWorked:\n\nModifying the Basis shape key of a mesh via script in Object mode does not update the mesh vertices to match the changes to the Basis shape key.\nWhen creating a new shape key with `from_mix=False`, the newly created shape key matches the positions of the mesh vertices instead of the Basis shape key, making the new shape key effectively undo the modifications via script.\nThis is confusing because there is no way to tell through the UI that the mesh vertices and Basis shape key have become desynchronised due to a script.\nFixing the desynchronised state is at least fairly simple, going into Edit mode and back out to Object mode will cause the mesh vertices to update to match the basis shape key, fixing the desync (of course, the script could also be modified to propagate the changes to the mesh vertices too).\nI'm unsure if the issue here should be considered the desync between basis shape key and mesh vertices, the behaviour of creating new shape keys with `from_mix=False` or a fault with the script for not also updating the mesh vertices, causing the desync in the first place.\n\n- Add a shape key to the default Cube so that the Cube now has a Basis shape key\n- Modify any of the .co of the Basis shape key's .data while remaining in Object mode by using a script or the Python console, e.g. `bpy.context.object.data.shape_keys.reference_key.data- [x].co.x += 1`\n- Add a new shape key to the default Cube with `from_mix=False` (either the UI, the operator used by the UI or the shape_key_add method of the Cube Object)\n- The newly created shape key will match the original cube shape instead of the basis shape key shape, so when activated (value -> 1.0) it will revert the mesh's shape back to the original cube shape\nAlternative steps to reproduce only the desync without creating a new shape key with `from_mix=False`:\n- Add a shape key to the default Cube so that the Cube now has a Basis shape key\n- Modify any of the .co of the Basis shape key's .data while remaining in Object mode by using a script or the Python console, e.g. `bpy.context.object.data.shape_keys.reference_key.data- [x].co.x += 1`\n- Remove the basis shape key from the Cube such that it no longer has any shape keys, the mesh will revert back to the original cube shape when doing so\n - If you were to instead go into Edit mode and back out to Object mode before removing the Basis shape key (thus fixing the desync), the Cube will remain in the shape of the Basis shape key when the Basis shape key is removed.\n\nModifying the Basis shape's .co via foreach_set('co', my_co_array) has the same issues, but note that it does not update the visuals of the cube in the 3D view immediately so it can appear as if it has done nothing until something else causes the visuals to update e.g.\n```me = bpy.context.object.data\nme.shape_keys.reference_key.data.foreach_set('co', [0,] * 3 * len(me.vertices))```\n\nIn both of these sets of steps, you can instead modify the .co of the mesh vertices to achieve the same issue, but with a reversed effect.\n\n----\nIf you select the default Cube as the active object, the following script will run through the first set of reproduction steps, creating shape keys with both `from_mix=True` and `from_mix=False` and printing whether they match the basis and if not, printing whether they instead match the mesh vertices:\n```import bpy\n\ndef cos_equal(shape_data_or_vertices1, shape_data_or_vertices2):\n```\n for data1, data2 in zip(shape_data_or_vertices1, shape_data_or_vertices2):\n if data1.co != data2.co:\n return False\n return True\n \n```\n\ncube = bpy.context.object\nme = cube.data\n\n# Remove all shape keys if the script has been run previously\nif me.shape_keys:\n```\n bpy.ops.object.shape_key_remove(all=True)\n```\n\nprint(\"\\nTesting shape keys in {}:\".format(bpy.app.version))\n\nbasis_shape = cube.shape_key_add(name='Basis')\n\nassert me.shape_keys.reference_key == basis_shape\n\n# Newly created Basis shape key should match the mesh vertices\nfor v, b in zip(me.vertices, basis_shape.data):\n```\n assert v.co == b.co\n```\n\n# Modify the basis shape key via script in some way\nbasis_shape.data- [x].co.x += 1\nprint(\"Modified basis shape key via script\")\n\nif cos_equal(me.vertices, basis_shape.data):\n```\n print(\"Basis shape key matches mesh vertices\")\n```\nelse:\n```\n print(\"Basis shape key does not match mesh vertices, there is desync!\")\n```\n\n# Create new shape key, from mix, using the shape_key_add funtion\nnew_shape_from_mix = cube.shape_key_add(name='from_mix=True', from_mix=True)\n\nassert new_shape_from_mix.relative_key == basis_shape\n\nif cos_equal(basis_shape.data, new_shape_from_mix.data):\n```\n print(\"from_mix=True matches basis shape key\")\n```\nelse:\n```\n print(\"from_mix=True does not match basis shape key!\")\n```\n # Compare against the mesh vertices instead\n```\n if cos_equal(me.vertices, new_shape_from_mix.data):\n print(\" from_mix=True matches mesh vertices\")\n else:\n print(\" from_mix=True does not match mesh vertices\")\n```\n\n# New shape key, not from mix, created using the shape_key_add funtion\nnew_shape = cube.shape_key_add(name='from_mix=False', from_mix=False)\n\nassert new_shape.relative_key == basis_shape\n\nif cos_equal(basis_shape.data, new_shape.data):\n```\n print(\"from_mix=False matches basis shape key\")\n```\nelse:\n```\n print(\"from_mix=False does not match basis shape key!\")\n```\n # Compare against the mesh vertices instead\n```\n if cos_equal(me.vertices, new_shape.data):\n print(\" from_mix=False matches mesh vertices\")\n else:\n print(\" from_mix=False does not match mesh vertices\")\n```\n```\nExample script output in the System console:\n```Testing shape keys in (3, 0, 0):\nModified basis shape key via script\nBasis shape key does not match mesh vertices, there is desync!\nfrom_mix=True matches basis shape key\nfrom_mix=False does not match basis shape key!\n```\nfrom_mix=False matches mesh vertices```",
"When making a full copy of a Scene Lightlinking keeps the old objects in the lightlinking Collection in the new scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\n\nWhen I make a new Scene (in the same File) and I have used Light Linking, The objects Linked to Light the new Scene are the ones from the original scene and not the duplicated by blender. It would be awesome that blender would Create the new Scene. I know this is still experimenta but I just want to point it out.\n\n\n\n1 create a file\n2 make a Light Plane and Cube\n3 Create a Light Link collection for the Light, drag and drop the Cube and Plane.\n4 Make a full copy of the scene\n5 in the new scene There is the Lightlinking collectio with the same cube and plane as the original scene.\n\n",
"Copying in edit-mode copies the entire object, not the selection\nthere is an issue occurs when a part of (mesh) is copyed in the edit mode \nwhat happens when copying one part of a (mesh) and pasting it\nyou suppose to get this part only pasted ,but instead you get the whole (mesh) pasted\n\nfor examble if you have a cube model with a single face selected in the edit mode \nif you copyed then pasted it the result is the whole cube modele is pasted rather than the single face \n \n![1.png](1.png) \n\n![2.png](2.png)",
"Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n![m2.jpg](m2.jpg)\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n![m0.JPG](m0.JPG)\n\n![m1.JPG](m1.JPG)\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)",
"Should \"Make instances real\" keep animation data from original objects?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nMake instances real removes object drivers.\n\nDescription:\nIn the attached file there is a cube which is included in a collection named \"Box\". \nThe cube has a simple driver on the location X axis.\nIn Scene.001 there is a collection instance of \"Box\" collection.\nWhen i make instances real, new cube does not have the driver.\n\nSteps:\nGo to Scene.001\nSelect the collection instance\nPress Ctrl+A > Apply Menu > Make Instances Real\n[Make Instances Real Removes Drivers.blend](Make_Instances_Real_Removes_Drivers.blend)\n\n\n",
"Asset Browser - Current File doesn't place objects in active collection\nOperating system: Windows 11\nGraphics card: RTX 4070ti\n\nBroken: 3.5.0\nWorked: Supposedly never (tested 3.0-3.6)\n\nWhen adding an object into the scene from the Current File category in the Asset Browser, objects are placed into the same collection as the assets they originate from instead of the collection you are currently working in.\n\n- Move default cube into a new collection\n- Mark as asset\n- Ensure the scene collection is active, not the cube collection\n- Drag cube asset from Asset Browser Current File category into the scene\n- It will appear in the same collection as the asset reference object\n",
"Decide how to handle collection instancing or linked data\nCurrently, dropping collections always creates a collection instance. This should be optional somehow, there are valid usages for both cases. Should it just be an option of the drop operator? So users could change it after dropping. (May be annoying when dropping heavy collections from external libraries, which can take a moment.)\n\nSimilarly, some users seem to expect that object data is linked by default. This is already an option of the drop operator (disabled by default). However it seems like they actually expect that data is a new \"instance\", rather than a full copy. This could mean either de-duplicating already existing data (so that dropping the same material asset onto 10 objects doesn't create 10 local materials), or linking data rather than appending.",
"Crash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming)\nOperating system: Win 10\nGraphics card: Nvidia Quadro M5000 \n\nBroken: 3.4.1\nWorked: 3.4.1\n\nCrash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming). \n\n- Download file through the link from Google Drive attached (I leave the file as it is since I don't know what caused the problem)\n- Click in the collection \"Möblierung\",\n- create some new collection in it,\n- rename the new collection (with double click)\n- hit enter - crash\n\nOr create the collection, don't rename it and then click something in the interface (Blenderkit \"eye\" symbol in my case).\n\nReload didn't do anything, just kept crashing.\n\nLoaded a recent autosave, seems to work. Already hat to kill startup file and all settings yesterday, got permanent exception access violation crashes upon file load, after enabling some addon (TrueAssets) it worked.\n\nLink to the blend: view?usp=sharing\n\n",
"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",
"Linked data-block has \"pointer\" property still active\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Probably never\n\n\n\n[torus.zip](torus.zip)\n\nOpen torus.blend. It has a linked collection containing the selected object `Torus`.\n\nAs you can see in the image, the \"Object\" rna properties (parent, and the array modifier one) are both active:\n\n{[F13627034](image.png), size=full}\n\nIn fact you can even click on the property to change it (the popup show up, but clicking on it at least doesn't change it):\n\n{[F13627039](image.png), size=full}",
"Wrong undo/redo sequence with direct transform change (via Item/transform panel or addon)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\nUndo operation is not working properly with `Copy attributes addon`.\n[refer the video to understand the situation better]\n\n\n**Exact steps to Reproduce the error**\n\n[2021-07-28_13-59-32.mp4](2021-07-28_13-59-32.mp4)\n\n**To reproduce**\n- 0. Make sphere, go to sculpt mode.\n- 1. Draw «1» on sphere\n- 2. Change location via item panel\n- 3. Draw «3» on the sphere\n- 4. Undo actions with {key Ctrl+Z}: undo order is broken\n\n---\n\n**Exact steps to Reproduce the error (Addon Case)**\n\n- Open .blend file\n- Enable Copy attributes addon\n- Select both mesh objects\n- Do {key Ctrl C} -> `Copy Locations`\n- Switch to edit mode\n- Perform some changes to the mesh\n- Switch to object mode\n- Perform undo operation.\n\n[Notice that the undo operation ignores all the steps from edit mode and directly switches the mesh to the initial position]\n\n\n[2021-07-27_13-33-38.mp4](2021-07-27_13-33-38.mp4)\n\nTest File:\n[#90234.blend](T90234.blend)"
] | [
"Improve name conflict handling in ID management\nCommits d840658078, 2aab727009, 4cc8201a65, and 46607bc09d already made things significantly faster here, at least when dealing with large amounts of data-blocks.\n\nGoing further will require caching info about already used names (more precisely, used base names, and used suffix numbers).\n\n## Proposal\n\nUse a GHash per ID type, stored in `Main`, using base names as keys, and storing as values a structure to help quickly finding the best available number.\n\nUsing only base names as keys will seriously reduce the memory usage of the whole cache, in case of massive amounts of IDs with same base name. And avoid lots of trial & failure while searching for an available number suffix.\n\nThose hashes will have to be kept up-to-date all the time, as building them on demand would require way too much computations. This should not be too difficult though, code affecting ID's names is small and well confined. ID deletion code shall also update that cache.\n\n### Regarding Numbering\n\nCurrent approach is to ensure we always get the smallest available number up to a specific value (around 1K in current code), then we just use smallest value after last one used (i.e. do not re-use freed numbers, so if e.g. we have `Object` to `Object.2000` fully used by 2k objects, and delete `Object.1500`, then add a new one, it will get `Object.2001` as name).\n\nWe can probably efficiently do that for an arbitrary amount of numbers by storing bitflags (using chunks, maybe single 32bits integers, and a mempool) to tag used numbers (that would add about one extra bit of memory per ID). Using a n-tree structure should help with quickly finding an available number then (by greatly reducing the amount of comparisons needed to find the smallest available one)."
] |
Gpencil stroke break
Im having an issue when I draw on a certain point on the screen. I thought maybe it was my tablet, but I'm not having the issue in other programs. Ill draw the line and it pops down and stretches. Im not sure why. please help [broken.mp4](broken.mp4) | [
"Curve Pen Error\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 4.0.0 Alpha\n\nNothing happened when I left click my mouse using Curve Pen in Edit Mode, but it is fine with blender on my windows laptop.\n\nI added a Bezier and I enter the edit mode, I deleted all the vertices and decided to draw a line using Curve Pen. However, it did not work.\n\n",
"GPencil: Fill tool doesn't respect internal closed areas\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.90.0 Alpha\n\n![Screenshot 2020-06-07 at 11.48.48.png](Screenshot_2020-06-07_at_11.48.48.png)\n![Screenshot 2020-06-07 at 11.48.54.png](Screenshot_2020-06-07_at_11.48.54.png)\n![Screenshot 2020-06-07 at 11.49.01.png](Screenshot_2020-06-07_at_11.49.01.png)\nWhen clicking with the fill tool inside the outermost boundary the fill ought not to fill the area inside the innermost boundary, but it does.\n\ndraw a shape as shown. using the fill tool click inside the outermost boundary but outside the innermost boundary.\n\n",
"weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n",
"Brush cursor (sculpt, vertexpaint, weightpaint) stuck/doesn't draw under transparent part of N-panel\nBroken: 2.80 to 3.1 (and currently 3.2.0 alpha 4fa3eadce99a) (technically 2.79 as well, but back then region ovelap was drawn a bit diferently).\nWorked: Never\n\nTools brushes don't draw over the transparent property panel, even though Region Overlap is on.\n\n* Ctrl + N → Sculpting\n* N (to open the Properties region).\n* Move the mouse to the right, beyond the alignment line of the properties editor panels.\n\n![image.png](image.png)\n\nThe brush drawing doesn't follow the mouse cursor. The tool itself works though, and the brush is even drawn if you click in that part.\n\n---\n\nVideo from the original report: [F8795403](2020-08-20_05-04-02.mp4)",
"Pie menu breaks if spawned near window edge\nPie menus are sort of \"clamped\" in that if they are spawned closer to the window edge than their spread radius (UserPreferencesView.pie_menu_radius), instead of spawning partly offscreen, instead they will spawn stuck to the edge and will automatically validate the menu item that's in that direction. To make it clearer, here is a capture.\n\n![piemenuclamp.gif](piemenuclamp.gif)\n\nThis is a problem because pies can hardly be spawned in cramped workspaces - for instance inside a graph editor occupying the lower third of a standard 16:9 monitor, unless the radius is set super small.\nThis happens on Windows.",
"Use Scene Spacing Distance by default\nNOTE: This design is still being investigated and discussed. \n\n# Issue\n\nThe default for brushes in every mode has always been to use view based spacing for each stroke.\nThis wasn't always an issue since brushes used to work via a projected falloff.\n\nBut when using a spherical falloff on curved surfaces this can lead to inconsistent spacing artefacts.\nSince more painting and sculpting modes are implementing brushes with a spherical falloff by default, it is a reasonable adjustment to make the spacing also scene based.\n\n# First Steps\n\nBefore changing any defaults we should investigate any remaining issues, downsides or bugs if this behaviour would be implemented by default for all brushes.\nOnce it is clear that this change would be an overall improvement, and how feature might need to change.\n\n### Fix remaining bugs and issues\n\nFurther issues from using Scene Spacing need to be investigated.\nThe currently known reports are:\n- #98111 (Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings)\n- #99638 (Line stroke method not working with Scene spacing)\n- #99642 (Clay strips brush freeze when coming from outside the horizon of surface curvature)\n- #99644 (Draw Sharp brush stops on anchored during the stroke)\n\n# Proposal\n\nScene spacing currently accomplishes two distinct behaviours:\n1. The spacing is consistent in 3 dimensions\n2. The spacing is consistent in world space (especially when zooming in/out)\n\nInstead of just making Scene Spacing Distance the default, we should change the \"View\" scene spacing to work 3 dimensionally for a better brush behaviour in general.\nThis could be accomplished by associating these two different behaviours with distinct settings:\n\n1. Setting the falloff to be Spherical or Projected = 3D or projected spacing distance\n2. Switching between View & Scene spacing distance = The spacing is a percentage of the relative brush size diameter or an absolute world size\n\nThe UI should then also reflect that change, by changing the spacing slider value:\n- View = Percentage\n- Scene = Distance in units\n\nThis updated View spacing then needs to be integrated in every mode for 3D painting/sculpting.",
"Rotate drawing canvas (viewport)\nThis is a requested feature for all 2D artists, texture painters and sculptors.\nWe need a way of rotating the full viewport as other softwares do, because sometimes is easier draw from left to right instead of drawing vertical, especially for lines.\n\nThere are some add-ons already for that, but these are partiall solutions and only works in some situations. We need a more general solution.\n\nThis is general problem for any mode that need to use a pen for drawing.",
"GPencil: envelope, Multiplestrokes, Array modifiers missing with the orders of strokes.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Beta\n\ni can't use build modifier with array, envelope,multiplestrokes efficiently because the generated stokes and originals don't get well indexing( orders) to be used by build modifier. i observed the following: \n** Multiplestrokes** modifier be the last in order then the generated lines. \n**Array** modifier and **Envelope** modifier don't have any predictable indexing (order) of strokes and all the time makes the original strokes the last in order. see the video\n\n",
"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",
"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.",
"Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n",
"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",
"Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n",
"Vertex slide (GG) acts weird with zoom (steppy, jumping, not slowing down with shift)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\n\n\n[2020-02-22_06-30-18.mp4](2020-02-22_06-30-18.mp4)\n\n[gg.blend](gg.blend)\n\n",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n"
] | [
"Brushes: Weird behavior in all modes that use brushes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0 Release Candidate + 2.93 Alpha\nWorked: 2.92 prior to Release Candidate\n\nWeird behavior concerning bruhses (sculpt, weight paint and so on), using an up to date Wacom Intuos Draw.\nI'm wondering if it comes from Blender or not.\n\nVideo: first part is the expected behavior using mouse/trackpad, second part is using tablet\n[Bug.mp4](Bug.mp4)\n\nWith a tablet, open a new file in a mode with a brush, then paint/sculpt something\n\n",
"Lasso selection Bug\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0 Beta\n\nBugged lasso selection in one place on viewport only when using a tablet ( Huyon WH1409v2 ). Trouble exist on both inputs ( Wintab & Windows Ink ). On mouse work well. \"Windows Ink\" in the system is turned off. On version 2.91.2 Lasso works fine. \n\n[LassoBug.mp4](LassoBug.mp4)\n\nScreen resolution 3440x1440.\n",
"Bezier curve, editmode, free hand drawing with glitches. Regression.\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\nWorked: 2.93.0 2021-02-16 01:44, hash: `4a784f32fe`\n\nThis appears only with tablet painting.\n{[F9821000](5172255.jpg) size=full}\n[2021-02-20_12-50-15.mp4](2021-02-20_12-50-15.mp4)\n\n[untitled.blend](untitled.blend)",
"Graphic tablet lasso selection incorrect \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Release Candidate\n\n\nsee the attached gif file\n\nlasso works correctly with the mouse, but also on the same tablet in previous versions of blender 2.91, 2.90, etc. \n\nwacom intuos ctl 6100\n\n\n\nopen > choose the lasso selection > draw on tablet\n\n![500.gif](500.gif)\n\nT85814 - The same thing\n",
"Tablet behavior issue\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0 Release Candidate\nWorked: 2.93 daily from 11.02.2021\n\nSince the latest 2.92 RC and 2.93 daily builds, I have encountered strange behavior with sculpting and tablet usage in general.\nThe problem appears when using any brush, and even with annotation tool, which I present in the attached screenshot (in screenshot 1, I was pointing to the places marked with circles, but the projected pressure point was kind of leaking up).\nThis doesn't happen with a mouse, so it has to do with the tablet. Tried changing the tablet modes from Wintab to windowsink, reinstalled the tablet drivers and updated them but no changes.\nI also checked it in object mode with an annotation tool and it clearly shows what is happening (screen # 2) ... when drawing cross lines in ortho mode, \nthe problem is showing up when drawing from bottom to top but drawing from top to bottom still working well. It looks like some projection error, which draws straight top lines when crossing some specific point and direction.\n\nMy tablet : Huion H1161 with latest drivers: v14.8.166.1482. \n2.91 stable version works fine, also experimental 2.93 Sculpt Dev from 11.02 works as expected. \n\nSculpting or drawing in any mode as described above. \n\n",
" sculpting brush\n{[F9830596](blender.mp4)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\nTablet Huion Q620M\n\nBroken: version: 2.92.0 Release Candidate\n\n[when I sculpting, the brush jumps ]\n\n[I create a sphere, add Multires, and start sculpting.]\n[Based on the default startup ]\n\n",
"GPencil: (Bug) Draw tool cursor flies away leaving an unwanted trail\nOperating system: Windows 10\nGraphics card: two different laptops with different nvidia\n\nBroken: 2.92rc, 2.93a\nWorked: 2.83, 2.91.2\n\nGrease Pencil tools (Draw, Erase, Tint, Cutter, Annotate): incorrect cursor behavior in certain places on the screen while drawing, depending on the direction of stylus movement - flies away and draws unnecessary lines. (Wacom CTL-460)\n\n**Exact steps for others to reproduce the error** (the video is a little outdated, but still relevant for fresh builds)\n[greasePencilBugWacom.mp4](greasePencilBugWacom.mp4)",
"Blender sculpt glitch\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Release Candidate\nBroken: version: 2.93.0 Alpha\nWorked: Blender 2.91.2\n\nWhen I sculpt on the top left square of the monitor with the Wacom Intuos 3, it will make instant stroke beyond the viewport. Straight to top, left or diagonal. Mouse works.\n\n1) Start sculpting\n2) On the top left 1/4 area of the monitor it will start draw instant strokes to the up, left or diagonal\n3) Blender \"Tablet API\" set to Automatic\n4) Wacom driver setting \"Use Windows Ink\" is disabled\n5) look at animated gif\n\n[Blender sculpt glitch.blend](Blender_sculpt_glitch.blend)\n\n![Blender sculpt glitch.gif](Blender_sculpt_glitch.gif)",
"Grease pencil drawing on tablet\nFirst sorry for my english\n\nOperating system: Windows 64 bit\nGraphics card: Radeon RX 5700 Xt\nProcessor: AMD 3700x\nTablet: One by wacom (the one without the screen)\n\nBroken: \nBlender 2.92.0 Candidate\nFebruary 22, 08:38:50\n\nBlender 2.93.0 Alpha\nFebruary 20, 06:18:15- 37e6a1995ac7\n\nWorked: \nBlender 2.91.2 released on January 20, 2021\n\nWhen i draw on the left side of my tablet, exactly in the middle, i get lines going from the middle of the screen to the top{[F9828023](grease_pencil_bug.bmp)}\n\nAny new blend file open in 2d animation mode can reproduce the same error for me.\nI'm mainly looking if i'm the only one having this problem or is it general.",
"Stroke issues when using Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nWhen using a wacom tablet such as an intuos 3 medium or intuos BT M on windows, it creates upwards spikes during a stroke. \n\n\n[2021-02-21 01-37-37.mp4](2021-02-21_01-37-37.mp4)\n",
"Random Strokes on Sculpt Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.41\n\nBroken: version: 2.92.0 Release Candidate\n\nWhile sculpting, some random straight strokes appear from the cursor position, as you can see in the video below.\n[Blender 2.92 Release Candidate Bug.mp4](Blender_2.92_Release_Candidate_Bug.mp4)\n\nJust go to Sculpt Mode and start sculpting.\n\n",
"Random unwanted large painting stroke with wacom tablet\nHi, \nwhen painting I get large erratic strokes that occur randomly, they seem to be independent from the pencil orientation. \nI encountered this issue only with in Blender 2.92 and 2.93 not in 2.91 (apparently), it is reproductible for me even with the last Wacom drivers, on a single plane with a single 2k texture or on more complex models. \n\n\n\n[2021-02-20 18-51-58.mkv](2021-02-20_18-51-58.mkv)\n\n[erratic_strokes.blend](erratic_strokes.blend)\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0 Release Candidate\n\n\n",
"Spikes when using tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0 Alpha\nWorked: version: 2.91.2\n\n\nKnown affected tablets:\n- WACOM TABLET : Bamboo Capture - CTH-470\n- Huyon WH1409v2\n- Wacom Intuos 3\n\nUsing the tablet randomly produces pikes.\n\n[wacom_bug.mp4](wacom_bug.mp4)\n[LassoBug.mp4](LassoBug.mp4)\n[scrape_error.mp4](scrape_error.mp4)\n\n\n"
] |
Sphere from 2.93 (certain file) looks like plane in 3.0.0 (vertex displacement?)
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 375.70
Broken: version: 3.0.0 Alpha
Worked: 2.93
Regular sphere, created with 2.93 looks well
[2021-06-22_21-09-42.mp4](2021-06-22_21-09-42.mp4)
2.93:
![изображение.png](изображение.png)
3.0
![изображение.png](изображение.png)
file
untitled.blend | [
"World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)",
"Subdivision modifier breaking custom normals.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.6.0 Core Profile Context 23.7.2.230718\n\nBroken: version: 4.0.0 Alpha (Also tested in v3.5.0 & v3.6.1)\nWorked: N/A\n\nIdentical normals are slightly messed up when a subdivision surface modifier is enabled, breaking cell shaders.\n\n1. Download the attached .blend file\n2. Change Viewport Shading to \"Rendered\"\n3. Enable/Disable the subdivision surface modifier.\n4. You might need to rotate the light slightly on the x-axis.\n\n\nSome notes:\n- All mesh normals were copied and pasted via \"Mesh/Normals/Copy Vector\" and \"Mesh/Normals/Paste Vector\".\n- \"Subdivision modifier/Use Custom Normals\" property is enabled.\n- Changing \"Render/Performance/High Quality Normals\" or \"Subdivision modifier/Use Limit Surface\" changes alters where the issues appear on Suzanne. (Sphere is unaffected.)\n- Issue doesn't occur on flat meshes.\n- Even after applying the modifier, repasting normals still leaves some artifacts.",
"Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)",
"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![issue_spikes_vokoscreen-2021-05-05_03-25-22.gif](issue_spikes_vokoscreen-2021-05-05_03-25-22.gif)\n\n",
"Tangent space normal mapped normals change inappropriately with deformation\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nBroken: version: 2.83.0\nBroken: version: 3.2.0 Beta\nI don't think this ever worked right.\n\nCertain deformations, on certain meshes, lead to inappropriate output from normal mapping: output changes even when normalized normal, tangent, and normal map color remain the same.\n\nI'm attaching a file demonstrating the issue:\n\n[normalmapbug.blend](normalmapbug.blend)\n\nThis file contains a smooth shaded cube, with top and bottom faces deleted, with packed baked tangent space normal map. The cube has a shapekey which scales one (obscured, +Y) face. It contains a plane, from which the normal map was generated (selected plane to active cube.) There is a circle mesh and a camera so we can focus on the central sample of the cube's -Y face, which has properties which remain invariant under our shapekey deformation: normalized normal, tangent, and normal map color will all remain invariant. I have a world, but haven't packed the image to save space; it's just a default color grid, created so we can keep track of the direction the normal is pointing more easily.\n\nWhen we look at the normal without any deformation, we see that the reflection vector is pointing at the north pole, as it should, since we baked from a plane rotated 45 degrees from the horizontal:\n\n![image.png](image.png)\n\nWhen we set the shapekey (shown on right), we see that the normal map output has rotated toward the unmodified normal, by about 12 degrees:\n\n![image.png](image.png)\n\nNormalized normal for central sample is 0,-1,0 (interpolated from +-sqrt(2)/2, -sqrt(2)/2, 0 or from nearly +-0,-1,0 under deformation; X component cancels out for central sample). Tangent is 0,0,1 in both shapes. Normal map color, of course, remains the same. The only thing that changes here is the *un-normalized* normal, interpolated from vertex normals, which changes from 0, -sqrt(2)/2, 0 to 0,-1,0, growing about half again as long.\n\nThere's nothing magical about the central sample. It just happens to be my spherical cow here, which demonstrates the issue with the fewest complications. All samples are being affected in similar ways.\n\nWhat appears to be happening here is that Blender is not using an orthonormal tangent space. The interpolated normal changes length with deformation, and it does so at a different rate than the interpolated tangent. This means that Blender is not evaluating normal maps in a consistent space, but one that is non-uniformly scaled (and sheared, at least in the case of Eevee) on the basis of variables that should be unrelated. The normal map waxes and wanes in strength as the local area changes pointiness, although how big of an effect this has should depend on the specific orientation of the tangent-- if we were to rotate our tangent 30 degrees, we'd see a different effect, still not right, but different. In this way, this makes the normal map also dependent on specifics of the tangent that shouldn't matter.\n",
"Inconsistent color space baking to float and byte images\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 2.93.6\nWorked: ---\n\nIn blender we can create an image with 32 bit resolution (See image):\n![sample3.jpg](sample3.jpg)\n\nThe new 32bit image can be used for baking in order to obtain a normal map.\nThis map works perfectly until saved in PNG (16bit or 8bit).\nInterestingly you can bake directly on a 16bit image and the resulting image works even if it is saved in 8bit.\n\nHere is a file where I put different pixel resolution combinations on textures saved in PNG:\n[TesteNormal.blend](TesteNormal.blend)\n![sample2.jpg](sample2.jpg)\n![sample.jpg](sample.jpg)\n\n1 - Bake a normal map image with 32 bit option enabled. (see the pic \"sample3.jpg\")\n```\n A simple cube can be used, no need to add any detail.\n```\n2 - Save the image as PNG in 8 bit or 16 bit.\n3 - Create a material and connect the saved baked normal map image to the normal map node. \n```\n Change color space option to \"non-color\" \n```\n4 - Observe the object becomes dark in rendered mode in Eevee or Cycles. \n\n[Teste_Normal_Textures.blend](Teste_Normal_Textures.blend)\n",
"Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)",
"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",
"Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n",
"Cycles 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![image.png](image.png)\nEevee:\n![image.png](image.png)\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)",
"Subsurface modifier new \"OpenSubdiv\" method Issue\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 53), \nbranch: blender2.7, \ncommit date: 2019-03-31 21:52, \nhash: `b936d7b16c`\nWorked: (optional)\n\n\nIssues with the new \"OpenSubdiv\" modifier method.\n\n- Add a simple plane mesh in Blender 2.8\n- UV unwrap it\n- Import a texture and apply it to your plane\n- Add a Subsurf modifier \n\nHere is the issue in details.\nI was doing some texture work on High-poly models, and when I applied the textures to my model, they were deformed in places.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nI later learned that the method used in Subsurface modifiers was changed :\n![image.png](image.png)\n\nWould there be any way to bring back the old method ?\nbecause this is going to break a LOT of my models.\n\n",
"Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n![изображение.png](изображение.png)\n\n[tmp_2.blend](tmp_2.blend)",
"Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n![normals_bug_blender.png](normals_bug_blender.png) Figure 1: A grassy slope mesh in Blender.\n\n![normals_bug_unity.png](normals_bug_unity.png) Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.",
"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![till2.82.jpg](till2.82.jpg)\n\nHowever, it gives blackish colors of the objects in the viewport since 2.83:\n![since2.83.jpg](since2.83.jpg)",
"Geometry nodes: Profiled curve have inverted shading with matcaps\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nBroken: 3.0 release\n\nAs title said. Profiled curve looks properly (left) and profiled with GN looks inverted.\nNormals are okay, studiolight and other shading too (as I see).\nOpen file and compare cylinders, with matcaps (workbench)\n[cprofile.blend](cprofile.blend)\n![43042308.png](43042308.png)\n\n[2022-01-11_05-11-45.mp4](2022-01-11_05-11-45.mp4)"
] | [
"Eevee transforms geometry when using \"High Quality Normals\"\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.19.01\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 Final\n\nCaused by 44d2479dc3\n\nWhen using Eevee to render a viewport preview of an object containing a material with an (empty) normal map, the geometry gets transformed to its UV layout.\nThis only happens when the material contains a Normal Map node and \"High Quality Normals\" are enabled.\n\n- Open the attached blend file:\n[Eevee_Bug_v01.blend](Eevee_Bug_v01.blend)\n- Switch viewport to \"Rendered\" or \"Material Preview\" (both using Eeevee)\n- The cube is transformed to its UV layout\n- Toggle the \"High Quality Normals\" option under \"Performance\"\n- See the cube switch from its UV representation to its actual shape\n- Toggle the \"High Quality Normals\" again\n- The cube changes its shape to a UV cross\n\n"
] |
Viewport material mode broken
WIN 7
Nvidia GTX 460
Broken: 58c9a0b
Worked: 709a31d
Basically the image talks by ti self, in material mode the vieport shows unselected objects as black and selected full yellow or orange depending if it is the active object or not.
![Blender_2.jpg](Blender_2.jpg)
1-set the render engine to blender internal
2-set the viewport shadeing to material mode.
| [
"sphere eyes inside so darkness\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\nSphere eye inside so dark 3D Viewport\n\nOpen the [file](https://projects.blender.orgattachment)\nCompare preview with Metal and OpenGL \n",
"Cycles: transparent object has black line where it intersect with other objects\nOperating system: Windows-10-10.0.18363 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 461.40\n\nBroken: 2.91.2\n\n\nWhen rendering transparent objects that intersect with other objects, black lines will appear on the intersecting area.\n\n1. Open a default scene.\n2. Add a plane to the scene.\n3. Rotate the plane a little.\n4. Move the plane up to make it intersect with the top face of the default cube.\n5. Make sure the view or camera view is very close to the intersecting area and lower the Clip Start value to 0.00001\n6. Set the renderer to Cycles and render the view.\n\n![Cycles_01.PNG](Cycles_01.PNG)\n\n[Cycles_Black_Line_Transparency.blend](Cycles_Black_Line_Transparency.blend)",
"\"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)",
"Inconsistencies between 3D Viewport and Viewport Render Image using the GPU Shader Module\nOperating system: Ubuntu 18.04, Windows 10\nGraphics card: GeForce GTX Titan X, GeForce GTX 1080 Ti\n\nBroken: \n2.83.0\n2.90.0 Alpha\nWorked: Never\n\nRendering the `3D Viewport` with `3D Viewport/View/View Render Image` (i.e. OpenGL rendering) does not render elements drawn with the [GPU Shader module ](gpu.html).\n\nThe problem is illustrated in the following example, which shows the `3D Viewport` (left) and the rendered result of `View/View Render Image` (right).\nThe points drawn with the GPU shader module are neglected during OpenGL rendering.\n![combined_points.jpg](combined_points.jpg)\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n![viewport_render_image.jpg](viewport_render_image.jpg)\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ![combined_lines.jpg](combined_lines.jpg)",
"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.",
"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![addmodes1.jpg](addmodes1.jpg)\n\n![modeismissing.jpg](modeismissing.jpg)\n\n\n\n\n",
"3D Viewport clipping support\nThis task is to keep track of which features support view-port clipping (Alt-B). [See docs ](hide_mask.html#the-clipping-border)\n\nEdit Modes:\n\n- - [x] edit armature.\n- - [x] edit curve/surface. 3e6ebdd2a6\n- - [x] edit grease pencil.\n- - [x] edit lattice. 04d18b117c\n- - [x] edit metaballs. e8292466bc\n- - [x] edit particle.\n- - [x] edit mesh.\n\nPaint Modes:\n\n- - [x] texture paint 42cd07c28c\n- - [x] sculpt mode.\n- - [x] vertex paint.\n- - [x] vertex paint.\n\nObject Data:\n- - [x] armatures.\n - - [x] bone vertices. 6fd0d810b4\n - - [x] bone axis. 37af7ce779\n - - [x] octahedral bones. 7325035e60\n - - [x] stick bones. 813800f143\n - - [x] wire bones. 813800f143\n - - [x] box bones. 7325035e60\n - - [x] envelope bones. c55fb58e8a\n - - [x] relationship lines. 6aebb5a4d5\n\n- - [x] wireframes/points 04d18b117c\n- - [x] cameras 6d8394d38b\n- - [x] empties 77b66a9666\n- - [x] lights 851d58b34f\n- - [x] light probes 671827549a\n- - [x] speakers 9bc43223c1\n- - [ ] grease pencil\n\nShading:\n\n- - [x] workbench - objects.\n- - [ ] workbench - smoke. *(clipping was supported in pre 2.76b versions)*.\n- - [ ] lookdev *(think this would be nice to support)*.\n- *eevee/cycles support is not planned.*\n\n----\n\nOther todo's\n\n\n- - [x] draw clipped background color (to see the clipped region). 48eed058b1\n- - [x] draw clipped background color (non-wire X-Ray mode still needs to be supported).\n- - [x] Object selection. 11428e0b7f\n- - [x] Object center dots. 9bc43223c1\n- - [x] Bone selection.\n",
"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",
"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![image.png](image.png)\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.",
"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.",
"Animating hide_viewport propertie deselect objects\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.87.01\n\nBroken: version: 2.81 (sub 16)\n\nWhen animating the \"*hide_viewport*\" propertie of an object it deselect it, this was not the case in 2.79.\nNot only the selection is lost but this make the user unable to use filters \"*Selected only*\" in combination with \"*Display hidden*\" like you could do in 2.79\n\n{[F7930271](losing_selection_and_only_select_filter.gif), size=full}\n\nAnimate the hide_viewport visibility of an object, in graph editor toggle on *Selected only* and *Display hidden*. Select the object and then scrub in/out the animated hide range, object gets deselected.\nExample blend : [animated_display_on_cube.blend](animated_display_on_cube.blend)\n\nSomeone also mentionned it in blender stack exchange with gifs to compare 2.79 and 2.8+ behavior : hiding-object-in-2-80-via-animated-disable-in-viewport-loses-selection\n\n\nThank you !\n\n",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"Viewport Render (and Render Animation) color looks completely off from the Viewport\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\nBroken: version: 2.82 (sub 6)\n\nRendering the viewport animation gives a very different result from the actual viewport.\n(Also: Viewport Anti-Aliasing isn't taken into consideration on the Viewport Render).\n\n|![Screen Shot 2020-02-17 at 21.53.08.jpg](Screen_Shot_2020-02-17_at_21.53.08.jpg)|![untitled.jpg](https://archive.blender.org/developer/F8346309/untitled.jpg)\n| -- | -- |\n\nThe problem is more noticeable when the Viewport Shading is set to \"Flat\", even though it also shows in \"Studio\". It delivers very dull colors with less contrast and a blue-ish tone.\nChanging between Cycles and Eevee doesn't affect the Viewport Render (from my tests).\n\n|![Screen Shot 2020-02-18 at 13.50.15.jpg](Screen_Shot_2020-02-18_at_13.50.15.jpg)|![Screen Shot 2020-02-18 at 13.50.17.jpg](Screen_Shot_2020-02-18_at_13.50.17.jpg)\n| -- | -- |\nflat:\n|![Screen Shot 2020-02-18 at 13.50.38.jpg](Screen_Shot_2020-02-18_at_13.50.38.jpg)|![Screen Shot 2020-02-18 at 13.50.41.jpg](Screen_Shot_2020-02-18_at_13.50.41.jpg)\n| -- | -- |\n\n- Open attached file.\n- Go to View -> Viewport Render Image\n[Viewport Colors.blend](Viewport_Colors.blend)",
"Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n![Скриншот 21-03-2022 13_03_38.jpg](Скриншот_21-03-2022_13_03_38.jpg)\n\n![Скриншот 21-03-2022 13_03_14.jpg](Скриншот_21-03-2022_13_03_14.jpg)\n\n![Скриншот 21-03-2022 13_02_38.jpg](Скриншот_21-03-2022_13_02_38.jpg)\n\n![Скриншот 21-03-2022 13_02_04.jpg](Скриншот_21-03-2022_13_02_04.jpg)",
"OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n"
] | [
"Material and matcap views are not showing correctly (GPU shader compilation error).\nWindows 10 X64\nIntel HD (BayTrail)\n[system-info.txt](system-info.txt)\n\nBroken: Build 10edaff\nWorked: 2.75a\n\n\nMaterial and matcap views are not showing correctly.\n**Material view**\n![Material.png](Material.png)\n\n**Matcap view**\n![Matcap.png](Matcap.png)\n\n**Video showing the problem**\n[Viewport drawing problem ](watch?v=ld6_rHIREMg&feature=youtu.be)\n\n**Offtopic:**\nThe build number is 10edaff.\nI compile blender myself, but for some reason in my builds the branch and the hash numbers appears as unknown.\nThe problem with hash number is happening recently, i dont recall exactly when it starts... maybe a month or so.\n![Shoot.png](Shoot.png)"
] |
Jagged outline around object and high render timings
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 474.14 (those are recent but it was already there with the 474.04)
Broken: version: 3.4.1
Outlines around objects looks jagged and distorted, it's getting worse when rotating the view, debug info show "999ms" render Timings.
(I've tried 3.3.2 and 3.4.0 same issue)
Open Blender look/rotate around an object. | [
"GPencil: Cached grease pencil objects renders up to 5 times faster when LineArt Modifiers are deleted after baking\nVersion: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: e05e1e369187, type: release\nBuild date: 2022-06-08, 11:13:18\nPlatform: 'Windows-10-10.0.22000-SP0'\n\nYou can reduce the render time of grease pencil objects by deleting all Lineart modifiers after the caching process of grease pencil objects.\nAre the Linart modifiers not deleted the render times are much slower. This seem to be a bug.\n\nThe issue happens also in blender version 3.0.1, version 3.1.2 and 3.2.1RC.\n\nThis problem is happening in our production scenes. I tried to reproduce the issue inside a neutral file to publish it for you. But for any reason the problem wasn't able to be reproduced. Seem to be a special situation again...",
"GPU: Design topic for displaying outline for instances\nSee 2 for discussion on devtalk\nWe might have technical reasons, but we don't need to distract users with drawing an outline around each instance.\n\nDesign topic could be should we group the outlines per original object (when using multiple objects to instance) or should we outline the object that creates the instances (eg contains the node group).\n\nPersonally I think we should have a single outline for an object. Not taking into account that it draws instances or not.\n",
"Grease Pencil ripped line when rendering in EVEE\nOperating system: Windows 10\nGraphics card: GeForce 1050 ti\n\n3.62\n\nGrease pencil object is displayed normally in the viewport, but when rendering the line becomes jagged, not like in the viewport. In Cycles all is good.\n\n![image](attachment)\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",
"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![0001.png](0001.png)\nFrame 2:\n![0002.png](0002.png)\n\nFrame 3 on GPU:\n![0003.png](0003.png)\nFrame 3 on CPU:\n![0003.png](0003.png)\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n",
"Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n![bug report.png](bug_report.png)\n\n\n\nthanks.",
"Optix: Motion Blur seems to glitch out while rendering\n\nOperating system: Windows 11 Pro 22H2 22621.525\n\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\n\nBroken: version: 3.3.2 LTS / 3.5.0 Alpha (Broken in both)\n\n\nHaving motion blur on while rendering with Optix seems to not work as expected in this scene. It renders out with artifacts (Alpha / black squares). Things work fine **when you turn off motion blur or switch to Cuda**.\n\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to reproduce the bug:**\nOpen the attached fine and render frame #82 with Optix enabled.\n\n[Keyframe remove 1_010.blend](Keyframe_remove_1_010.blend)\n",
"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![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n",
"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![Scene2_AA_eevee.jpg](Scene2_AA_eevee.jpg)\n\nRender image with Soft Shadows OFF. Make sure to view at full size. Notice the temporal AA is gone.\n![Scene2_AA_No_SShadows_eevee.jpg](Scene2_AA_No_SShadows_eevee.jpg)\n\nRender image with Cycles for comparison. Make sure to view at full size.\n![Scene2_AA_cycles.jpg](Scene2_AA_cycles.jpg)\n\n",
"Smoke artefacts when baking smoke simulation based on particles\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.2\nWorked: none\n\nI have a baked particle simulation that is propelled by a wind force field. Next, I have a smoke simulation whose flow source is set to particle system.\nWhen I run the simulation it takes much longer than usual and ends up creating lines of smoke in random directions.\n\nI add that all the sliders in the field weights tab of the domain object are at 0 (gravity, all...) so no force field can be the cause of this scattering\n\nHere are some pictures of the problem :\n![problemImage.png](problemImage.png)\n![problemImage1.png](problemImage1.png)\n\nWith higher resolution :\n![problemImage2.png](problemImage2.png)\n\n- Open the blend file\n- Bake Particles\n- Bake Smoke\n\n[SceneProblem2.blend](SceneProblem2.blend)\n\n",
"Font rendered incorrectly with text object\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe font is displayed incorrectly when added to 3d text object\n\nFont and blend file in attachment\n[untitled.blend](untitled.blend)\n\n[roadrage.ttf](roadrage.ttf)\n\n",
"Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n",
"Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n",
"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",
"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."
] | [
"Overlay Engine: Outline AA quality regression\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\nBroken: version: 2.83 (sub 0)\nBroken: version: 2.82 (sub 6)\nWorked: Blender 2.81a\n\nThe viewport of blender 2.82 and 2.83 has worser AA quality compared with blender 2.81a.\n\nOpen blender 2.81a with the factory settings. Hit 0 on the num-pad to jump into the camera. Use the scrollwheel to zoom into the camera-view. Look at the cubes outlines.\n![Vieport_AA_regression_blender281.jpg](Vieport_AA_regression_blender281.jpg)\nOpen blender 2.82 or 2.83 latest build with the factory settings. Hit 0 on the num-pad to jump into the camera. Use the scrollwheel to zoom into the camera-view. Look at the cubes outlines.\n![Vieport_AA_regression_blender282_283.jpg](Vieport_AA_regression_blender282_283.jpg)\nAs you see on the images, the outline in blender 2.82and 2.83 are much more jagged.\n\n\n",
"Stronger aliasing in outline of selected object compared to 2.81 and older versions\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nStarting blender, as normal. Fist look is over the default cube, and it's sides looks to edgy compare to 2.81; 2.80 etc. Something like antialiasing issue in the view-port.\nI've check the default resolutions from \"1.Viewport/ 2.Quallity / 3.Antialiasing settings - they the same, however even I move the parameters this is not responding to the viewport quality at all.\n\nSimply, opening Blender 2.82, without moving within the view port, I'm simply comparing the quality of the view-port preview in 2.80->2.81->to 2.82, and it looks latest version has view-port rendering issue.\n \n\n![2_80_preview.PNG](2_80_preview.PNG)\n\n![2_82_preview.PNG](2_82_preview.PNG)\n\n![2_81_preview.PNG](2_81_preview.PNG)\n\n"
] |
Shortcut assign Right Alt is interpreted as Ctrl + Alt not Right Alt
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17
Broken: version: 3.2.0
When I try to menu Shortcut assign Right Alt is interpreted as Ctrl + Alt not Right Alt
Try assign Right Alt to some function on menu, eg. add object or set orign mass center..
For me Right Alt is interpreted as Ctrl + Alt not Right Alt, the name what I see is Ctr+Alt.
| [
"Emulate 3 Button Mouse conflicting with Add Primitive tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.91.0 Alpha\n\nAs the title suggests, emulate 3 button mouse which works with Alt key conflicts with the alt key of the Add primitive tool where you get to extrude on both sides. I can't commit the extrude while holding alt.\n\n[2020-08-30 21-56-30.mp4](2020-08-30_21-56-30.mp4)\n1. Turn on Emulate 3 button mouse\n2. Select Add Primitive tool, drag out a shape.\n3. Hold Alt to turn on double side extrude and try to click to commit and it won't.\n\n",
"Curve extrude offset default value is 1 (instead of 0)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500M ATI Technologies Inc. 4.5.13587 Core Profile Context 19.40.30.02 26.20.14030.2002\n\nBroken: version: 2.93.0\nWorked: -\n\nCurve > Object Data Properties > Geometry > Offset\nIf you reset the \"Offset\" value with right click+*Reset to Default value* or by pressing backspace the value is set to 1\n\n - Open blender\n - Create a curve\n - Extrude it\n - Reset the offset to the default value\n - Offset is set to 1 instead of 0\n\n**Expected behaviour**\nThe default value for this should be 0. If a curve is created the value is 0 without any changes\n\n[curve reset offset.blend](curve_reset_offset.blend)\n",
"Origin calculate incorrect normal orientation by snap to face\nOperating system: Windows 11, MacOS\nGraphics card: Nvidia RTX 3060TI, M2\n\nBroken: version: 3.5.0, branch: blender-v3.5-release, commit date: 2023-03-29 02:56, hash: 1be25cfff18b, type: release\nbuild date: 2023-03-29, 06:36:20\nWorked: Doesn't works since origin edit was relesed\n\nOrigin calculate incorrect normal orientation by snap to face, after you apply object rotation.\n\nLet's imagine you have object with random orientation in world space and then rotation was applied. And i need restore this orientation. In this case you can activate ORIGIN edit tool and snap it to face with rotate align active and as result you expected origin orietn will be calculated by vector of face normal. \n\nBut as we can see orient not calculates properly in this case. This is very old bug which live in part of 3d cursor as well, but this is other story.\n\nI've attached .blend file and video demostaration of issue.\n\n",
"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.",
"Windows/msi installer: Blender casing in the installer is lower case\nOperating system: Windows\nGraphics card: Irrelevant \n\nBroken: 3.4/3.5\nWorked: No idea\n\n\nThe Blender .msi installer on windows has a lower case 'blender' in the title bar\n\n![image](attachment)\n\n\nUse the installer.\n\nEverything on the blender repository side is configured to have a capital B, when I build an installer locally it indeed has the right capitalization. @brecht showed me part of the build bot scripts when this last came up that forced that specific variable to lower case so this needs to be fixed on the bots to either by it having the right capitalization or to stop it from overriding this specific value.\n\n",
"Skipping node auto-attachment doesn't work with custom keymap\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n",
"The Tool Settings UI should update when holding modifier keys\nIn Sculpt Mode, users can hold Ctrl to invert the effect of the current tool. However, both the tool settings + and - buttons, as well as the color of the brush cursor, don't update to reflect that you've inverted the effect. \n\nBoth of these should update their state when the user holds Ctrl.\n\n![image.png](image.png)\n\nThe same is true for the selection tools and their modes.\n\n{[F5686801](Screenshot_2018-11-23_at_00.36.36.png), full=true}\n\nWhen holding Shift or Ctrl to add or remove, the state of these buttons should update to reflect that. ",
"Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n",
"Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3",
"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",
"Drawing of pose markers does not take NLA time mapping into account\nOperating system: Linux-5.11.0-49-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.2.0 Alpha, branch: `master`, hash: `d6e7241237`\nWorked: don't think it ever workerd\n\nShifting an Action on the NLA, then going into tweak mode to edit it, shows the keyframes shifted in the animation editors. The action's pose markers are still in their absolute position.\n\n![image.png](image.png)\n\nThe pose markers should align with the 2nd, 3rd, and 4th keyframe.\n\n- Open the attached file, look at the pose markers.\n- Drag the action in the NLA editor, and see the keys moving while the pose markers stay put.\n\n[[D14176](D14176)-select-markers.blend](https://archive.blender.org/developer/F13001132/D14176-select-markers.blend)\n\n**Context & Relevance**\n\nThese \"pose\" markers originated from the old, now obsolete, pose library. However, regardless of the status of that library, I've heard the desire to have Action-scoped markers (so independent of scene time), and the pose markers would fit that need quite well. The only thing that has to be done to make this a reality is a rename (from \"pose marker\" to \"action marker\") and some UI cleanup. Fixing this bug is a good start.\n\nMarked as low-prio because the new purpose for pose markers isn't that official yet.\n\n**Note:** Be sure to test the `marker.select_leftright` operator as well (f1ae6952a8) after addressing this issue.\n",
"Setting/editing keyframes on multiple characters in pose mode doesn't work for Whole Character and Whole Character(selected Bones Only) options.\nOperating system: Windows 10 Home Edition\nGraphics card: GeForce RTX 2080\n\nBroken: 3.1.0 Master Build\nWorked: never\n\nSetting/editing keyframes on multiple characters in pose mode at the same time only affects the Active Character's Keys on certain insert key options.\nIdeally the insert key options work consistently for all selected characters bones.\n\n - Add two character skeletons to a new scene (Shift+a > Armature > single bone)\n - Select the first bone then Shift+Select the second one.\n - Switch to pose mode\n - hit \"a\" to select all. You should have both bones highlighted\n # hit \"i\" to insert a keyframe.\n - # if you choose Whole Character or Whole character \"Selected bones only\" it will only set a key on the bones for the Active Character.\n - # if you choose any other option it sets keys on both characters.\n\n\n\n\n\n\n**Additional comments:**\nIdeally Whole character would key all characters currently in pose mode.\nand Whole Character (Select bones only) would Key any currently selected bones regardless of which character they belong to.\n\nThe current functionality is confusing, if it is intended, the label should read \"Active Character\" and \"Active Character(selected Bones only)\"\n\nHowever when a user chooses to have multiple characters in pose mode it is because they are trying to pose and key them at the same time without having to switch back and forth with every adjustment. So having the ability to key multiple whole characters, or a random selection of bones belonging to multiple characters would be useful.\n\nThat said keying rotation/translation/scale&custom properties gets me what I need so this is not a blocker but it is something that could be improved for clarity as it will frustrate many animators unaware of this inconsistent behavior for the last two options.\nI was relying on \"Whole character\" and \"whole character (Selected bones only)\" to essentially key everything until I had to do multiple characters and I got confused for a while why my animations were looking janky until a dug into it.",
"Accessed thru Parsec software, with left hand mouse, some operations need a right click instead of a left click to confirm\nOperating system: ?\nGraphics card: ?\n\nBroken: version: 3.6.1 Release Candidate, branch: blender-v3.6-release, commit date: 2023-07-16 02:43, hash: edc1a09966a7, type: release\nbuild date: 2023-07-16, 23:35:12\n\n\n\nI m using parsec to acces to my workstation, but through parsec I have issues,\n\nI m left hand so my left click is a right one. I notice some operations needs a right click instead of a left click to confirm. For validating a scale I need to right click, for validating a rotation too.\nfor grab it's ok.\n\n\n- Access Blender through Parsec\n- I'mm a left hand guy I set my mouse with the master click as the right button instead of the left one, \nso everything should work with a right click instead of a left one...\n- Select an object with right click and grab, and can confirm grabbing with right click.\n- Repeat for Rotate/Scale, but have to confirm with left click.\n\n",
"Incorrect and Confusing Units for String to Curves Node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nIncorrect and Confusing Units for String to Curves Node, depending on Scene / Units\n\nIf Scene / Units is set to Metric this node looks like this:\n\n{[F13984816](image.png),width=100%}\nCharacter spacing is shown in meters, and that is so odd that it might as well be shown in \"number of chickens\". Our current Character Spacing is already done strangely enough. This value is divided by 2 then 0.5f is subtracted from it. That value is a portion of the font's em square that is added to each character. So a value of **1 means no change** to character spacing. 0 means that 0.5 of an em is subtracted from each one. That \"1\" means default is bad enough, but much worse to show it as one meter. \n\nAt minimum we should show this as unitless. Better would be to not do the division and shifting and therefore show \"0\" as default and add \"em\" as unit. This would match with CSS letter-spacing.\n\nWord spacing is similar, but is a factor multiplied against each character's advance. So again, \"1\" means normal, 0 means that a space has no width, a 2 means a space is twice as wide. No relation to grid size. So showing \"1 meter\" is pretty bad.\n\nThis also should be unitless. Ideal would be to change it from a factor to a absolute value added to the width of space characters. That way it can also be \"0\" by default and show \"em\" as units. This would match with CSS word-spacing.\n\nFor even more oddness, this what it looks like in Imperial\n\n{[F13984832](image.png),width=100%}\n\nAs in normal and default character width and normal word spacing are shown as \"3.28 inches\"?\n\n",
"\"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"
] | [
"ALT and ALT GR are not the same in Spanish Spain keyboard distribution\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn english keyboard distribution, ALT and ALT GR is the same key, for example, ALT+M to Merge is the same for the ALT GR+M, so much comfortable to use with the left hand, but if I change they Windows key distribution to Spanish (Espanol Espana) ALT GR + M won't work, only works ALT + M, and If I change into Blender preferences the keymap for ALT + M to ALT GR + M, it works, but it shows as CTRL + ALT + M and left ALT + M won't work again only works ALT GR + M.\n\nI'm working with Spanish key combination in windows 10\n\nUsing Spanish Spain Windows keyboard distribution, select 2 vertices in edit mode, press ALT GR + M, it won't work, go to Preferences, Keymap, search for ALT M Key-Binding and change Merge under Mesh to ALT GR + M.\n\nIt will work, but ALT + M won't work again and in keymap will show as CTRL + ALT + M.\n\n",
"Hotkeys (shortcuts) with RIGHT Alt do not work if you use Russian keyboard layout\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.91.0 Alpha\nWorked: latest versions of Blender 2.79\n\nI have a problem with hotkeys using Russian keyboard layout, along with all my coworkers, we all use Windows 10 Pro. Everything works except for combinations with **RIGHT** Alt (Alt + P, for example). And when I press Right Alt + G to reset object transformations, Blender reads the command if I pressed Ctrl + Alt + G (Remove from Collection).\nWe all have two keyboard layouts on our systems: English (US) and Russian (RU). There is no difference, which is primary or secondary.\nWe all experience the same behaviour on our home PCs with Windows 10.\n\n1) Add the Russian (RU) keyboard layout to your system.\n2) Launch Blender and switch to Russian Layout.\n3) Create some primitives and try to parent and then unparent some of them using Right Alt + P\n4) Move any of them and then press Right Alt + G to reset transformations\n5) Enter Edit Mode in the Mesh and try to press Right Alt + N, the Normals Menu will not appear\n\nThank you for your help!",
"AltGr detected as RightCtrl+Alt\nOperating system: Windows-10-10.0.18362 64 Bits (win10 1903)\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\nClevo NH70RD\n\nLaptop with AltGr key and keyboard layout that uses AltGr to type special characters \"Polski (programisty)\"\n\nBroken: version: 2.80 and 2.7x>\n\nAltGr is detected as Right Control+Right Alt, so shortcuts with Right_Alt dont work properly eg. Right Alt+m\n\n**Longer description with debugevents**\nsingle pressing AltGr with --debug-events:\n\n\n\n```\n \n wm_event_do_handlers: Handling event\n wmEvent type:215 / RIGHT_CTRL, val:1 / PRESS,\n shift:0, ctrl:1, alt:0, oskey:0, keymodifier:0,\n mouse:(296,1231), ascii:' ', utf8:'', keymap_idname:(null), pointer:00000173F70B0768\n \n wm_event_do_handlers: Handling event\n wmEvent type:214 / RIGHT_ALT, val:1 / PRESS,\n shift:0, ctrl:1, alt:3, oskey:0, keymodifier:0,\n mouse:(296,1231), ascii:' ', utf8:'', keymap_idname:(null), pointer:00000173F70AF8C8\n \n wm_event_do_handlers: Handling event\n wmEvent type:215 / RIGHT_CTRL, val:2 / RELEASE,\n shift:0, ctrl:0, alt:3, oskey:0, keymodifier:0,\n mouse:(296,1231), ascii:' ', utf8:'', keymap_idname:(null), pointer:00000173F70B0768\n \n wm_event_do_handlers: Handling event\n wmEvent type:214 / RIGHT_ALT, val:2 / RELEASE,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0,\n mouse:(296,1231), ascii:' ', utf8:'', keymap_idname:(null), pointer:00000173F70AF8C8\n```\n\nIf i press AltGr, and then click on Ctrl it is detecting just Alt\n[asdf.mp4](asdf.mp4)\n\"Keyboard Test Utility\" program correctly recognizes rightalt alone\n\nIf i register shortcut via python to Right_alt it is working on release\n\nI don't know if this is hardware specific or windows 10 1903 update issue.\n"
] |
blender 2.8 crashes while opening
I am using linux mint 19 ( 64 bit ).
4 Gb ram
2 Gb graphic card with open gl 3.1 that does not support blender gpu rendering.
but
blender version 2.8 opens and suddenly closing itself with in a second . keep crashing while opening the software. i tried all blender experimental builds from starting all have the same problem crashing while opening the software.
i am using blender 2.79b working fine on my pc | [
"Blender will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n",
"Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ",
"Blender 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",
"Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n",
"Crash 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",
"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 rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n",
"Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n",
"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![untitled.png](untitled.png)\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![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n",
"Blender Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)",
"crash when i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\n\n",
"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",
"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",
"Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n![bug report.png](bug_report.png)\n\n\n\nthanks.",
"Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions"
] | [
"X11 error and segfault - blender 2.80.35 (beta) - linux xubuntu 18.04\nHi there, I have downloaded and extracted 2.80.35 for linux 64 bit. I am on a xubuntu distribution of linux, 18.04 LTS. The build will not run in foreground mode but I can get it to run fine in background mode. Here's the output from the console when I try to open the application normally (foreground mode). \n\nHappy to supply more details on the hardware and OS setup if needed. \n\nOperating System:\n\n> \n> lsb_release -a\n> No LSB modules are available.\n> Distributor ID:\tUbuntu\n> Description:\tUbuntu 18.04.1 LTS\n> Release:\t18.04\n> Codename:\tbionic\n\n\n\n\nGraphics Card: \n\n\n> lspci | grep VGA\n> 00:0d.0 VGA compatible controller: NVIDIA Corporation C61 [GeForce 7025 / nForce 630a] (rev a2)\n> \n\n\n\n\nBlender Version\nBroken:\n2.80.35\nworking: \n2.79b release\n\nShort Description of error:\nAttempt to load blender from terminal or double clicking on the application. Blender exits immediately with a segfault, the following text is printed to the output console/terminal\n\n> xubuntu:~/Downloads/Blender_daily/2.80.35$ ./blender\n> Received X11 Error:\n> \terror code: 182\n> \trequest code: 155\n> \tminor code: 34\n> \terror text: GLXBadFBConfig\n> Received X11 Error:\n> \terror code: 182\n> \trequest code: 155\n> \tminor code: 34\n> \terror text: GLXBadFBConfig\n> Received X11 Error:\n> \terror code: 182\n> \trequest code: 155\n> \tminor code: 34\n> \terror text: GLXBadFBConfig\n> Received X11 Error:\n> \terror code: 182\n> \trequest code: 155\n> \tminor code: 34\n> \terror text: GLXBadFBConfig\n> Received X11 Error:\n> \terror code: 182\n> \trequest code: 155\n> \tminor code: 34\n> \terror text: GLXBadFBConfig\n> Received X11 Error:\n> \terror code: 182\n> \trequest code: 155\n> \tminor code: 34\n> \terror text: GLXBadFBConfig\n> Received X11 Error:\n> \terror code: 182\n> \trequest code: 155\n> \tminor code: 34\n> \terror text: GLXBadFBConfig\n> Writing: /tmp/blender.crash.txt\n> Segmentation fault (core dumped)\n> \n> \n> \n\n\n",
"GUI render issues - blender-softwaregl crashes\nOperating system: Linux Mint 19 Cinnamon\nGraphics card: Radeon HD 4850\n\nblender-2.80-7a26e930a8c0-linux-glibc224-x86_64\n\nText render and GUI is buggy:\n\nHFmP5U0.png\n\nI tried to run blender-softwaregl but it crashes\n\n$ ./blender-softwaregl \nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n\n# Blender 2.80 (sub 39), Commit date: 2018-12-20 23:46, Hash 7a26e930a8c0\n\n# backtrace\n./blender(BLI_system_backtrace+0x1d) [0x1b9233d]\n./blender() [0x1154789]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7f90feea6f20]\n./blender(wm_window_ghostwindows_ensure+0x3fc) [0x117a96c]\n./blender(WM_check+0x4a) [0x1154dda]\n./blender(wm_homefile_read+0x2dc) [0x1161f6c]\n./blender(WM_init+0x138) [0x11658c8]\n./blender(main+0x28c) [0x10bad9c]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f90fee89b97]\n./blender(_start+0x2a) [0x115126a]\n",
"blender-softwaregl crashes on start.\nOperating system: fedora-28 in qubes-os 4.0 (note qubes-os has a direct frambuffer, but disables 3d acceleration except in dom0)\nGraphics card: intel uhd graphics 620 cpu is 8th gen i7\nfrom glxinfo:\nExtended renderer info (GLX_MESA_query_renderer):\n```\n Vendor: VMware, Inc. (0xffffffff)\n Device: llvmpipe (LLVM 6.0, 256 bits) (0xffffffff)\n Version: 18.0.5\n Accelerated: no\n Video memory: 3867MB\n Unified memory: no\n Preferred profile: core (0x1)\n Max core profile version: 3.3\n Max compat profile version: 3.0\n Max GLES1 profile version: 1.1\n Max GLES[23] profile version: 3.0\n```\nOpenGL vendor string: VMware, Inc.\nOpenGL renderer string: llvmpipe (LLVM 6.0, 256 bits)\n\n\n\nBroken: 2.80, e4dbfe0a98c1, 2018-12-27\n\n$ ./blender-softwaregl \nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWarning! GLX_ARB_create_context not available.\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n$ cat /tmp/blender.crash.txt \n# Blender 2.80 (sub 39), Commit date: 2018-12-26 22:09, Hash e4dbfe0a98c1\n\n# backtrace\n./blender(BLI_system_backtrace+0x1d) [0x1b91f2d]\n./blender() [0x1153da9]\n/lib64/libc.so.6(+0x36f30) [0x75fd11653f30]\n./blender(wm_window_ghostwindows_ensure+0x3fc) [0x1179f8c]\n./blender(WM_check+0x4a) [0x11543fa]\n./blender(wm_homefile_read+0x2dc) [0x116158c]\n./blender(WM_init+0x138) [0x1164ee8]\n./blender(main+0x28c) [0x10ba3bc]\n/lib64/libc.so.6(__libc_start_main+0xeb) [0x75fd1164011b]\n./blender(_start+0x2a) [0x115088a]\n\n\n./blender-softwaregl\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Blender 2.8 Beta for Linux: Executing blender-softwaregl in Terminal results in Segmentation Fault\nOperating system: Linux (Ubuntu 16.04 LTS)\nGraphics card: Intel integrated graphics on CPU: Intel Celeron N3060 CPU\n\nVersion 2.8\nHash 4b545d1bbf4\nDate 12-15-2018\n\nExecuting \"blender-softwaregl\" command in the Linux terminal results in Segmentation Fault.\n\nIn Linux, open a Terminal (Ctrl-Alt-T), then type \"blender-softwaregl\" (without the quotes), followed by the Enter key.\nWhat should happen: Blender should execute normally (in software rendering mode).\nWhat actually happens: The Terminal shows a Segmentation Fault error.\n",
"Crash instead of error message on Linux for unsupported OpenGL\nOperating system: Ubuntu 18.04\nGraphics card: Mesa DRI Mobile Intel® GM45 Express Chipset\n\nBroken: blender-2.80-63c06531707\nWorked: blender-2.79b\n\nSegfault at startup.\n[blender.crash.txt](blender.crash.txt)\n[crash.txt](crash.txt)\n[system-info.txt](system-info.txt)"
] |
ID (e.g. Material) search spammed with (long) file name info, ID name itself then missing
Operating system: Linux-5.9.16-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits
Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01
Broken: version: 2.93.0 Alpha
Broken: version: 2.90
Worked: 2.83.x
Caused by d62bbf4079
In 2.83.x and prior, when I switched to an object's Materials tab, and clicked the dropdown to add a material to the selected object, it would of course show the list of materials, and typing something in to search for a specific thing, such as "blue", would reduce the list to just the few things bearing that term. This is just like it should act.
Each item in the displayed list consisted of the material name followed by the name of the file it was linked in from, truncated in the middle to make both visible in part... but now, in 2.91.0, it only shows me the name of the file the material is linked from, but not the name of the material itself
For example, here's the materials list from one of my projects, linked in from a separate file since i use them in a lot of other projects, as displayed by 2.83.5:
![Screenshot_2021-01-17_04-03-06.png](Screenshot_2021-01-17_04-03-06.png)
Type something in:
![Screenshot_2021-01-17_04-03-46.png](Screenshot_2021-01-17_04-03-46.png)
Same project file, substantially the same materials, but now as displayed in 2.91.0:
![Screenshot_2021-01-17_03-59-20.png](Screenshot_2021-01-17_03-59-20.png)
Type something in:
![Screenshot_2021-01-17_03-59-45.png](Screenshot_2021-01-17_03-59-45.png)
As you can see, the material names are completely absent from the display, though the search clearly includes them. Since the material names aren't shown anymore, the displayed list is now basically useless. :-(
In Debug builds, an assert is triggered
```
BLI_assert failed: source/blender/editors/interface/interface_widgets.c:1689, UI_text_clip_middle_ex(), at 'strwidth <= okwidth'
``` | [
"Linux todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Drives could be auto-mounted as they are in Ubuntu's file manager (selecting an unmounted drive mounts it). see #30518\n- [ ] Support Freedesktop clipboard management, see #38674\n- [ ] Support xkbset accessibility #39047\n- [ ] Support XINPUT matrix for cursor warping #48901 (edit: this depends on a bug-fix in xorg, see task)",
"Erratic behaviour of materials/material slots for text objects\nOperating system: Linux-5.19.0-45-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.6.0\n\nMaterial assignment for text objects doesn't behave as expected. Removing an unused material slot will cause changes to the materials used by the object. The same happens if you rearrange the material slots.\n\n1. Add a new text object. Leave the default string \"Text\".\n2. Add 3 new material slots with different materials to the object. Use different viewport display colors to be able to see changes.\n(You will now have Material.001, Material.002 and Material.003)\n3. In edit mode, select the last two letters and assign Material.002.\n(You should now have \"Te\" using Material.001 and \"xt\" using Material.002)\n4. In object mode, remove the last material slot containing Material.003.\n(This material was not assigned to any character, and removing it should not cause any change.)\n5. All 4 letters are now using Material.001. \"xt\" should still be using Material.002.\n\nAlternatively, execute step 1-3 above and then.\n4. Move the last material slot up to the first place.\n(This should not cause any change. Normally in blender, the materials used by the geometry will not change if you rearrange the material slots.)\n5. You will now have \"Te\" using Material.004 and \"xt\" using Material.002. \"Te\" should still be using Material.001.\n\nI have attached a blend file where you just need to remove the last (unused) material slot to see the problem, or move the last material slot up to first position.\n\n",
"Recover Autosave breaks library paths\nBroken: version: 4.0.0 Alpha\n\n- Download both files, next to each other: [cube_linked.blend](attachment) [cube.blend](attachment)\n- Open cube_linked.blend to verify that it's valid the way it is. It links a collection from the other file.\n- File->Recover Autosave->Browse cube_linked.blend\n- Library path is broken, pop-up error about missing IDs.\n\n<video src=\"attachment\" title=\"2023-09-15 19-47-38.mp4\" controls></video>\n(The 2nd error pop-up here is from an add-on, but I tested the bug after disabling add-ons and restarting Blender as well.)\n\n",
"Some properties, like Dimensions, remain editable in 3DView for linked etc. IDs\nIn the 3DView properties panel, some non-RNA properties like Dimensions of objects remain editable, even for linked objects.\n\n[editable_linked_data.zip](editable_linked_data.zip)\n\nReproducible at least since 2.93, so not a (recent) regression.\n\nNOTE: ideally those non-RNA UI widgets should still use `RNA_property_editable_info` to check if they can edit the data, and display a proper explanation if not.",
"Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)",
"Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n",
"expand functionality in the outliner doesnt work when using the outliners search functionality\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\n\n if I search for something in the blend data, then it’s because I need to look inside it. At the moment, once I’ve searched and have my result listed, I can’t look inside (expand) the result.\n\nSay for example I have a material called very_simple, and I want to check what links it holds. I have hundreds of materials, so I use the search box to bring up just that material by typing ‘very_simple’ into the search box (I’m in the outliners blend data mode of course). When I press enter on the keyboard the outliner changes to show only the material named ‘very_simple’. It is collapsed (not expanded). So I need to expand it in order to see the nodetree.links section. There’s a little arrow to the left of the material name, the arrow is supposed to expand the material to allow the user to see its contents (in this case a list of nodes It has in its node tree, links, material settings, custom properties etc). The problem is if you click the arrow it doesn’t work. This is problematic because you can’t see what’s inside the search result, so the only thing the search functionality is useful for is confirming if something exists in the blend data.\n\nIn outliner switch Display Mode to Blender File\nType in the name of a material\nIn the results try and expand one them by clicking on the triangle to the left of the result.",
"ID Management: Sanitize and clarify our ID tags\nOur current handling of ID management flags and their meaning is a bit fuzzy currently, and needs cleanup, and documentation.\n\nFor example, `LIB_TAG_NO_MAIN` is often implicitly implying `LIB_TAG_NO_USER_REFCOUNT`, but not always - and is not always a proper behavior.\n\nThe meaning and differences between `LIB_TAG_COPIED_ON_WRITE`, `LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT` and `LIB_TAG_LOCALIZED` is not clear, and not documented at all.\n\netc.\n\nIMPORTANT: This task is a sister of #90610 (ID Management: Sanitize and clarify our ID creation/copy tags), both will be worked on together.\n\n----------------------\n\n# Existing Tags\n\nHere is a list of current existing tags which roles/meanings are not fully clear, or are inconsistent across our code base, with proposed new definition and behaviors for them if needed.\n\n## Proposed Removal\n`LIB_TAG_LOCAL` is set to `0` (so it's not actually a tag), and is only used in one place in `readfile.c`... This is both confusing and useless, think we should get rid of it. If we **really** want a named enum for `0`, we should name it e.g. `LIB_TAG_NONE`, but think it's not needed.\n\n## Proposed Renames\n\nThose tags have a fairly clear and valid role, but their name could be more precise/specific.\n\n| *Linked IDs tags* | | | |\n| -- | -- | -- | -- |\n| `LIB_TAG_EXTERN` | => | `LIB_TAG_LINKED_DIRECT` | *Directly linked ID.* |\n| `LIB_TAG_INDIRECT` | => | `LIB_TAG_LINKED_INDIRECT` | *Indirectly linked ID.* |\n| `LIB_TAG_MISSING` | => | `LIB_TAG_LINKED_MISSING` | *Missing linked ID.* |\n| *readfile only tags* | | | |\n| `LIB_TAG_NEED_EXPAND` | => | `LIB_TAG_READFILE_NEED_EXPAND` | *ID has been read, but still needs to be expanded (typically, find and read indirectly linked IDs used by directly linked ones).* |\n| `LIB_TAG_ID_LINK_PLACEHOLDER` | => | `LIB_TAG_READFILE_LINK_PLACEHOLDER` | *Temporary tag during readfile process, when the placeholder of a directly linked ID has been read from current file, but actual data still needs to be read from another library file.* |\n| `LIB_TAG_NEED_LINK` | => | `LIB_TAG_READFILE_NEED_LINK` | *The ID data has been read, but it still needs to be lib-linked (i.e. its usages of other IDs still need to be updated to proper new pointers).* |\n\n## Proposed Changes\n\nThe five tags (`NO_MAIN`, `LOCALIZED`, `COPIED_ON_WRITE` and `COPIED_ON_WRITE_EVAL_RESULT`, and `TEMP_MAIN`) used to mark an ID as not in `G_MAIN` are the most problematic ones, as they are:\n* Lacking clear definition of their meanings and roles sometimes;\n* Partially overlapping sometimes;\n* Not always behaving in a consistent way across the whole codebase.\n\n### General Proposed Changes\n* Decouple fully specific information conveyed by other tags (like `NOT_ALLOCATED` or `NO_USER_REFCOUNT`) from the 'no main' tags.\n* Clearly document which tags are only allowed for 'no main' IDs (see below).\n* Make all 'no main' tags fully exclusive (i.e. an ID could only be `TEMP_MAIN`, or `NO_MAIN`, or `LOCALIZED`, or `COPIED_ON_WRITE`).\n** This could be made clearer at API level by using a dedicated enum instead of passing tags?\n* Add a macro to check if an ID is in `G_MAIN` or not.\n* Ensure that code allowing to add a 'no main' ID into `G_MAIN` asserts on any unsupported cases:\n** `LOCALIZED`\n** `COPIED_ON_WRITE`\n** `COPIED_ON_WRITE_EVAL_RESULT`\n\n### Regular IDs\nFor regular IDs (in `G_MAIN`), the following flags are forbidden:\n** `NOT_ALLOCATED`\n** `NO_USER_REFCOUNT`\n** `NO_MAIN`\n** `TEMP_MAIN`\n** `LOCALIZED`\n** `COPIED_ON_WRITE`\n** `COPIED_ON_WRITE_EVAL_RESULT`\n\nThis is already the case in practice, but should be clearly documented in comments of those flags.\n\n### `LIB_TAG_TEMP_MAIN`\nIDs with this flag are basically regular IDs, they are simply isolated out the `G_MAIN`.\n\n**PROPOSAL**\n* All rules applying to regular IDs apply to those `TEMP_MAIN`ones as well.\n** Only potential exception: Do we allow `NO_USER_REFCOUNT` for them? *Think we should not*\n\n### `LIB_TAG_NO_MAIN`\nThe main issue with this tag is the current behavior it implies regarding ID refcounting. Some code (like ID remapping in `lib_remap.c`) assumes a `NO_MAIN` id should not be refcounting its ID usages, but has a flag to force it to do so.\n\nAnother issue is that parts of the code add `NO_MAIN` as some kind of generic 'out of `G_MAIN`' tag, on top of more specific/restrictive tags.\n\n**PROPOSAL:**\n* Fully disconnect `NO_MAIN` from refcounting ID usages or not. `NO_MAIN` simply means 'not in a Main struct'.\n* Code **setting** this flag is responsible to also set `NO_USER_REFCOUNT` if necessary.\n* Code **clearing** this flag is responsible to ensure `NO_USER_REFCOUNT` is also cleared.\n* A `NO_MAIN` ID should **never** share any data (like caches etc.) with any other ID, it should be purely independent.\n* A `NO_MAIN` ID should always use ID management code for allocation, freeing, etc.\n** This implies that `NOT_ALLOCATED` is forbidden for `NO_MAIN` IDs.\n* A `NO_MAIN` ID should always be in a state that allows adding it back into `G_MAIN` or another temp `Main`. In other words, it should always be possible to 'convert' it into a `TEMP_MAIN` or regular ID with minimal, generic ID management work (like user refcounting).\n\n### `LIB_TAG_COPIED_ON_WRITE` & `LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT`\nThose flags roles and behaviors are fairly clear and valid. Just need to check and ensure that the exclusion rule with the other 'no main' tags is always applied. Besides that, they are managed by depsgraph and their scope is clearly defined and limited.\n\n### `LIB_TAG_LOCALIZED`\nThis flag usage is by far the worse. It is currently somewhat niche, not very well documented, and extremely fuzzy.\n\nAFAICT, it is currently only effectively assigned through one code paths:\n* IDs duplicated during preview generation (through the usage of `LIB_ID_CREATE_LOCAL` flag) (`preview_get_localized_world` and `duplicate_ids` in `render_preview.c`).\n**Those generate localized nodetrees (by calling `ntreeLocalize` in `node.cc`), even though ID itself is duplicated with `LIB_ID_COPY_LOCALIZE`, which implies `LIB_ID_CREATE_NO_MAIN`. bad, very bad.**PROPOSAL:**\n* Those IDs are allowed to share data (like caches etc.) with some IDs in `G_MAIN`. This has to be handled by the each IDType ID management code.\n* Those IDs should not be convertible (at least by generic ID management code like `BKE_libblock_management_main_add`) into any other type of ID (in `G_MAIN` or other 'no main' ones).\n* Typically those IDs have a short life-time within a well defined and controlled context.\n** They are very similar to CoW IDs: code creating them should be responsible to control their life time and destruction.\n\nNOTE: It is unclear currently if there would be more usages (besides preview code) for those `LOCALIZED` IDs. \n\n# Embedded ID case\n\nEmbedded IDs should share the same 'ID amangement' tags as their owner. See #69169 (Improve handling of embedded data-blocks (root nodetrees and master collections)) for details.",
"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",
"Add size of IDs on disk to Outliner info\nIn complex files/production context, it can be very useful to be able to quickly see the size used by data-blocks, which ones are very heavy, etc.\n\nThis could be done e.g. by checking the last undo step, size is stored in memory chunks, so by doing a quick loop over all BHeads we should be able to get the size of each ID on disk? Or maybe even more efficient, storing that info in IDs after each undo step is written, generating it would then be almost for free.\n\nOutliner could then have a optional column to display that info.",
"Remove BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow\nThese can be removed after each area has been checked and optimized to use the new structure (synced_ensure)\n\nRecently ceb0e7fcea was done and added a use for resync_forbid. This makes this ticket perhaps irrelevant?",
"Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"",
"UI: Menu Search contain items with empty leading menu label\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0 Alpha\n\nMenu Search (F3) contain items with empty leading menu.\nIt comes from `TIME_MT_editor_menus` which has an empty label.\nProbably there is a similar thing in other places.\n\nIn the Timeline editor, press F3.\n\n![searchbox-empty-label.png](searchbox-empty-label.png)\n",
"Reference/background images hide additional information in the Properties Editor\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\n\nReference/background images hide additional information in the Properties Editor\n\n- Add > Image > Reference / Background\n- observe the Image panel in the Properties Editor\n![image](attachment)\n- compare with the Image panel in the Image Editor\n![image](attachment)\n\n",
"Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080."
] | [
"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: ![bug.jpg](bug.jpg)\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.)"
] |
CustomDataLayer with type CD_MLOOPUV in Mesh::ldata::layers sometimes points to different memory than Mesh::mloopuv
CustomDataLayer with type CD_MLOOPUV in Mesh::ldata::layers sometimes points to different memory than Mesh::mloopuv, even when only one set of uv coordinates is present. The data pointer in the layer sometimes changes from null to an adress when making slight changes (to irrelevant objects in the file) and resaving the file.
this wasn't the case in 2.74 and earlier where the pointers where always equal.
Psy-Fi mentioned that this data should be the same also.
<psy-fi__> hmmm...it's possible that there was some confusion with the recent looptriangle commit
<psy-fi__> in any case, they should be the same | [
"Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n",
"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| ![image](attachment) | ![image](attachment) |\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",
"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)",
"OperatorType's `get_name` callback is useless with any layout-based API-defined UI code.\nThe `wmOperatorType.get_name` callback is currently useless in a vast majority of cases, due to how layout-based UI code currently works (see e.g. the call to `WM_operatortype_name` in `uiItemFullO_ptr_ex`): this callback is never called as part of the definition of the button, because no operator properties have been set yet.\n\nAn initial quick attempt to implement this as part of post-processing in `UI_block_end` uncovered at least two issues:\n1. The button does not currently know whether its label was set by calling code, or automatically defined (from operator type here).\n2. A lot of layout code relies on the required size to fit the label text, changing that text later on when finalizing the block will break all of the layout work.\n\nWhile issue 1. seems relatively easy to address (this info could be stored as a button flag or so), the issue 2. looks harder to address.\n\nNOTE: This was found out while investigating solutions for !112246.\n\n",
"LibOverride: Sanitize handling of library pointer in resync process.\n`BKE_lib_override_library_create_from_tag` takes an 'owner library' data, which is the library owning the currently resync overrides. However, `lib_override_library_resync` always calls it with nullptr library, and later reassign proper lib pointer...\n\nThis needs to be checked, there is likely better/more sensible and straightforward way to handle this. Also somewhat related to #107847.\n\n",
"Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?",
"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![loca1.jpg](loca1.jpg)",
"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![bug.png](bug.png)\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?)",
"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",
"Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)",
"Linked data-block has \"pointer\" property still active\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Probably never\n\n\n\n[torus.zip](torus.zip)\n\nOpen torus.blend. It has a linked collection containing the selected object `Torus`.\n\nAs you can see in the image, the \"Object\" rna properties (parent, and the array modifier one) are both active:\n\n{[F13627034](image.png), size=full}\n\nIn fact you can even click on the property to change it (the popup show up, but clicking on it at least doesn't change it):\n\n{[F13627039](image.png), size=full}",
"Library overrides\n**Status:** Achieved 2021 targets have been 'archived' at the end of this task, which is now updated for [2022 targets]().\n\n---\n\n**Team**\n\n**Commissioner:** @eyecandy @Hjalti @Rikstopher \n**Project leader:** @mont29\n**Project members:** @JulianEisel @Jeroen-Bakker \n\n### 2022 Targets\n\n**Milestone 1 - Resync Performances**\n- [x] #94059 (Library Override Resync Performance).\n - [x] #95283 (LibOverride Stronger Hierarchy)\n - [x] #94185 (Outliner ID remapping performance), #95279 (Remap multiple items in referenced data)\n - [x] #95682 (Library Override partial Resync)\n\n**Milestone 2 - Improve Usability**\n- [ ] #95708 (Library Override - Usability).\n - [ ] #95707 (Library Override - System override IDs)\n - [ ] #95802 (Library Override - Outliner UI/UX)\n - [ ] #95816 (Library Override - 'Cherry-Picked' Properties)\n\n\n**Milestone 3 - Dynamic Overrides**\n- [ ] #54792 (Dynamic Overrides - View layer overrides with override sets) *(old, to be revised/updated and fleshed out)*\n\n**Not A Milestone - Library Overrides for Material**\n- [ ] Solve issues related to the weird way materials are linked to object or obdata.\n- [ ] Support properly nodegroups (i.e. embedded data-blocks, some preliminary work has already been done but needs to be finalized and validated). #82404 (Library Overrides: Shader drivers stop working after save and reload)\n\n**Not A Milestone - Future Ideas**\n*Those are ideas existing from the beginning of the project, and which have a partial implementation in core code, but need more UI/UX design and development.*\n- [ ] #72629 (Library Override: Support editing of animation data in overriden data-blocks.).\n- [ ] #82503 (Add Support of PointCaches to Library Overrides).\n- [ ] Allow addition of CustomData layers to geometry IDs (new UV maps, shape keys, vertex groups...). *This will require a lot of preliminary work.*\n- [ ] Advanced types of override operations (multiplicative factor for 'factor' porperties like scale, 'bit wise' operations on enum flags, ...).\n\n---\n\n**Relevant links**:\n* [Blender Manual ](library_overrides.html)\n* [the workshop report about overrides from January 2022 ]()\n\n-----------------------\n### 2021 Targets\n\n**Description**\n**Big picture:** Replace animation proxy system, and support local changes from linked data.\n\n**Use cases**:\n* Animators using proxies for animation.\n* Multiple instances of the same character with different animations.\n* Multiple instances of the same character with variations (e.g., material tweaks, ...).\n* Set dressing with local variations of instanced assets.\n* Override linked in character with cached animation [cache modifier]\n\n**Design:**\n - [x] `Asses feasibility of auto-override - direct change of linked data`\n - [x] `Need storage optimization document` #78944 (LibOverride: How to handle heavy data-blocks (meshes, shape-keys, actions...))\n - [x] `Need final signed off design for outliner interaction`\n - [x] `Need final design for the ID template` #78012 (UI: Search Menu Design for Linked Data-blocks)\n\n**Engineer plan:**\nNone - underlying code is already implemented.\n\n**Work plan**\n\n**Milestone 1 - Usability Pass**\n- [x] #76555 (Library Overrides: Usability issues/paper-cuts)\n- [x] #78012 (UI: Search Menu Design for Linked Data-blocks), #79959 (Data-block Selector Design Changes)\n- [x] [D7631: Library Overrides UI: Show library overrides in Outliner](D7631)\n- [x] *#73154 (Library Overrides - UI: Add access to the 'auto override' flag of IDs) (Might become unnecessary, postponed until we know.)*\n- [x] Enhance ways to add more than one overrides of same data (this is currently possible, but not obvious nor user-friendly at all).\n- [x] #77083 (Library Overrides Constraint and Modifier Access)\n- [x] #79562 (LibOverride: Support edition of lists (colletions) of ID properties/py-defined RNA collections)\n\n**Milestone 2 - Proxy Replacement**\n- [x] #81049 (Add operator to convert proxies to library overrides )\n- [x] #72629 (Library Override: Support editing of animation data in overriden data-blocks.)\n- [x] #82503 (Add Support of PointCaches to Library Overrides)\n- [x] ~~Implement real override of shapekeys data-blocks (not editing existing shapekeys, but being able to add new ones, and change influence of existing ones).~~ *on hold, we probably want to get rid of shapekeys as data-blocks first.*\n\n**Milestone 3 - Storage Optimization**\n- [x] Do not store whole Mesh data-block in overrides, this is useless and uses a lot of disk space (other obdata IDs are much less critical on that regard, being much lighter, #78944 (LibOverride: How to handle heavy data-blocks (meshes, shape-keys, actions...))).\n- [x] ShapeKeys may need investigation here as well.\n\n**Milestone 5 - Remove Legacy**\n- [x] #91671 (Remove Proxies).\n\n**Not A Milestone - Address technical Dept**\n- [x] #82160 (LibOverrides - Refactor how diffing of RNA collections is handled, and extend diffing possibilities.). *Refactor/technical dept is fixed, potential future improvements are for later.*\n- [x] #83811 (Library Override: Investigate Resync Improvements.).\n\n---\n\n**Relevant links**:\n* #53500 (Library Override (parent task))\n* [Blender Manual ](library_overrides.html)\n* @eyecandy did a video to show shortcomes of the current implementation. [state_of_overrides_in_production.mp4](state_of_overrides_in_production.mp4)",
"Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.",
"CMake: Clang-specific features are handled as Apple-specific\nBroken: 3.6 main branch, `45c1deac4f61af39f586`\n\n**Description of error**\nThere were (addressed in #106675) issues with using AddressSanitizer on Clang-14 / Linux. When looking into this, I saw that there are compiler-specific configurations handled as if they are platform-specific ones. Basically `if (APPLE)` was used where `if (COMPILER_IS_CLANG)` logic would have been appropriate.\n\nThis issue is here to remind us of the per-compilerification of this part of `CMakeLists.txt`.\n",
"Byte vertex colors are sometimes interpolated in sRGB, sometimes linear\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 2.93.0, 3.0.0 Alpha at 8c21667\nWorked: \n\nA Data Type: Byte Color color attribute is interpolated in sRGB space when subdividing or using the knife, but in linear space when interpolating across a tri in the viewport. I expect it to be consistent.\n\nThis is different than Data Type: Color (FLOAT_COLOR) attributes, which are always interpolated in linear, and vertex colors in pre-2.8 versions, which are always interpolated sRGB.\n\nAdd a plane, paint one corner white, the others, black. Add a Subdivision/Simple modifier and turn up the levels. Look at the result.\n\n![QuadComparison.jpg](QuadComparison.jpg)\n\nI expect it to approach the ideal bilinear result in linear space, but it's clearly approaching the ideal bilinear result in sRGB space. Same thing for manually subdividing with the knife.\n\n**Addition after 3.2**\nIMO since there is a new way to get linear vertex colors, it would be nice if FLOAT_COLOR attributes always interpolated in linear space and BYTE_COLOR attributes always interpolated in sRGB. 2.8 removed the ability to get sRGB interpolation and it would be nice to have both options (pre-2.8 files would also be viewable with the intended interpolation)."
] | [
".blend files saved with 2.75a contain multiple file chunks (BHead) with same pointer address\nWindows 7 SP1 64bit\nRadeon HD 5400 1GB\n\nBroken: 2.75a\nWorked: 2.74\n\n.blend files saved with 2.75a contain multiple file chunks (BHead) with the same pointer address.\nI'm loading the .blend files from Java Game.\n\nSave .blend file in 2.75a\nParse the BHead entries and you will find duplicates.\nAll duplicate chunks are type DATA with a size of 520 bytes and appears to be UV data. Somehow blender knows which one to use but I can't figure out how.\nResave .blend file in 2.74 and there are no duplicates and everything works fine.\n\n[armor.blend](armor.blend)\n"
] |
Toggle system console doesn't work on certain files.
Operating system: Windows 11
Broken: 3.4.1
Worked:
"Toggle system console" won't work in a file created by Windows.
Right click your desktop, New -> choose any file type.
Change the file extension to .blend and confirm
Open that file.
The console will be open and won't close with the toggle system console option under the "Window" menu. | [
"Opening of a new/recent file interrupted with saving current file\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\n1. create new file, make changes\n2. try to open recent file\n3. agree to save current file with new name\nfile saved but new one not opened.\n\n[2021-04-24_07-58-40.mp4](2021-04-24_07-58-40.mp4)\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)",
"foreach_get/set doesn't work for enum\nOperating system: Linux-5.11.0-38-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\nBroken: version: 2.93.6 Release Candidate\n\n`foreach_get/set()` function doesn't work to set/get enums properties. \n\n- Based on default `Video Editing` template.\n- Create a color strip.\n\nSet\n----\n- Type in python console:\n```\nblends = [\"DIFFERENCE\"]\nC.scene.sequence_editor.sequences.foreach_set(\"blend_type\", blends)\n```\n- Got:\n```\nTypeError: an integer is required (got type str)\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nTypeError: couldn't access the py sequence\n```\n\nGet\n----\n- Type in python console:\n```\nblends = [None]\nC.scene.sequence_editor.sequences.foreach_get(\"blend_type\", blends)\nblends\n```\n- Got an int value which is not consistent between blenders neither after another `foreach_get`.\n\n\n",
"File Browser editor bug: Selecting checkbox in 'File Filter' dropdown, selects a file/dir in the underlying window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.0\n\nWhen you click on a check box in the 'Filter Files' dropdown it highlights a folder/file in the underlying window.\n\n1. Select File Open\n2. Make sure the are a number of files/dirs in view.\n3. Select 'Filter Files' dropdown.\n4. Select any checkbox. If there is a file/directory under the dropdown it will be highlighted. To get the effect again you will need to re-open the File Browser.\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>",
"\"Make Default\" option not registering file explorer Thumbnails on Microsoft Store Blender\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.63\n\nBroken: version: 3.5.1\n\nWhen installing Blender 3.5 from the official Microsoft Store, attempting to \"Make Default\" installation to get Thumbnails to show on file explorer does not work, even after restarting the OS and refreshing file explorer.\n\n\n1. Download Blender 3.5 from the Microsoft Store\n2. Load Blender > Settings > System > \"Make Default\"\n3. Open any .blend with a camera and save it\n3. Open Windows File Explorer > go to the .blend path > Right Click > View > Large Icons\nOR press Ctrl + Shift + 1\n4. Click F5 to Refresh directory view\n\n",
"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.",
"Pie menu assigned buttons freezes switching during mouse movement\nOperating system: Linux Mint\n\n\nBroken: 2.8 official\nWorked: 2.79\n\nZ, Tab and ` by default calls pie menu.\nEven if pie menu is disabled in keymap, they seems to wait for pie menu drag before switch their mode, so they sticks while mouse is moved.\n\nSteps to reproduce:\n\n1) Remove Shading checkbox assignment (VIEW3D_MT_shading_pie) from Z key\n2) Spam Z in 3D viewport\n\n3) If \"pie menu on drag\" checkbox is on\n\n 3a) When mouse is still, Z switches wireframe mode immediately\n\n 3b) When mouse is moving, Z stops switching.\n\n4) If \"pie menu on drag\" checkbox is off, Z key stops switch wireframe mode at all.\n\nGIF to compare 3a and 3b:\n\n![Spamming mouse.gif](Spamming_mouse.gif)\n\nGif to reproduce 4:\n\n![Z off.gif](Z_off.gif)\n\n",
"Switching sound file link on speaker makes it silent\n****Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.0\n\nSwitching the linked file on a speaker object to one already loaded results in silence.\n\n1. Add a speaker to an empty scene\n2. Load a sound file into the audio datablock.\n3. Load a different sound file.\n4. Switch to the previously loaded datablock (without opening the file again), using the drop down.\n5. Play the animation. No sound.\n\nnote : re-linking the sound file originally loaded for the sound datablock restores the sound, provided the original nla strip is still present.\n\nThe workarounds are either of:\na) always load a sound file, even if there is an existing datablock for the same file\nb) remove the nla strip, unlink the sound file, add a new sound strip, re-link the file\nc) If the speaker is sharing the audio datablock, click single user to make a copy.\n\n",
"inconsistancy in runing script console vs editor, pose mode bones transformations.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.2\n\nthere is difference when running script from blender editor vs blender python console \n\n\n1. the example suppose to place bones from one armature (B) on another (A) while in pose mode.\n\n2. when running the script in editor mode the result is unpredictable and you can click few times and get different results.\n\n3. when copying the whole script and run it in the blender console its seem to work just fine. \n\n4. keep up the great work.\n\nTest File:\n{[F10327076](bone_to_bone_test03.zip)}[tests02_no_try.zip](https://archive.blender.org/developer/F10325225/tests02_no_try.zip)",
"VSE: Ensure all operators in the Strip menu are working on the selected and not only on active strip (+unselected) \nAs it is confusing and inconsistent to have functions in the Strip menu which only works on properties of the active strip even if it is unselected, this design list is for ensuring all functions in the strip menu to work on selection. \n\n- - [x] Swap Strip: #91191 Fix: [D12441](D12441)\n- - [x] Effect menu. Fix: [D12451](D12451)\n- - [x] Movie(Set Render Size + Deinterlace) and Image(Set Render Size + Separate Images) menu entries should be moved into the source sidebar with +alt for selection. Fix: [D12464](D12464)\n- - [ ] Add Modifier in the menu needs to work on selection and is missing +alt for selected, when executed in the sidebar.\n- - [ ] Inputs menu: Swap data should go into the swap menu and the rest into Strip Source sidebar with +alt for selected. Bug report: #91350\n- - [ ] Toggle Meta and UnMeta should go into the strip sidebar, as they are only working on the active strip. Old patch: #74130\n(A checked checkbox means a fix has been submitted, but not necessarily been committed)\n\n",
"Blender development todo list -- Tools (migrated from wiki)\nNOTE: this is a direct dump of Tools (without cherrypicking the valid items)\n\n\n# Scene\n\n**New scene - Full Copy**\nSeveral things are still not copied or reassigned when using this tool:\n- [ ] Particles - Not even the particle systems themselves, not to mention re-assigning 'objects' pointers to copied IDs too, see #40891.\n- [ ] Textures when they are only used by e.g. modifiers (i.e. not by a material, world or lamp).\n- [ ] Textures used by modifiers are not re-assigned to new copies when possible either (only objects are handled).\n\n# Library System\n- [x] Hard (or even impossible) to relocate libraries that have been moved (#44958). Addressed in id-remap branch, hopefully merged in 2.78.\n- [ ] 'Find Missing Files' does not work with .blend lib files (impossible with current master, easy to do once id-remap is merged, see #47774).\n\n# Transform\n- [ ] API and draw code for manipulator needs to be redone still. For this reason no manipulator drawing happens during transform.\n- [ ] Manipulator click behavior (left-click-release a manipulator axis to enable a transform on that axis -> perform transform and wait for another left-click to confirm. Expected behavior from 2.4x)\n- [ ] Operator parameters in toolbar don't have to be drawn all always, needs cleanup.\n- [x] Transform redo fails when you change mode during transform (use R S G keys).\n- [x] Mirror of rotated objects doesn't always work correct #37928\n- [ ] Numeric input for rotational transform resolves to modulo 360. Should it? #40167 - ''possible fix included''.\n- [ ] Transform along the axis does incorrect axis projection in certain circumstances #40893\n- [ ] Scaling from zero is not possible with 'S' shortcut (#44551).\n- [ ] Transform redo fails when mouse move is required (#50419).\n- [ ] Apply Scale: Option not to scale all object properties (curve radius, empty scale, text scale... etc). \"Scale Properties\" toggle.\n- [ ] Cursor input to calculate rotation can accumulate a small amount of error (impacts bend and rotate) #53590\n- [ ] Armature edit-mode transform proportional editing doesn't work (#53992).\n\n**Transform Snap**\n- [x] Snapping to vertex slide (Taking into account multiple selections)(#48927).\n- [x] Snapping to face local axis doesn't snap the vertex to the face surface (#38438).\n- [ ] Snapping to self doesn't work with proportional edit-mode (#44793).\n- [ ] Snapping doesn't work for Boolean modifier (#35023).\n- [x] Snapping in object mode rotates object around their origin, instead of rotating them around their snapped point (#42362).\n- [ ] Snapping doesn't behave as expected when having several parented objects (#41199).\n- [ ] Snapping between multiple objects can give some working-as-intended, but in practice quite undesirable behavior (using bounding box) (#47171).\n- [ ] Snapping falls back to using a grid, however this isn't clearly communicated<br>(advanced snapping on faces, vertices, etc. only works on move/rot/scale, see #42798).\n- [ ] Snap to cursor and snap to grid could be made to work more consistently: See (#34441)\n- [ ] snap_project individual element on surface of other objects - watch?v=XrEPpHGoKlk&feature=youtu.be&t=1m10s;\n- [ ] Snap does not work for NURB surfaces (#78434);\n\n# DupliObject\n- [ ] There is no good way to control the rotation of objects in DupliFaces option (rotation is computed from face normal (which is good) and first three vertices of the polygon (which is weak, epic fail with e.g. Mirror modifier). See #37365.\n- [ ] Duplifaces don't work well with the mirror modifier, see #37820.\n\n# Curves\n- [ ] Capping front / back -ends of beveled curve doesn't work, see #26136\n- [ ] Constructive modifier kills generated UV mapping on bevelled curves, see #27411\n- [ ] Surfaces Make Segment rotates U/V even when it's not actually needed, see #31480\n- [ ] Couldn't cycle through vertices with the same location using mouse selection, see #36760\n- [ ] Curve tessellation might work not as it's expected to, see #37386, #40171\n- [ ] Curve deform doesn't work if curve is zero-scaled #38907\n- [ ] Nurbs clamp order by total number of points, this should be clamped at runtime #40378\n- [ ] Handling of non-smooth control points with (Bézier/poly) curves in general, and their rotation in particular, could be improved when generating BevelList & Path, see #44393.\n- [ ] In some cases Bevel should prefer \"clip\" behavior over trying to keep constant shape across the path #50720.\n\n# Text objects\n\n- [ ] Font formatting interface should be improved (#49599)\n- [ ] Default Bfont doesn't support russian characters (or any other non-european charset) in text object, while UI does show Russian characters (#53744)\n\n# Metas\n\n- [ ] Some shapes (Cube) for eg. draw far outside the tessellation bounds making them hard to select. see #47455\n\n# Meshes\n\n**Mesh Editing**\n- [ ] Knife & loopcut\n - [ ] Knife/loop cut need to work properly with operator properties/redo\n - [ ] Restore Quad Corner Cut Methods (Innervert, Fan and Path) for Subdivisions and Knifecut\n - [ ] Knife cuts side-on, intersecting the entire face, could be detected and ignored #43816\n- [ ] Mirror edit mesh operator (Ctrl M) fails to flip normals leaving an incorrectly mirrored mesh (turns normals inside)\n- [ ] Add option to disable n-gons usage for tools (might be useful for some usages) (see #31268)\n- [ ] 'Checker deselect' could be modified to work in some cases where it currently fails, (see #34544)\n- [ ] Merge meshes: add option to join UVs (and other CD layers!) by names rather than index (see #36749).\n- [ ] toolbar mesh Extrude operator inconsistency (see #36977).\n- [ ] Shape keys: Enhance memory usage (not storing vcos for unchanged vertices? See blender/blender-addons#39287).\n\n- [ ] Bevel\n - [ ] Better handling of profile=1, profile=0.25, and implement profile=0 cases (see #39132 and #38458 and #40278).\n - [ ] Generalize to handle several manifold sheets touching at a point (see #34678).\n - [ ] Improve clamping code (see #38871).\n - [ ] More options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n - [ ] Treat more cases like \"pipe\" to avoid bulges (see #40258)\n - [ ] Option to have bevel not create n-gons (see bf-funboard thread)\n - [ ] Sometimes leaves degenerated geometry (#48174)\n\n- [ ] DataTransfer/Geometry Matching\n - [ ] Add 'matching' algorithms based on 'similar shape' rather than simple items proximity/raycasting (see #46762 for a usecase) - WARNING: most likely advanced, mathy project!\n - [ ] A review of islands handling could also be useful, current code is rather complex and not so efficient.\n\n- [ ] Discussion\n - [ ] Extrude behaviour on cancel, see (#23492).\n\n**Text Editing (3D)**\n- [ ] When converting beveled text into a mesh - there are many doubles.\n- [ ] Text object requires better integration with the system clipboard, #38556, #46330\n- [ ] Support font kerning (#47725).\n\n**UV Unwrapping**\n- [ ] Settings for pack margin in different operators behaves inconsistently, see detailed description: 039547.html\n- [ ] Remove doubles has an option to Merge with unselected verts, This would be very handy for welding also.\n- [ ] Detect convex mesh without seams on unwrap and print warning.\n- [ ] Unwrapping fails on a particular strange topology (#31145)\n- [ ] Unwrapping for concave polygons is badly supported #41810\n- [ ] Face/edge selection in UV Editor does not work same as in 3DView (#52276).\n\n; Not ported from 2.4x\n- [ ] Click Project from face\n- [ ] Consolidate into one image\n- [ ] Billboard render on active\n- [ ] Unwrapping could run out of stack size for tricky geometry #42524\n\n**Vertex Paint**\n\n- [ ] Undo in vertex (and weight paint) behave differently to sculpt/project-paint modes regarding undo steps #52993\n\n### Sculpt & Paint\n\n**Sculpting**\n- [ ] Check documentation and fix hotkeys which could be useful for artists (or remove redundant hotkeys and update documentation), see #26017\n- [ ] Grab + symmetry can make things shoot off more quickly than they should (strength of movement is being double counted), see #25370\n- [ ] Not all drawing modes supports PBVH drawing, see #32454, #38608, #38609\n- [ ] Not all shading modes are supported for dyntopo, see #34010\n- [ ] Hidden faces are treated as hidden by sculpt tools but when PBVH drawing isn't used, the hidden faces display (and cant be edited), see #33078\n- [ ] Multires modifiers: makes mesh invisible after leaving sculpting mode, see #36591\n- [ ] Multires sculpt: artifacts grabbing between different levels #40465\n- [ ] Dyntopo does not support restoration when aborting a stroke, see #46456.\n\n**Painting (3D)**\n- [ ] Solve projection paint issue when one vertex in a face in behind the view in perspective mode<br>index.php?func=detail&aid=26393&group_id=9&atid=498\n- [ ] Continue to unify paint modes\n - [ ] Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint).\n - [ ] Consistent brush options, eg. 'Rake' or 'Anchored' in texture paint.\n- [ ] Make paint of displacement texture apply real time on model (optional). (#24657)\n- [ ] Allow view center to work for selected/active face in WPaint mode.\n- [ ] Viewport navigation for painting modes can be improved #48113\n- [ ] Users can perform strokes which apply to a huge number of pixels (by accident) - this could be handled gracefully #52351\n\n**Painting (2D)**\n- [ ] Clone image painting should support the same translation/rotation/scale tools as stencil texture mapping.\n- [ ] Stepped lines in image editor painting, blending should use float coordinates and interpolate (#52610)\n\n\n**Grease Pencil**\n- [ ] Default attach point of GP data is confusing ((#21969))\n- [ ] GP ignores color management ((#50149))\n\n### Materials\n- [ ] Improve handling of linking of materials to Object/Data. Right assigning a material-less data to object the materials from object are gone too (blender/blender-addons#23805, #52484).\n- [ ] Fix EnvMap update, it can depends on many different things in the scene (#41900).\n\n### Modifiers\n- [ ] Make (at least some) generative modifiers to handle custom normals (like e.g. mirror one, see #44058).\n\n**Array Modifier**\n- [ ] Has been re-written to use bmesh, making 2.63 slower then 2.62, There are areas where speed could be improved, for full info see #30695\n- [ ] Textures from cap objects are completely ignored and no way to override them, see #33578\n\n**Boolean Modifier**\n- [ ] Boolean modifier does not preserve vertices/edges data, see #32203, #33548\n- [ ] Issues with degenerated faces, see #30447\n\n**Decimate Modifier**\n- [ ] Limit decimation along seams (UV vertex color, etc), see #32203\n\n**Explode Modifier**\n\n- [ ] Does not preserve UV maps when using Cut Edges option (#46514)\n\n**Multires Modifier**\n- [ ] Only solid draw mode uses optimized drawing\n- [ ] \"Applying Base\" gives spikes on lover levels sometimes, see #35560, #37997\n\n**Bevel Modifier**\n- [ ] Does not preserve edge custom data, see #35314.\n\n**Simple Deform Modifier**\n- [ ] The bend/taper/twist options use fixed axis, add XYZ options would be nice. #33712\n\n**Skin Modifier**\n- [ ] Skin modifier very slow in some cases, see #40770\n\n**Solidify Modifier**\n- [ ] Curves tesselation creates zero area faces which solidify doesn't handle well #52170\n\n**Remesh Modifier**\n- [ ] Mesh data at extreme distance from origin (2**24), crashes #47209<br>''Note, this is a real corner case - yet its a bug because it shouldn't crash.''\n\n### Physics\n- [ ] Allow using multiple baked caches on a single object (having different frame ranges), see #41896.\n- [ ] Bullet: High memory usage for objects that don't have scale applied (#35799)\n\n**Baking**\n\n- [ ] Generic issue: baking ignores making pointcaches when modifier preview has been disabled. Doesn't need fix - but let's keep track of this for future work.\n- [ ] Point caches do not work well with time remapping (example #35968)\n\n**Cloth**\n- [ ] Proper handling of rendered subframes without baked pointcache, for more info see (#21948)\n- [ ] Proper handling of different vertices placed at the same position with \"Soft Body Self Collision\" option turned on (see (#26956)).\n- [ ] Cloths doesn't allow preview during bake (see (#30490)).\n- [ ] Dupli-group cloth in NLA fails (#29838)\n- [ ] 'Emit from: verts' not working as expected when deforming #36237\n- [ ] Collision of hairs doesn't works properly #39219\n- [ ] Memory optimizations are possible for cloth #42577\n- [ ] Cloth pre-roll feature is totally weird and needs reconsideration #40103\n\n**Collisions**\n- [ ] Collision modifier updates it's data structure even if there are no physics that need it (can be slow), a check should be added to make sure the data is actually needed, see (#26965).\n- [ ] Force fields and collision objects are not included in DupliObjects. This is mostly a design decision (duplis being a purely visual feature), but would be nice to support at least in groups. #35264 #36300\n\n**Hair**\n- [ ] Better handling of collisions & force fields for dynamic hair\n- [ ] Wave kink direction is totally uncontrollable, probably there needs to be a way to define hair tangent direction in particle edit mode.\n- [ ] Adding hair in particle mode only uses the deformed mesh, see (#25689).\n\n**Particles**\n- [ ] Particle emission between frames is only accurate for object level emitter/parent animation, for parenting or constraints an interpolation method needs to be implemented, but before this can be done pointcache code has to get some changes too. See (#36516) for more details.\n*; Parent animation is now supported {{GitCommit|c24a23f. Similar issue still persists for non-animated parents (e.g. rigid bodies) though #39923\n- [ ] Reactor particles\n- [ ] Conversion from some old files could be better\n- [ ] Vector blur + particles being born/dying doesn't work properly, see (#23320).\n- [ ] Metaballs don't work with particles when the particle view setting isn't \"render\", see (#25794) for more info.\n- [ ] \"Constructive modifiers before particles\" is still an open issue, but some way to handle this gracefully would be really nice, see (#25838) for more info.\n- [ ] Density of particles can't be animated with animated textures, see (#28212).\n- [ ] Instanced objects do not show in particle edit mode, see (#28431).\n- [ ] Issue with ghosting particles if you don't bake first. (#28116)\n- [ ] Linked groups: Force fields and guides only work if you use \"Effector Group\" feature, set to its own group.\n- [ ] Particle Hair dynamics: stops working after using \"Add tool\". (#30557)\n- [ ] Instanced objects don't draw in Particle Edit Mode. (#31913)\n- [ ] Child particles Interpolated mode only works well for Hair, for other particles it doesn't take particle lifetime into account. (#33390)\n- [ ] Particle emission doesn't support NGons.\n- [ ] Particle Object duplication doesn't work with Mirror modifier (#34705)\n- [ ] Particle systems fail to duplicate for smoke simulation (#34705)\n- [ ] Random distribution of particles fails in specific setups (#35598)\n- [ ] Default point cache step of 10 frames fails in some cases, see #38563\n- [ ] Particles tangent rotation control by vertex group missing, see #35103\n- [ ] Texture doesn't affect grid particles #40404\n- [ ] The particle system needs to be set to 'Newtonian Physics' for texture to influence the size, and with global gravity turned off #28263\n- [ ] Multiple issues with particles rotation #32340, #44088\n- [ ] Particles hidden in viewport reappear during rendering #40463\n- [ ] Particle initial speed is not properly inherited from the parent #41305\n- [ ] Point density textures can not be used to control particles #44901\n- [ ] Particle duplication in general is rather poorly implemented (no relink of used datablocks, no duplication of psettings ID when duplicating objects, …) #45843.\n- [ ] Grid distribution only supports From Dupli Generated, but not UV. Potentially could use nearest face. #48928\n- [ ] Particles aren't spawned correctly, they are sometimes generated at the same location as other particles, or at the object's origin. See #50135 for one scenario.\n- [ ] Particle editmode could have its 'own' [X-mirror] option (and not reuse editmode option). See #53872\n\n**Rigid Body**\n- [ ] Velocities are not cached, which prevents a proper state update when cache has time gaps #50230.\n\n### Image & Video\n\n**Compositing**\n- [ ] DOF Defocus node: fStop close to 128 fails to give good results, stay away from that value! (#24534)\n- [ ] DOF node gives no realistic results as users expect, documentation needs upgrade for it.\n- [ ] Defocus node is very slow when large blur radius is needed, could be optimized somehow (mipmap, summed area table?) (#29481)\n- [ ] Defocus node does not work nicely without a camera controlling the blur radius. This makes external compositing workflows with defocus difficult. At the heart of this is a design conflict, because defocus is not a true postprocessing effect #36745\n- [ ] Fast Gauss (Gabor filter, Young/VanVliet) has bad results for edge cases. Needs image processing guru (#25543)\n- [ ] Check on DPX and ASC_CDL and (#27377)\n- [ ] Map UV makes mapped images blurry, see #31868\n- [ ] Some nodes does not preserve alpha channel replacing it with fully opaque, see #32580\n- [ ] With new compositor, on loading files a compositor doesn't start (for existing buffers), so viewers remain empty as well. #35417\n- [ ] Ghost Glare is of limited use, needs clarification and probably a more sophisticated generic lens flare alternative #30389 #36488\n- [ ] Some node inputs require a single constant value and don't work with image-based per-pixel values (#36585). This leads to confusion when nodes apparently don't work, because nothing prevents linking such variable values into constant inputs. Compositor nodes should keep track of constant values and limited inputs on the node level (also in node groups!).\n- [ ] Compositor gives unexpected results with specific curve mapping due to precision loss, see #36621\n- [ ] \"Full Sample\" merging does not work with the File Output node, sample merging happens only for render result outside compositor. Real-time editing might also be improved to deal with samples better (#36811, #39143)\n- [ ] Accumulation method in the Lens Distortion node causes artifacts on noisy input #37462\n- [ ] Compositor does not support render slots #43260\n- [ ] Scaling down produces artifacts due to lack of ellipse filtering of sampler #51070\n\n**Image formats**\n- [ ] Upgrade our DPX code to read newer or different versions, copy the ImageMagick code? (#24716)\n- [ ] No support yet to output images in user chosen color space. (#37650)",
"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.",
"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![Screenshot 2023-01-23 at 12.57.07 AM.png](Screenshot_2023-01-23_at_12.57.07_AM.png)\n\n![Screenshot 2023-01-23 at 12.56.59 AM.png](Screenshot_2023-01-23_at_12.56.59_AM.png)\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![Screenshot 2023-01-23 at 1.01.20 AM.png](Screenshot_2023-01-23_at_1.01.20_AM.png)",
"Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)"
] | [
"CMD terminal stays open after opening blender\nOperating system: Windows-10-10.0.25247-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\n\nI'm not sure why it';s happening but it's not happening for 3.3 version\n![image.png](image.png)\n\n\n"
] |
Issue with rigid body and modifiers dependent on transform
Windows 10, GTX1070
Broken: Blender 2.83
Working: Blender 2.79 ( <- Updated info )
When adding hair to a rigid body, the hair position doesn't update.
- In the Physics tab select rigid body
- In the Particles tab create new Hair
- Select Hair Dynamics
- Play the animation.
The ball will fall, but the hair doesn't follow it.
Have a look at the attached blend - beside the rigid body cube, I've animated a second cubes position to fall, and the hair follows it correctly
[hair_particles_on_rigid_body.blend](hair_particles_on_rigid_body.blend).
| [
"Simulations do update animations on frame rate change\nOperating system: Linux-5.0.0-23-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n\nBroken: version: 2.81 (sub 1)\nWorked: (optional)\n\nNote I currently have only tested rigid body physics, this might affect other physics types as well.\nThe issue is that changing the frame rate after physics have been assigned to an object will change the speed of the animation.\n\n1. Add rigid body physics to default cube\n2. Play animation. the cube should fall about 5 meters (4.905 to be exact) after the default 24 frames (1 sec)\n3. Change frame rate to 60\n4. Play animation. the cube should fall about 5 meters (4.905 to be exact) after 60 frames (1 sec)\n5. Animation is the same even after clearing and rebaking the cache. The only solution I found is to add and remove the rigid body physics.",
"Rigid body simulation will not update fully unless the simulation start frame is changed in the cache\nOperating system: Linux-5.11.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4000 (IVB GT2) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0\n\nRigid body simulation will not update fully unless the simulation start frame is changed in the cache\n\nIn the attached .blend file, changes to the scene (such as animating the lower box) will not affect the rigid body simulation unless Delete Bake is clicked in the Scene tab and then the simulation start frame is changed and Bake is clicked again.\n\n[Box_On_Porch_Fixing_Box.blend](Box_On_Porch_Fixing_Box.blend)\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 particles: cannot delete hair particles in particle edit mode until you comb it\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\nWorked: 2.79\n\nYou cannot delete all (hit a) hair particles until you comb them. Even more, if you select one hair or several and hit delete, they disappear, but if you then select all the rest and hit delete, all the particles deleted come back.\n\n\n- Open this blend file: [#69487-hair-delete-279.blend](T69487-hair-delete-279.blend)\n- Press {key X} and choose Particles\n\nIn current Blender (2.82 alpha @ 756b9acaf5) hairs get deselected but are not deleted. In 2.79b the hairs are deleted.\n\n**Original steps to reproduce:**\n\nCreate a new hair particle system\nGo into particle edit mode\nSelect all, hit X delete particles -> nothing happens\nDeselect all\nSelect a couple, hit X -> the selected hairs will disappear\nSelect all, hit X -> all the hairs come back visible again\n\nThere's a hair particle system newly created in the attached file.\n[hair_particles_delete_bug.blend](hair_particles_delete_bug.blend)",
"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",
"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)",
"Killed particle's position is reset to the initial position when rendered\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nI am encountering a strange particle behavior.\nWhen a particle collides with a plane where collision is enabled and \"kill particles\" is checked, the particle position seems to be reset to its initial position. This can not be observed in the viewport. This unexpected position reset is observed only when rendering the images.\nAs shown in this video:\n[0001-0050.mp4](0001-0050.mp4)\n\n[debug.blend](debug.blend)\nBake particle simulation and render images. You will get the same video as shown above.\n",
"Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n",
"Rigid Bodies do not interact properly when animated\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2070\n\nBroken: Tested on 2.93.6, broken on assumedly many more\nWorked: Unknown\n\nRigid bodies do not interact with each other properly when one of them is deformed via Armature Modifier.\n.\n- Add an Object as a Rigid Body (Passive, Animated), and rig it to an Armature.\n- Have the bone(s) controlling said Rigid Body be animated (e.g setting an axis of rotation to #frame/30)\n- Add another Object as a Rigid Body (Active) to interact with the first one\n- The Passive Object moves, but the Active Object will only interact with it as if the Passive Object is stuck on Frame 1.\n\nThis could be due to how the Rigid Body settings are not considered a Modifier like Collision, Cloth, Dynamic Paint, or Fluid (reinforced by how a Cloth Object interacts correctly with a Collision Object deformed by an Armature Modifier)[rigidbodyissue.blend](rigidbodyissue.blend)",
"Orbit around selection not working with modifers in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nWhen \"orbit around selection\" is turned on in the preferences the viewport usually rotates around the selected object - for example a selected vertex.\nIf the objects geometry is influenced by a modifier, though, the viewport does not rotate around the modifieds position of the vertex but still around the original position of the vertex. This can be very limiting, esspecially when using heavily deformed meshes which is often the case when using lattices.\n\n1. Preferences -> Navigation -> check \"Orbit Around Selection\"\n2. create Cube\n3. put simple Deform Modifier on Object\n4. In the modifier next to the Camera and Viewport Display icons press the \"Edit Mode\" icon and the \"On Cage\" icons. (see image)\n5. Select a single vertex of the Cube and rotate the viewport\n6. The viewport does not rotate around the vertex.\n\n![OrbitProblem.PNG](OrbitProblem.PNG)\n\n\n",
"soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\n\n",
"Bake All Dynamics doesn't work when baking particle hair\nMacBook Pro, NVIDIA GeForce GT 750M, Intel Iris Pro\nMac OS 10.12.6\n\nBroken: Blender 2.79 Hash: 5bd8ac9\n\nHitting the Bake All Dynamics to bake out particle hair doesn't do anything.\n\nLoad the attached file.\nSelect the sphere.\nGo to the particle panel.\nUnder Cache, click Bake All Dynamics.\nNothing happens.[sph.blend](sph.blend)",
"Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.",
"different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n![skin_modifier_bug.gif](skin_modifier_bug.gif)\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n",
"Curl/wave-kinked hair does not follow emitter rotation\nOperating system: macOS Monterey 12.2.1\nGraphics card: MacBook Air (M1, 2020)\n\nBroken: 3.0.1, dc2d18018171, master, 2022-01-25\n\nWhen an object is emitting curl/wave-kinked hair and then is rotated, its hair unexpectedly changes within the object's local space. This is a duplicate of #43753, but #43753 has been closed and archived. This is still a problem, so I’m opening a new report.\n\n1. Open the attached Blender file.\n2. Render an image to Slot 1.\n3. Rotate both the Sphere object and the Camera Pivot on the Z axis.\n4. Render another image to Slot 2. The images are different.\n\nBlender file:\n[Blender hair bug.blend](Blender_hair_bug.blend)\n\nThe same hairy UV sphere when rotated by 0°, 90°, 180°, and 270° (and with camera pivoting around the sphere):\n![Blender hair bug render (180°).png](Blender_hair_bug_render__180__.png) ![Blender hair bug render (270°).png](Blender_hair_bug_render__270__.png) ![Blender hair bug render (0°).png](Blender_hair_bug_render__0__.png) ![Blender hair bug render (90°).png](Blender_hair_bug_render__90__.png)\n"
] | [
"Particle Collision failing in blender 2.80\nBroken: (example: 2.80rc1, 2.83\nWorked: (optional) : 2.79b\n\n\nMy case is that when a collision object moves towards a bunch of particles which has zero velocity, in 2.79b the particles were ricocheted but in 2.80 they go straight.\n\n - Open Attached file in 2.79b and 2.80\n - Run animation and compare\n[test_279.blend](test_279.blend)"
] |
Line width unsupported on macOS
Currently macOS doesn't support thick lines using `glLineWidth`.
Example with gizmos ![Gizmo.jpg](Gizmo.jpg) | [
"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![image.png](image.png)\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![image.png](image.png)\nAnd in Centimeters nothing more than the one face is selected.\n![image.png](image.png)\n\nMaybe the scale in Units should be used in these operators to make the mesh smaller?\n![image.png](image.png)\n\nThanks for looking into this.",
"GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n",
"Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n",
"Can't resize node in visible bounds\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\n\nWhen trying to resize a node, the node cannot be resized if the mouse is precisely on the edge of the node\n\nAdd any node in shader o geometry node editor and try to resize the node with the cursor in the border line of the node\n<video src=\"attachment\" title=\"2023-07-11 14-28-46.mp4\" controls></video>\n\n",
"Connect failed in certain case\nWin8 64bit | GTX680 \n\nBroken: 2.71.6 a0b3604\n\nWhen select two vertices and press J to connect, it fails to add vertices to edges in between.\n\nPlease see the attached case for example. Thanks for checking.\n\n![connect.png](connect.png)\n\n[vertex_connect.blend](vertex_connect.blend)",
"Sculpt with Perspective mode. Changing brush size is impossible with closups\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nAs title says. This behavior prevents to use {key F} as size modifier on closeups.\n\n[2021-03-20_10-32-46.mp4](2021-03-20_10-32-46.mp4)\n\n[brushsize.blend](brushsize.blend)",
"Ambient Occlusion: Add thickness heuristic\nAdd thickness heuristic to reduce the AO from very thin objects as described in \"Practical Realtime Strategies for Accurate Indirect Occlusion\"",
"Omitting a leading zero on transform commands complains on the terminal\nOperating system: Kubuntu 20.10\n\nBroken: 2.83 - master\n\nTyping transform commands with a number lacking a leading zero complains on the terminal but works otherwise. For example, when inserting commands like scale 90% as `s.9` there is output on the terminal saying:\n\n```\n File \"<string>\", line 1\n .\n ^\n SyntaxError: unexpected EOF while parsing\n```\n\nThat is a bit worrisome because I thought there was something wrong with the blend file I'm working on.\n\n1. blender --factory-startup\n2. select the default cube\n3. insert `s.9`\n",
"Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases",
"High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each",
"Node Operators: Add Selection input node\n_No response_\n\n",
"Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n",
"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",
"Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.",
"\"Slice String\" field input shows as error, but works (lack of string fields)\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nBroken: version: 4.0.0 Alpha\nWorked: /\n\nA field can be connected to \"Slice String\" node \"Position\" input, and while it shows as red error, it does work. In the attached files, the connection between \"Duplicate Elements\" and \"Slice String\" is shown in red, despite node tree working as expected (tested in Blender 3.5 + current 4.0 daily-build).\n\nAlso note the lack of fields between the \"Slice String\" and string \"Equal\" nodes.\n\nSee attached files.\n\n---\n\nIn the example file, each symbol in a string is an instruction for creating an object at a specified position.\nThe instructions implemented here are \"T(op)\", \"C(enter)\" and \"B(ottom)\".\nI therefore take the input string and create an object for each symbol in the string, then use the geometry index to find the corresponding string symbol to do modifications on the geometry.\n\nFor this to work, \"Slice String\" needs to accept the field input (from \"Duplicate Elements\" field \"Duplicate Index\") so each geometry duplicate gets its own symbol from the input string. This works, but the connection is shown as error in red.\n\nIdeally \"Slice String\" would accept a field for \"Position\" and \"Length\", so arbitrary parts of the string can be extracted for each geometry duplicate. The output of \"Slice String\" should also be a field.\nI'm not sure if there's a way to handle this without an error in the geometry nodes.\n\nOverall, it seems Blender is lacking string-fields, because the \"Equal\" node also defaults to fields for all types except strings. Yet, fields also seem to work here, too?\n\nNot needed here, but the \"String Length\" node also doesn't seem to explicitly support fields.\n\n"
] | [
"Gizmo of blender2.8x rotation is harder to see than blender2.7x\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.82 (sub 6)\nWorked: blender2.79\n\nGizmo is displayed very thin after blender2.8\nVery difficult to see and difficult to operate\n![Gizmo.jpg](Gizmo.jpg)\n\nI am using iMac 27 inch 2019.\nmacOS has applied the latest updater.\nGizmo is displayed very thin after blender2.8\nHowever, when watching the YouTube blender 2.8 tutorial video, the gizmo is displayed normally.\nI think it is a problem of Mac version blender 2.8x or a problem of RADEON.\n\n\n"
] |
Boolean Modifier produces poor results on objects made up of multiple closed shells
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15
Broken: version: 2.81 (sub 16)
I have a grid with multiple shells with a series of modifiers applied to it, the last of which is a boolean difference that uses a closed cylinder to get the intersection. Seeing that the rim faces that should be produced as a result of the boolean difference are missing, it's easy to deduce that the boolean modifier's algorithm can not handle objects made up of multiple closed shells. Are you aware of this issue and are you planning on improving the Boolean modifier in 2.81? In 2.79b, the boolean modifier had an extra 'carve' mode that could try and tackle such issues, if not this one and at least it was an alternative. Now the boolean modifier is devoid of that option and results in such a scenario are poor to say the least. Surely it's not a sane solution to single out and extract each and every shell that coincides with the boolean object with their own boolean modifiers... What if the boolean operation in my case was supposed to be dynamic, ie The cylinder's xy scale was animated? }:-/
This is the scene file:
[BAD_BOOLEAN.blend](BAD_BOOLEAN.blend)
| [
"Using subdiv modifier affects normal baking performace of all objects in scene\nOperating system: Windows 10\nGraphics card: GTX 1080Ti\n\nBroken: version: 2.83 (sub 10)\nWorked: Never (2.8+)\n\n[#60428.blend](T60428.blend)\n- Open file\n- Press bake, watch memory usage\n# Remove subsurf modifier on `door_frame_low.001` object and repeat step 2\n\nBaking is much quicker and doesn't require too much RAM\n",
"Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)",
"Knife Tool: incorrect interaction with Array modifier when the Merge \"First Last\" option is set\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 44), branch: master, commit date: 2019-02-14 04:22, hash: caa8e7ff2894\nWorked: not sure\n\nWhen the Merge First Last option is set for an Array modifier, it seems like hidden, virtual geometry is picked up while using the knife tool to cut across the surface of the primary shape.\n\nThis results in an improper cut.\n\nBad in-progress cut:\n![bad.png](bad.png)\n\nBad confirmed cut: \n![bad-confirm.png](bad-confirm.png)\n\nGood cut -- with the First Last option turned off:\n![good.png](good.png)\n\n[array-bug.blend](array-bug.blend)\n- Create a simple shape and array it in a radial fashion so that the first/last vertices of the shape are eligible for merge\n - Or just load the attached .blend\n\n- Attempt to make a cut across the main shape with the Merge First Last option set\n- Notice that the cut line is picking up some hidden edges somehow -- perhaps due to triangulation?\n- Confirm the cut and notice it's still incorrect and pretty weird",
"Collada: export when editing multiple objects does not pick up all changes\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 3.0, 2.93\nWorked:\n\nWhen editing multiple meshes, if you export to Collada from edit mode, only the changes to the active object will be picked up; the other objects export as if they had not been edited.\n\n1. Create two cubes. Select them, go to edit mode, and change both of them. In my case, the cube on the right was the active object.\n```\n {F12749887}\n```\n2. Without exiting edit mode, export to .dae.\n3. Open a blank file and import the .dae. Observe that only the active cube was exported correctly.\n```\n{F12749891}",
"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",
"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. ",
"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",
"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)",
"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![text bleed out of mask_text box_frame 139.png](text_bleed_out_of_mask_text_box_frame_139.png)\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!",
"\"Emulate 3 Button Mouse\" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects\nOperating system: mac os ventura 13.4\nGraphics card: Apple M1 Max GPU 32cores Metal 3\n\n3.6\n\nEnabilng setting \"emulate 3 button mouse\" conflicts with ALT key left click operations, for instance when interacting with a panel. \nIn this case in the properties panel when ALT left clicking on an icon to disable multipe modifiers on multiple objects.\nthe cursor turns into a navigation cross and doesnt execute a click.\n\n\n\nGo to the settings menu/input - Enable \"Emulate 3 Button Mouse\" option.\n\nAdd a modifier to an object.\nDuplicate the object multiple times.\nSelect all the duplicated objects.\n\nGo to the modifiers panel.\n\nWhile holding down the ALT key, attempt to disable the modifier on all the selected objects by left clicking on the \"Display Modifier in Viewport\" icon or any other relevant modifier option.\n\nYou will find the cursor overtaken by the navigation mode, the cursor turning into navigation arrows and disabling a regular click operation.\n\n",
"Undo of operations on modifiers is inconsistent when object is in edit mode\nBroken: version: 2.79, 2.82 (sub 1), branch: master, commit date: 2019-11-22 18:14, hash: 373e936e3e\n\n\nwhen a modifier that has been **added in edit mode** to a object and is **deleted in edit mode,** it is not restored when using undo. \nThe operation shows up in the undo history but does nothing.\n![image.png](image.png)\n\n1. go into edit mode\n2. add a modifier\n3. delete the modifier\n4. use undo, notice modifier is not restored.\n\ncreating the modifier in object mode or deleting it in object mode will restore it when using undo. this is a very confusion inconsistency that i noticed with the new undo method.\n",
"Geometry Node: Mesh Boolean & Attributes domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.4.0 Alpha\n\n\nIncorrect save behavior of attributes during Mesh Boolean node if they have different domain or points.\nVideo example based on the example file:\n| ![image.png](image.png) | ![image.png](image.png) |\n| -- | -- |\n[2022-10-10 13-54-06.mp4](2022-10-10_13-54-06.mp4)\n\n\n1. Create 2 meshes and attach a named color attribute of a different color to them.\n2. Perform a cut operation between them using the Mesh Boolean node.\n3. Display the color of the attribute in the preview or otherwise.\n\n[test boolean.blend](test_boolean.blend)",
"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",
"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)",
"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"
] | [
"Straightforward boolean operations produce non-manifold meshes (missing faces)\nOperating system: Mac OS X 10.14.6\nGraphics card: irrelevant\n\n2.80 and 2.81 development build 2019-08-26. Also reproducible in 2.79.\n\nBoolean operations will sometimes produce non-manifold errors like missing faces, even if all meshes involved are manifold and share no common vertices, faces, nor edges.\n\n[ClapperSlate-dualMaterial.blend](ClapperSlate-dualMaterial.blend)\n* Open the attached .blend file and execute all boolean operators on both the `Clapper Slate-black` and `Clapper Slate-white` meshes.\n* For both these ‘finalized’ meshes, go into edit mode, switch to Vertex Select, deselect any selected points, and test for non-manifoldness (`Select, Select All By Trait, Non Manifold`).\n* **Expected result:** there are no non-manifold errors.\n* **Actual result:** in `Clapper Slate-black`, the ‘D’ in ‘DIRECTOR’ is missing its bottom faces. In `Clapper Slate-white`, the ‘P’ in ‘PRODUCTION’ is missing its top faces.\n\nAll meshes used in these boolean modifiers are manifold and have neither duplicate points or edges, nor degenerate geometry. There are no shared points, edges, or faces. These operations should just work.\n\n(For completeness, the attached file is based on https:*www.thingiverse.com/thing:1463739 and will be published as https:*www.thingiverse.com/thing:3828610)"
] |
Straightforward boolean operations produce non-manifold meshes (missing faces)
Operating system: Mac OS X 10.14.6
Graphics card: irrelevant
2.80 and 2.81 development build 2019-08-26. Also reproducible in 2.79.
Boolean operations will sometimes produce non-manifold errors like missing faces, even if all meshes involved are manifold and share no common vertices, faces, nor edges.
[ClapperSlate-dualMaterial.blend](ClapperSlate-dualMaterial.blend)
* Open the attached .blend file and execute all boolean operators on both the `Clapper Slate-black` and `Clapper Slate-white` meshes.
* For both these ‘finalized’ meshes, go into edit mode, switch to Vertex Select, deselect any selected points, and test for non-manifoldness (`Select, Select All By Trait, Non Manifold`).
* **Expected result:** there are no non-manifold errors.
* **Actual result:** in `Clapper Slate-black`, the ‘D’ in ‘DIRECTOR’ is missing its bottom faces. In `Clapper Slate-white`, the ‘P’ in ‘PRODUCTION’ is missing its top faces.
All meshes used in these boolean modifiers are manifold and have neither duplicate points or edges, nor degenerate geometry. There are no shared points, edges, or faces. These operations should just work.
(For completeness, the attached file is based on https:*www.thingiverse.com/thing:1463739 and will be published as https:*www.thingiverse.com/thing:3828610) | [
"Texture paint Backface culling option does not work if symmetry is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.1\nWorked: never since implemented in e2d60d180ed8 afaict\n\nWhile in the texture paint mode, the backface culling option of the brush is sometimes ignored, allowing painting onto backfaces. It only seems to affect certain objects. I could not discern why. See the attached blend file.\n\n1. Open attached blend file.\n2. Paint on the backfaces of the mesh; observe bug.\n3. Select cube\n4. Paint on the backfaces of the cube; observe no bug.\n\n",
"Hair particle system duplicates objects on some faces and don't fill the rest\nOperating system: Ubuntu 19.04\nGraphics card: AMD Radeon RX580\n\nBroken: (2.81 release compiled from source)\nWorked: (optional)\n\nEven with even distribution enabled, 1 particle per face and a low count of particles to spawn, the particle system put two particles on the same face but with different sizes.\n\n1) Create a cylinder with 32 vertices.\n2) Create a small (scale 0.05) cylinder to use as a reder for particle.\n3) Delete the top and bottom faces of the small cylinder so it becomes like an empty tube.\n4) Enable particle system hair on first cylinder and, choose 30 as number, 1 per face source and disable random order, select as render object the small cylinder, the scale 1.0 and choose to randomize the scale a few (0.5 is ok).\n5) Play with the number of particles and the seed and more than sometimes you will notice two or more small cylinders rendered on the same place overlaping (specially on the top and bottom faces).\n\nWhat I expect:\nIf you count the number of faces of the cylinder (added with default parameters) it will have near 30. If I choose \"even distribution\" of particles and \"1 for each face\" without random, what I expect is that all the faces of the cylinder have at least 1 particle, no more, no less.\nIf there are 30 faces and if I limit the number of particles to exactly 30, there must be exactly one particle for each face.\nWhat happens actualy is that there are 4 particles lying around on the top and bottom faces and I don't know why. And there are no particles on some other faces. And sometimes two spawns on the same place on the bottom or top face of the cylinder.\n\nWith complex meshes it makes a mess, specially if I need to paint the weight to affect density. In that case there are more particles on some places and there are no particles on places with a high value of weight. \n",
"Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)",
"Missing Face Set Operators\nThis task is a todo list for missing face set operators. - [x] means operator works on either a user-picked face set or all of them. A single arrow means conversion operator in one direction already exist (so, Mask to Face Set already exists).\n\n- Face Set- [x] `<->` Vertex Groups\n- Face Set- [x] `<->` Face Maps\n- Face Set- [x] `->` UV Seams\n- Face Set- [x] `->` Mask\n- Make Disconnected Face Sets Unique\n- Separate By Face Sets\n- Face Set- [x] `<->` Material Slots\n- Face Maps `<->` Face Sets",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.",
"Select loop only works if the hidden face is a ngon\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3070\n\nBroken: 3.3, 2.79b\nWorked: 2.49b, 2.59\n\nCan't select the boundary loop of a hidden face, unless the face is an ngon.\nThe expected selection behavior is the same as if the face was deleted instead of hidden.\nIn ancient Blender versions it works.\n\n- Open attached file\n- Alt click to select the open loop. It will only select an edge (selects loop for n > 4)\n[bug.blend](bug.blend)",
"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",
"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.",
"NLA: Support for Merge Strips\n**Preface:**\nI know this isn't the place for feature requests. However I plan on implementing this myself soon. This is more of a heads up and acts a way to get feedback before or while I'm working on it. Maybe I'm overlooking something or maybe the idea can be developed further. People can discuss problems and improvements here instead of within the patch comments itself. That way the important discussion can remain here for easier reference.\n\nEdit: Diff: [D8867: Feature: NLA Merge Strips](D8867)\n\n**Problem:**\nFor the animation layer workflow, the only way to combine strips into a single strip is to use the Bake Operator. However, it will always bake all active NLA strips to a single full replace strip. Effectively, this is a \"Merge All\" operator. There is no way to merge a selected set of strips. \n",
"Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n![nodeSetup.png](nodeSetup.png)\n\nUnexpected boolean difference:\n![incorrectBoolean.png](incorrectBoolean.png)\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n",
"Geometry Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n",
"Mirror select doesn't select appropriate vertices where there are overlapping verts\nOperating system: Windows 10 Pro\nGraphics card: GTX 1070 + GT710 for extra outputs\n\nBroken: 2019-03-10 22:28\nHash 6fd11a21f5c5\n\n\nCtrl-Shift-M (or using the menu to select mirrored) doesn't select all mirrored verts where there are overlapping verts.\n\n\n[63Stingray.zip](63Stingray.zip)\n\nOpen blend file, hopefully it'll already be in edit mode with the appropriate vertices selected.\n\nShould look like this;\n![image.png](image.png)\n\nFrom there select mirrored from either the select menu, or Ctrl-Shift-M, doesn't matter, and enable the following settings;\n\n![image.png](image.png)\n\nObserve incomplete selection;\n\n![image.png](image.png)\n\nThe area's of incomplete selection are here, where the overlapping underbody verts are in the same location as the verts for the body;\n\n![image.png](image.png)\n\n",
"Non deterministic edge order after extrude/spin on bmesh\nOperating system: Linux-4.15.0-20-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.05\n\nBroken: version: 2.93.0 Alpha\nWorked:\n```\n Unknown. According to the Git annotation given by VS Code in bmo_extrude.c, this issue is born two years ago...\n```\n\n\nThe order (and therefore indices) of new edges created by an extrusion or a spin operator change when this operation is applied on two objects created in the same way, with same geometry (named \"reference\" and \"target\" objects in the script attached).\n\nThis becomes visible if we select some edges in the reference object and try using the selected edges's index in this object to select the corresponding ones in the target object, both selection are not the same even though the mesh elements (vertices, edges and faces) have the same order in both meshes\n\n\nOpen the attached blend file and execute the script in it\n\n\n\nMany thanks and kind regards,\n\nChristophe Mermoud\n\nP.S. Please find enclosed:\n\n[system-info.txt](system-info.txt)\n\n[non-deterministic_extrude_reproduce.blend](non-deterministic_extrude_reproduce.blend)\n",
"Boolean modifier - Intersect option - not working / artifacts while doing 3D Sectioning\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\nWorked: in Blender 2.92\n\nStrange artifacts using 3D sectioning using Boolean modifier - Intersect (see sectioning animation issues below)\n\nExpected behavior:\n3D slice working correctly in Blender 2.92 (to view internal section of object)\n```\n-Create Mesh Plane (larger than object)\n-Select Plane - Add Boolean Modifier \n\tOptions - Intersect\n\tObject - STL or Object\n\tSolver - Exact\n\n```\n![3d_section.gif](3d_section.gif)\n\nActual behavior:\n3D slice issues using Blender 2.93 beta (to view internal section of object)\n1) Not showing object as a 3D section like in 2.92 (see animation above)\n2) Artifacts Showing up when moving cutting plane back and forth (see animation below) \n\n![Sectioning_issues.gif](Sectioning_issues.gif)\n\n\nIn the blend file, move the `Plane_xy` along the z axis, or move the `Plane_xz` along the y axis.\n[section.blend](section.blend)\n\n",
"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| ![Screenshot 2023-09-05 at 10.10.01 AM.png](attachment) | ![Screenshot 2023-09-05 at 10.09.57 AM.png](attachment) |\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"
] | [
"Boolean Modifier produces poor results on objects made up of multiple closed shells\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 16)\n\n\nI have a grid with multiple shells with a series of modifiers applied to it, the last of which is a boolean difference that uses a closed cylinder to get the intersection. Seeing that the rim faces that should be produced as a result of the boolean difference are missing, it's easy to deduce that the boolean modifier's algorithm can not handle objects made up of multiple closed shells. Are you aware of this issue and are you planning on improving the Boolean modifier in 2.81? In 2.79b, the boolean modifier had an extra 'carve' mode that could try and tackle such issues, if not this one and at least it was an alternative. Now the boolean modifier is devoid of that option and results in such a scenario are poor to say the least. Surely it's not a sane solution to single out and extract each and every shell that coincides with the boolean object with their own boolean modifiers... What if the boolean operation in my case was supposed to be dynamic, ie The cylinder's xy scale was animated? }:-/\n\nThis is the scene file:\n[BAD_BOOLEAN.blend](BAD_BOOLEAN.blend)\n\n"
] |
Lossless h.264 video output not lossless because 4:2:0 chroma subsampling is applied.
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)
Tested only from the VSE and Blender 2.79b. Rendering to lossless h.264 applies 4:2:0 subsampling. This is not a problem for videos that are originally 4:2:0 as is the usual case. However if your footage is, e.g. 4:2:2 (usually the case with analog capture cards) the output will be downsampled to 4:2:0 and hence not lossless.
This happens only with lossless h.264. The other lossless output formats (i.e. HuffYUV and FFmpeg #1) do not suffer this problem.
1. Import this example image to the VSE:
chroma-subsampling-test-4k-tv.png
2. Extend it as a video strip to an arbitrary length, e.g. 10 seconds, and adjust the start and end frames accordingly.
3. In the properties ares, unfold ENCODING, choose container Matroska, Codec: H.264, Output quality: LOSSLESS
4. Then choose in Render menu, RENDER ANIMATION.
5. Watch the rendered video and see how the chroma has been subsampled and the characters appear blurry.
6. Redo steps 3 to 5 but choosing Codec: HuffYUV, and watch how the results are satisfactory and no subsampling is applied in the output video.
| [
"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.",
"Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n",
"Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur",
"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.",
"Saving 16 bit PNG with alpha premultiplies the alpha while PNG alpha should be unpremultiplied\nThe PNG specs seems to indicate that PNG files always store unpremultiplied alpha, yet saving PNG images as demonstrated below saves them in a premultiplied form. Is this expected?\n\n### Original Report\n\nOperating system: Windows 10\nGraphics card: GTX 980\n\nBlender 3.2 (in 2.92 LTS too, other versions not tested)\n\nI have a very bright red object with motion blur (edit: motion blur is not the cause, see answer below). \nThe values of the Red channel reach up to 500. Green and Blue are completely 0.\nIf I save the image as PNG 16 bit with alpha the image gets completely desaturated and broken. Inspecting the image data shows that the Green and Blue channels now have the values of the red channel, which doesn't make any sense...\n\nSaving the image without alpha gives the correct result.\n\n[alphabug.blend](alphabug.blend)\n\nHere is also a simpler test file that just uses a gradient with emission and transparency.\n\n[alphabug2.blend](alphabug2.blend)\n\nAlso when importing the saved images I noticed that: 8bit RGBA PNG looks more saturated than 16 bit RGBA PNG. HOWEVER, 16 bit RGBA looks like 8 bit RGBA when I choose channel packed as alpha mode on the 16 bit image in the compositor. So 8 bit straight alpha looks like 16 bit channel packed alpha image...",
"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.",
"VSE: 'Reverse Frames' is reversing the source input and not the strip \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\n'Reverse Frames' is reversing the source input and not the strip.\n{[F9358967](Reverse_Frames.gif), size=full} \n\nDownload this file with a counter video included:\n[Reverse_Frames_bug.blend](Reverse_Frames_bug.blend)\nNotice that the video is counting up from zero to 4 sec. \nSplit the movie strip at 2 sec.\nSelect left side.\nCheck Reverse Frames for the left side strip.\nIt is now counting down from 4 sec to 2 sec.\nIt should count from 2 sec to zero sec. \n\nSo, currently this is not a Strip setting, but a Source setting. Question is if this should be moved into the Source panel or be properly implemented as a strip setting?\n\nBtw. the function `Strobe`, which is repeating frames, but keeping sync, has the wrong name: strobe \nWhen doing this process on celluloid-film-stock the this process is called \"Step Printing\": step_printing/\n\n",
"AgX has banding-like issues on hyper saturated gradients\nBroken: a9053f7efbe8b25429b11bccd679dbe81ea60e3f (introduction of AgX)\n\n\nWhen using the sRGB display device and the AgX view transform, fully-saturated colors can exhibit banding-like issues. It doesn't appear to be actual banding, but subjectively feels similar.\n\nThis issue was discovered by @eyecandy while testing AgX at Blender Studio, and the concern is that for more cartoony styles that tend to have a lot of single-color materials, this could manifest as visually objectionable artifacts.\n\nHere's a comparison between Filmic and AgX that highlights the issue:\n\n| Filmic | AgX |\n|----|----|\n| ![lights_on_plane_filmic.jpg](attachment) | ![lights_on_plane_AgX.jpg](attachment) |\n\n\n1. Load ![lights_on_plane.exr](attachment) into Blender (e.g. as a texture on a plane with an emissive material).\n2. Set the color management display device to sRGB.\n3. Set the color management view transform to AgX.\n\n",
"Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n",
"EEVEE: 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.",
"Regression: Pixels in render result appear blurry during rendering\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.4.1\n\nPixels in the render result can appear to be stretched into 1x2, 2x1 or 2x2 pixels depending on window resolution. \nThis is only the case while the render is still going; when it finishes the pixels appear as they should.\n![image.png](image.png)\n\n1. Start rendering any scene, most noticeable in scenes with easily visible noise like this one: \n[noisebox.blend](noisebox.blend)\n2. Resize the window while the render is running\n3. Observe pixels changing size\n[blender_2023-02-07_04-11-02.mp4](blender_2023-02-07_04-11-02.mp4)\n",
"compositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: (4.0 alpha from a few weeks ago not sure of version as deleted now)\n\nCompositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\n\n1. Open a new blend file.\n2. Go to the compositor.\n3. Drag in the image file attached below.\n4. Connect the resulting image node's 0_Image output to a viewer node and turn on the backdrop.\n5. Image will be shown.\n6. Now place a blur node between the image node and the viewer node.\n7. Set the x and y values of the blur node to 1 and the size to 1.\n8. Image will blur.\n9. Now change the blur mode to fast gaussian.\n10. Image will go completely black.\n\n[test-image](https://projects.blender.orgattachment)",
"weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n",
"VSE Channel headers TODO\nImprovements for channel headers in general:\n- - [ ] 2-way `v2d` scroll synchronization\n- - [ ] Investigate why changing RNA property doesn't update timeline region\n- - [ ] Cleanup loading code for `SeqTimelineChannel`, looks like it could be optimized a bit more.\n- - [ ] Use better integrated drawing engine like list-views\n\nOther related tasks:\n - Decide on [D14263: VSE: Limit timeline view height](D14263)",
"Sequencer: preview TODO's\nThis tasks is to track TODO's for the sequencer preview which can now select sequencer strips directly.\n\n\n**Unimplemented Operators**\n\n**Display Settings**\n\n- - [x] Option to toggle gizmos (matching the 3D view). ebe216f532\n- - [ ] Option to display Origins & Origins (all).\n\n**View**\n\n- - [ ] Frame Selected\n\n**Animation**\n\n- - [ ] Keyframe menu (location, rotation.. etc).\n\n**Selection**\n\n- - [x] All/None/Invert f0d20198b2\n- - [ ] Hide/Reveal\n\n- - [ ] Lasso Select *(low priority)*\n- - [ ] Circle Select *(low priority)*\n- - [ ] Menu picking (match 3D view Alt-Select). *(low priority)*\n\n**Transform**\n\n- - [ ] Snap Menu *(low priority)*\n- - [ ] Transform Origin *(low priority)*\n\n**Other**\n\n- - [x] Delete f0d20198b2\n- - [ ] Copy/Paste\n\n----\n\n**Gizmos**\n\n- - [ ] Crop gizmo. *(low priority)*\n\n-----\n\n\n**Bugs/Limitations**\n\n- Non 1:1 aspect currently don't work properly (when the render output aspect is not `1:1`).\n"
] | [
"in video editor, clips get blurred\n**Look at my last comment for more accurate report!!!**\n\nUbuntu 18.10, running on intel haswell graphics.\n\nBroken: 2.79 release from Ubuntu Apt. 2.8 build from 4th October had this problem as well.\n\nWhen a video is passed through blender video editor, the detail is reduced(gets blurred), as if it is averaging 2x2 pixels for each one or something. The resolution in blender is identical to that of the video clip, so it should not do any scaling that could cause that. The resolution of my video is 2880x1080.\n\nHere is a frame after passing through blender:\n![AfterBlender.png](AfterBlender.png)\nHere's how it should look:\n![beforeBlender.png](beforeBlender.png)\n\nOpen them in browser tabs and do Ctrl+tab between them to see the difference clearly - focus on the cars and road lines to see detail loss, also zoom in if screen resolution is lower than video.\n\nBlend file and shortened video:\n[demo.blend](demo.blend)\n[M17-0001_short.mov](M17-0001_short.mov)"
] |
Wrong particles behavior when rendering.
**System Information** i
Operating system: Win 7 64 SP 2
Graphics card: Geforce GTX 780
Broken: (blender-2.80rc3-windows64)
Worked: (optional)
Particles follow curve (Force Field-Curve Guide). When rendering still image, everything is fine. When rendering video (PNGs or Video file) the particles just fly in all directions, like an explosion.[Plug-4-Bug.rar](Plug-4-Bug.rar) | [
"RigidBody explodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen adding RigidBody, the simulation \"explodes\".\nI noticed that it only happens when the objects are near the center of the scene.\nIf we move the objects in the +Y direction, the problem disappear\n\nIn the video example I show that the rigidbody is working correctly by adding an icosphere and coliding it to the wall\n\nAdd rigidbody near the center of the scene\n\n[ZzbBGXn6sP.mp4](ZzbBGXn6sP.mp4)\n[rigidbody_problem_example.blend](rigidbody_problem_example.blend)\n\n",
"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",
"Particle System Orientation Axis set incorrectly after file load\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken:\n2.82 Beta, 507a331f0182, blender2.8, 2020-01-27\n\nAfter undoing any change, every particle system in the scene resets its orientation axis. To fix this, you have to manually change the orientation axis to something else and back again. There may be other situations where the particle orientation gets reset, but this one is easily reproducible.\n\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Shift-A and add a cube (or any change at all to the scene)\n4. Ctrl-Z\nThe particles are not longer aligned on the global z-axis. \n\nAlternatively, it also breaks if you:\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Save the file\n4. Close and reopen the file\n\n[ParticleBug.blend](ParticleBug.blend)\n",
"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",
"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![Issue.png](Issue.png)\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)",
"Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"Particles : Obstacles for particles no longer work from 50m from the origin of the world.\nOperating system: windoows 10 \nGraphics card: nvidia gtx 1070\n\nBroken: Blender 2.92 last release\nWorked: Don't know\n\nObstacles for particles no longer work from 50m from the origin of the world. The permeability of the obstacle does not work at all beyond 100 m. This is a big problem for landscapes. (see blend and play)\n\n- Open attached file\n- run simulation\n[particles_obstacle2.blend](particles_obstacle2.blend)\n\n---\nOther file to check: [particle_obstacle.blend](particle_obstacle.blend)",
"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![Screenshot 2019-11-06 at 21.06.37.png](Screenshot_2019-11-06_at_21.06.37.png)\n\n",
"Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n",
"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.",
"Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.",
"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",
"Particle don't emit curves/text in 3.0 beta \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nCaused by b9febb54a4.\n\nParticle don't emit TEXT\n\nNo particles text from 3.0 [Particle_Text_NOT_Working.blend](Particle_Text_NOT_Working.blend)\n",
"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)",
"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![render_first_2.93.png](render_first_2.93.png)\n\nRender again, and the grass will appear:\n\n![render_second_2.93.png](render_second_2.93.png)\n\nI attach results also from 3.0:\n\n![render_first_3.0.png](render_first_3.0.png)\n\n![render_second_3.0.png](render_second_3.0.png)\n\nand 3.1:\n\n![render_first_3.1.png](render_first_3.1.png)\n\n![render_second_3.1.png](render_second_3.1.png)\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."
] | [
"Different Particle Physics Render with Evee and Cycles?\nOperating system: Ubuntu 18.04\nGraphics card: NVIDIA Geforce GTX 1080 (two)\n\nBroken: 2.80 RC2\nWorked: (optional)\n\nFrom the \"lowpoly rocket\" project on cgcookie.com:\nAfter creating two renders, one with Evee, and one with Cycles, the Cycles particle physics is dramatically different.\n\nEvee: R102_EVEE0001-0300.mp4\n\nCycles: R102_CYCLES0014-0120.mp4\n\n\nAttached is a simplified blend file. I removed non-essential objects.[bugreport01.blend](bugreport01.blend)\n\n",
"Animation render does not show physics unless baked\nOperating system: Win 10\n\nBroken: 2.80rc1\nWorked: 2.79b\n\nUnbaked physics simulation is not working with Animation Rendering (Ctrl F12).\nMenu description says render active scene\n\n\nThe attached file was made in blender 2.73a.\n[Animatrion_test_2.73a.blend](Animatrion_test_2.73a.blend)\n\n - Open the attached file.\n - Ctrl F12 to render animation.\n\nNote that the simulation is not computed."
] |
GPencil: Strokes cannot be erased, sculpted or painted
Operating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits
Graphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103
Broken: version: 2.90 (sub 2)
At some point during the drawing process in a GP object, the eraser can't erase the lines anymore. All layers and colors are unlocked and there is only one keyframe.
But after switching to edit mode and moving some points manually, these points are erasable again.
1. Select the GPencil object
2. Go to draw mode
3. Select the eraser tool and try to erase the drawing. RESULT : nothing happens
6. Go to edit mode
7. Select a few random points of the drawing with the selection tool and move the points. Validate the new position
8. Go to draw mode
9. Select the eraser tool and try to erase the whole drawing. RESULT : {[F8546840](greasepencil_eraser_bug.blend)}only the lines with the moved points are erased
| [
"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.",
"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)",
"Colorpicker: Hue is not saved if Saturation is on 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0 Alpha\n\nThis is an interesting papercut I noticed a lot. When you start changing the hue of a color but the saturation is on 0, it won't remember that hue if you close and reopen the color picker.\nThis can be annoying at times, especially when using the Square (SV + H) color picker layout.\nMy guess is that this is because the values that are actually stored for the color are the RGB values and not the HSV values.\nSo if a color is (0.5, 0.5, 0.5) and you change the hue, it is meaningless.\nBut perhaps this can still be improved since other painting applications are actually saving the HSV values and artists would expect Blender to remember what Hue is chosen even if the color is essentially grey.\n\nThis can be easily shown by changing the hue on a color with 0 saturation. The 2 hue sliders are of course not actually changing the color but they are also disconnected and not remembered.\nBut once there is a bit of saturation this is fixed.\n\n[2021-05-13 18-50-05.mp4](2021-05-13_18-50-05.mp4)",
"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![test-test_0059.jpg](test-test_0059.jpg)\n![test-test_0060.jpg](test-test_0060.jpg)\n\n",
"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",
"Camera background image is hidden by GPencil fill with alpha\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I change the fill alpha while a background image is loaded, it behaves weirdly. i.e, when the alpha value is 0, the background image is visible, when alpha crosses 0.001, the image mysteriously disappears.\n\nIn Grease Pencil, I added a background image in the camera object data context menu,\nthen I drew a box and changed the alpha of fill, then the above said bug appears.\n\nI have included the blend file and a video to produce the bug.\n\n[blenderGreasePencilBugVid.mp4](blenderGreasePencilBugVid.mp4)\n\n[greasePencilBug.blend](greasePencilBug.blend)\n\n",
"Clearing library overrides from the object menu differs from the outliner\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1 Release Candidate\n\nPlease see the attached movie. Using the \"wrong\" menu will cause the material properties panel to become unresponsive (beginning of movie) with overrides still in place until you use the outliner (end of the movie).\n\n1. Link some objects from a file\n2. Override them down to the materials\n3. Swap out some materials\n4. Use the clear library override from the object menu\n\nResult:\n\nThe material overrides aren't cleared, but you also can't access the properties panel anymore.\n\nExpected:\n\nThe material overrides should be cleared.\n\nWorkaround:\n\nUse the outliner instead.\n\n",
"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)",
"Line Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n",
"The button \"Draw Curve\" for Stroke mode Curve probably doesn't work.\nOperating system: Windows 10\nGraphics card: AMD Ryzen 7, 2700, 8-core\n\nBlender Version: 3.0.1\n\nThe button \"Draw Curve\" from properties editor doesn't work.\n\nMy steps:\n1) Add any mesh object.\n2) Change Layout to Texture Paint (Default)\n3) Press + button below \"Mode: Material\". Add \"Base Color\". Press Ok.\n4) Scroll Down parameters to Stroke section. Expand Stroke section.\n4) Change Stroke Method to Curve.\n5) Press Ctrl+RMB button on mesh some times.\n6) Press \"Draw Curve\" button in properties editor - nothing happens!\nBut if I press Enter on my keyboard or Ctrl+LMB on mesh its drawing stroke.",
"GPencil: Screen-space stroke size incorrect\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTS 450/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.92.0 Alpha\nWorked: none found\n\n**Description**\n\nWhen drawing a stroke with a defined pixel size and stroke-thickness-space is set to screen space, the radius of the drawn stroke should measure the set pixel size. This is not the case. The strokes radius measures half the size.\n\n**Steps to reproduce**\n\n - Create a grease pencil object\n - Set the stroke-thickness-space to screen space in objects grease pencil settings\n - Set the brush size to 100px\n - Draw a single dot.\n - Print the screen\n - Measure the dot size in any image editing app.\n # You will see that the radius of measures 50px and the diameter measures 100px. Instead of 100px and 200px respectively.\n\nThis issue can be further seen by trying to change the brush size using the `f` key. The brush size cursor is drawn at the correct size but is double the size of the stroke.\n\n**Investigations**\n\nThis relates to my original report #82707 wherein I thought the cursor size was incorrect. I have now had time to review the code enough to understand how the cursor is drawn; and how the brush size is defined and passed to the rendering engine.\n\nI have confirmed that the brush size takes the following path.\n\nBrush.size user setting: RADIUS → bGPDstroke.thickness: RADIUS → gpencil_vert.glsl thickness: RADIUS\n\n*Simplified for explanation purposes. Path steps missing.*\n\nI originally thought thickness was defined as a diameter but this is not the case.\n\nI also thought this would be a noticeable fix but I haven’t found where the issue lie yet so I thought I would report again. \n\nNote: When drawing a stroke with stroke-thickness-space set to world space the stroke is mapped to the users screen correctly. When world space is used a stroke with a brush size of 2000px is drawn with a radius of 1m in world space as defined internally. \n\n[Bug-GPencil-Screen-Space-Stroke-Size-Incorrect-Report-VID.mp4](Bug-GPencil-Screen-Space-Stroke-Size-Incorrect-Report-VID.mp4)\n",
"Grease pencil strokes are partially/fully hidden behind reference image until released\nOperating system: Windows 10 Pro 19043.2130\nGraphics card: GTX 980\n\nBroken: 3.3.1\n\nDrawing over a reference image does not always show the stroke as it is being drawn, making it difficult to draw above reference. Using the images as planes addon as a temporary workaround.\n\nThe strange triangle shape shown in the video is pretty consistent. E.i. I can move the camera around slightly and as long as it's relatively head-on the exact same triangle shape appears while drawing. The shape is relative to the reference image. Panning the camera does not pan the glitched triangle area. Moving too much to the side makes it go from partial visibility in front of the ref until the stroke is finished, to no visibility at all in front of the ref until the stroke is finished.\n[untitled.bug_report.blend](untitled.bug_report.blend)\n[2022-11-26 20-52-01.mp4](2022-11-26_20-52-01.mp4)",
"GPencil: Object keyframes are not visible in grease pencil dopesheet mode\nOperating system: windows 10\nGraphics card: GTX 1650\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nIn grease pencil Object when I assign a key frame to its properties (like opacity or transformation ), I cant see the key frames in the action editor.\nAnd same thing when I do frame by frame animation.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n{[F10286546](GP_and_Action_Editor.blend)}![Screenshot (428).png](Screenshot__428_.png)",
" Convert to Grease Pencil overwrites Name\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro M2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.06\n\nBroken: version: 3.0.0 Alpha\nWorked: ? Was broken in 2.92 and 2.93\n\nUsing the Convert to Grease Pencil command on a curve, mesh, or text object overwrites the object name with GPencil \n\nSteps to reproduce: \n\n - Open up default blend file\n - Select default cube\n - Object>Convert>Grease Pencil\n - Observe the name change in the outliner\n # Have some coffee and ponder how to fix it \n\nThanks for all of your great work and this great program!\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."
] | [
"Grease Pencil: close shapes do Z-fighting (wrong overlapping) until stroke refreshment.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\nAfter I move two parallel flat shapes, they shows wrong overlap. Glitch disappeared after I refreshed stroke (on-off).\n\n[2020-08-08_22-49-26.mp4](2020-08-08_22-49-26.mp4)\n[gp overlap.blend](gp_overlap.blend)\n\n**Steps to reproduce.**\nNew file.\nSelect and delete all.\nTop ortho view.\nAdd blank GP\nDraw mode, draw a circle.\nObject mode\nDisable stroke, enable fill, color it white.\nPerspective view, angle about 45° from up\nDuplicate circle Z, scale it down\nMake material unique\nRecolor it.\nMove down second circle with GZ under first one."
] |
Reflections of sun are blocky in Evee when rougness is on
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Broken: version: 2.80 (sub 74)
Reflections of sun are blocky in Evee
![8943910.jpg](8943910.jpg)
![8954510.jpg](8954510.jpg)
When roughness running up, surface start to look extremely bad. It is not depend on shader-type (GGX or Beckman for example).
[2019-07-20_15-19-24.mp4](2019-07-20_15-19-24.mp4)
Try to tune with material rougness here wint Evee
[untitled.blend](untitled.blend)
HDRI maps for test:
?h=red_hill_straight
?h=colosseum
[2019-07-20_16-22-55.mp4](2019-07-20_16-22-55.mp4) | [
"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)",
"Random Per Island working incorrectly with sharp edges and volumes\nOperating system: Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nRandom Per Island not working correctly with sharp edges or volumes.\n\n\nSharp Edges:\n\n- Create Cube\n- Add Bevel Modifier with Harden Normals\n- Set Smooth Shading\n- Set Auto Smooth\n- Random Per Island is affected incorrectly by sharp edges, even after applying Bevel modifier\n\nVolumes:\n\n- Create cube (or array of objects)\n- Create volume shader\n- Assign Random Per Island to volume shader\n- No random colors\n\n[random_per_island.blend](random_per_island.blend)",
"Geometry 100% transparent still affects Subsurface Scattering in the same mesh\nrenderer:\t'NVIDIA GeForce RTX 3060/PCIe/SSE2'\nplatform: 'Windows-10-10.0.19044-SP0'\nAMD Ryzen 2990wx 32-core 64gig ram no overclock\n[system-info.txt](system-info.txt)\n\nVersion: 3.2.2 - 3.4.1\n\nThe included file is a section of a skull with eyebrows close to the surface. \n\nUsing SSS for the skull and transparency for the eyebrows, the result is the eyebrow is light on the surface of the skull.\nThis is using CLOSURE_BSSRDF_BURLEY_ID walk.\nUsing random walk the eyebrow renders transparent.\nHappens on CPU or GPU\n![image.png](image.png)\n\n- Load up the supplied file.\n- render by hitting F12 (Notice the eyebrows are leaving a bright silhouette on the skull surface).\n- Now switch both the eyebrow and skinhead scatter shaders materials to random walk for method.\nIssue goes away and the eyebrows are 100% transparent.\n\n[badeyebrowswithscatter.blend](badeyebrowswithscatter.blend)\n",
"Regression: Ambient Occlusion causes shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.1\nWorked: 2.91, 2.92\n\n Under lookdev mode, when object has \"alpha blend\" turned on in the shader, \"ambient occlusion\" with \"bent normal\" option enabled will cause shading artifact that looks like the object is shading flat. ![EeveeBug_293_AO_Alphablend.PNG](EeveeBug_293_AO_Alphablend.PNG)\n\nSwitch the scene to lookdev mode. \nCreate a UV sphere\nShade it smooth\nTurn on Ambient Occlusion and make sure \"Bent Normals\" is checked. \nAssign a material to the sphere. \nUnder the material settings turn on \"Alpha Blend\". \nNow the object will look like it's shaded flat/without smoothing. \n\n[Eevee_bug_scene.blend](Eevee_bug_scene.blend)\n\n",
"Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n![image](attachment)\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n",
"Incorrect Fresnel layer weight shading on backfacing geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nFresnel layer weight creates a sharp boundary instead of a smooth falloff when viewed on backfacing geometry.\nIn this example there are 2 hemispheres with the same material, but the left one has inverted face normals.\n![fresnel bug.jpg](fresnel_bug.jpg)\n\n[fresnel bug.blend](fresnel_bug.blend)\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![image.png](image.png)\n\n4) select the circles\n\n5) press tab and tab again\n\n6) you will see:\n\n![image.png](image.png)\n\nwhich is correct\n\n",
"Grease pencil. Curve editing on the stroke with spikes ruin spikes\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I have sharp spikes on my stroke, different steps clear spikes or make em smoothed (blender creates aligned curve points instead free and sharp)\n\n[2021-04-09_17-04-45.mp4](2021-04-09_17-04-45.mp4)\n\n[GPspikes.blend](GPspikes.blend)",
"Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n![render_bug.jpg](render_bug.jpg)\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n",
"EEVEE AOV of full transparency is bad compared to Cycles\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4\n\nAOV of full transparent shader is barely noticeable. Cycles works fine.\n![aov_compare.jpg](aov_compare.jpg)\n\n[eevee_aov_transparent.blend](eevee_aov_transparent.blend)\nFor default scene:\n\n - Set fully transparent shader (alpha clip or hashed) and add AOV layer for it\n - Render EEVEE -> AOV layer is bad\n\n",
"Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n",
"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",
"Principled GGX transmission handles fresnel incorrectly\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the Principled GGX or Beckmnan transmission the fresnel effect does not decrease with increasing roughness as it should.\n\n[Multitest3.blend](Multitest3.blend)\n\nIn this test file only the specular reflection is visible. The gradient going into the roughness input goes from 0 at the top to 1 at the bottom. As can be seen there the fresnel effect does not otne down with increasing roughness.\nMultiscatter GGX does not have this issue.\n\nEdit: Both Beckman and GGX in the Glass BSDF have the same issue.\n\nApart from that I could not find a single source that documents how fresnel is calculated in the Principled BSDF. If you read this and know that please tell us the source.\n\nThank you and have a great day!",
"Solid mode in EEVEE looks pixelated (NEW)/ CYCLES in GPU 3D AMD driver problem (OLD KNOWN Problem)\n**Xeon E3 1230 V2 - 16Gb RAM**\nOperating system: Windows 10\nGraphics card: AMD RX 570 8Gb VRAM\n\n**Blender Version 2.92.0**\n\n\nI opened an old work of mine that I was mading on same 2.92.0 before. Today when I opened the solid mode as default and appears very pixelated and like matrix effect, as AMD error was giving in Cycles before... \nMaybe is AMD driver problem or materials render data. \nSome months ago was Cycles incompatibility. Cycles is still working only on CPU and now Eevee have problems in solid mode. \nI've tested in 2.83.5 version and worked. ![2 83 5 cycles .jpg](2_83_5_cycles_.jpg)\n\n![eevee 2 83 5 .jpg](eevee_2_83_5_.jpg)\nattached photos. In 2.92.0 isn't \n\n**Work in a project\nfews days later (about 20 days) open the archive and solid mode was pixelated ![Sem Título-gdf1.jpg](Sem_Título-gdf1.jpg) ![bug blender.jpg](bug_blender.jpg)\n\n[estilizada unir cabeca retopo.blend](estilizada_unir_cabeca_retopo.blend)\nBased on the default startup or an attached .blend file (as simple as possible).",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent"
] | [
"Stretched Shading On Metallic Low Roughness Surfaces In EEVEE\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.80 (sub 74)\n\nWhen using the 'metallic' and 'roughness' parameters of 'Principled Shader' EEVEE gives unexpected results with HDRI lighting. At 'Metallic=1.0' 'Roughness=0.25' while using HDRIHaven 'Studio_Small_01'-hdr clear streaking/stretching of light sources can be seen towards the middle point of the lights. This effect is most prominent when there are multiple bright, point like, light sources where the streaking seems to converge to the middle of the light sources while being barely noticeable with very soft light sources or single strong light source (such as sunset) \n\n- Browse to hdrihaven.com\n- Search for 'Studio Small 01' and 'Georgentor', download sizes you like (I've tested 2k, 8k and 16k)\n- Open Blender, add subdivision modifier to default cube with 2 levels, apply\n- Set Cube/Sphere to smooth shading, go to material settings set metallic 1.0 and roughness 0.0\n- Go To world settings, Set surface to Background, color to Environment, select Studio Small 01.hdr\n- Go to viewport render mode, view sphere from top view\n- Increase roughness from 0.0 to 0.5\n- Observe how very aggressive streaks appear to converge in the middle of the 3 light sources (especially between 0.17-0.5 range of roughness) \n\nNotes: Similar effect can be seen in the Georgentor hdri but this time with strong light from 3 different doors. It should be noted that this issue is specific to using HDRI and does not occur when using no HDRI and 3 'Point Light' objects. \n(This is my first bug report here I'm sorry if I ended up spamming. I noticed this issue couple months ago and tried originally to attract more professional opinion on it via social media/asking in forums but it never really got noticed. I've included link to comparison between same values in b3d and Substance Painter\nview)\n"
] |
Smoke Flow force field and MantaFlow
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75
Broken: version: 2.90 (sub 0)
Worked: (2.80 before Manta Flow)
Smoke Flow force field doesn't work with Manta Flow
open?id=11l5zfw-CH7tCQJZeNKEl16aGhDp9FE9R
| [
"Mantaflow APIC creates wrong droplet behaviour\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Alpha\n\nIf you create a big ball of water with the APIC solver, it breaks apart when falling. FLIP keeps the ball spherical until it touches the collision and APIC deforms it incorrectly immediately.\n\n**FLIP** (left) vs **APIC** (right) \ntimesteps were set to MIN 4 and MAX 8\n[Drop_FLIP_vs_APIC.mp4](Drop_FLIP_vs_APIC.mp4)\n\n\n\n\n - Create any primitive (I used an Icosphere in my case)\n - Perform a Liquid quick effect on that primitive\n - Change the simulation from FLIP (where it works) to APIC (where it doesn't work)\n - Simulate and observe\n\n\nBased on the default startup or an attached .blend file [Droplet.blend](Droplet.blend)\n\n",
"Mantaflow: emit smoke from particles can't inherit velocity.\nOperating system: windows 10\nGraphics card:\n\nBroken: 2.92\nWorked: 2.83\n\nEmit smoke from particles can't inherit velocity.\n[volume speed bug.blend](volume_speed_bug.blend)\n![volume bug.png](volume_bug.png)\n\n2.90.0\n![image.png](image.png)\n\n2.91\n![image.png](image.png)",
"Smoke darkening/miscoloration with multiple inflow objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nHaving 2 or more inflow objects in a smoke simulation, each with its own smoke color, causes darkening and other hue color glitches, even when the two smokes don't mix. At first I thought this was maybe an intended effect, like burning smoke, but with just one flow object the smoke comes out with a proper uniform color.\n\nOpen this file, select the domain and bake the smoke sim to see the darkening, you can see it better in Cycles. You can move the object \"model2\" out of the Flows collection and rebake again with just one Flow object, and see the color to compare\n\nThe attached images use a saturation node on the shader to exagerate the color so you guys can see it more clearly\n\n[BUGREPORT_smoke.blend](BUGREPORT_smoke.blend)\n\n![1 flow model in the domain.png](1_flow_model_in_the_domain.png)\n\n![2 flow models in the domain, saturation exagerated.png](2_flow_models_in_the_domain__saturation_exagerated.png)",
"Particle Systems don't inherit object velocity when emitted on one frame. \nOperating system: Windows 10 64-bit\n\n2.90.1\n\nIf a particle system is set to emit all particles on a single frame, it will not be able to emit using an objects velocity. Instead they are simple emitted with zero velocity. Increasing the emit time will improve accuracy. But of course then you cannot emit particles on one frame\n\n- Open attached file (It has two moving objects each with a particle system that should theoretically start with the velocity of the object)\n- Run the animation\nor\n - Apply particle system to mesh\n - Keyframe mesh movement\n - Set object velocity parameter to 1.0\n - Emit all particles on single frame\n\n[particle_object_velocity.blend](particle_object_velocity.blend)\n\n**Proposed Fix**\nHave the particles use the derivative of the F-curve functions to get instantaneous velocities. \n\n\n\n\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",
"2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault",
"Particle volume distribution calculation is not creating particles inside the volume\nOperating system: Win 10\nGraphics card: Gtx 3090\n\nBroken: 2.91\n\n\nTrying to fit particles inside a simple volume using the grid based particle volume distribution creates mostly misplaced particles.\n\n\nPlease see the attached image and the attached .blend for what is going on and for the settings.\n\n![nxplayer.bin_2kPxzSW15t.jpg](nxplayer.bin_2kPxzSW15t.jpg)\n\n[vol_28012021_1313_27.blend](vol_28012021_1313_27.blend)\n\n\n\n",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Linked collection with smoke simulation cached doesn't work\nOperating system: Windows 10\nGraphics card: RTX 2070 laptop\n\nBroken: 2.82\nWorked: IDK\n\n Linked collection with smoke doesn't seems to load the cache properly or something.\n\n- Create a scene with a quick effect smoke,\n- Save the file,\n- Bake the simulation.\n- Save the file again,\n- File -> New -> General\n- File -> Link the collection of the another file\nThe domain doesn't load the cache",
"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![Screenshot from 2021-08-28 20-36-53.png](Screenshot_from_2021-08-28_20-36-53.png)\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![Screenshot from 2021-08-28 20-18-47.png](Screenshot_from_2021-08-28_20-18-47.png)\nblend 2.7 here:\n[ConceptWorks_b27.blend](ConceptWorks_b27.blend)\n",
"Flashes in Eevee render with Mantaflow viscosity enabled and Motion Blur\nWindows 7 Pro 64-bit\nNvidia GeForce GTX 1060 6gig\n\nBroken: Blender 2.92.0 alpha / c7e92e379d62 / 2021-01-02\n\nExperimented with the new viscosity setting in Mantaflow.\nRendered the test with Eevee and ended up with output where the surface of the fluid was occasionally 'flashing' in certain frames.\nMy only suspicion is that something it going wrong with the normals of the mesh created by Mantiflow.\nPlease see attached video clip and Blend file.\n[viscosity flashes.mp4](viscosity_flashes.mp4)\n\n- Open attached file\n- Bake simulation (maybe you need to set `modular` and `Is Resumable`)\n- Bake Mesh (maybe you need to set `modular` and `Is Resumable`)\n- Render Animation in Eevee\n\n[viscosity flashes.blend](viscosity_flashes.blend)\n\n\n",
"Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n",
"Mantaflow foam particles as objects break motion blur\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf you use an object in foam particles and enable motion blur it renders incorrectly and very slow compared to the liquid alone. But I suspect this is due to huge vectors from those particles.\n[0001-0100.mp4](0001-0100.mp4)\n\nOpen the attached file\nBake caches\nAssign the cube for the foam particles instance object\nRender a couple of frames\n\n[mantaflow_particles_mblur.blend](mantaflow_particles_mblur.blend)",
"Bake fluid domain simulation crashes when using a depsgraph poll\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.92.0\n\nWhen using bpy.context.evaluated_depsgraph_get() in a poll and then baking a fluid blender crashes\n\n1. use the provided file with a fluid prepared to bake data or create a fluid domain and a fluid source\n[mantaflow.blend](mantaflow.blend)\n\n2. make sure the chace type is set to modular\n![image.png](image.png)\n\n3. run the simple operator script (should come with the blend file)\n[operator_simple.py](operator_simple.py)\n\n4. press the bake Data in the Fluid domain settings and blender should crash\n![image.png](image.png)\n\n\n",
"Smoke sim glitch in Cycles\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhile rendering in cycles my smoke is missing pieces and is very blocky.\n\nMake a quick smoke sim above 60 res or up with adaptive domain (not sure if has to be with a smoke collision object) then add a principled volume to world output and change density to .03 or up. Once a light source is added like a sun and you give it a second to render you can see the weird distortions. \n\nFrom the file attached just click render and you can see the weird issue\n\nIf you want to know what this looks like in a rendered video here is one watch?v=pOM5uJ_plng&feature=youtu.be\n\n\n![mustangdrive100030.png](mustangdrive100030.png)\n\n[smokeglitch.blend](smokeglitch.blend)\n\n\nOk so I did some more testing and it looks a principled volume smoke sim cant be in the same space as an existing principled volume area (world or just a cube)\n\n\n\n\n"
] | [
"Mantaflow (GAS) does not render the Velocity attribute.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\n\nVisualization of the velocity attribute only works when the caching type is set to \"replay\".\n\nThe first two screenshots set the caching type to \"Replay\". We can visualize velocity.\n![05.PNG](05.PNG)\n\n![04.PNG](04.PNG)\n\nIn other screenshots, the caching type is set to \"Modular\". We cannot visualize velocity.\n![03.PNG](03.PNG)\n\n![01.PNG](01.PNG)\n\n![02.PNG](02.PNG)\n[velocity.blend](velocity.blend)\n1) Download the file with an example.\n2) The caching type \"Replay\" is set. You can make sure that the velocity attribute is rendered by going to rendered\n3) Switch the caching type to Modular or Final.\n4) Bake\n5) Now velocity is not visualized.\n\n",
"Smoke flow force field not working with Mantaflow Gas\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nI'm making a smoke simulation with Blender 2.82 and I'm trying to guide a particle system with a smoke flow field (like this video: watch?v=iddFzef4H6E). Both normal velocity and gravity are in 0 but particles don't move at all. Should I change something else with the new simulation framework?\n\nCreate a smoke simulation, create an object with a particle system with both normal velocity and gravity field weight with a value of 0, create a smoke flow force field with the smoke domain object of the smoke simulation\n\n[bug_gas _blender.zip](bug_gas__blender.zip)",
"Smoke Flow force field inconsistency\nOperating system: Linux-5.3.0-46-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 13)\nWorked: Not sure\n\nWhen using the smoke flow force field to advect particles I discovered a strange behavior. The results vary between the two cases:\n1 - While baking the smoke sim with replay cache mode the smoke flow force field seems to work ok(but I still find something strange... it's hard to set up and make it work well but this is another thing separated from the problem from this report...)\n![Screenshot from 2020-04-21 15-06-37.png](Screenshot_from_2020-04-21_15-06-37.png)\n\n2 - After the smoke sim is cached and you change some of the settings from the smoke flow force field the inconsistency is apparent, the particles become totally different and even when you set the values back to where they are before the result from case 1 never came back... you need to clear the smoke cache and simulate again...\n![Screenshot from 2020-04-21 15-06-19.png](Screenshot_from_2020-04-21_15-06-19.png)\n\n- FEATURE REQUEST-\nIs it possible to expose and decouple specific and different values from the smoke simulation to be used in the smoke flow force field? Now we have only(and very welcome) the density option... this is an example:\n![Screenshot from 2020-04-21 15-19-50.png](Screenshot_from_2020-04-21_15-19-50.png)\n\n\n- open the attached file;\n- start the playback and see the \"right result\" of particles motion advected by the smoke through the smoke flow force field;\n- after the smoke sim is cached try to change any value from the smoke flow force field like strength... the result is not anymore related to the smoke... and even bring the value back the result is different...\n\n[SmokeFlow_Inconsistency.blend](SmokeFlow_Inconsistency.blend)\n\n"
] |
HIP Kernel compile Error
Operating system: Manjaro Linux x86_64 Kernel: 5.18.3-1-MANJARO
Graphics card: AMD Radeon RX 5700 XT (navi10 LLVM 13.0.1 DRM 3.46 5.18.3-1-MANJARO)
Broken: 3.2 3.3
Worked: Steamversion of 3.2 (Looks like compiling the kernel is not necessary here)
HIP Kernel compile Error with Rocm 5.1.3
[blender_hip_kernel_compile_fail.log](blender_hip_kernel_compile_fail.log)
- Open Blender
- Switch to Cycles
- Enable GPU Compute
- Switch Viewport Shading to Rendered | [
"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",
"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).",
"Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script",
"Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases",
"Segmentation fault (core dumped) when opening render folder during rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.6.0\n\nSegmentation fault during rendering. It happens after some frames. Sometimes 5 sometimes 100. Heavy use of OSL shaders.\nIt might get triggered when using nautilus filebrowser and open the folder which contains the rendered frames during rendering. Just opening the folder seems to trigger the segmentation fault. Crash.txt file is empty.\n\nIt happens when rending animation. I tried without GUI in comannd line and got the same error.\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```",
"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",
"Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n",
"GPU subdivision improvements\nThis is a list of TODOs and ideas for improving GPU subdivision support ([D12406](D12406)).\n\n**TODOs**\n\n- Investigate if read and write operations can be made more coherent.\n- Investigate if compute dispatch size can be improved, to avoid too many calls.\n- Remove some useless OpenGL initialization from OpenSubDiv\n - We use our own patch evaluation shader, however we are still forced to compile the one from OpenSubDiv. This will require to implement our own GLComputeEvaluator.\n - `GLVertexBuffer` also initializes the OpenGL library. We can avoid this by using our own vertex buffer wrapper.\n- Compressed data structures for reducing memory usage\n - Using compute shaders forces us to only deal with ints and floats. However, this is using more memory than necessary (e.g. for normals).\n - This requires to do manual bit packing in the shaders, we need to pay good attention to alignements and data types (int vs. uint).\n- Use multithreading for CPU tasks when applicable\n - We still process some data on the CPU (e.g. polygons to materials map, edit mode flags). Although they are based on the coarse mesh, we could use multithreading to speed things up if needed.\n\n**Ideas**\n\n- Heuristic to disable GPU subdivision for small meshes, if they are hindering performance\n- The mesh wrapper used for on the CPU might not need all of the data to be subdivided (e.g. we do not need vertex colors for snapping), we could potentially speed up CPU subdivision by only subdividing what we need.\n- Potentially evaluate points on the GPU and copy back to the CPU side, this would require threads to have their own GL context.\n- See if OpenSubDiv data structures can be shared between the CPU and GPU code (e.g. the stencils buffers) so that we do not have to create duplicate versions when the CPU side mesh is requested.\n\n**Vulkan**\n\n- OpenSubDiv does not yet officially support Vulkan. The Pixar team seem to already have something working internally (1153). It is not clear when this will be released.",
"PyAPI: Crash when trying to draw a PointerProperty in the UI.\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 3.1.0 Alpha\n\nMy addon registers a PropertyGroup with a PointerProperty within, which wants to point at Objects.\nThis PropertyGroup is added to bpy.types.PoseBone.\nSometimes, when trying to draw this PointerProperty, Blender crashes.\n\nThe stack trace seems to be an infinite loop between these two asserts:\n```\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:741, IDP_GetPropertyFromGroup(), at 'prop->type == IDP_GROUP'\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:687, IDP_AddToGroup(), at 'group->type == IDP_GROUP'\n```\nand with some other stuff in between.\n\n- Zip of a .blend file and the addon (stripped down to just a few lines of code):\n[property_draw_crash.zip](property_draw_crash.zip)\n- Note that although the addon was originally about bone gizmos, all the widget drawing related code is completely gone. It's now just a PropertyGroup, a PointerProperty, and a Panel, and nothing else.\n- Install the addon.\n- Open the Blend file. The Properties Editor should already be set to the Bone tab, with the Viewport Display panel opened, which is where the addon will attempt to draw the property.\n- Enable the addon. It should crash with the above stack trace.\n\n[props_draw_crash-2021-11-12_13.14.46.mp4](props_draw_crash-2021-11-12_13.14.46.mp4)",
"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",
"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![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n",
"Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n![cpu.png](cpu.png)\n\nCycles - GPU Compute:\n![gpu.png](gpu.png)\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n",
"Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check."
] | [
"Blender crashes when opening a file dialog in Cycles on AMD/ROCM\nOperating system: Linux-5.19.2-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX 5700 (navi10, LLVM 14.0.6, DRM 3.47, 5.19.2-arch1-1) AMD 4.6 (Core Profile) Mesa 22.1.7\n\nArch Linux.\n\n```\n$ pacman -Q | grep rocm\nrocm-cmake 5.2.3-1\nrocm-device-libs 5.2.3-1\nrocm-llvm 5.2.3-1\nrocminfo 5.2.3-1\n\n$ pacman -Q | grep hip\nhip-runtime-amd 5.2.3-1\n\n$ pacman -Q | grep amd\namd-ucode 20220708.be7798e-1\nhip-runtime-amd 5.2.3-1\nhsa-amd-aqlprofile-bin 5.2.3-1\nxf86-video-amdgpu 22.0.0-1\n```\n\nBroken: version: 3.2.2\nWorked: ??\n\nThis is the first time I've been able to try out Blender Cycles on a combination of AMD hardware and the open source RADV drivers and ROCM libraries. While all of the rendering features seem to work, the actual Blender program seems unstable. I've been able to isolate one crash that seems to happen quite reliably: Opening a file dialog to select an environment texture tends to crash.\n\n\n1. Start blender.\n2. Create a few objects.\n3. Select the world properties.\n4. Click the color property and select Environment texture.\n5. Click the \"open\" button to select a file.\n6. Blender will almost always crash after a momentary pause.\n\n[blender.crash.txt](blender.crash.txt)\n\n",
"Cycles HIP error with image textures on Linux and RDNA1\nOperating system: Arch Linux\nGraphics card: AMD 5700XT\n\nBroken: Blender 3.2 alpha c486da0238bd\nWorked: never\n\nTrying to render a scene with HIP support enabled crashes Blender during the \"Updating images\" stage. Scenes without image textures (eg the default cube, but also elaborate scenes with complex procedural shaders) render perfectly fine. Tested with the open source ROCm stack from rocm-arch and the official binaries provided by AMD, on kernels 5.15.35-lts, 5.17.4-zen1 and 5.17.4-xanmod1. Also tested with the first HIP enabled nightly build, same result. As a user on the Blender forum reported success on Xorg, I tested on both Gnome/ Xorg and Gnome/ Wayland. Looking through the thread again, it seems all successful reports come from users with RDNA2 GPUs, while the only other failure was reported by another 5700XT owner. The last few lines from the console log:\n\n\n```\n:3:hip_texture.cpp :1453: 15928128518 us: 33981: [tid:0x7f0decdff640] hipTexObjectCreate ( 0x7f0,deb,8ed,2e8, 0x7f0,dec,db9,140, 0x7f0,dec,db9,0d0, char array:<null> )\n:4:rocdevice.cpp :2034: 15928128655 us: 33981: [tid:0x7f0decdff640] Allocate hsa device memory 0x7f0c9ca00000, size 0x169000\n:3:rocdevice.cpp :2073: 15928128661 us: 33981: [tid:0x7f0decdff640] device=0x7f0df5092000, freeMem_ = 0xfed20000\n:4:rocdevice.cpp :1899: 15928128724 us: 33981: [tid:0x7f0decdff640] Allocate hsa host memory 0x7f0e10c1e000, size 0x110\nWriting: /tmp/bmw27_gpu.crash.txt\nfish: Job 1, 'AMD_LOG_LEVEL=4 ./blender' terminated by signal SIGSEGV (Address boundary error)\n\n```\nAnd the crash log:\n\n\n```\n# Blender 3.2.0, Commit date: 2022-04-23 13:09, Hash c486da0238bd\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xb605b00]\n./blender() [0x117952a]\n/usr/lib/libc.so.6(+0x42560) [0x7f0e24064560]\n/opt/rocm/hip/lib/libamdhip64.so(+0x1e8b3d) [0x7f0dda9e8b3d]\n/opt/rocm/hip/lib/libamdhip64.so(hipTexObjectCreate+0x8e1) [0x7f0dda9f1901]\n./blender(_ZN3ccl9HIPDevice9tex_allocERNS_14device_textureE+0x6b5) [0x2d4d235]\n./blender(_ZN3ccl12ImageManager17device_load_imageEPNS_6DeviceEPNS_5SceneEiPNS_8ProgressE+0x392) [0x3464122]\n./blender() [0x84a86e5]\n./blender() [0x16759b5]\n./blender() [0x1675c6b]\n./blender() [0x1662987]\n./blender() [0x166f6a0]\n./blender() [0x16716dc]\n./blender() [0x16718d9]\n/usr/lib/libc.so.6(+0x8d5c2) [0x7f0e240af5c2]\n/usr/lib/libc.so.6(clone+0x44) [0x7f0e24134584]\n\n# Python backtrace\n\n```\nRender anything with an image texture with HIP and GPU compute enabled. I used the BMW benchmark to create the logs.",
"Blender crashes using while HIP in Blender 3.2 [GPU: AMD RX 5600XT]\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD Radeon RX 5600 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10\n\nBroken: version: 3.2.0\nWorked: version: 2.93.9 (When it did not have HIP)\n\nBlender crashes when I'm in rendered mode and I try to add an environment texture. Like as soon as I click on the \"Environment Texture\" button, it crashes immediately. This might already be a known issue but I'm not very sure.\n\nAs soon as I click on *\"World Properties\"* >> select the *yellow dot* near the label *\"Color\"*>> select *\"Environment Texture\"* >> Boom, Crash. Scene is very simple with just the default cube and a plane under it. No materials added yet. BTW, I was on rendered mode.\n\n**Extra Info**\nI downloaded the Blender 3.2 splashscreen blend file to test. But it crashed immediately when I switched to Rendered View. And I think any sort of textures are the main reason behind all these crashes. Thank you!\n\n*Edit: Sorry, forgot to mention that I was using Cycles render engine. "
] |
Broken mesh/file: AO fails on certain mesh if it is elevated above floor.
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87
Broken: version: 2.90.0 Alpha
I can`t find any reason in geometry like doubles, broken normals or something like this.
Same bug in release. Not reproducable with promotives. But if I add primitive to this mesh, glitch appears.
[AOFail.blend](AOFail.blend)
[2020-07-16_13-05-39.mp4](2020-07-16_13-05-39.mp4)
| [
"Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n![nodeSetup.png](nodeSetup.png)\n\nUnexpected boolean difference:\n![incorrectBoolean.png](incorrectBoolean.png)\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n",
" Freestyle renders extra lines\n%%%--- Operating System, Graphics card ---\n1st PC: Win7 64bit & Quattro 2000\n2nd PC: Win7 64bit & Nvidia 560ti\n\n\n\n - Blender version with error, and version that worked ---\n2.68a\n\n - Short description of error ---\nFreestyle produces lines through objects as they are transparent\nI build a moving staircase and some lines of the glass roof appear \"randomly\" through the walls.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n\nI just created objects + render. %%%",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"volumes breaking data passes\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\nWorked: never\n\npixel data for surface data passes and shader AOV's are rendering black if there's a volume.\n\n\n1. Open attached file\n2. go to compositor\n3. render frame\n4. check the data and aov passes\n\nexamples:\n![image](attachment)\n![image](attachment)\n![image](attachment)\n\nI understand it's necessary for the volume to affect the colour passes that build the combined pass, but for data passes and custom AOV's that only represent the surface, it would be useful for that data to not be obscured. For example if you want to replace textures in comp, or add vector motion blur to an object which is behind a volume etc. I think rule of thumb should be, if something doesn't have that type of data, then it shouldn't affect passes of that type of data.\n\nIt makes it impossible to make use of the data otherwise, forcing the user to render twice. Perhaps data and custom AOV's could have exclude lists where users could specify which objects shouldn't have any influence on the pass? Would be nice to have that on the environment pass too, so shadow catchers wouldn't mask the environment?\n\n",
"OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n![Display_sRGB_broken.jpg](Display_sRGB_broken.jpg)\n\n![Display_Rec709_fine.jpg](Display_Rec709_fine.jpg)\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.",
"Blender 4.0.0 - Armature Rig with IK broken\nOperating system: MacOs Ventura 13.4.1\nGraphics card: Radeon Pro\n\nBroken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-23 19:52, hash: 7c2dc5183d03, type: release\nCaused by 6b872079fec9336865638ad9cfa76e37e8e627c5\n\nI have rigged mesh, commercially available at ArtStation. It worked well up until now. In 4.0.0 it is broken:\n- shapes not rendered until i switch to wireframe mode and back\n- IK ignored\n\nLook at video - i open the file in 3.6.3 and in 4.0.0. In 3.6.3 everything fine, in 4.0.0 the problem mentioned occur.\nBlend file also attached\n\n",
"soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\n\n",
"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",
"bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)",
"Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n",
"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)",
"Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`",
"EEVEE: Contact shadows problem on layered hashed materials\nOperating system: linux open source drivers\nGraphics card: rx 6800\n\nBroken: 2.93\nWorked: Never (2.83+)\n\ncontact shadows dont look correct on certain angles for layered alpha hashed materials(hair cards for example). iissue is more noticable in viewport then in final render, but it is noticable in both.\n\nmake a sphere make it alpha hashed and slightly transparent then duplicate and scale geometry with slight offset to make layers then rotate around object with contact shadows enabled on the lamp\n\n![untitled.png](untitled.png)\n[contact shadows problem.blend](contact_shadows_problem.blend)",
"Cloth simulation of Ngons are broken with Angular Bending Springs\nOperating system:Win\nGraphics card:RTX 3060 Ti\n\nBroken: 2.83, 3.2.2, 3.4\n\n\nThe attached file includes two similar meshes, one of which has an Ngon. A cloth simulation with the default settings was added except for some pinned vertices.\nThe mesh with the Ngon doesn't simulate correctly as shown in this video:\n\n[20220829-125207.mp4](20220829-125207.mp4)\n\n\nPlay animation:\n\n[cloth bug.blend](cloth_bug.blend)\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."
] | [
"AO shader artifacts\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\nWorked: blender 2.79\n\nThe AO shader produce black artifacts all around the mesh, the old 2.79 ao shader doesn't have this problem.\n\nopen the attached file and render.\n\nI attach here some screenshots and the file made with blender 2.82.\nthankyou\n\nMax\n\n\n![03.jpg](03.jpg)\n\n![01.jpg](01.jpg)\n\n![02.jpg](02.jpg)\n\n![blender279.jpg](blender279.jpg)\n\n[ao_shader_bug.blend](ao_shader_bug.blend)\n\n",
"Baking ambient occlusion to vertex colors produces black spots\nOperating system: macOS / Windows 10\nGraphics card: Intel iris / RX 580\n\nBroken: 2.92 beta\n\nWhen baking AO to vertex colors, it can produce odd black spots where there clearly shouldn't be. From inspecting the mesh, it seems fine (and render preview seems good). Moving the mesh upwards in Z and then baking seems to fix the issue, but it reappears if I move it back down and bake again.\n\nSee the attached blend file. Bake AO to vertex colors and view the layer in solid mode. [rally-school-ao.blend](rally-school-ao.blend)"
] |
Crash on file open
Operating system: macos 10.14.6 (18G87)
Graphics card:
- Radeon Pro Vega 20 4 GB
- Intel UHD Graphics 630 1536 MB
Broken:
- 2.80 ,official release (2019-07-30)
- 2.81.0 189aa32a3ac0, 2019-08-21
First Crash happened while working on Action Animations.
File won't open any longer (crashes everytime)
- low poly mesh with Low res UV, (texture and material node setup)
- eevee
- Armature
- two open windows (main + side), side has 6 3d views, main has 3d view, timeline and dropsheet (action editor) open
- multiple set actions
Crashed while trying to set locRotScale on bones
[FantasyRivals.crash.txt](FantasyRivals.crash.txt)
[SystemCrashTrace.txt](SystemCrashTrace.txt)
[FantasyRivals.blend](FantasyRivals.blend)
| [
"Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n",
"Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"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",
"Crashing/unexpected results while rendering custom Node-defined volumetric materials\nOperating system: Linux-5.6.0-2-amd64-x86_64-with-glibc2.29 64 Bits\nGraphics card: AMD Radeon (TM) RX 470 Graphics (POLARIS10, DRM 3.36.0, 5.6.0-2-amd64, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.7\n\nBroken: version: 2.91.0 Alpha\nWorked: Never\n\nWhen rendering the attached .blend file, Blender frequently crashes or at the very least fails to render properly. It seems to be something to do with the materials I've defined for Evee to use.\n![rendering-difference.png](rendering-difference.png)\n\n[#79682.blend](T79682.blend)\n- Open file\n- Render animation",
"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",
"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 on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```",
"Crash 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",
"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",
"Batch Rendering Crashes if EEVEE set in scene\nOperating system: Windows 10\nGraphics card: Any or None\n\n2,83, 2,90, 2.92\n\nEEVEE is set as renderer in the scene file.\nThe scene is send to the render farm. \nOpenGL is not available as render farm is running as background service OR blades machines do not have any GPU at all.\nBlender in Commandline Crashes.\n\n(Side Note: Cycles works fine as CUDA is available within background service)\n\n\n**Expected Behavior**\nReport an error \"EEVEE requires OpenGL. Unable to find/initialize openGL32.dll\"\n\nTo reproduce the issue, you either need some helper service that starts Blender in commandline mode (I can provide one) OR you can use any machine that does not have a GPU installed.\nCreate a new scene with EEVEE as renderer.\nTry to commandline-render the scene.\n\nCommandline that we used:\n\"C:\\renderer_exe\\blender\\win_x64\\Blender_2.90\\blender.exe\" -b \"\\\\isilonai\\woodspeople\\Boar (With fur).blend\" -o \"\\\\isilonai\\woodspeople\\Boar (With fur)\\Brawler####\" -F PNG -x 1 -s 10 -e 10 -j 1 -t 24 -a -y\n\n\nCommandline output:\nR 6| >\"C:\\RR_localdata\\renderer_exe\\blender\\win_x64\\Blender_2.92\\blender.exe\" -b \"C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\" -o \"C:\\RR_localdata\\renderout\\A\\3D\\Blender\\render\\myOut####\" -F PNG -x 1 -s 2 -e 3 -j 1 -t 24 -a -y \nR 7| Blender 2.92.0 Alpha (hash 719bea0d6d06 built 2021-01-12 23:10:47)\nR 8| Read blend: C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\nR 9| Writing: C:\\RR_localdata\\temp\\A\\cube.crash.txt\nR 10| StdErr: Warning! Using result of ChoosePixelFormat.\nR 11| StdErr: Warning! Using result of ChoosePixelFormat.\nR 12| StdErr: Warning! Using result of ChoosePixelFormat.\nR 13| StdErr: Warning! Using result of ChoosePixelFormat.\nR 14| StdErr: Warning! Using result of ChoosePixelFormat.\nR 15| StdErr: Warning! Using result of ChoosePixelFormat.\nR 16| StdErr: Warning! Using result of ChoosePixelFormat.\nR 17| StdErr: Warning! Using result of ChoosePixelFormat.\nR 18| StdErr: Warning! Using result of ChoosePixelFormat.\nR 19| StdErr: Warning! Using result of ChoosePixelFormat.\nR 20| StdErr: Warning! Using result of ChoosePixelFormat.\nR 21| StdErr: Warning! Using result of ChoosePixelFormat.\nR 22| StdErr: Warning! Using result of ChoosePixelFormat.\nR 23| StdErr: Warning! Using result of ChoosePixelFormat.\nR 24| StdErr: Win32 Error# (127): The specified procedure could not be found.\nR 25| StdErr: Error : EXCEPTION_ACCESS_VIOLATION\nR 26| StdErr: Address : 0x00007FFF8DBA1C81\nR 27| StdErr: Module : VCRUNTIME140.dll\nR 28| StdErr: Thread : 00001c94\n[Boar.crash.txt](Boar.crash.txt)\n\n\n",
"Crash when rendering animation in Workbench (with workbench shadows)\nOperating system: Windows 10 20H2\nGraphics card: Nvidia GTX1080\n\nBroken: 2.93.0\nWorked: 2.92.0\n\nWhen rendering the attached file as animation Blender ends without notice after the second rendered frame.[mirandaAnimNeu3.blend](mirandaAnimNeu3.blend)\n\nOpen the file mirandaAnimNeu3.blend. Click Render | Render Animation.\n\nThe animation is set to start at Frame 466 and to last until frame 4900. After rendering of frame 467 Blender crashes without notice. No crash file is created. Blender just ends.\n![grafik.png](grafik.png)\nBoth rendered images are saved. It is interesting to note that the earlier images of this animation are rendered within seconds but the render times of the last images require minutes although no noticeable content becomes visible. Yesterday I have rendered all 4900 frames at 50% size without anti-aliasing, which worked fine. Each image rendered in a second or two.\nSorry that the blend-file is so big...",
"Linked libraries+Cloth objects+LineArt -> Blender crashes\nOperating system: \"Linux Mint 20.1 Ulyssa\"\n\nGraphics card: NVIDIA Corporation TU106 [GeForce RTX 2060]\n\n**Blender Version** Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\n\nLinked libraries+Cloth objects+LineArt -> Blender crashes\n\nI'm in kind complex project. There're characters (roughly meshed, and bad rigged, but working), with 'clothed' hair, and all of them LineArted.\nMany of the scene files work ok, so they've not much characters. But I don't know why, some of them can't render more of a bunch of frames, even they crash when calculating something (i don't know if's about either cloth, collisions or LineArt modifiers, or whatever.\nMemory looks ok, a little is used.\nI attach both files: a scene, and the characters source (personajes.blend).\n\n - Load 's4 pl1 coleAna.blend'\n - Just 'Play' and wait.\n\n For me, it crashes after 5 frames or so.\n\nA simpler backtrace:\n\n# backtrace\n/home/klopes/soft/blender3/blender(BLI_system_backtrace+0x20) [0xb0b3460]\n/home/klopes/soft/blender3/blender() [0x10babdb]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fdfaf178210]\n/home/klopes/soft/blender3/blender() [0x2349478]\n/home/klopes/soft/blender3/blender() [0x234a454]\n/home/klopes/soft/blender3/blender() [0xb0b71dd]\n/home/klopes/soft/blender3/blender() [0x14b5b05]\n/home/klopes/soft/blender3/blender() [0x14b5dbb]\n/home/klopes/soft/blender3/blender() [0x14a49b7]\n/home/klopes/soft/blender3/blender() [0x14af7f0]\n/home/klopes/soft/blender3/blender() [0x14b182c]\n/home/klopes/soft/blender3/blender() [0x14b1a29]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x9609) [0x7fdfaf874609]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fdfaf254293]\n\n- Python backtrace",
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"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"
] | [
" 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)"
] |
EVEE: "Viewport Render Image" Differs from Viewport
Operating system: Windows 10
Graphics card: NVidia
Broken: Blender 3.0 Alpha
"Render From Viewport" differs the viewport image. Here are some images:
![image.png](image.png)
![image.png](image.png)
![image.png](image.png)
I render my an image like this:
![image.png](image.png)
Here is my blend file:
[tmp1.zip](tmp1.zip)
- Open my blend file
- Set 'Viewport Display'
![image.png](image.png)
- Press **View**->**Viewport Render Image**
| [
"wrong image resolution (dpi) reported for certain jpg files from Photoshop\nHappens on any os.\n\nBroken: (example: 2.91.2, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nAlso happens on any other version\n\n\nDear Blender team,\nSorry if I am reporting this issue in the wrong place.\nI am closely working with blender API and recently discovered a weird behavior that when image resolution cant be parsed from image metadata the blender return some random value.\n\n>>> img = bpy.data.images.load(\"C:\\\\Users\\\\VartanSaakian\\\\Desktop\\\\testPng\\\\test2.jpg\")\n>>> print(img.resolution)\n\n<Vector (2834.6458, 2834.6458)>\n\nSee the example - in fact, image DPI is 300.\n\n![image.png](image.png)\n\nJust use following code and see the image resolution ->\nimg = bpy.data.images.load(image_path)",
"New 3D Viewports do not show X-Ray shading correctly\nOperating system:win11\nGraphics card:3070\n\nBroken:3.41‘s bug (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nNew 3d views after the first one cant show X-Ray mode normally 视图显示“材质预览”下的编辑模式,透视打开,最初的第一个3d窗口可以显示背面的点,之后的3d窗口无法显示背面的点\n\n* Start with the default .blend file\n* Change the Timeline editor into a new 3D Viewport\n* Go into Edit mode for the Cube object\n* Turn on X-Ray mode in both 3D Viewports\n* Change the Viewport shading mode as follows\n * Solid mode works correctly in both editors\n * Material Preview only works for the original editor\n * Rendered only works for the original editor\n\n(see solid.png, preview.png, and rendered.png below)\n",
"Problem with stop animation when View Viewport Render Animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\n\nThere is big gap and Problem with **stop** animation when View -> Viewport Render Animation is started in blender, eg. when it's selected accidentally and as alternative to View -> Viewport Render Image.\n\nTry to stop this animation. By me when I made this mistake not found solution other by kill blender process, cos stop button not was available or \"x\" btn like render (in case render view updating each image on Evee rendering process).\nNo imagine some big project and situation that user must waiting to finish, and he is not sure about saved file and blender is hanged due this process.\n\n",
"Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n",
"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![bug.PNG](bug.PNG)\n[necro_core_reduced.blend](necro_core_reduced.blend)",
"Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n![изображение.png](изображение.png)\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.",
"Image Editor: Viewing a value buffer could use incorrect channel selector\nThis is a long outstanding issue in the image editor that should be fixed.\nWhen rendering a value based AOV and switching in the render result to the AOV would render incorrect as the wrong channel selector is selected (Still Color + Alpha).\n\nThis is also visible when reading single channel images or OpenEXR files.\n\n**Solution**\nAdd an option to view `Value` option to the channel selector and change RNA get/set/itemf + add support of this to the image engine.",
"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.",
"32 bit Float Image Different Value In 3D Viewport And Image Editor\nOperating system: Linux-6.0.19-3-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.85.05\n\nBroken: version: 3.5 and 3.4.1\nWorked: ¿?\n\nThe 3d viewport and the image editor have different values with 32 bit float images unless you change the image color space to any other but non-color \nis this normal?\nAm I doing something wrong?\n\n1. Create a new file\n2. Create any object\n3. Change to texture paint mode\n4. Create a 32 bit image (displacement, not base color, colorspace to Non Color) \n5. Set the brush color value to 0.8\n5. (Make sure Color Management > Display device is something else than `None`)\n6. Switch to Texture Paint workspace, open the image in the Image Editor\n7. Compare strokes in the Image Editor vs. 3DView (they are not the same color)\n6. While hovering over the image/mesh, press 's' to sample the color.\n\nThis happens only in textures with non-color color space. \nI tried factory settings with no difference.\n\nThank you.\n\n",
"render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n![image.png](image.png)\nBefore save to PNG / After\n![image.png](image.png)\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",
"Viewport Render (and Render Animation) color looks completely off from the Viewport\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\nBroken: version: 2.82 (sub 6)\n\nRendering the viewport animation gives a very different result from the actual viewport.\n(Also: Viewport Anti-Aliasing isn't taken into consideration on the Viewport Render).\n\n|![Screen Shot 2020-02-17 at 21.53.08.jpg](Screen_Shot_2020-02-17_at_21.53.08.jpg)|![untitled.jpg](https://archive.blender.org/developer/F8346309/untitled.jpg)\n| -- | -- |\n\nThe problem is more noticeable when the Viewport Shading is set to \"Flat\", even though it also shows in \"Studio\". It delivers very dull colors with less contrast and a blue-ish tone.\nChanging between Cycles and Eevee doesn't affect the Viewport Render (from my tests).\n\n|![Screen Shot 2020-02-18 at 13.50.15.jpg](Screen_Shot_2020-02-18_at_13.50.15.jpg)|![Screen Shot 2020-02-18 at 13.50.17.jpg](Screen_Shot_2020-02-18_at_13.50.17.jpg)\n| -- | -- |\nflat:\n|![Screen Shot 2020-02-18 at 13.50.38.jpg](Screen_Shot_2020-02-18_at_13.50.38.jpg)|![Screen Shot 2020-02-18 at 13.50.41.jpg](Screen_Shot_2020-02-18_at_13.50.41.jpg)\n| -- | -- |\n\n- Open attached file.\n- Go to View -> Viewport Render Image\n[Viewport Colors.blend](Viewport_Colors.blend)",
"Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)",
"\"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)",
"Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n ![update dependencies.JPG](update_dependencies.JPG)\n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't",
"VSE's selection not centred to images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.1.0 Alpha\nWorked: Never\n\nWhen zooming in enough to a selected image's corner, it can be seen that the selection box (white rectangle) reaches outside the image itself. It also happens with a scaled down \"color\" strip.\n\n- Open a \"Video Editing\" workspace and add a \"Color\" strip\n- Scale it down and zoom to a corner\n- To better notice the issue, play with the resolution of the Preview (in Properties)\n![image.png](image.png)\n\nNotes & thoughts:\n- The selection box (white box) is unresponsive to \"aspect ratio\" changes (in Properties)\n- The drifting of the image is somewhat annoying, and sticking the selection box to the image wouldn't fix this.\nSince I don't know how pixel alignment works in the preview, I'm not sure about this, but it may work to instead drift the canvas, leaving the image put like the selection box currently does. So sticking the image TO the selection box."
] | [
"Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n"
] |
system gets stuck while using volume shader
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon VII ATI Technologies Inc. 4.5.13596 Core Profile Context 20.5.1 27.20.1017.1011
Broken: version: 2.83.0
When using Cycles and volume shader connected to the world, system gets totally stuck when I disconnect volume shader.
It happened couple of times before. I believe that it has to do with the GPU. You may reproduce the issue by connecting volume shader or vice versa.
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"EEVEE: Volumetric simulation show ghosting in playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: ALL versions up to and including version: 2.91.0 Alpha\n\n\n\nHere's the video of the problem, as can be seen, I have to stop playback to clear the viewport vdb data from the previous frames. Left is EEVEE viewport, right is solid mode (so you can see what the eevee viewport should be displaying:\n\nIt isn't related to EEVEE volume optimisation as I have tried reducing the number of voxels displayed and also reducing the volume samples, viewport samples, and turning off the denoiser. \n\nlatest gpu driver and blender version, resetting blender to factory defaults doesn't help.\n\n[2020-08-20 04-22-55.mp4](2020-08-20_04-22-55.mp4)\n\nHere's the blend file:\n\n[vdb playback bug.rar](vdb_playback_bug.rar)\n```\n\n```\nP.S, the fps is Extremely slow compared to other 3d apps I've tested this sim in (with shading). Is this due to all of the surplus vdb data not being cleared? Perhaps there needs to be an option to cache to RAM if reading from disk is the cause?\n",
"Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n",
"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.",
"Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n",
"Eevee volume shader on imported VDB influences other volumetrics density (specified density attribute makes a difference)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nI've noticed for a while now that if I bring in a vdb file, to a scene that already has fog via a large cube with principled volume shader applied, once I either import the vdb or, if it's hidden and I unhide it, the scene fog via the large cube will suddenly turn off. There's no way to get it back other than to reload the scene/restart Blender.\n\nMake a scene, envelop it in a large cube, apply principled volume shader. Something like 0.025 density or thereabouts. Whatever is thick enough to see the scene and appreciate the fog is there.\nImport a vdb file and apply a volume shader to it. The main fog should disappear. \nThen try putting the fog on the cube up to 1.0 density and you'll notice you get fog back, but, it's not as dense as it should be, even at 1.0 density. \n\n\n",
"Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n",
"Holdout doesn't work with Mix Shader correctly in Eevee\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\nWorked: 2.83.x\n\nHoldout doesn't work with Mix Shader correctly in Eevee. \n\nWhat I expect when mixing with 100% Holdout:\n\n![Screenshot 2021-01-12 at 22.53.33.png](Screenshot_2021-01-12_at_22.53.33.png)\n\nWhat I get instead:\n\n![Screenshot 2021-01-12 at 22.53.40.png](Screenshot_2021-01-12_at_22.53.40.png)\n\n\n\n - Open the simple blend below\n - Move the timeline from 0-100, which moves the Mix Shader Fac from 0-1.\n - When at frame 1, it should be a 100% Holdout, but notice that this isn't the case\n - Switch to Cycles and verify that it indeed handles this case correctly\n\n[holdout_eevee_bug.blend](holdout_eevee_bug.blend)\n\n",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)",
"Blender stops updating display after GPU spike\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.92.0 Beta\nWorked: I have not found a version that works as expected on this computer. I have tried 2.79, 2.8, 2.91\n\nI was premature in saying the problem is gone for [#85061 ](T85061).\n>After a few minutes of using Blender, the window freezes. Windows does not detect that it is not responding, but Blender does not respond to any input, including clicking on the close button. All elements that are drawn by Blender remain as they were at the moment of the crash except if I resize the window smaller.\n\nIf I watch the performance tab on Windows Task Manager, the freeze coincides with a 100% spike on the GPU.\nAs long as that spike doesn't happen, there is no problem, but once it does, Blender stops responding to any input, but it does not crash.\nI have updated my graphics drivers.\n[blender_debug_output.txt](blender_debug_output.txt)\n\nI have not determined exact steps. It has occurred on multiple files doing multiple different tasks. As far as I can tell, there is no correlation between what I am working on or what task I am performing, and the error occurring.\n",
"Setting playback to anything but \"Play Every Frame\" breaks rigid body simulations\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: Current main.\nWorked: Never.\n\nWhen making a rigid body simulation, setting the playback mode to anything except \"Play Every Frame\" causes the simulation to break. This is because it doesn't correctly process the skipped frames.\n\n1. Make any physics simulation, for example two objects colliding\n2. Clear the rigid body cache if one exists\n3. Set the playback to anything except for \"Play Every Frame\"\n4. Observe the simulation breaks\n\n",
"Cycles Render: Volume (Before Baked Simulation Starts) still trying to be rendered\nOperating system:windows 11\nGraphics card:nvidia geforce rtx 2060\n\nBroken: 3.4.1\n\nThe cycles render tries to use the volume cache to render if the frame is less than the start of the simulation. See video example.\n\n1. Default cube: Add Quick Smoke.\n2. Cache settings:\n a. Type: All.\n3. Start frame: 50, end: 100.\n4. Bake.\n5. Start render on 30~ frames.\nExpected: Simulation chunks will appear in different parts of the domain.",
"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 ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor",
"Cycles volume rendering issues when domain overlaps a plane\nOperating system: Windows 10\nGraphics card: gtx 760 and 1070\n\nBroken: 2.79b(master, release) and 2.80\n\n\n\nShadows on intersecting geometry from Objects with volume shader yield unusable result when using object ray visibility settings.\nWith 2.80 using collections to set objects not visible in camera also fails to achieve this with volumes.\n\nDesired result with volume objects would yield in a same result as done with node group(picture 2)\n\nDoing camera visibility in the shader with nodes works .correctly \n\n\n![incorrect result.jpg](incorrect_result.jpg)\n![correct result.jpg](correct_result.jpg)\n[smoke_incorrect shadow.blend1](smoke_incorrect_shadow.blend1)\nAttached blend file(2.80)\n- run smoke simulation for a couple of frames and switch to rendered view\n- toggle object camera ray visibility",
"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![screen.PNG](screen.PNG)"
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"Crash when using cycles OpenCL GPU Compute render and a volumetric node is attached / CPU render works fine\nOperating system: Windows 10\nGraphics card: RX 5700 XT\nInteil i7-6700k / 32gb RAM\n\nBroken: 2.90.1\n\nWhenever I add a volumetric node to any object using cycles GPU Open CL render. The kernel gets compiled up to a point and then Blender just crashes without an error. This issue does not show up when CPU compute is used. The GPU Compute works on all other render types. It's only the Volumetric that seems to crash the program. \n\n1. Take starting cube project\n2. Add any Volumetric node to it\n3. Render ",
"Cycles crashes after compiling render kernels for a scene with volumetric shaders\nOperating system: Windows 10\nGraphics card: AMD Ryzen 5600 XT\n\nBroken: 2.83 LTS\nWorked: N/A\n\nWhenever I try to start a render with a scene that has a volumetric shader, Blender crashes on the \"Updating device | Writing constant memory | Compiling render kernels\" step. It does not matter what the step size/count is. I have 16gb of memory which has been more than enough in the past. If I render on my CPU, then the render is successful\n\nHere is the blend file. [test2.blend](test2.blend)"
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Hair Shader Node Rending Incorrectly When Set To Reflection
Windows 7 GTX 580 3gb
2.71
When using the Hair Node (set to reflection) the render in preview mode looks much different than the F12 render. You can see a clear example here: showthread.php?343178-A-Potentially-Major-Bug-With-Cycles-Hair-Nodes
When rending the source files to the Cgcookie video Using Cycles' Hair BSDF Node | Blender Cookie - CG Cookie the render result was much different than what the video showed. After some experimentation it was clear that the Hair node was responsible when set to reflection.
In order to recreate the error all you need to do is apply the hair node to hair fibers under a light. The preview looks correct where as the actual F12 render will have the error (an error that does not show up in the preview window).
Further more the CGcookie hair shader can be made correct by simply removing the Hair Node Reflection and replacing it with glossy or anisotropic. So I am pretty sure that is where the problem is coming from. I cannot upload the file do to size limitations.
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"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",
"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![noise_node_values_erratic.png](attachment)\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![BmdXc58IgU.png](attachment)\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![2lG2RollK4.png](attachment)\n\n",
"Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Hair particles: Entering sculpt mode [dyntopo] changes hair particle distribution without warning\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: Don't know\n\nEntering Sculpt Mode can mess up particle settings without warning. See the attached gif. \n![sculpt_hair_example.gif](sculpt_hair_example.gif)\n\nIn the attached blend file, notice hair in the \"x\" pattern on the cube. Switch to Sculpt Mode, then back to the Particle Edit mode. Notice the hair pattern has changed. \n\n[sculpt_hair_test.blend](sculpt_hair_test.blend)\n\nTo reproduce the issue from scratch, follow these steps: \n- Modify a mesh using sculpting tools with Dyntopo enabled. \n- Make sure the mesh has no vertex data that would cause Dyntopo to turn off when you switch away from and back to sculpting mode.\n- Make sure Dyntopo is on and switch away from sculpting mode.\n- Add a hair particle system to the mesh. Use the particle editor to add a recognizable shape to the hair.\n- Switch to sculpting mode.\n- Switch back to the particle editor and see the shape of the hair.",
"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.",
"Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n",
"Triangle Mesh Transmission Rendering\nOperating system: Linux-5.10.0-12-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.1.0\nWorked: n/a\n\nDear Blender Devs,\n\nthank you very much for this awesome software. I encountered the following problem while working with some imported triangle meshes.\n\nI tried loading a triangle mesh, removing one side using Geometry Nodes and subsequently using the Solidify modifier to give it depth for the transmission rendering. When looking at the rendered view in the viewport, it looked \"fine\". Since I was dealing with a triangle mesh with some weird connectivity I expected there to be some artifacts. See below.\n![image.png](image.png)\nHowever, when I rendered with F12 (optix), the result was completely different to what I saw in the viewport (also optix). See below.\n![image.png](image.png)\nNote the weird artifact at the back of the object in the F12 rendered version. Normally I would attribute this problem to the \"bad\" triangle mesh and just move on with my life. However, because the F12 rendered version produces different results to the viewport rendered version, I assume that there might be a bug somewhere.\n\n\n- Difficult to explain, see the `.blend` file for an example as it seems to be an issue with this specific triangle mesh.\n\n[viewport_f12_problem.blend](viewport_f12_problem.blend)\n",
"Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n",
"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.",
"Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n![Screenshot.png](Screenshot.png)\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)",
"Hair Curves: Posed hair curves get stuck onto a wrong pose upon entering and exiting Sculpt, Vertex Paint or Weight Paint mode on the surface object\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: n/a\n\nOn posed hair when using the 'deform curves on surface' node, if you enter and exit Sculpt, Vertex Paint or Weight Paint mode on the surface object, the posed hair will get stuck on a wrong pose, see attached images for comparison. You don't have to edit anything for the bug to occur. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open the file and select the \"Surface\" object\n2. Enter and exit Sculpt, Vertex Paint or Weight Paint mode\n3. The hair curves object should now have deformed onto a wrong pose and can't be fixed until you reload the file\n\nThis bug still appears in the final render and can only be fixed by reloading the save file.\n\n",
"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",
"Eevee preview nodes with drivers performance drop Round 2\n[NodesPerformanceDropRound2.blend](NodesPerformanceDropRound2.blend) this is extend of previos task #71214\nSystem Information\nOperating system:Windows 10\nGraphics card: GeForce GTX 1060\n\nBlender Version\nBroken: Blender 2.81 Beta aff6446e064f and 2.82 Beta 092deb88b074\nWorked: 2.8\n\nShort description of error\nComplex shader with large amount of math nodes and with drivers slow down performance\nin 2.8 60 fps\nin 2.82 30 fps\n\nExact steps for others to reproduce the error\nCreate material with 30 node groups contains 30 math nodes, add driver to shader. Set viewport to material preview and watch performance droping",
"Duplicating a node with a driver loses the driver\nWindows 10 Pro, GTX 1060 6 GB\n\nBroken: 2.79b\nWorked: (optional)\n\nDuplicating a node with a driver (e.g. an RGB mix with a driver for the factor) causes the driver to be lost from the duplicate. This makes node setup more tedious than it needs to be.\n\nAdd an empty to the scene.\nSet up an RGB mix node with two color inputs.\nCreate a driver on the factor that uses the empty Y world position.\nWith the node selected, shift-D to duplicate.\n\nThe duplicate will have lost the driver.\n"
] | [
"Cycles Hair BSDF roughness problem\nlinux64 \nwin64\n\nWorks fine in mac\n\nBroken: 2.71 official for both windows and linux, also latest master on linux\nWorked: mac official 2.71, win 2.70 official release\n\nHere's I attach the render result from different machine\n\n2.71 linux64 aa7f919\n![hair_bsdf_linux64_master_aa7f919.png](hair_bsdf_linux64_master_aa7f919.png)\n\n2.71 linux64 official\n![hair_bsdf_linux64_official.png](hair_bsdf_linux64_official.png)\n\n2.71 win64 buildbot 2e43617\n![hair_bsdf_win64_buildbot_2e43617.png](hair_bsdf_win64_buildbot_2e43617.png)\n\nAnd below the result from win64 2.70 official, which gives the correct roughness and clump result.\n![hair_bsdf_win64_official_270.png](hair_bsdf_win64_official_270.png)\n\n1. download blendfile here [Cycles Hair BSDF by cgcookie ](blender_shading_hairBSDF_finish_edit.blend)\n2. press f12 (Render)\n"
] |
System crashes when sculpting
{[F7081359](Teapot.blend)}Operating system: Windows-8.1-6.3.9600 64 Bits
Graphics card: GeForce GT 525M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35
Broken: version: 2.80 (sub 72)
Worked: (optional)
| [
"Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)",
"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",
"Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)",
"Crash 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",
"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",
"Regression: Crash when sculpting shape keys in 3.6.2 release\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: 3.5 did not crash, I'm told.\n\n**Description**\nA user in a Discord community shared a file which was crashing for them while in Sculpt mode. I could reproduce the crash, so I simplified the file and found repro steps.\n<video src=\"attachment\" title=\"2023-09-14 00-35-34.mp4\" controls></video>\n\nAs you can see, it takes a few seconds of aggressively dragging the shape key value to get the crash to occur.\nAnother way to get the crash is to just make sculpt brush strokes. I found the shape key slider dragging easier, but I could get it to crash with sculpt strokes too, which was the original complaint from the user.\nMaybe worth noting that, as far as I can tell, if the shape key is not this extreme in its effect, then it seems even harder or impossible to produce the crash.\n\n- File: [Vessa_clean5.blend](attachment)\n- Make sure you're in sculpt mode (I don't think it can crash otherwise)\n- Drag the shape key value around for several seconds, or make a few dozen sculpt strokes\n- Should crash eventually.\n\n",
"Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n",
"Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions",
"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: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n",
"Blender 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",
"Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)",
"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",
"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",
"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"
] | [
"Object with Lattice Modifer crashes when using Dyntopo\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.80 (sub 59)\nBroken: version: 2.80 (sub 57)\nWorking: version 2.79b\n\nApplying Dyntopo to a mesh with a lattice modifier results in a crash when disabling or leaving dyntopo mode.\n\nWas discovered in an object with multiple modifiers (in order: mirror, array, lattice, subdivision surface and I narrowed it down to being the lattice.) \nWorked as expected with only those other modifiers or if you turn off the lattice modifier \"Display in Viewport\" property.\n\n- Create a cube\n- Create a lattice object\n- Add lattice modifier to cube\n- Assign lattice object to cube\n- Deform cube via lattice\n- Enter sculpt mode for cube\n- Enable dyntopo\n- Accept the warning about vertex data\n- Make a stroke on the cube surface\n- disable dyntopo, or tab out of sculpt mode\n# see blender crash\n\nSee attached minimal reproduction\nSee attached blender debug logs\n\n[sculpt-bug.blend](sculpt-bug.blend)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"Blender crashes when I switch from sculpting mode to object mode\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 570/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nThe title explains it pretty much. I switch from sculpting to object and blender just closes.\n\nI was sculpting a model with dynotop on 6px. It wasnt a well developed model, just a few boxes and cylinders where I made out the basic shapes with the clay strips brush.[SculptboiCOPY.blend](SculptboiCOPY.blend)\n\n",
"Crash after using Dyntopo with assigned Displace\nOperating system: Windows 10 1809\nGraphics card: GTX 970\n\nBroken: 1b839e85e142\nWorked: At least 2.79b\n\nIf Displace assigned to an object and you edit it sculpt mode with Dyntopo enabled, and then try to switch back to object mode, Blender crash. \n\n1. Open new file\n2. Assign Displace modifier (even without any maps)\n3. Switch to Sculpt mode, press CTRL+D\n4. Make a stroke, so new triangles will be added\n5. Switch back to object mode\n",
"Blender crashes when going out of sculpt mode\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.80 (sub 59)\nWorked: (optional)\n\nAfter sculpting, when going back to layout workspace, blender instantly shuts down and I'm back on the desktop. It can happen as well when tabbing from sculpt mode to edit mode. Seem to happen after adding complexity to my model.\n\nGo to sculpt workspace\nAdd complexity to my mesh\nClick on layout workspace\nCrashes\n\n",
"Crash by hiting \"tab\" after sculpting with dyntopo.\nOperating system: Win 10\nGraphics card: 950m \nWorking with mouse. Graphics software updated. \n\nBroken: d525c76003b3\nWorked: (optional)\n\nIf you click \"tab\" after any change of mesh in dyntopo (relative) mode, blender crash (more often if you add detail). However if you manualy change mode in bottom. There is hight chanse to avoid crash.\n\nI have trouble with ctrl-z too, even if blender somehow manage to not crash. He have tendency to broke after some edit of mesh without dyntopo and clicking a few times ctrl-z. Sorry i can't give much more information obout ctrl-z. It generaly starts glitching in my other projects as well over the last .. month ?\n\n\nJust folow short video.\n[2.8_human_body_only.blend](2.8_human_body_only.blend)\n[VID_20190527_221007.mp4](VID_20190527_221007.mp4)\n"
] |
Sudden close without warning
```
CPU: Intel Core i5-2320 3GHZ
RAM: 4 GB
GFX: nVidia Geforce 7600 GT, 256MB
OS: Windows 7 Home SP 1 64 bit
Drivers: Intel HD Graphics 9.17.10.3347
Blender: 2.71 64 bit
```
Blender suddenly close after pressing Alt-Tab from Warcraft III
This is not important bug, just weird.
1. Open Blender
2. Open Warcraft III
3. Alt Tab from Warcraft III
4. Blender got closed without confirmation | [
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)",
"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",
"Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)",
"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```",
"Regression: lag from camera view when using mouse scroll\nOperating system: Windows 10\nGraphics card: Nvidia Titan XP\n\nBroken: 3.3.1-3.5\nWorked: 3.2\nCaused by befe38fe1d\n\nMassive lag in camera view mode with objects about 20 mil triangles when using mouse scroll with view locked to camera even in Solid preview mode. When using Ctrl Alt mouse move seems no lag, scroll works as usual. Only scrolling is not working properly, rotation works nomally.\nIn this video: Blender 3.3.1, two separate cubes subdivided to level 10, first trying to scroll with mouse wheel - it lags, then using Ctrl Alt Mouse - no lag, then again with mousewheel - lag. No matter if GPU subdivision is on or off.\n\n- Open attached .blend file\n- first trying to scroll with mouse wheel - it lags\n- using Ctrl Alt Mouse - no lag\n[Blender Mouse scroll issue.blend](Blender_Mouse_scroll_issue.blend) \n[Lag when in camera view Blender 332.mp4](Lag_when_in_camera_view_Blender_332.mp4)",
"GHOST:: m_windows not clearing list of fullscreen windows \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 8)\n\nI just wanted to warn you about a potential bug in GHOST when we close a fullscreen window. The problem is that I don't know how to reproduce it in blender official.\nThen this is just if someone is interested...\n\nWhen we close a fullscreen window, GHOST::m_windows list doesn't erase the fullscreen window. Then m_windows list size increases.\nWhen I erase the fullscreen window from m_windows list, it is fixing a crash with our fork of blender (upbge)\n\nI describe the steps to reproduce the bug here: 4fc32990010d5765ba1abd523d57b252be73a657\n\nThis needs to compile restart_hacks branch from upbge github: upbge\n\nThere's a link to the testfile in the commit in mentionned.\n\nJust in case:\n\n[ledi.blend](ledi.blend)\n\n",
"OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n![screen.PNG](screen.PNG)",
"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",
"Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !",
"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```",
"Freeze on performing any operation when compositor tab is open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n",
"F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n",
"Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.",
"Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```",
"Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n"
] | [
"Blender often crashes/freezes when switing a task/window/application\nWindows 8.1\nAMD Radeon HD 8670M\nAMD A6-5200 APU 2.00Ghz\nHewlette Packard Notebook PC \n\nBroken: 2.70a 14-04-10\nWorked: (optional)\n\nLaunch blender and open any .blender file. Minimize blender and switch to another application (ex. Google Chrome, Mozilla Firefox). Minimize its window and maximize blender window again. Not always but blender crashes/freezes often and never recover. Maybe radeon driver problem not blender bug but need some investigation.\n\nNo attachment. \n"
] |
Open App make crash too fast January 11, 2023
Operating system: macOS-13.2-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51
Broken: version: 3.5.0 Alpha (Kent edit)
Open app make crash too fast.
![image.png](image.png)
![image.png](image.png)
Hardware:
Hardware Overview:
```
Model Name: iMac
Model Identifier: iMac18,3
Processor Name: Quad-Core Intel Core i5
Processor Speed: 3.5 GHz
Number of Processors: 1
Total Number of Cores: 4
L2 Cache (per Core): 256 KB
L3 Cache: 6 MB
Memory: 16 GB
System Firmware Version: 499.40.2.0.0
OS Loader Version: 564.40.4~65
SMC Version (system): 2.41f2
Serial Number (system): D25WC0D6J1GP
Hardware UUID: E2E4C74A-7218-56CD-8FEA-7FBD6409C225
Provisioning UDID: E2E4C74A-7218-56CD-8FEA-7FBD6409C225
```
Graphic/Display:
Radeon Pro 575:
```
Chipset Model: Radeon Pro 575
Type: GPU
Bus: PCIe
PCIe Lane Width: x16
VRAM (Total): 4 GB
Vendor: AMD (0x1002)
Device ID: 0x67df
Revision ID: 0x00c4
ROM Revision: 113-D000AA-931
VBIOS Version: 113-D0001A1P-025
EFI Driver Version: 01.00.931
Metal Support: Metal 2
Displays:
```
iMac:
```
Display Type: Built-In Retina LCD
Resolution: Retina 5K (5120 x 2880)
Framebuffer Depth: 30-Bit Color (ARGB2101010)
Main Display: Yes
Mirror: Off
Online: Yes
Automatically Adjust Brightness: No
Connection Type: Internal
```
[Blender-2023-01-11-151834.ips](Blender-2023-01-11-151834.ips)
Youtube: WRyOnYpffg4
Blender 3.5.0 Alpha January 11, 2023
Edit > Preferences
Click System tab
AMD on METAL See picture because "Hold on folder (Load Factory Setting)" see picture.
GPU Back End [ METAL } cause crash.
![image.png](image.png)
My folder show from hidden Library
[3.5.zip](3.5.zip) | [
"Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)",
"Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n",
"Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)",
"Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n",
"Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)",
"Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n",
"Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n",
"Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n",
"Crash probability opening .blend with imported USDs\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nOpening files with imported USDs (animated high poly) causes a crash, on some files, with probability of crash, depending on file 25-80%, on some - 100%.\nWhat possibly leads to increased chances of crash is replacing materials or multiple USDs.\nIdentical geometry via Alembic works fine.\n\n - Opening the file should lead to a crash\n[usd_crash.zip](usd_crash.zip)\n\n\n",
"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 when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n",
"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",
"Trackpad scrolling is too sensitive in Text Editor\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.6.1\nWorked: never\n\n\nIf you scroll very slowly, nothing happens, deltas that give an offset of less than one line/character are simply discarded and not accumulated. The minimum possible scrolling is too fast, this jumps several lines at once and it's impossible to stop at the desired one.\n\nOne of the possible solutions can be seen here: D9552. This makes the scroll speed match the speed in other Blender editors, and other macOS applications as well.\n\nAnother solution could be to use a smooth scroll like with the MMB.\n\n",
"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)",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n"
] | [
"Blender crashes on open when using Metal GPU Backend\nOperating system: macOS Version 13.2 Beta (22D5027d)\nGraphics card: Apple M1 Ultra\n\nBroken: 3.5 Alpha Master d7dad425c0d0 December 29, 02:22:32\n\nAfter setting GPU backend to Metal and restarting Blender, Blender crashes a couple seconds after landing on splash screen.\n\nOpen Blender\nSet GPU Backend to Metal\nQuit Blender\nReopen Blender\nBlender Crashes 1-2 seconds after landing on splash screen.\n\nIf I open a project file instead of opening Blender itself I do not get the crash."
] |
Camera Background Images wrong Display with OCIO
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Quadro M2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.23
Broken: version: 2.90 (sub 0)
Worked: none - tested also on 2.82 and 2.83
If you start Blender with OCIO and you import an Image as a Background image for the Camera the colors and contrasts are not displayed properly.
In my Example I used the same Texture chart for Background and the texture on the Plane with the same transform. If you import the texture with an Alpha Over for the Output the colors look like expected.
After some testing it seems that Blender is applaying some Gamma Correction on the Background Image what it should not do.
Import the same texture as Background Image and as plane. Attached is a simplified .blend that should be opened with the Standart ACES 1.2 OCIO. (OCIO 1.1 shows the same result)[ACES_Camera_Background_Wrong.blend](ACES_Camera_Background_Wrong.blend)
![Screenshot_2.jpg](Screenshot_2.jpg)
Thanks for this great piece of software. If something is missing then please sorry. This is my first bug report. <3 | [
"Texture painting does blend modes like overlay incorrectly when using 16/32bit images\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.4.0 Alpha\nWorked: unknown\n\n[texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4](texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4)\nHere you can see that even though the paint color is white, the overlay blend mode results in darkening of the gray base color, when painting with a low strength/at the edge of the brush falloff. This happens only for 16/32bit images and independently of the color space of the texture. It seems like brush falloff and strength are applied before the blend mode.\n\n- create 32bit/16bit image texture\n- draw with white, set to Overlay on shade of gray\n[16F_texture_paint_overlay_bug.blend](16F_texture_paint_overlay_bug.blend)\n\n",
"UV Editor Header and Windows background colors do not match in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0\n\nWhen setting UV Editor and Header Color and Window Background color to same value, the resulting displayed UI colors do not match in neither hovered or unhovered state. This is inconsistent with other editors, such as Properties editor, where the colors match correctly.\n![image.png](image.png)\n1. In Theme editor, UV/Image Editor, Theme space, set both Window Background and Header color to the same dark gray color.\nResult: The colors displayed in the UI do not match when cursor is not over the editor\nExpected: The colors match when cursor is not over the editor, like with other editors\n\n",
"Grease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nGrease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\n\n[#92351.blend](T92351.blend)\n- open .blend\n- start a stroke inside camera bounds and end it outside camera bounds\n- stroke will stick to the camera on the end\n\n\n",
"Eevee: image sequence data bloc displays different offset attributes when set from different locations (texture editor, shader editor, image locator)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.5.0\n\nif I change the offset (or start frame) of the sequence in the shader editor, I would expect it to also change in the image editor or wherever I am using the same image sequence, otherwise it causes discrepancies and buggy viewport display (since we dont know which offset is displayed in the viewport). \n\nJust change the offset of 1 of the 3 displayed image sequence settings displayed... the other 2 won't follow.\n\nCycles does this fine btw.",
"Blender 2.91.0 Alpha - Blender cannot export proper image when containing smooth gradient of Alpha\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nISSUE is appearing when you try to save-as and export an RGBA image as .PNG etc, out of Blender result looks completely different by color, different brightness, etc. (3), not only in Photoshop but also in Windows Viewer.\n\n1. Open the attached blend file\n2. Press render\n3. Save-as RGBA ... .PNG file format, etc. save on your local device\n4. Open the outputted image in any program or viewer and compare again vs blend file to see the difference \n\n5. By the way .EXR format looks correct, but not the PNG. Once I render the.EXR needs to convert all the sequences to.PNGs once again \n\n[ISSUE-RENDERING.blend](ISSUE-RENDERING.blend)\n\n![Blender_Rendering_issue.PNG](Blender_Rendering_issue.PNG)\n",
"Text object dupli renders incorrectly due to missing depsgraph relations\nOperating system: Linux-5.10.96-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.0.1\nnote - the (modified) in there is because I commented out some annoying warning messages. The bug occurs in 3.01 un-modified. In fact, it occurs in 2.93, too!\nWorked: No idea. My guess is that it has not ever worked.\n\nBlender crashes when attempting to render Object Font text in Cycles if the font object is in an excluded view-layer (or is otherwise not visible in the render. It looks like simply clicking the camera to hide it in the render will also trigger the crash).\nFor now, it is easy to work around the issue by simply placing the font object somewhere in the scene where it won't be visible to the camera. \n\nEdit: it no longer crashes, but still renders with the wrong material and missing modifiers.\n\n- Open .blend file\n- Change render engine to Cycles\n- Switch to render preview\n[text_bug.blend](text_bug.blend)\n\n```lines=10\n# Blender 2.93.7, Commit date: 2021-12-07 14:43, Hash fb762eedbe85\nFile written by newer Blender binary (300.42), expect loss of data! # Error\nbpy.context.scene.exclude = False # Property\nbpy.data.objects[\"Cube-A\"].hide_render = True # Property\nbpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(11.5822, 6.07443, 2.81362), rotation=(1.25533, 0.0140188, 0.598586), scale=(1, 1, 1)) # Operator\n\n# backtrace\nblender2.93(BLI_system_backtrace+0x33) [0xb0265b3]\nblender2.93() [0xf84231]\n/usr/lib/libc.so.6(+0x3cda0) [0x7fd276e87da0]\nblender2.93(_ZN3ccl6Shader8tag_usedEPNS_5SceneE+0) [0x31413c0]\nblender2.93(_ZN3ccl11BlenderSync17find_used_shadersERN2BL6ObjectE+0x211) [0x276a821]\nblender2.93(_ZN3ccl11BlenderSync13sync_geometryERN2BL9DepsgraphERNS1_6ObjectES5_bbPNS_8TaskPoolE+0xf7) [0x276aac7]\nblender2.93(_ZN3ccl11BlenderSync11sync_objectERN2BL9DepsgraphERNS1_9ViewLayerERNS1_23DepsgraphObjectInstanceEfbbRNS_20BlenderObjectCullingEPbPNS_8TaskPoolE+0x83e) [0x274367e]\nblender2.93(_ZN3ccl11BlenderSync12sync_objectsERN2BL9DepsgraphERNS1_11SpaceView3DEf+0x4c2) [0x27456c2]\nblender2.93(_ZN3ccl11BlenderSync9sync_dataERN2BL14RenderSettingsERNS1_9DepsgraphERNS1_11SpaceView3DERNS1_6ObjectEiiPPv+0x1a0) [0x2734520]\nblender2.93(_ZN3ccl14BlenderSession6renderERN2BL9DepsgraphE+0xc0e) [0x272984e]\nblender2.93() [0x132c995]\nblender2.93() [0x271eb69]\nblender2.93() [0x9096df4]\nblender2.93(_PyObject_MakeTpCall+0x90) [0x9058b10]\nblender2.93(_PyEval_EvalFrameDefault+0x8f40) [0xf80500]\nblender2.93() [0xf7665b]\nblender2.93(_PyEval_EvalFrameDefault+0x661d) [0xf7dbdd]\nblender2.93() [0xf7665b]\nblender2.93(PyVectorcall_Call+0x5f) [0x905856f]\nblender2.93() [0x190fb5d]\nblender2.93() [0x1869ab0]\nblender2.93() [0x8a5dbe0]\nblender2.93(RE_engine_render+0x214) [0x8a5e804]\nblender2.93() [0x8a62447]\nblender2.93() [0x8a65708]\nblender2.93(RE_RenderFrame+0xe3) [0x8a65e13]\nblender2.93() [0x2708994]\nblender2.93() [0x13472f2]\n/usr/lib/libpthread.so.0(+0x9259) [0x7fd277411259]\n/usr/lib/libc.so.6(clone+0x43) [0x7fd276f495e3]\n\n# Python backtrace\n File \"/all-users/blender-git/build_linux_2.93/bin/2.93/scripts/addons/cycles/engine.py\", line 177 in render\n File \"/all-users/blender-git/build_linux_2.93/bin/2.93/scripts/addons/cycles/__init__.py\", line 85 in render\n```\n\n",
"Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter.",
"Denoise artifacts in Albdeo and Normal pass caused by material roughness\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nThe `Denoise Data Albedo` shows gray flat colored areas if the `metallic/specular` material have the `roughness` value below `~0.274`.\nThis also affects the `Denoise Normal` pass because it can appear black in these areas.\nTo show these artifacts for `specular` and `metallic` materials, the depending values are: `Base Color`, `Metallic/Specular`, `Roughness` and the angle (between camera and face).\nAll of this leads to visible seams in the denoised image (NonLocalMeans and OpenImageDenoise). The more noise the more it is noticeable.\n\nRender passes of material with roughness on 0.0 (See Albedo and Normal pass):\n![Spec.png](Spec.png)\nThis shows both the roughness dependent gray area overwriting the the camera dependent gray area.\n![SpecGradient.png](SpecGradient.png)\nThis is just to show that irregular roughness inputs (like a noise) also create these. It is the same with Textures.\n![SpecNoise.png](SpecNoise.png)\n\n**Edit (10.02.2021):**\nJust noticed and wanted to clarify. The Denoise Normal pass shows black in the top corner, because it reflects the background.\nHere is an example of an object being reflected in that area. \n![Normal_Reflection.png](Normal_Reflection.png)\n\n**Steps for others to reproduce the error**\n- open attached file or:\n - create a plane\n - set Material to a Principled BSDF Node having: Base Color: 0.047; Specular: 1.0; Roughness: Linear Gradient.\n - set the camera to a viewing angle of 60° to the plane.\n - set the Worlds background shader color to a checker board to have something to reflect on the plane.\n- Render in Cycles with Denoise Data in the View Layer Properties activated.\n[Denoise_Layer_bug.blend](Denoise_Layer_bug.blend)",
"False color look gives incorrect values\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.3.0 Alpha\n\nThe False color in Blender is indeed different from the Filmic master on GitHub:\n![image.png](image.png)\n\nThe testing EXR I used (background is 0.18 middle grey):\n![Sweep_sRGB_Linear_Full.exr](Sweep_sRGB_Linear_Full.exr)\n\n- Load image in Image editor\n- Enable View as Render in side panel\n- Set False Color as View Transform in Color Management settings",
"EEVEE: Add support for extracting alpha channels from a color\nI mistakenly filed a bug report --> #72856 EEVEE transparency problem with mtpaint PNG\n\nI didn't fully understand the bug and attached a blender file that didn't show the bug properly.\nPacking the image file with blender command 'Pack' makes the image\nopaque so it is worthless to include a blender document. I will\ninclude a mtpaint PNG image instead and you can load it into\nblender 2.81 yourself and see how it renders in EEVEE versus cycles.\n\nI noticed that your forum converts the image to opaque if I try to attach to this post\nso I'll use a shareable link that preserves the transparency:\n\nopen?id=1TjfSjzabYEmVHXTODPFymGVNwuL02SnJ\n\nHere is how I created the mtpaint image to reproduce the problem...\n\n1) Launch GIMP -->new gimp document -no alpha channel - paint with brush\n2) save as PNG format with no alpha channel\n3) Launch mtpaint ---> open the PNG document\n4) 'Save as' to output the document - one color chosen to be transparent - PNG format\n5) Launch blender 2.81 (linux) - images > Images as planes\n\nEEVEE rendering doesn't respect the transparent region.\nCycles rendering does respect the transparent region.\n\n\nNot a high priorty.",
"Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)",
"Camera background image is hidden by GPencil fill with alpha\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I change the fill alpha while a background image is loaded, it behaves weirdly. i.e, when the alpha value is 0, the background image is visible, when alpha crosses 0.001, the image mysteriously disappears.\n\nIn Grease Pencil, I added a background image in the camera object data context menu,\nthen I drew a box and changed the alpha of fill, then the above said bug appears.\n\nI have included the blend file and a video to produce the bug.\n\n[blenderGreasePencilBugVid.mp4](blenderGreasePencilBugVid.mp4)\n\n[greasePencilBug.blend](greasePencilBug.blend)\n\n",
"2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBisect points to 190fd795a9\nBroken: version: 2.83.0\nWorked: 2.82a\n\n`Viewport Render Image` ignores color management. The image produced is clamped to 1.0 according to the color sampler. It appears to be hard coded to sRGB.\n\nCreate a Scene that has scene linear color values above 1.0. Render with Filmic. Then do `viewport render image` and see how it produces an image with blown out highlights.\n\n2.82a:\n![2.82a.png](2.82a.png)\n\n2.83:\n![2.83.png](2.83.png)\n\n\n[test.blend](test.blend)\n\n",
"Face orientation - no colors in X-Ray\nOperating system: windows 10\nGraphics card: NVIDIA GeForce GTX 1070 \nsame issue on different pc Samsung NP900X3C\n\nBroken: 2.83.2 and 2.90.0-f319eec88186 (latest 2020 jul 14)\nWorked: 2.80 ~ 2.82\n\n**Face orientation in X-Ray view does not show transparent colors(blue and red)**\n\n1) turn on face orientations ; \n2) turn on toggle X-Ray\n\n![2020-07-14 21-26-43.mkv_snapshot_01.48_[2020.07.14_21.57.56].png](2020-07-14_21-26-43.mkv_snapshot_01.48__2020.07.14_21.57.56_.png)\nhere how it works in 2.83.2 & 2.90.0 [2020-07-14 22-43-43.mkv](2020-07-14_22-43-43.mkv)\nand how it should like in 2.80 ~ 2.82 [2020-07-14 22-49-24.mkv](2020-07-14_22-49-24.mkv)",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent"
] | [
"Background images ignore View transform\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nView transform is ignored for both images and movie clips used as a background images in the viewport.\n\nIdeally image will follow its \"View as Render\", and movie clip probably should just always respect view transform, similar to what's happening in the Clip Editor.\n\nOpen attached file and see the difference between how texture on a cube is color managed and how is the background image is not.\n\nNote that changes to color space might not be immediately visible in the viewport due to #66872 (which is a sepaarte root of the issue, and i'll fix that).\n\n[colorspace_example.blend](colorspace_example.blend)\n\n![mango.exr](mango.exr)"
] |
Asset browser not showing any assets. Many non-existent-directory errors in the console.
Operating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits
Graphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06
Broken: version: 3.5.0 Alpha (`2654c523c171`)
Worked: 3.4
Asset browser not showing any assets. Many non-existent directory errors in the console.
Having the asset library folder configured with some files, open the default scene. Open the asset browser view.
- Asset browser not showing any assets from the library folder(s). It is blank. Only shows assets when `Current file` is selected instead of a library.
- Many `non-existent directory` errors in the log. Looks there is additional `/` added at the end of the path making it a directory path instead of the file path. like `/Furniture.blend/`
Probably related to the #102201 which is fixed. But fix seems `win32` only to me.
```txt
...
/data/assets/blender/assets/Props/split/materials/rubber_01_e8cca126-2056-4ede-8d04-2c8d72577bdc/rubber_01_8408165d-a0d0-401e-b13c-48283fbb8a6c.blend/ non-existent directory
/data/assets/blender/assets/Props/split/materials/scifi_plastic_01_277b214c-a0fc-4875-b4ba-c0de1197d413/scifi_plastic_01_979c4884-c4cd-44cc-9b37-155f7e8862e0.blend/ non-existent directory
/data/assets/blender/assets/Props/split/Furniture.blend/ non-existent directory
/data/assets/blender/assets/Props/split/Lamps.blend/ non-existent directory
/data/assets/blender/assets/Props/split/Props.blend/ non-existent directory
....
```
| [
"MacOS ARM64 builds have issues saving WEBP images from 32bpp buffers\nOperating system: MacOS ARM64 buildbot\n\nBroken: 3.6 main 7699c7407d08e79580c36554206f14310f0f56c9\nWorked: n/a\n\nThe newly added `imbuf_save` is failing for certain scenarios but only on MacOS ARM64 builds.\n\nThis is a tracking bug so we can investigate the issue and re-enable the tests.\n\n- Uncomment the 2 WebP tests in `tests/python/bl_imbuf_save.py`\n- Run and observe large deviations in expected pixel values:\n\nThe first failure seems entirely incorrect while the second exceeds our 1% failure threshold @ 0.016.\n\n```\nwebp-rgb-70__from__rgba32.webp\n Mean error = 0.0058668\n RMS error = 0.01072\n Peak SNR = 39.3961\n Max error = 0.0862745 @ (77, 45, G) values are 0.04705883, 0.043137256, 0.0627451 vs 0.13333334, 0.12941177, 0.14901961\n 9791 pixels (59.8%) over 1e-06\n 2354 pixels (14.4%) over 0.016\n\n\nwebp-rgba-70__from__rgba32.webp\n Mean error = 0.00128407\n RMS error = 0.00366359\n Peak SNR = 48.7219\n Max error = 0.054902 @ (112, 62, R) values are 0.5058824, 0.25882354, 0.50980395, 1 vs 0.56078434, 0.3137255, 0.5647059, 1\n 5139 pixels (31.4%) over 1e-06\n 312 pixels (1.9%) over 0.016\nFAILURE\n```\n\n",
"Additional unwanted objects being created when asset browser asset is used\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nAdditional duplicate (unwanted) objects being created when using assets from the asset browser.\n\nI haven't managed to consistently reproduce how I get this issue to happen. However, I have attached files which are guaranteed to demonstrate it.\n\n1. The oxford-straps-demo.blend file contains the source meshes which are placed in a collection and marked as asset called \"Source Asset\"\n\n2. The test-asset.blend file contains the \"Source Asset\" dropped in as Linked then Library Overridden. That itself is then marked again as an asset called \"Test Asset\". (This is my workflow - I would do this, then add materials at this stage).\n\n3. Open a new blend file and drop in the \"Test Asset\" (with Append). You will see the appended asset plus two other unwanted objects which are duplicates of the objects contained within the sealed asset.\n\nI have to delete these every time the asset is used.\n\n",
"Add operator to export assets with catalog definition\nSince the catalog definition is stored in separate files inside the asset library, sharing individual .blend files will not bring along the catalog info. The contained assets will be unassigned (the catalog ID is still stored in the asset metadata, but there is no matching catalog).\n\nWe discussed having a way to export assets together with the necessary catalog definition. This could simply create an archive file containing .blends (or just a single .blend?) and a catalog definition file.\nOr maybe we should add support for packing catalog definition files? Interesting idea in fact.",
"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",
"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",
"Making a linked asset datablock local does not clear the asset status\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nCurrently when linking an asset datablock from a library, making the datablock local does not clear the asset status, creating a new asset implicitly.\nNot so much a bug, but I just talked with Julian Eisel about this and he agrees that this should behave differently.\n\n- link to material asset from a library file\n- localize the material datablock\n\n",
"Materials animation doesnt show up in animation actions editor\nOperating system: Linux-5.8.18-300.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0 Alpha\nWorked: never\n\nMaterials animation doesnt show up in animation actions editor\n\n[#82522.blend](T82522.blend)\n- Open blend\n- keyframes for nodetree actions will be visible in the Graph Editor\n- keyframes for nodetree actions will be visible in the DopeSheet\n- keyframes for nodetree actions will be visible in the NLA Editor\n- keyframes for nodetree actions will **not** be visible in the Action Editor and appropriate Action cannot be selected from the dropdown\n\njust make a base color of material animated and then see that its not in action editor\n\n![1.jpg](1.jpg)",
"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)",
"Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003468\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007444\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005208\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a018\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000085a8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b1ac\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000921c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005544\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad94\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067e0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000401c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b360\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 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ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nnvoglv64.dll :0x00007FFE819D057C Symbols not available\n\n\nThread : 00009be0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFF3F690C30 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003f9c\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007978\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll 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ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a8fc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003240\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00000a10\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000082dc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll 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RtlUserThreadStart\n\n\nThread : 00007dec\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004294\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000559c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 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tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------",
"Info window reports non existent python commands for Cycles data\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nInfo window reports non existent python commands, for example when enabling material cryptomatte by clicking on it in the UI this is reported in the info window:\n\nbpy.context.scene.use_pass_crypto_material = True\n\nShould be this:\n\nbpy.context.view_layer.cycles.use_pass_crypto_material = True\n\n\n\ntooltip shows this (which is useless at the best of times thanks to it being shortened):\n\n![image.png](image.png)\n\n\nsuggested code results in :\n\nAttributeError: 'Scene' object has no attribute 'use_pass_crypto_object'\n\n\nHow can we ensure the correct information is being shown in the info? Perhaps also a good idea to stop shortening the pyrhon commands in the tooltip. Shift f1 would also be good to use to take the user to the relevant index of pages in the online API documentation.\n\nI think you should consider throwing some paid work at Cristian Hasbun to get the coding interface up to scratch. He did a presentation at this years conference, the WEED integrated IDE. He's not been able to put much work into it recently due to financial obligations (had to take a job as a kite surfing instructor)\n",
"Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n",
"Possible Asset Browser Memory Leak\nOperating system: Windows 10\nGraphics card: 4095MB NVIDIA GeForce GTX 1070\nBroken: 3.00 Alpha, 8c3f4f7edf9d, master, 2020-06-10\nWorked: Unknown. This bug is relating to the WIP Asset Browser project, which didn't exist in earlier versions. (Unless I'm mistaken and it was introduced in 2.93?) \n\nAssets (At least Images and World Shader setups using HDRI's) are not being unloaded from memory (staying around in the image buffer (imb_addrectfloatImBuf) specifically), causing Blender's memory usage to go up to as high as 20~GB at least on my machine, if not crash outright. As far as I can tell this only happens (at least to this extent) when assets are using unpacked image files. This appears to happen regardless of image file size, with maybe 800 MB of HD images still taking up 5~GB of memory. For reference I'm using 4 HDRI's taken from https://hdrihaven.com/ ranging from 80MB to 300MB in size. Though the one that causes the most memory usage seems to be the image with the highest resolution but not file size. My original thought was that it had to do with how Blender was generating thumbnail images for the assets (possibly similar to what's being talked about in #83336?), but I'm not familiar enough with Blenders internal processes to actually say either way.\n\n\nCreate a new file. Add a couple HDRI images of any size but don't pack them into the .Blend file. Turn those images into World shaders setups. Mark the images and World shaders as assets. If the memory usage hasn't already spiked, switching whatever World shader is being used in the scene or renaming any of the image/node seems to always cause it to at this point. ",
"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![glitch closeup.gif](glitch_closeup.gif)\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",
"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.",
"Add \"Link (Library Override)\" option when dragging assets into the scene\nAs a user, I want to be able to drag an object asset into a scene and have it have the following properties:\n\n1. The data block is not copied into the new scene, it should be linked.\n2. The underlying *data block* cannot be edited (i.e., you cannot go into edit mode on a mesh object)\n3. The new object should be able to be modified (i.e., translating, scaling, rotating etc.)\n\nThis is not possible with [the options provided](asset_browser.html#using-assets) at the moment.\n\nI propose that a new option be added, called **Link (Library Override)**.\n\nThis would essentially be the same as using \"Link\", followed by calling the \"Make Library Override\" operator on the linked object."
] | [
"Regression: Asset disappearing on refresh\nOperating system: Ubuntu 22.04.1\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: version: 3.5.0 Alpha\nWorked: Latest 3.4\nCaused by 1efc94bb2f\n\nLibraries disappear after refresh button is pressed.\nTerminal shows \"can't find .blend\"\n\n- Create asset library and assign correct path in preferences > File path > Asset libraries\n- Open asset browser and select asset library\n- Click \"Refresh\" the entire library disappears.\nLoad factory settings doesn't fix the problem.\n\nThe follow video shows the problem better tan 1000 words.\n\n\n[2022-11-18 14-53-58.mp4](2022-11-18_14-53-58.mp4)\n"
] |
Sculpt: persisten layer turned on accumulates instead of mantaining the height
[system-info.txt](system-info.txt)
Broken: 3.2.0
Sculpt: persisten layer turned on accumulates instead of mantaining the height
[2022-06-20 00-37-45.mkv](2022-06-20_00-37-45.mkv) | [
"branches connected to inactive composite nodes are still being calculated.\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\nin the compositor, you can have multiple composite nodes, and only the selected one will generate an image. Currently the branches of inactive composite nodes are being calculated. I've never had this issue before, but I can't say for certain when it began, or if perhaps I've just never had branches complex enough to highlight the issue.\n\nin this example, my post rendering compositor calculation time rises from 20 seconds to 40 seconds with only two composite nodes.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n",
"Sculpting Brush size becomes too big or too small outside the object when the radius unit is in scene\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nSculpting Brush size becomes too big or too small outside the object when the radius unit is in the scene This is not file-specific it is happening in all files and for all objects. its sometimes hard to adjust the side at all when that happens. Attaching a video for reference\n\n- Create a new object and scale up or down a lot\n- Switch to sculpt mode\n- Change the Radius Unit to Scene\n- Examine the brush cursor size changes along the surface and in empty space from different angles & zoom",
"Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\n![2.png](2.png) \n\n![1.png](1.png) Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\n\n\n\n\n - Change the brush radius unit in sculpt mode to use scene units\n\n\n - Then try changing it using the F key. At the top left corner it still displays pixel units.\n\n\n\n\n\n",
"Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n![image.png](image.png)\nbad\n![image.png](image.png)\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n",
"mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode.",
"\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\nwin7 gtx 550ti\nOperating system and graphics card\n\nBroken by: 4cf7fc3b3a\n\n\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\n\n- Make sure that the **z**-pass is checked in the Render Layers tab\n- Open node editor, notice that the**z**-pass is now **depth**-pass\n- Notice as well that everywhere else it is still consider as**z**-pass even in the manual z_combine.html\n\n![zed.png](zed.png)\n\nAlthough **depth** is more meaningful name, it is breaking consistency. Suggestion: we bring back the old behavior or we change everywhere to z-depth or depth.\n",
"Weight Painting intermittent issues with brush, not adding or subtracting weight, not influencing correct areas\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080ti + 3x GTX 1080Ti - Running 4 monitors and a pen tablet at three different resolutions using outputs from two GPUs (4k, 1440p, 1080p)\n\nBroken: 2.81 stable\nWorked: 2.80\n\n\nI have had numerous issues with weight painting in 2.81, however duplicating them has been problematic as this crops up intermittently. In this example, I saved this working file right at the moment I started having problems. Here I can neither add nor subtract weight with the brush in Weight paint mode from a certain distance from the model. \n\nIn other instances, I've had issues with the brush *not painting over the vertices it's over*. I use a hard falloff brush, so anything inside the circle gets painted, anything outside gets nothing. Essentially, it acts like the circle where the brush is being displayed, is not where the circle actually is, if that makes sense.\n\n\n*I tried exporting this to it's own file, but that seems to fix it. It has to be in the full working file I'll provide here. You should hopefully be able to open the file, already be in weight painting mode, with the brush set up, over some masked vertices ready to add or subtract. Try switching the brush to add, and zoomed in fairly close, add some weight, and nothing happens. However, zoom out and do the same thing, and watch weight be added.*\n\nYou can kind of jump around and try rigging other parts of the car, I've been having issues with it off and on for the past few days.\n\n[70sNewYorkers.blend](70sNewYorkers.blend)",
"Outliner: Data API view can expand non expandable properties\nThe Data API view in the outliner let you click on the (invisble) expand arrow on non expandable properties.\n\nThis result in the property value to become invisible. You can click to bring it back, so I think it's only a display issue.\nNot all properties seems to be affected.\n\nBefore:\n![Capture d’écran du 2020-02-12 15-12-04.png](Capture_d_écran_du_2020-02-12_15-12-04.png)\nAfter:\n![Capture d’écran du 2020-02-12 15-12-30.png](Capture_d_écran_du_2020-02-12_15-12-30.png)",
"Clay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop) \nOperating system:\n\nDevice name\tDESKTOP-V97J8T0\nProcessor\t12th Gen Intel(R) Core(TM) i7-12700F 2.10 GHz\nInstalled RAM\t32.0 GB (31.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\nPen and touch\tPen support\n\nGraphics card:\n\n3070 RTX\n\nBroken: 3.3.1\nWorked: 3.2.2 \n\n\nClay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop). it works fine in blender when i push Wacom Intous tablet on max with pen\n\nVideo Link: 1J_NZ0-1Qqg",
"Low unit scale values show wrong Stepsize in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (<= 0.002 for imperial, <= 0.00009 for metric) the stepsize is too big and sliding bound sliders (like thickness in solidify) will bounce them between their limits. At almost the same time seperate units stop showing the correct unit and instead switches to the default unit. But that seems to don't quite align as I was able to get the unit issue without the stepsize issue (might related to #81663).\n\nThe stepsize issue does not appear when Continuous Grab is disabled in the User Preferences.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unit system to imperial with a unitscale of 0.001\n3. add a solidify modifier and slide the thickness value\n4. set unit system to metric with a unitscale of 0.00009\n5. slide the thickness value of the solidify modifier again (same behavior)\n6. disable Continuous Grab in the User Preferences\n7. slide the thickness value of the solidify modifier again (normal behavior)\n\n",
"compositor performance issue when larger empty area surrounding the 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: much faster in 2.93\n\ncompositor performance is severely degraded if there is a larger empty area surrounding the pixels. Also becomes more and more sluggish the longer it plays back, despite it only updating a single image block. Task manager doesn't show any increase in memory usage as it becomes slower.\n\n<video src=\"attachment\" controls></video>\n\nGet an image sequence to playback in the compositor's backdrop, either with a image sequence node, or by updating a single image via python and calling render.render to force the playhead to wait for the compositor to finish calculating. Try playing back with the compositor contracted and expanded. See video for demonstration.\n\nIssue affects the tiled, full frame, and gpu compositor modes. Also happens when experimental compositor is disabled completely in the preferences.\n\nExample video attached.\n\n",
"Solidify (Complex, Constraints) - very rare glitch\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.1\nWorked: 3.1.2\n\nbehavior changed in c2e8e68b6517b91eb14270707d7182c1727861c4\n\nSolidify modifier creates a weird glitch at a specific vertex.\n\nI have a model with about 40000 verticies that I wanted to solidify. Everything works fine, except the surroundings of a single vertex. The topology does not seem any particular there. The model is made out of triangles, but the glitch also appears if I convert it to quads. I copied the vertex and the surrounding faces to a sperarate blender file and recorded how the glitch appears depending on moving one of the verticies:\n![blender_bug.gif](attachment)\n(the glitch looks exactly the same when the vertex is part of the larger object)\n\nSolidify Modifier Settings:\nMode: Complex\nThickness Mode: Constraints\n(other settings does not affect the glitch)\n\n",
"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)",
"Filter color bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.1\n\n\nHue color and color bar doesn't sinchronize\n\n1) change object in sculpt mode\n2) use colore filter\n3) option fill\n4) try to change hue color\n\n",
"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"
] | [
"Persistent Base of Layer brush resets when selecting another object\nOperating system: gentoo ~amd64\nGraphics card: 1060\n\nBroken: all\nWorked: none\n\nPersistent Base resets in local mode\n1 select default cube\n2 subdivide it (Edit mode > W> Subdivide to 100 > Object mode)\n3 go to sculpt mode\n4 select layer brush\n5 select \"Persistent\" chbox\n6 Push Set Persistent Base\n7 Draw\n8 Draw with CTRL (it now worked like undo brush)\nNow all good works, and i can change anu brush - super useful\nbut\n9a select any other object/collection\n9b go to other mode ant went tot sculpt mode\n9c go to local mode (hotkey /) and went back\n10 Draw with CTRL (now it don't work right - it draw without Persistent Base)\n\nPlease see my screencast\n[2020-05-26 09-58-50.mp4](2020-05-26_09-58-50.mp4)\nIn global mode all works perfect\nIn local mode Persistent Base was gone\nThank you for great opensource sculpt tool!\n\nUpdate\n[2020-05-26 10-09-57.mp4](2020-05-26_10-09-57.mp4)\nBug happend If object has been selected agane too"
] |
node drop-down quick select shortcuts not working
Broken: 3.5 alpha
Worked: 3.4 alpha
the shortcuts for node drop downs like M for multiple (in math node) or I for integer isn't working
- open blender, add node graph
- add node with a drop down
- selection the drop down
- try pressing any of the shortcut keys (I for Integer, F for face, M for multiply...) and see it doesn't do anything | [
"Many Blender's keyboard shortcuts do not work on Russian keyboard layout\nOperating system: Linux (elementary OS 5.0, Ubuntu-18.04-based) \nGraphics card: NVIDIA GTX 1080Ti\n\n2.80 (sub 60), branch: blender2.7, commit date: 2019-04-30 22:49, hash: 480a09a92f7f, type: Release build date: 2019-04-30, 23:02:55\n\nThere are two keyboard layouts on my system: English (US, primary) and Russian (RU, secondary).\nWhen Russian layout is selected, only some of Blender's keyboard shortcuts work as expected, namely:\n\nBlender 2.8 keyboard shortcuts that **work correctly** on Russian keyboard layout:\n- All F keys (F1-F12),\n- All top row Numeric keys (1, 2, 3 ...),\n- All Numpad keys,\n- All Ctrl+any single key combos, e.g. Ctrl+B, Ctrl+S...\n\nBlender 2.8 keyboard shortcuts that **do not work (=have no effect whatsoever)** on Russian keyboard layout:\n- All single-letter keys (e.g., B, A, G, S, R...)\n- All Alt+any single key combos, e.g. Alt+B, Alt+A...\n- All Shift+any single key combos, e.g. Shift+V, Shift+D...\n\n1. Add a secondary (Russian) keyboard layout to your system.\n2. Switch your keyboard layout to Russian.\n3. Launch Blender 2.8 beta.\n4. Select a default primitive object (e.g., a cube) \n5. Try to modify the object using any single-letter keyboard shortcuts. e.g., move (G), scale (S), extrude (E), inner extrude (I), etc. or Alt+any letter, or or Shift+any letter.\n\n[system-info.txt](system-info.txt)\n",
"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",
"Nodes: Socket and title click detection is broken for multiple monitors\nOperating system: Windows 11 Home, Version 22H2, OS Build 22621.1265, 64-bit\nGraphics card: NVIDIA GeForce RTX 3060 Ti, NVIDIA GeForce RTX 2070 SUPER\n\nBroken: Blender 3.4.1, Blender 3.5.0 Beta (2cd7e70c18a8), Blender 3.6.0 Alpha (ef60b13c1f29)\n\n\nThe click detection for node sockets and titles does not work when using main windows in two separate monitors.\n\nThis issue is similar to 96255 , but I'm facing this issue even with UI scale = 1.0.\n\n\n1. Create a geometry node tree. Node socket/title click detection works properly.\n2. Create a new Main Window. Click detection still works.\n3. Move a main window to another screen. Click detection fails. Clicking and dragging sockets/titles triggers box selection. \n\n(See attached video)\n\nMain monitor: Dell U2720Q\nSecondary monitor: LG DualUp 28MQ780\n\n",
"Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.",
"Link-drag-search unsupported in texture node editor\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\nWorked: 3.0.0, since there is no such feature.\n\n\"Auto-completion/search\" is not working as intended with Texture Node Editor. For some reason, only reroutes are being displayed. [2022-11-23 22-42-21_1.mp4](2022-11-23_22-42-21_1.mp4)\n\nOpen Texture Node Editor -> Drag from any socket.\n\nNote: sorry for the incorrect spelling of word \"reroute\"\n",
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"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![Use_Nodes.png](Use_Nodes.png)",
"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",
"Collada: export when editing multiple objects does not pick up all changes\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 3.0, 2.93\nWorked:\n\nWhen editing multiple meshes, if you export to Collada from edit mode, only the changes to the active object will be picked up; the other objects export as if they had not been edited.\n\n1. Create two cubes. Select them, go to edit mode, and change both of them. In my case, the cube on the right was the active object.\n```\n {F12749887}\n```\n2. Without exiting edit mode, export to .dae.\n3. Open a blank file and import the .dae. Observe that only the active cube was exported correctly.\n```\n{F12749891}",
"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",
"Geometry Nodes: Only re-evaluated log do update available attributes in drop-down menu\nBroken: version: 4.0.0 Alpha\n\nThis is a fairly insignificant UI bug. If the GeoNodes modifier is disabled, the list of available attributes to select in one of the inputs is not updated. For example, when a vertex group is renamed, that won't be reflected in the list, until the modifier is enabled again. Can result in a bit of confusion.\n\n1. Open attached file.\n2. Notice the GeoNode modifier is disabled.\n3. Rename the vertex group.\n4. Try assigning the renamed vertex group as the modifier's Factor input; You can't, because it won't appear in the list.\n5. Enabling the modifier updates the list again, and then all is well.\n\n",
"Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n![Screenshot (340).png](Screenshot__340_.png)\n\n![Screenshot (341).png](Screenshot__341_.png)\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n",
"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![Mask shot.png](Mask_shot.png)\n",
"Cannot paginate shape key list\nSteps to reproduce:\n* add any mesh (e.g. a cube)\n* in Object Data Properties > Shape Keys click '+' twenty times\n* clicking above or below the scroll bar does not paginate the list\n\nBroken: 3.5 alpha, 50c7eb14f455, master, 2022-12-19\n",
"Blender development todo list -- Scripting\n| Notes: |\n| -- |\n| - This is a direct dump of Scripting (without cherrypicking the [still] valid items)\n| - Changed the broken python documentation links |\n\n\n**Unstable or poorly tested**\n- [ ] BMesh operators currently use int's for enums that have undocumented values. blender/blender-addons#34914\n\nFixes that still need doing.\n**Internal API Problems**\n- [ ] Class registration needs to be reworked. as well as some internal bugs fixed.\n- [ ] RNA api has a bug where 'raw_type' defaults to INT but is not set for MFace verts in makesrna.\n- [ ] ID data returned from functions is not included unless the type is an ID itself.Returning a mesh will work but not a meshes face for eg. See bpy_rna.c - /- [ ] XXX this is missing the ID part! []/\n- [ ] Dynamic enums currently refer to invalid memory when accessed from python, we need a way for python to hold the memory until its done with the dynamic enum.\n\n**Low Priority Py API**\n- [ ] Re-Registering classes leaks memory, would be good to resolve this. (see comments in bpy_rna.c)\n- [ ] 'Safe Mode' - where writes to invalid memory are detected.\n- [ ] Implement import hooks rather than replacing import/reload pep-0302/\n\n### Python/RNA API Design TODO\n- [ ] Add a way to cancel running scripts from the user interface, with no console this becomes very problematic (Esc --> KeyboardInterrupt for example).\n- [ ] Currently there is no way to write packed images from blend files, support for this should be added to exporters. eg: image.pack_write(\"somepath.png\")\n- [ ] Addressing operators/panels/menus, should we translate all names fromSOME_MT_menu --> some.menu, ONE_PT_panel --> one.panel ? would mean the UI code could reference them by this more pythonic syntax.\n- [ ] need to decide how 2.4x api's will fit in with new apis. PyNodes, PyConstraints.\n- [ ] convenience function to get selected verts/edges/faces to prevent expensive iteration over meshes. Something like: me.verts.selected\n- [ ] Design a method to allow custom UIs to filter properties/options. Useful for Blender GE too (example: which constraints are supported (#26804). Complex matter for which rna needs to be extended?\n- [ ] Zero bytes are not supported in RNA byte string types, see blender/blender-addons#32581\n- [ ] Better python API and undo stack integration, see #38386\n\n**Inconsistencies**\n- [ ] bpy.ops.mode_set(...) has different mode-names than bpy.context.mode. E.g. TEXTURE_PAINT vs PAINT_TEXTURE''CoDEmanX:'' Getting mode from bpy.context.mode for mode_set() is inappropriate, use '''bpy.context.object.mode''' instead!\n- [ ] bpy.ops.object.move_to_layer() takes a boolean array of 20 elements (like in Blender GUI), but most functions require 32 elements. bpy.ops.object.add() for example.\n- [ ] bone.matrix returns a matrix, but requires a list when assigning to it. This also goes for some of the other matrix attributes of bone, editbone and posebone. [appears to be resolved as of 2.67?]\n- [ ] the term 'size' is used incorrectly in some cases, where it should be 'scale' instead. Review and correct: search.html?q=size&check_keywords=yes&area=default\n- [ ] keyframe_insert(), options for insert or replacing existing keyframes, threshold for detecting doubles see: bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_insert\n- [ ] The ID data block path returned by RNA_path_full_ID_py (rna_access.c) for node trees only works for node groups, which are stored as true ID data blocks in bpy.data.node_groups. For material/compo/texture nodes which are part of Material/Scene/Texture respectively the function can not determine the correct path. Best solution would be to get rid of nested ID data blocks altogether blender/blender-addons#35720\n\n### Python RNA access\n- [ ] Remove mesh vertices / edges / polygons (without bmesh module)\n- [ ] Shorthand for active vertex / active edge (bmesh module)\n- [ ] Active vertex / edge index for meshes (like Mesh.polygons.active)\n- [ ] Remove Shape Key\n- [ ] Remove Curve Points\n- [ ] Particle edit mode\n- [ ] Start/stop the physics sim\n- [ ] Sculpt mask custom data\n- [ ] Add / remove rigid body + constraints + world\n- [ ] Add / remove transform orientation\n- [ ] Add / remove Text curve object Textboxes\n- [ ] Add / remove Particle Systems\n- [ ] Sequencer, ability to load and images blender/blender-addons#40663\n- [ ] Pixels and resolution are not available with multilayer EXR or Render Result images #53768\n\n### Python Console\n- [ ] Append to (and remove from?) SpaceConsole .history and .scrollback\n- [ ] input() is not supported #40592\n\n### General todo items\n- [ ] Operator redo (toolbar) could also change the last InfoWindow print of the python operator equivalent.\n- [ ] mathutil.geometry.intersect_point_quad_2d works inpredictable for non-concave or quads with singularity edges #30831\n- [ ] modules/rna_xml.py: BoolVectorProperty and CollectionProperty issue blender/blender-addons#32882\n- [ ] Drivers should be able to access '''self''' for bones and objects.\n- [ ] Add the ability to report() without an operator, internally use CTX_wm_reports(C), See: operator-report-outside-operators\n"
] | [
"Regression: Context based keyboard shortcuts missing in enum menus\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.4.0 Alpha\nWorked: hash `511ae2226473`, 2022-10-31\n\nCasued by {99e5024e97f1c34697885b1a93935e72c019da5c}\n\n![image.png](image.png)\nThe functionality to quickly access options in a menu vie context/name based shortcuts disappeared from some menus. E.g. it was previously possible to add a `Geometry Nodes` modifier pressing {key G} while having the modifier menu open. \nThis seems to have disappeared in all enums.",
"Regression: Underline shortcut keys not working/appearing in sub-menu\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.26 30.0.14026.1\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.1\nCaused by 99e5024e97\n\nUnderline shortcut keys not working/appearing in sub-panel\n\n- Open default scene\n- Open add menu {Shift -> A} \n- Press {key M} to open mesh menu (works)\n- Press {key Y} to add cylinder {won't work)"
] |
size gird information in 2.8
This is not really a bug.
![11.png](11.png)
You can return back to 2.8 this information in size Gird?
Why is it turned off is not clear.
1 square 10cm or 1m will not be clear. | [
"Editing asset shelf preview size can make asset shelf disappear\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nEditing asset shelf preview size can make asset shelf disappear\n\n\n1. Use the example python file for asset shelf (edit `poll` and `asset_poll` functions to simply `return true`, not related, but helps to reproduce)\n\n2. Edit `preview size` with mouse drag, and randomly the region will disappear\n\n\n<video src=\"attachment\" title=\"2023-08-29 22-23-34.mp4\" controls></video>\n\n",
"Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n",
"Image Editor in Mask mode: Toolbar broken \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nImage Editor in Mask mode: Toolbar broken \n\n- Open the Image Editor\n- Change the UI mode to Mask.\n- Add a new mask.\n- Toggle Toolbar(T).\nNotice that the Adjust Last Operation pop up i moving but no Toolbar becomes visible.\n{[F11089235](mask.gif),size=full}\n\n\n",
"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).",
"Allow user to change the shading parameters of the asset preview generation scene\nUsers should be able to have some control over the render settings of generated asset preview icons.\n\nPersonally, I want to be able to turn off the specular lighting because it makes my assets look ugly in the previews (note the big shiny surfaces on these bushes).\n\n![image.png](image.png)",
"Incorrect VRAM quantity in the Status Bar ( GNU/Linux AMDGPU )\nHello, first bug report :)\nA minor bug about the VRAM displayed in the status bar in my GNU/Linux AMDGPU system.\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-7642-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nBroken: 2.91.0 alpha\nWorked: No\n\nDisplayed VRAM quantity in the status bar is wrong: 16 GB instead of 8 GB.\n\nIn a similar system enable the Video Monitor option to show the GPU usage in the status bar.\nUploaded an image and system info file:\n![16GB.png](16GB.png)\n[system-info.txt](system-info.txt)",
"Low unit scale values show wrong Stepsize in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (<= 0.002 for imperial, <= 0.00009 for metric) the stepsize is too big and sliding bound sliders (like thickness in solidify) will bounce them between their limits. At almost the same time seperate units stop showing the correct unit and instead switches to the default unit. But that seems to don't quite align as I was able to get the unit issue without the stepsize issue (might related to #81663).\n\nThe stepsize issue does not appear when Continuous Grab is disabled in the User Preferences.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unit system to imperial with a unitscale of 0.001\n3. add a solidify modifier and slide the thickness value\n4. set unit system to metric with a unitscale of 0.00009\n5. slide the thickness value of the solidify modifier again (same behavior)\n6. disable Continuous Grab in the User Preferences\n7. slide the thickness value of the solidify modifier again (normal behavior)\n\n",
"How to keep asset viewer options and the search field in view?\n![Clipboard - April 22](Clipboard_-_April_22)\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).",
"Bevel amount less than 1 mm and profile at 1 doesn't give expected result\nBroken: version: **2.91.0** Alpha, **2.79**\n\nWhen the bevel amount is smaller than 1mm., the bevel profile shape at 1 doesn't give the expected result.\nThe 'Depth' width type starts having the issue from 0.65 mm and below. All other width types suffer from 0.9 mm and below.\n![Bevel profile bug.png](Bevel_profile_bug.png)\n\n[Bevel Profile Problem.blend](Bevel_Profile_Problem.blend)\nTry changing the bevel amount and the width type in the above file.",
"Tool cursors are too small in HD mode on WIN32\nOperating system: MS Windows 10\nGraphics card: AMD Radeon Vega Pro Duo 32GB (Polaris)\n\nBroken: 2.8 RC3\nWorked: (optional)\n\n\nI am using the high resolution mode of MS Windows 10; I am big sized 4k monitor\nAnd blender 2.8 supports it so I am able to see the beautiful HD UI in blender. All the UI element sized doubled and nicely anti-aliased.\nHowever, any tool cursors stays in normal size. So it kinda looks awkward and also I can't actually see the cursor; it's too small. \n\nbtw, I couldn't have captured the image related because Windows basic capture function didn't allow me to capture any tool cursor in blender.\n\n\n1. Run Blender 2.8 RC3 in High Resolution Mode of MS Windows 10.\n2. Select the box placed in the center of the screen.\n3. Change the mode to vertex edit\n4. Select knife tool on the left side \n",
"UI: Sequencer/Preview jumps to cover entire preview area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\n\n- In the Sequencer Preview, select Sequencer/Preview.\n- Adjust regions so both Preview and Sequencer are visible.\n- Adjust the height of the area.\n- Notice that when the area height meets the region height, the Sequencer region jumps to fill the entire area.\nExpected behaviour: that the sequencer region doesn't jump to cover the entire area, but is scaled with the change of the area height. Or in other words that the sequencer region height is scaled to the area height, instead of being fixed. \n{[F10144522](sequencer-preview-jump.gif),size=full}\n\nAn additional annoyance is when changing the area height:\n{[F10144525](sequencer-preview-jump2.gif),size=full}\n",
"File Browser and Preference Windows open at unusable position/scale.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.8\n\nOn a multi-monitor set up the File Browser and Preferences windows open up on the \"wrong\" monitor and insanely small. They require being resized *every single time* they are opened - does not remember last position or scaling.\n\nScreenshot of both monitors. The main monitor is a 4k and the secondary, on which I regularly run Blender, is a Cintiq 22HD (1080).\n\n![blender2-82_fileViewer.jpg](blender2-82_fileViewer.jpg)\n\n![blender2-82_preferences.jpg](blender2-82_preferences.jpg)\n\nOn a multi-monitor display, especially one with a 4k as main, open the File Browser and/or Preferences windows.\n\n",
"Area light resize gizmo (amongst other gizmos) missing undo step?\nOperating system: Arch Linux\nGraphics card: GTX Titan\n\nBroken: 2.81.3 (232049dd9408)\n\n\nSeems an area light resize in the 3D view is not registered with the undo system. \n\n\n1. Add an area light to the scene\n2. Grab and move somewhere else\n3. Change size with widget\n4. Ctrl-Z\n5. The light is now back at the origin with the default size\n\nNote that when changing the size using the properties panel an undo *will* work correctly, i.e. only change back the size.\n\nThis seems true for a couple of Gizmos [not adding an undo step -- or at least not working correctly / as expected]\nThese are the ones I quickly checked:\n- Camera Focal Length\n- Area Light size\n- Spot Size\n- Wind Force Field Strength\n- Reference Image size\n- Compositor Backdrop\n- Reference image size and move\n",
"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",
"Pie menu design improvements\n\nNow that we are adding more pie menus, we could make some small but effective improvements to them.\n\n## Wedge Highlighting\nFirst, the wedge could be highlighted as you rollover it, to make it clearer how big the area is, like so:\n![Screenshot 2018-09-26 at 15.52.00.png](Screenshot_2018-09-26_at_15.52.00.png)\n\n## Holding, Then Releasing Key Should Always Dismiss Pie\nThere's a slight quirk in the way we handle input: Normally, if you hold a key to invoke a pie menu and then let go, the pie menu is dismissed. This works if you move your cursor to an item, or to an empty area. But, if you don't move the cursor at all, this doesn't work. This makes the behaviour inconsistent, and makes the pies 'stick' in an annoying way if you regret opening one.\n\n## Letter Input While Pie is Active\nWhile number input works reasonably well, in Blender we also use letters to invoke options in menus. For pies, letters work better, because the order makes less direct sense. There's nothing intuitive that says left=1, right=2, and so on. We should enable letter input to activate pie options. This way, user can press Z, S to activate Solid Mode.\n\n----\n\nThese three changes should make pie menus more delightful to use."
] | [
"Viewport grid units should be visible\nOperating system: Ubuntu 18.04\nGraphics card: AMD RX580\n\nBroken:\n2.80 (sub 43), branch: blender2.7, commit date: 2019-01-31 21:41, hash: 8a51af7d1c98, type: Release\nWorked:\n2.79\n\nFor those modelling with precision, the viewport grid units serve as scale/guide/reference. Currently it's very hard to determine scale when zoomed in close to an object. This was present in 2.79.\n\nRelated: [45ba3d31c04a ](rBS45ba3d31c04a8ea3020f5ae24827d2a40ada5f7f)\n\nThe image attached has different zoom levels but it's impossible to tell which one is zoomed in more than the other.\n\n[system-info.txt](system-info.txt)\n\n![Screenshot from 2019-02-07 21-33-42.png](Screenshot_from_2019-02-07_21-33-42.png)\n\n2.79:\n![Screenshot from 2019-02-07 22-14-42.png](Screenshot_from_2019-02-07_22-14-42.png)"
] |
Crashing on Uv Sphere segment Changers
Operating system: win 10 54 bit
Graphics card: GTX 1070
2.80
Create a UV sphere, then go to the one time change and try reducing or increasing segments. | [
"Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)",
"Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n",
"Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n",
"Hair 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)",
"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 when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n",
"Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)",
"Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n",
"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.",
"Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n",
"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![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n",
"Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n",
"blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value",
"Crash on Python API bpy.ops.mesh.rip_move()\nOperating system: Windows 10\nGraphics card: RTX3080\n\nBroken: 3.3.2, 3.4.0, 3.5.0-alpha\n\nCrash on calling `bpy.ops.mesh.rip_move()` from Python API.\n\n - Open new Blender file\n - Switch to Scripting workspace\n - Create file with\n```\nimport bpy\nbpy.context.area.ui_type = 'VIEW_3D'\nbpy.ops.mesh.rip_move()\nbpy.context.area.ui_type = \"TEXT_EDITOR\"\n```\n - Delete all objects\n - `Shift-A` to add cylinder\n - Tab` to edit mode\n - Click edge or vertex selection mode\n - Select an edge or vertex\n - Run script\n - Crash\n\nManually doing a `V` rip move and then using the \"reports\" list to copy over the exact command to line #3, also results in a crash\n[blender.crash.txt](blender.crash.txt)"
] | [
"Weight Paint Mode Crashes Randomly When Switching To It (75% of the time)\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80, 18e5540a48b6, 2019-6-3\n\n\nWhen switching to weight paint mode from anywhere, there is a good chance it will hard crash and blender will close with no notice.\n\n\nSwitch from any mode such as editor object mode to weight paint, or go into the pose editor and rotate the joints of the \"noodle\", on occasion, it will crash as well.\n\n[ModellingTests.blend](ModellingTests.blend)\n[ModellingTests.blend1](ModellingTests.blend1)",
"\"Remove Double Vertices\" Leads to crash\nComputer: Dell (Laptop) — Latitude 5580\nOperating system: Windows 10 Education — 1709\nGraphics card: GeForce 940MX\nCPU: i5-7440HQ\n\nBroken: Blender 2.8 [BETA] (18e5540a48b6) 2019-03-06\nWorked: Some earlier beta version (I don't know which)\n\nabout 90% of the times I press the \"Remove Double Vertices\" It just crashes. Most often the program just insta-closes, but once in a while it says that the program isn't responding (and I then have to manually close it)\n\n1: Do normal stuff in edit mode (e.g Move, Extrude)\n2: Press RMB\n3: Press \"Remove Double vertices\"\n4: Now the program should have crashed",
"Entering Particle Edit Mode crashes blender.\nOperating system: Windows 10 PRO\nGraphics card: Asus GTX 1070\n\nBroken: 2.80 18e5540a48b6\nWorked: 2.80 1df6a98b176f \n*(I submitted a bug yesterday about the circle select (\"C key\") not selecting points in a hair strand. I had never had a crash when entering particle edit mode before now.)*\n\nWith the new compilation my WIP project is crashing the moment I click the \"Particle Edit Mode\" option. I can't get blender to crash when trying to create similar circumstances. I can provide a link to the file in question if needed, however it is currently about 64mb and doesn't necessarily fit the \"small .blend file\" requirement.\n\nHowever, I can't recreate the issue when setting up a new hair particle system. However, other legacy files with hair systems also appear to be crashing. I did have one experience where I entered \"Particle Edit Mode\" and everything was normal, but when I tried switching to another particle system it crashed. I was only able to enter edit mode twice, out of around 15 attempts, every other result was a crash.\n\n\n",
"Blender 2.8 crash\nOperating system: Windows 10 Home 64 bit\nGraphics card: NVIDIA Geforce 930M\n\nversion: 2.80 (sub 46), branch: blender2.7, commit date: 2019-03-06 00:18, hash: 18e5540a48b6, type: Release\nbuild date: 05/03/2019, 17:06\nplatform: Windows\n\nSometimes blender crash when an uv sphere added to scene.\nAlways blender crashing when increasing segment or ring value of uv sphere.",
"Add Sphere, adjust Rings, Crash\nOperating system: macOS 10.14\n\nBroken: Blender 2.80 beta, 2018-03-05\nWorked: Blender 2.80 beta, 2018-03-04\n\nAdjusting primitives causes crashes. \n\nI am getting lots of crashes when adding and adjusting primitives. Sometimes just adding a UV Sphere will instantly crash, but if not, this seems to crash every time:\n\n - Add UV Sphere\n - Adjust Rings\n - Crash\n",
"Blender Crashes on Addition of UV Sphere.\n - Alienware Aurora R6\nOperating system:\n - Win 10 Home\nGraphics card:\n - Nvidia GTX 1080\n\nBroken: (2.80, 18e5540a48b6, 2019-03-06)\n\n```\n Creation of UV Sphere midway through project results in crashing of file.\n```\n\nUse square to create a basic hilt following a simple image (uploaded with problem) used as a reference.\nSave.\nAdd in UV Sphere\nCrash\nTry again, loading the save, crashed again.\n\nBased on the attached .blend file (as simple as possible).\nAdd uv sphere\nCrash",
"blender crashes when removing doubles\nOperating system: Win10 pro 64b\nGraphics card: NVIDIA GeForce GTX 980\n\nBroken:\n2.80 (sub 46), branch: blender2.7, commit date: 2019-03-06 00:18, hash: 18e5540a48b6, type: Release\nWorked: (optional)\n\nCrashes when removing doubles\n\nOpen attached .blend file, select large box, go to edit mode (TAB), and select all (A).\nRight click, and select 'Remove Double Vertices' ! Blender crashes !\n[Crash_on_removing doubles.blend](Crash_on_removing_doubles.blend)\n[system-info.txt](system-info.txt)",
"crash report (Blender2.80)\nOperating system: Windows10\nGraphics card: GTX1060 (6GB)\n\nBroken: Blender2.80 Beta (2019-03-06)\n\n・Blender2.80 を使っているとクラッシュします。(約20分間)\n・【追加】->【メッシュ】->【UV球】を作成するとまれにクラッシュします。\n・【拡大縮小】をするとまれにクラッシュします。\n(ドライバーは更新済み。)\n\n・Crash when Blender2.80 is used for a while. (about 20 minutes)\n・Crash when creating【ADD】->【Mesh】->【UV Sphere】.That rarely happens.\n・Crash when using 【Scale】.That rarely happens.\n(The driver has been updated.)\n\nReference link\n[https:*twitter.com/Rush_univ/status/1103335389148770307 ](https:*twitter.com/Rush_univ/status/1103335389148770307)\n"
] |
Crash when rigid body and armature applied to object
Operating system: Windows 7 x64
Graphics card: Nvidia GTX960
Broken: blender-2.80.0-git.7c438e5366b2-windows64
Crash when rigid body and armature applied to object
- Select object (cube)
- Enable rigid body physics (Physics\Rigid body)
- Add armature modifier (Modifiers\Add modifier\Armature)
- Click "Play animation" | [
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"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)",
"Adding and Removing RigidBodyWorld is broken\nSystem Information\nOperating system: MacOS 10.13.6 \nGraphics card: NVIDIA GeForce GT 750M 2048 MB\n\nBlender Version\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nRemoving RigidBody World and then adding it again doesn't work.\n\n- Add a floor and several cubes\n- Check that they collide as usual\n- Under Scene tab, select Remove Rigid Body World\n- Add it again and select the Collection as RigidBodyWorld as it was prior to removing\n# Simulation doesn't work as before.\n\n\n",
"Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n",
"Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script",
"Rigid Bodies do not interact properly when animated\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2070\n\nBroken: Tested on 2.93.6, broken on assumedly many more\nWorked: Unknown\n\nRigid bodies do not interact with each other properly when one of them is deformed via Armature Modifier.\n.\n- Add an Object as a Rigid Body (Passive, Animated), and rig it to an Armature.\n- Have the bone(s) controlling said Rigid Body be animated (e.g setting an axis of rotation to #frame/30)\n- Add another Object as a Rigid Body (Active) to interact with the first one\n- The Passive Object moves, but the Active Object will only interact with it as if the Passive Object is stuck on Frame 1.\n\nThis could be due to how the Rigid Body settings are not considered a Modifier like Collision, Cloth, Dynamic Paint, or Fluid (reinforced by how a Cloth Object interacts correctly with a Collision Object deformed by an Armature Modifier)[rigidbodyissue.blend](rigidbodyissue.blend)",
"Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"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",
"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.",
"Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)",
"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 entering editmode on an object with particles and ridgidbody parented to another rigidbody\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe hair particles are facing the opposite direction and blender crashes, trying to solve this.\n\n\n[Donut2-1.blend](Donut2-1.blend)\n\n[Donut2-1.blend1](Donut2-1.blend1)\n\nCreated a donut according to site watch?v=jNmnPXY9UQA\n\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\n\n",
"Keyframing off Animated property of rigid body on second frame of rigid body simulation\nOS: Ubuntu 13.10\nLinux kernel: 3.11.0-18-generic\n\nBroken: 2.70-b64bdb2-linux-glibc211-x86_64\n\n\nNormally, keyframing off the Animated property of a rigid body will cause rigid body to maintain its velocity and rotation that it has at the last animated keyframe. However, if the Animated property is keyframed off on the second keyframe of the rigid body simulation, the object will continue the animation from a stand-still, i.e. it loses its initial velocity / rotation.\n\n\n\nCreate bug:\n\n - Open new Blender file\n - Keyframe location of the default cube\n - Go to frame 20, move cube along the y-axis by 20 units and keyframe location.\n - Enable Rigid Body for the cube\n - Go to frame 10, enable Animated (Physics context -> Rigid Body panel) and keyframe it\n - Go to frame 11, disable Animated and keyframe it\n - Go to Scene context -> Rigid Body Cache panel, and set Start to 10 (and say, End to 50)\n - Go to 3D View and hit ALT A to start animation. Notice that when the cube reaches frame 10, it loses its y-velocity and just falls straight down.\n\nResolution:\n\n - Set the start of Rigid Body Cache to 9. \n - Update cache by unlinking the RigidBodyWorld group from Rigid Body World panel, then choose it again.\n # Play animation again, and it's fine.\n\nAlthough, I have figured out how to get it working, I think this is unexpected behaviour (which took me a long time to figure out).\n\nSteps 1-7 have already been completed in this file: [rigidBody_bug.blend](rigidBody_bug.blend)\n"
] | [
"2.79 Rigid Body Sim. Does Not Behave The Same In 2.8\nOS: Manjaro 17.1.12 Hakoila\nKernel: x86_64 Linux 4.16.18-rt12-MANJARO\nDE: KDE 5.50.0 / Plasma 5.13.5\nCPU: Intel Core i5-2400S @ 4x 3.3GHz [60.0°C]\nGPU: AMD TURKS (DRM 2.50.0 / 4.16.18-rt12-MANJARO, LLVM 6.0.1)\nRAM: 2665MiB / 3925MiB\n\nBroken: fe07839d01b\nWorked: f4dc9f9d68b\n\n1. Rigid Body Constraint Type: Point doesn't register in 2.8 (The ball on the bell doesn't move) \n2. Driver Information for object name 'Empty' doesn't update in real time (N) panel.\n\nAttached File [18_blender_2.79_2018.11.02_RigidBodyBellFlower(02).blend](18_blender_2.79_2018.11.02_RigidBodyBellFlower_02_.blend)\nEnable auto-run python scripts checkbox in User Preferences \nPlay animation from beginning"
] |
can't toggle tab in user preferences window
Windows 7 64bit, GTX 660ti
Broken: 2.71 testbuild(c56bbcc) 64bit
Worked: 2.70a 64bit
If I use shortcut to open user preferences window, I can't toggle tab with Left-Click.
Open blender 2.71 testbuild 64bit, and open user preferences window by shortcut "Ctrl + Alt + U". Then you will find you can't toggle tab by Left-Click.
| [
"Favorites menu does not take into account language change\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\n1. Set the display language to Chinese. \n2. Add some functions from the menu to the favorite menu. \n3. Switch the display language back to English\n\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.",
"GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n",
"\"Loop Cut and Slide\" requires to click anywhere first (different from loop cut)\nOperating system: Windows 10 64bits\nGraphics card: RTX 3070\n\nBroken: Blender 3.1\nWorked: Blender 2.93.6\n\nBehavior changed in f8b51f702c\n\n\nCalling for \"Loop Cut and Slide\" won't start previewing the possible cuts until a first left click is made anywhere on the viewport. This behavior is different from the \"Loop Cut\". It is a very small thing, but it is getting anoying.\n\n - Enter edit mode on the default cube.\n - Search and activate the operator \"Loop Cut\". It will show possible cuts immediately.\n - Search and activate the operator \"Loop Cut and Slide\". It won't show any possible cut until a left click.\n\n[2022-03-21 16-25-50.mkv](2022-03-21_16-25-50.mkv)",
"Add toggle for Vertical and Horizontal Display Mode\nAdd a toggle for the other display modes supported by the File Browser. Wasn't sure if this is needed, but after some feedback and checking of other asset browsing UIs I think such a more compact display mode is good to have.",
"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",
"Missing modal keymap settings for operators such as `Inset Faces`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\nWorked: unknown\n\nHi. Today I noticed that in the preferences there is no panel to customize hotkeys in modal mode for the \"Inset Faces\" operator.\n\n",
"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)",
"Property Search Improvements\n**Ctrl-Tab Improvement**\nCurrently ctrl-tab doesn't know about which tabs have search results. It should change a little bit:\n* If used while the text field is in focus, keep that focus.\n* Only cycle through tabs with results.\n\n**Fuzzy Search**\n[D9145](D9145) *Needs to be altered to not use per-word comparison, instead compare the entire text block at once.*\n\n**Performance**\nIt's not yet known if search will be a bottleneck for anyone on lower end hardware. At least some efforts should be made to identify any performance issues, and possibly address them. I did some initial profiling. Although I didn't find any major bottleneck, it's possible some things could be looked at.\n![image.png](image.png)\nI tested by maximizing the property editor in a relatively complex file and ctrl-scrolling up and down very quickly, so it should be redrawing as quickly as it can.\n\n![image.png](image.png)\nHere are some interesting items from the \"Bottom up\" results:\n* `__strcmp_avx2`: 5.52%\n** `buttons_context`: 1.15%\n* `UI_panel_begin`: 0.85%\n* `BLI_strcasestr`: 0.617% -- *called from property search only*\n* `panel_add_check`: 0.61%\n* `uiItemFullR`: 0.582%\n\nI think the first thing I would consider is using GHash for `buttons_context.c`, similar to the recent changes in `screen_context`.\n",
"Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n",
"Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080.",
"macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702",
"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",
"Pressing Tab while renaming in UI List doesn't scroll past the end\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: v2.79b (`b5c3f26cba`) to v2.93.0 (`09c7c63890`)\n\nWhen navigating by TAB in a list (it's values/names inputs), the expected behaviour is go to next item, next ... until the last one\nBut on blender, if the list box don't fit'em all, so there's a scroll bar, when TABing out of the \"last visible\", instead of scroll to the list item, is gets out of list, as if that was the last item at all.\n\nIlustrative image:\n![Blender-21_01_2021-10_28_48.gif](Blender-21_01_2021-10_28_48.gif)\nwvsIUlf.gif\n\nIt does the same on any list with scroll bars, but here's an example:\n\n- Open attached file or\n - Open Blender\n - go to compositor\n - place a *Output -> File Output* node\n - In the node properties, click on *\"+ add input\"* 5+ times, so a scroll bar show up in the list\n- Double click the first list item, to start renaming it\n- Try reach the last item, by pressing TAB on your keyboard 5+ times again\n**The Bug:** When in the item Image_004, pressing tab gets you to \"File Subpath\" input (out of the list), instead of Image_005\n[tab_item_navigat_bug.blend](tab_item_navigat_bug.blend)",
"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)"
] | [
"Pressing V key in user preferences is recognized as Ctrl+V\nWin7/64\n\nBroken: blender-2.70-90db85a-win649\nWorked: blender-2.70-85398de-win64\n\nPressing V key in user preferences is recognized as Ctrl+V\n(no, my keyboard is not broken ;) )\n\n - Add any text to the clipboard\n - Start blender\n - Press Ctrl+Alt+U to open user preferences.\n - Click on the \"File\" tab\n - Hover the mouse over the first textbox (labelled \"Fonts:\")\n - Press V key. The text from the clipboard gets inserted even though Ctrl key isn't held down.\n\nYou can also enter the textbox, and V key pastes from clipboard. Pressing Ctrl a single time solves this.\n\nI guess Ctrl key release gets lost while holding it down when opening another window, so Blender thinks it's still down.\n"
] |