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Mouse cursor does not update correctly when switching from annotate via popup toolbar Operating system: Windows 10 Graphics card: GTX 1060 Broken: 2.80, 925380050d0, blender2.8, 2018-12-02 Mouse cursor does not update correctly when switching away from the annotate tool via the method of "holding down space -> hover over tool -> letting go of space" When holding switching to the annotate tool by pressing and holding the space bar and subsequently letting it go (no mouse clicking) the mouse cursor does not change to the annotate brush. When switching back, e.g. to the transform tool via the same method the cursor updates but now shows the annotate brush while the transform tool is active. Beautiful UI by the way :)
[ "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.", "View -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes.\nOperating system: Manjaro Linux\nGraphics card: nVidia\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nView -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes. \n\nExpand open the Timeline editor, now adjust the horizontal scale of the view (squeeze or expand), then Ctrl+TAB to swith to Graph Editor mode. Notice the scale does not stay in sych as it does when they are separate windows. ", "Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)", "Workspace duplicate resets my tweak tool back to default select box\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 11)\nWorked: ???\n\nAnd EACH time I create new workspace I forced to change it back to tweak, because i prefer it.\nIt is a pain in the … code.\n\nWhy do I think it is a bug? Because scale cage or annotation are saved.\n[2020-04-02_16-44-41.mp4](2020-04-02_16-44-41.mp4)\n\n", "Regression: Sculpt mode Annotation tool cursor conflict\nOperating system: Win 10\n\nBroken: 2.91, 3.4\nWorked: 2.90\nCaused by b9e4696641\n\nThe Annotation tool in sculpt mode is not using it's proper cursor. It's using the regular sculpting cursor instead.\nWhen you start drawing, the original cursor shows up on top of the regular sculpting cursor. \nThe end result is two cursors displaying at the same time and the original one flickering sometimes...\n\nTry to use the Annotation tool in sculpt mode....\n\nHere 2.90 (working fine)\n![2020-10-22_07-36-09.gif](2020-10-22_07-36-09.gif)\n\nHere 2.91 (broken)\n![2020-10-22_07-37-00.gif](2020-10-22_07-37-00.gif)\n", "Grease Pencil: unable to change erase size while using the Draw tool\nOperating system: Linux-5.19.0-76051900-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.47, 5.19.0-76051900-generic) AMD 4.6 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.5.0 Alpha\nWorked: ???\n\nCan't change the size of the eraser brush while erasing while using the draw tool (`Ctrl + LMB`), I can do it with the scroll wheel on the mouse but not with the shortcuts assign for it `[]`\nAlso applies to annotation tool.\n\n- go to greasepencil draw mode\n- draw something\n- hold control to erase\n- try to change the size of the eraser brush while erasing (Either scroll wheel or brackets)", "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", "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.", "Lasso Select Broken if Select key is changed from Default Left to Right\nOperating system: Windows 10 (Home)\nGraphics card: Nvidia 1070 \n\n**Blender Version** \nBroken: 2.90.0 (Steam)\nWorked: Not sure, Has been like this since before 2.79b\n\nWhen the default select mode is changed from Left to Right Mouse button Lasso Select no longer works with Tweak + RMB Any. \n\nSplash Screen Change on initial set up or Select button or Edit - Preferences - KeyMap - Select With Mouse Button\n\nAffected: any View Mode that has the Lasso option. (Edit mode, Object Mode, Grease Pencil, etc)\n\n\nSee attached MP4.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart Blender and use Start up Cube. [BlendBug_2.mp4](BlendBug_2.mp4)\n\nTemporary fix if the Select key is changed from Left to Right Mouse Button is to walk through the KeyBindings and set anything that uses Lasso to Tweak Right and anything that was using Tweak Left to Tweak Right where Lasso is was changed. ", "Wayland: Cursor hover effect flickers when scaling a Blender window\nOperating system: Fedora Linux (Wayland, Gnome Shell 44.1)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nWhen scaling a Blender window the buttons get highlighted under the position the cursor was at when starting to scale the window.\n\nI'm not sure if the flickering shown in the video is related or belongs in it's own bug report.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nGrab the Preferences window next to a button to scale it bigger.\nThe button and sometimes one other button will flicker once a button reaches the position the cursor started to scale at.\n\nThe \"original cursor position\" is only updated when hovering the cursor over the window again, not when sliding along the edge of it.\n\n", "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", "Keyboard shortcut doesn't work after switching applicationss\nOperating system: windows 11\nGraphics card: Intel(R) UHD Graphics 630 & NVIDIA GeForce GTX 1060 with Max-Q Design\n\nBroken: Blender 3.1, a solid update to an already outstanding release. Released March 9th, 2022\n\nWhen using different Keyboard shortcut for every window, keyboard shortcut doesn't work when we switch between applications\nCTRL, ALT, Shift, tab are fine, but all of the characters are no response, such as G, E, Shift D, etc.\n\n- Open Windows Settings tab\n- Enable: `Let me use a different input method for each app window` {nav Time & Language > Typing > Advanced Keyboard Settings}\n- Open chrome or any other application and change input method (Chinese for example)\n- Open blender and keep default input method (English for example)\n- Type something in other application window\n- Switch to Blender and use hotkey", "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)", "Drag tool-tip stays when mouse leaves the window\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nTool-tips displayed on drag stays after mouse leaves window\n\nOpen any file importer and drag any file, after exit the main window tooltip will still show\n\n\n\n<video src=\"attachment\" title=\"2023-08-18 21-26-50.mp4\" controls></video>\n\n", "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" ]
[ "Inconsistent cursor icon changes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nWhen using GP Annotations the cursor changes to a brush icon; when you change to another tool (eg. select using either the space bar tool select menu, or by pressing W on the keyboard), the cursor icon stays as a brush. Sometimes the cursor will eventually change if you choose various tools, but then when you change back to Annotation tool it doesn't become a brush icon.\n\nOpen blender, change to annotation tool, start drawing on the cube, or wherever (I wasn't drawing on the cube surface).\nDefault startup file will do.\n\n" ]
Transparent triangular Render artifacts Broken: 2.78 When I render an animation, in some frames(like frame 24, which is depicted below) there is a piece cut out. This bug eventually vanished after increasing the distance between camera and plane by about 20, but it's still weird and annoying. ![hHQHz.jpg](hHQHz.jpg) Download the .blend and Render. You can scroll through other frames and will find this artifact appearing again when rendering blender file: artifacts.blend View this Stack Exchange question for additional information: weird-render-transparency-artifact
[ " 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", "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", "Mesh Cache Is Evaluated When Display Type Is Bounds or Outline Display Flag Is Off\nOperating system: Windows 7 SP1\nGraphics card: nVidia GTX 660\n\nBroken: version: 2.90 (sub 0), branch: master, commit date: 2020-05-08 16:22, hash: 6f985574b775\n\nMesh Cache Is Evaluated When Display Type Is Bounds\n\nI noticed this when I imported an animated 266GB Alembic. I wanted to work on a camera move, so I set the imported object to bounds. I noticed no improvement in performance. Blender was still pulling all the Alembic data when the frame changed. I turned off the object in the outliner and I experienced the same problem. I tracked this down to the MeshCache modifier. Even when the object is turned off and set to show bounds, the modifiers are still evaluated. This problem may affect other modifiers as well.\n\nA simple fix would be to not evaluate the MeshCache modifier if the object is not displayed or set to bounds.", "Render artifacts in Cycles with multi material with sss combined with glass or transparent \nOperating system:\nGraphics card: rtx 2080 TI\n[Bug_joined_object_sss_and_transparency_01.blend](Bug_joined_object_sss_and_transparency_01.blend)\n\nBlender version 3.0 stable\nRender artifacts in Cycles when rendering a multi material mesh with sss combined with glass or transparent shader. the transparent shader is shadowing the sss part of the model. this is not the case when the shaders are also separated in to two different objects. \n\nCreate two boxes assign a sss shader to one and transparent shader to the other. render in viewport. It works as supposed to. Now join the two objects in to one mesh. Render and see the \"shadow\" artifacts. or see attached file", "Artefacts 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", "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", "Artifacts when composing render passes with SSS, EEVEE and SSR\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0 Beta\nWorked: I'm not sure this behavior is new. Blender 3.2 displays the same behavior.\n\nWhen compositing render passes that have been generated using EEVEE, and an object has Subsurface Scattering enabled, and Screen Space Reflections are enabled, and Half Res Trace is disabled, artifacts are generated. The combined pass, however, correctly renders.\n\n![image.png](image.png)\n*What I get (demo file included below)*\n\n![image.png](image.png)\n*What I should get*\n\nNote: if Half Res Trace is enabled, the problem disappears.\nAlso, if Cycles is used to render the same scene, the passes do not display these artifacts.\n\n\n\n\n- Create a file that uses EEVEE as renderer.\n- Enable Screen Space Reflections. Disable Half Res Trace.\n- Create an object with Subsurface Scattering\n- Enable the following necessary render passes: Diffuse Light, Diffuse Color, Specular Light, Specular Color\n# In compositing, mix as follows the passes: multiply Diffuse Light and Diffuse Color; multiply Specular Light and Specular Color; add them.\n\nChanging the roughness can make the effect more extreme. Having a very contrasty roughness map exacerbates the problem:\n\n![image.png](image.png)\n*a contrasty roughness map*\n\n![image.png](image.png)\n*the render showing the problem more extremely*\n\n![image.png](image.png)\n*how it should be*\n\nThe final result should be akin to the one posted above. You can compare the composited result with the one that is already combined: the combined one does not display the issue. Using Cycles for the same setup also works without problems.\n\nThe inconsistency of results mentioned above makes me believe this is a bug, and hence my report.\n\nDemo file: [sstest.blend](sstest.blend)", "Cycles: overlapping VDBs cause rendering artifacts\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.2\nWorked: version: 3.0.1\n\nFirst reported here: #97062\nOverlapping VDBs cause black rendering artifacts.\nThis is likely a known issue or related to a known issue.\nFrom the release notes for 3.1: [Ray Tracing Precision](Cycles#Ray_Tracing_Precision)\n>Many artifacts from rendering small, large and far away objects have been eliminated. There will always be object scales where numerical precision becomes a problem, but it's further out now.\n>\n>There can still be artifacts with rendering overlapping geometry, in some cases more severe than before. Such overlapping geometry should be removed, or have a small distance added in between.\n\n\n|3.0.1|3.1.2 CPU|3.1.2 GPU|\n| -- | -- | -- |\n|![Smoke_3.0.1.png](Smoke_3.0.1.png)|![Smoke_CPU_3.1.2.png](https://archive.blender.org/developer/F12977045/Smoke_CPU_3.1.2.png)|![Smoke_GPU_3.1.2.png](Smoke_GPU_3.1.2.png)|\n\n1) Import a VDB volume.\n2) Duplicate the volume without moving it.\n3) Render with Cycles.\n\nHere is the test file:\n[#97094.zip](T97094.zip)", "Booleans causing shadow artifacts in solid render mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nI built up a random shape using a bunch of booleans via the box cutter addon.\nThis seems to have introduced artifacts when the shape is viewed from certain angles.\n\nThe artifacts remain when applying all the modifiers. I also tried to reset various edge data like bevel weight and crease without any effect.\nAdding a triangulate modifier however cleans it up, so maybe something about the automatic triangulation is off.\n\nI compared the output with the stable release: It also shows artifacts but they look slightly different, at least with my current configuration.\n\nv.2.93.1\n![shadow-streaks-2.93.1.png](shadow-streaks-2.93.1.png)\n\nv.3.0.0 (see version info above)\n![shadow-streaks-3.0.0.png](shadow-streaks-3.0.0.png)\n\nIn motion from another angle, showing convergence on a point and something that looks like an [even/odd fill rule](Even%E2%80%93odd_rule) of a shape being used to draw the shadow:\n[streaks.mp4](streaks.mp4)\n\n\nI cannot offer concrete steps; my default file also has certain settings already applied.\nHere is the file that may help show the issue: [shadow-streaks.blend](shadow-streaks.blend)\n", "Incorrect occlusion between grease pencil objects\nOperating system: macOS-12.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-18.4.6\n\nBroken: version: 3.3.0\n\nIncorrect occlusion occurs with this setup\n![gp_occlusion_bug.png](gp_occlusion_bug.png)\nThe two Suzannes are clearly behind the strip, but one of them appears to be in front of the strip in camera\nIf I rotate the camera a little, both of them are in front\n![go_occlusion_bug_1.png](go_occlusion_bug_1.png)\nI've tried switching the stroke depth order to 3D Location, it doesn't fix it either\n\nSee the attached file\n[gp_wrong_depth.blend](gp_wrong_depth.blend)\n\n", "Serious problems with visibility when linking a character\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3\n\n\nwhen linking a collection containing a character model, rig, etc., oddities occur with the visibility of the armature: when the overlays are turned off/ on, the armature is not displayed until some event occurs (this bug applies to the file where the model is located). undo ignores hiding bones (scene with linked and override character) for clarity, two animation files will be attached. in both, sometimes both of these bugs occur, while it is absolutely unpredictable\n[2022-09-16 02-20-35.mp4](2022-09-16_02-20-35.mp4)\n\n[broken_7.zip](broken_7.zip)\n\nfile with character in broken_7/stalker/\nfiles with animation in broken_7/3d_projects/tests/animation/\n", "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", "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", "Render Animation in Video Editor doesn't warn that source video files are missing\nOperating system: Fedora 35\nGraphics card:\n\n\nBroken: 2.90.1\n\n\nThis is more of a feature request / usability improvement than a bug.\n\nI spent quite a few hours trying to figure out why a segment of a video from a Video Editing project was rendered all black. The segment looked fine in the video editor. It turns out that I had created a proxy for the video, then I accidentally deleted the non-proxy version of the video.\n\nIt would have been very helpful for Blender to open a dialog saying something like, \"Source video file foo.mp4 missing.\" It would have saved me literally hours.\n\n\n1. Create a proxy for a video in a Video Editing project.\n2. Delete the non-proxy version of the video.\n3. Render Animation\n" ]
[ "Quad directly infront of the camera gives artifacts\n%%%rendering a quad thats directly in front of the camera can give artifacts. (diagonal black area)\nI have had this trouble more then once on 32/64 bit systems.\n\nAttached a file with the artifact packed into an image.%%%" ]
Ortho Perspective mode bug OS: window 8.1 Video : HD8670 D Blender Version 2525fc9 RC2 i have already set auto perspective mode in user preference and save these as default and if i open 2.7 and do a file it seems to work fine but if i open and old file made with 2.9 it does not seems to work properly when i go into edit mode then back into object mode it goes from ortho to perspective mode ! i cannot upload sample file ! but any old 2.69 seems to have this bug on my OS how do you drag and drop a file here ? is it from explorer on win to this window ? thanks happy bl
[ "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). ", "3D View Selection Occlusion (Select Through) \nCreating this design task as there are unresolved issues with [D6322: Mesh: Select through](D6322) which are more design issues.\n\nThis is a place holder, some topics to address:\n\n- Where this option is stored, accessed?\n- Which selection tools/operators should use this?\n- Which modes this should be supported in (edit, pose, grease pencil... etc)\n- How to display this option when in wire-frame display (when the user will always select-through)\n- How to access this from both active-tools & key-bindings?\n- How to make it obvious selecting-trough is enabled *(draw style, cursor - this might help avoid confusion)*.\n- Should this be supported in object mode too?(the reverse since objects already select-through), IIRC we discussed having this option for box select too.\n\n\n### Related Topics\n\nNote that there are topics being raised which relate to select-through, but might be best treated as separate topics since we could change behavior here with or without select-through.\n\n- Current behavior of X-ray.\n- Current usability toggling X-ray (Z-drag or Alt-Z).\n- Selecting faces by their centers.\n- Lasso select using object centers #64281 (Option to lasso-select using geometry instead of object centers.).\n", " 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)", "Add object redo: exits local view if there are no other objects in local view\nBroken: 2.80 to 2.92 master\nWorked: 2.79b\n\n\nIf you're in local view and there are no objects, add an object and attempt to adjust any property in the redo panel, Blender drops out of local view. However, if you don't touch the redo panel and instead e.g. transform the object, local view is retained.\n\n\nIn the default scene with cube selected:\n\n- enter local view\n- delete the cube\n- add a new object\n- attempt to adjust any property in the redo panel", "Spin gizmo doesn't work when viewed exactly side-on\nOperating system: win 10 64 bits\nGraphics card: GTX 970\n\nBroken: 2.80 beta\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen I try to use Spin nothing appears on the screen, only the descriptor of it with the amount of steps that I must give and the angle. There is no way to use the mouse to do the rotation, you must know the angle field. When you fill in the angle field, p. ex. 90 °, the selected object rotates according to the number of steps indicated, but the rotated object images are not together, but separated.\n\na) select the cube;\nb) go to edit mode\nc) selects spin (shift 6 does not work) using space key\nd) from the user's perspective the spin works, the handle appears and it is possible to do the rotation\ne) In the orthographic perspective, the spin does not work, the handle does not appear and you can only rotate the object by changing the angle in the tool descriptor\nf) f) the resulting form is not as expected, instead of all sections (according to the number of steps) join in a graceful curve, we have a series (in this case) of overlapping cubes, forming steps instead of a curve{[F6712665](spin.blend)}", "Blender 2.8 Small but really anoing bug when you save rendered images. Cursor shift his position\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen I rendering more then 1 image in same folder, I found that if you will have touch any file (filename) inside explorer - the main string will turn to red (it's normal), but at same time will occure a bug that change mouse position down to 1 string (and it save to all save-explorer menu folder). And it really anoing.\nMaybe will be usefull: 1 - save menu always opens fullscreen, bacause I usual render big size images. 2 I use tablet (Wacom Intous Touch S)\nHere is how it's looks like briefly: a9f6df16ce40e492e4440f6db621dfa9.mp4\nMore closely with my explanation and thoughts what was the reason of this bug: [2019-07-17 02-32-39.mov](2019-07-17_02-32-39.mov)\n\nOpen file. [BUG.blend](BUG.blend) Then press \"F12\". Then \"Shift+S\". In explorer menu create new Folder, and type name \"1\" and press at any empty space. And then press Enter (it will same as you will press \"Save As Image\" effect) Then press Esc, to quit from Render Result Vindow. And repeat all this again, but change each time name to 2,3..ect. \nAnd at some moment (usually it close to \"5\") you will see how render output image will slightly changed, like this: L21z04wuRV9klA.jpg \nAnd that will be mean that bug appeared. And when you will open Save As (SHIFT+S) menu, you will find that cursor position shifted down to 1 string. And you can't normally type anything or select anything. Only when you will maimize windows - it will bring to normal.\n\n", "Improved Rake functionality\nFor now it would be best to focus this implementation on Sculpt Mode, since this will be the basis of the upcoming Paint Mode.\n\n## Issue\n\nWhen using an image texture in a brush you can enable the option \"Rake\" so that the texture rotation is following the direction of the stroke.\nThis has a huge issue that it stamps the entire texture repeatedly which makes it impossible to create a smooth curved texture that accurately follows the stroke.\n\n![F13080487](image.png)\n\n![F13080519](image.png)\n\n## Proposal\n\nEssentially we need to implement a way to split up the brush texture into many thin slices and apply them to the stroke incrementally.\nThis way it will have the visible effect of putting the texture on a paint roller and rolling it over a surface.\nThis would also make it possible to assign a very wide texture to a brush and paint it in a curved way on the surface.\n\n[roll brush mockup.mp4](roll_brush_mockup.mp4)\n\nAdjusting the texture size should help to redefine how stretched the used texture is:\n\nSize = 1\n![F13080507](image.png)\n\nSize = 0.25\n![F13080509](image.png)\n\nSize = 2 \n![F13080511](image.png)\n\n### Open Questions\n\nIt still needs to be discussed how this setting will be exposed and how it relates to the mapping, stroke and rake setting.", "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", "Undo doesn't work with image type empty\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nUndo doesn't work with image type empty (reference image) when you use the bracket or the centre cross to scale or move the empty image, that is very annoying when you accidentally modify your reference image image. A working undo or an option to disable the direct moving/scaling possibility (yellow gizmo) for such empty will be welcome. The undo is active when we use the normal scaling or moving gizmos or panels. \n \n\n- Create an image reference (drag and drop an image in the viewport) \n- Change size and position using the yellow gizmo on the object itself \n- Undo. \n\n", "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).", "Box select fails to select bones at certain zoom levels\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nAlso 3.5 and 3.6\n\nBox select fails when zoomed out\n\n\n- Open [Select.blend](attachment)\n- Box select some of the bones in the provided file.\n- It doesn't work for me unless you zoom in first\n- If you display the bone as \"Wire\" or \"BBone\" then everything is selecting correctly, otherwise not.\n\nIt fails in both pose and edit modes, perspective or orthographic.\n\n", "UV: Opening an image in UV Editor changes zoom\n1) Open default cube\n2) Tab to enter edit mode\n3) Open UV Editor\n4) Observe scale of unit square\n5) Open an image (Click \"open\" and choose an image file)\nBug, unit square is no longer in same location.\n\nThanks @BlenderBob for the initial report!\n\n", "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)", "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", "Bisect Tool rotation handle does not work from some preset orthographic views\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.91.2\n\n\nBisect Tool rotation handle does not work from some preset orthographic views.\n\n* Select default cube\n* Enter edit mode\n* Press numpad 1 to enter front orthographic view\n* Select all verts\n* Click bisect tool\n* Draw line across cube\n* Click circle widget to rotate bisection <- fails\n\nWorks fine from top orthographic view and from arbitrarily orientated perspective views." ]
[ "Auto Perspective does not work the same in all quad view panels\nWindows 7 ultimate, Quadro 4000, Xeon\n\nBroken: 2.70 Date: 2014-03-19 05:02 Hash 19e627c\nWorked: All previous\n\nAuto Perspective does not work in all quad view panels: camera penal goes to ortho not perspective when rotating view\n\nUsing standard 'Maya' presets.\n\nSet 'auto perspective' under 'Interface' in user preferences.\n\nSpace bar to a standard quad view with a camera. Hover over the camera perspective panel and rotate view (camera not locked to view). It will switch to ortho not perspective. Same if you space bar to make it a full panel.\n\nSeems to affect all files, so no need to upload one.\n" ]
Full Copy of scene dont work with passiv rigid body objects Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.83 (sub 15) If you made a scene with active and passiv RigidBody objects and make a full copy of that, than normaly every object will be duplicated. But not the RigidBody World. If you copy scenes without RigidBody objects inside, than he will do a copy of RigidBodyWorld (RigidBodyWorld.001) like he should. So it can cause lot of problems. If you delete in the copyed scene the passive RigidBody Physics, the effect can remain because it is linked to the first scene. I will uploud a file to show it. You can see, that the second scene with a plane where is no Physics on it, behavier like with RigidBodies, because of the same RigidBodyWorld after full copy. These error I tested on both versions 2.82 and 2.83 Thank you :) [BUG.blend](BUG.blend)
[ "Outliner: Unexpected behavior when duplicating object hierarchies\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\n**may not be a bug** - duplicate a parent object (i.e. an object that has child objects). The duplication automatically selects the new object in the 3D viewport but this selection differs from that shown in the outliner. This means dragging to, say, a new collection does not work as expected (only the parent object is moved leaving the child behind).\n\nThe set up (this is the attached blend file):-\n1. Create two cubes (or any meshes) and parent one to the other to form a hierarchy.\n2. Add the object(s) to a collection.\n3. Create another top level collection which is empty.\n\nThe aim:-\nTo duplicate the object(s) (not the collection) and copy the duplicate to the second (currently empty) collection.\n\nThe steps:-\n1. Right click the parent object in the outliner and choose \"Select Hierarchy\". Note that the outliner shows the selected objects with a blue background bar (as expected).\n\n2. In the 3D viewport, use Shift or Alt D (doesn't matter which) to create new duplicate objects. Note that the 3D viewport shows the duplicate parent and child selected. The outliner shows a new object selected (with blue bar) but the tree is collapsed so we can't see the child.\n\n3. In the outliner, click and drag the selected parent object to the empty collection. Note that only the parent moves, the child is left behind. This child has then to be dragged separately.\n\nAfter step 2, every visual cue leads the user to believe that the duplicate hierarchy is selected. And this is the intuitive behaviour expected. But expanding the outliner tree shows the child object is not, in fact, selected (no blue bar). So an additional step of having to reselect the hierarchy is required before step 3.\n\nThe main issue is that with lots of objects and detailed hierarchies, just forgetting that additional \"select hierarchy\" step before dragging means that child objects can be scattered all over the place away from their parent and the user is left picking through the large list trying to sort it out.\n\nThis may not be a bug, it may be working as designed. But I cannot think of a use case where the current functionality would be useful so I'm assuming it's a small selection bug.\n\n", "Uncheck Save Copy freezes on next render - Mutex is still locked\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n2.90.1 and 2.83.5 have the same behavior\n\nWith default scene :\nWhenever I try to save a render, I uncheck both save as render and save copy, the next time I hit render, blender will freeze.\n- Unticking save as render only does not seem to create the freezes, however the option is not saved, I have to manually uncheck it every time.\n\nNew file : \n- Save file\n- Hit render\n- Save as\n- Uncheck Save as Render and Save Copy\n- Save.\n- Hit Render again = freeze\n\n\n", "Motion Blur break position pass\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nHi ! I just discover that the motion blur break de position pass.\n\n1. Choose Cycles render.\n2. Choose CPU Render.\n3. Active Motion Blur in the render properties.\n4. Enable Position pass rendering.\n5. Create a sphere then anim it.\n6. Hit render button.\n7. Constat the bug :)\n\n", "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)", "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "Rigid Body Physics forces no longer restricted to specific layers/collections\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 26.20.100.7641\n\nBroken: version: 2.93.0 Alpha\n\nPrior to Blender version 2.8, forces would only affect rigid body objects within the same layers. With later versions the scene is managed via Collections but despite forces being able to be placed in any number of collections, all forces seem to affect rigid bodies in all collections.\n\nNote that saving a file with mulitple forces in different layers in Blender version 2.79b and loading into 2.93 Alpha does seem to retain the layer structure by creating an additional collection for the objects in different layers but the forces no longer work the same.\n\nAdd Rigid Body Physics to the default cube and duplicate it to a second cube. Move the second cube into a different collection. Switch off Scene Gravity. Create two forces that would affect the two cubes in different ways (eg, place one above one cube and the other below the other cube) and move the forces to the respective collection relating to its associated cube. This should result in each force affecting only one of the cubes (since they are in different collections). However, running the simulation results in both cubes being affected by both forces - rather than just the force in its own collection. \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", "Rigid Body Constraint - Generic Y axis problem\nOperating system: Windows 10\nGraphics card: Gigabyte RX 590 gaming x 8 gb\n\nBroken: 3.2.0\nWorked: I don't know. I haven't tested in previous versions.\n\nWhen using \"Rigid Body Constraint - Generic\", a problem occurs when I restrict rotation in the y-axis. When I try other axes they are fine. I haven't tested this on other versions. Or I'm causing the physics to be miscalculated, I'm not sure. I leave the file below;\n\n**Steps to Reproduce**\n- Open .blend file\n- Play animation\n[Rigid Body Constraint - Generic.blend](Rigid_Body_Constraint_-_Generic.blend)\nVideo: [F13411735](2022-08-22_21-41-37.mp4)", "Recursive Purge Orphans datablocks on file save\nFully deleting datablocks from a blend file doesn't happen as easily as most users might expect, since \"delete\" is often used in the UI when \"un-link\" is what is actually meant. This can cause a lot of confusion and uncertainty during production. Proper deletion of datablocks requires that they are first un-linked, then they can be purged via File->Clean Up->Recursive Unused Datablocks. This works beautifully, and I would like to propose adding an option to have this operation executed after existing deletion operators. For example, after deleting a collection of objects, it would then also delete everything that was used only by those objects, such as their mesh and shape key datablocks, materials, actions, textures, etc.\n\nMy previous proposal was to have an option to execute Recursive Purge only on file save, which seemed to make sense to everyone I talked to at the time. (@dr.sybren @mont29 @JulianEisel @SimonThommes ) \nI still think that solution would be a step forward, but the new proposal above would achieve the same goals in an even more foolproof way. \n\n### Use case\nCurrently, this can very easily happen:\n- Animator duplicates an overridden character. All its objects get a .001 suffix.\n- Animator deletes that copy, saves their file, and later re-opens it. Only one \"layer\" of unused objects has been cleaned, so there can still be orphan object datablocks lying around unseen.\n- Animator duplicates the character again. Now the number suffix of their objects are all over the place. Some of them have .001 and others have .002.\n\nAs they continue working and duplicating characters, the old, unused objects slowly get deleted, and the name suffixes really get all over the place. It's not nice to get your objects names all mixed up like this, as things get really confusing when trying to troubleshoot problems in a production file, since everywhere where one object references another, the mismatching suffixes give the troubleshooter anxiety and uncertainty. The only way to avoid this currently is to tell the entire production team to always run a recursive Purge after deleting anything, which is very error-prone. \n\n\n### Potential issues\n\n- ~~The current recursive purge purges Text datablocks, which is bad because they don't have the possibility of a \"Fake User\", so they should be excluded (or better yet, be included in the \"fake user\" system, and get a fake user by default). ~~ (Fixed by [D10983](D10983))\n- Actions don't have fake user enabled by default. The long standing issue of Action datablocks \"disappearing\" on users and making them lose hours of work if they forget to click Fake User would be exacerbated by this change. This could be trivially fixed by giving Actions a fake user on creation, and forcing users to clean up their unused Actions themselves.", "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)", "Fade Inactive Geometry: Objects with the same stored mode are not faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nIt is possible to keep objects in a certain mode even if they are not active. \nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nUnfortunately if any object in the scene is also in the same mode, even if it is not active or affected by the currently active object, it will not be greyed out.\n\n![Screenshot_2021-04-22_11-40-07.png](Screenshot_2021-04-22_11-40-07.png) In this example image 2 quad-spheres are not greyed out. The left one is active and can be sculpted on. The right one is not active or selected but is also currently in sculpt mode. \n\n- Disable \"Lock Object Modes\" in Topbar -> Edit\n- Duplicate an object multiple times to have more than 1\n- Select one and switch to (for example) vertex paint mode\n- Select another object in the 3D viewport or via the outliner without exiting the mode of the active object\n- Switch into the vertex paint mode\n- The other object is not greyed out \n\n", "Parent with child containing particle emitter can't be moved on frame 1 keyframe\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\n\nEmpty in provided .blend file cannot be moved on frame 1 when it has a keyframe on frame 1. It can be moved on any other frame with or without a keyframe on that frame, or on frame 1 if it doesn't have a keyframe.\n\nSelect the Empty in the provided .blend file, and attempt to move it with `g`, transform sliders, etc. It will not move.\n\n[move_bug.blend](move_bug.blend)\n\nI'm not sure how I got my .blend file in this state, as my best effort at making a seemingly identical set of objects does not reproduce it. I'm guessing someone will have to inspect the internal state of these objects to find something amiss.\n", "2.8 - Dynamic Paint and Rigid body does not work\nOperating system: Linux-5.0.1-050001-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.43\n\n\nBroken: version: 2.80 (sub 51)\nWorked: 2.79\n\n\nThis file is for 2.79.\n[dynamic_paint_paint-Rigid Body-2.79.blend](dynamic_paint_paint-Rigid_Body-2.79.blend)\nI can not see paint results in LookDev/Rendered mode in 2.8. I also could not recreate the scene from scratch in 2.8", "Parented Rigid Body offsets on transform if the parent has been moved\nWin8.1, 3x gtx580\n\n2.79\n\nIf a rigid body is parented to something (like an empty for group animation before beginning of the simulation etc.), if the parent was moved or animated, when attempting to transform the rigid body, it begins transformation with the offset of the parent (makes it impossible to fine tune simulation starting locations).\nThis happens when animation frame is within simulation range +1.\n\n[wt2.blend](wt2.blend)\n - Press G (grab transform) or use transform widget on the selected plane.\nIf the rigid body gets re-parented, the offset disappears until the parent is moved.\n" ]
[ "Rigid Body Contraints effect doesnt copy to new scene\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\n\n\n\nselect everything in scene and press CTRL + C to copy it.\nmake new scene and press CTRL + V to paste.\nsee that rigid body contraints doesnt have any effect : (\ncant even fix it if i reenable the settings for it how it looks like : (\n\nguys when you will fix rigid bodys with scene copy bug ?? waiting since month for it since its super important.. or how i can build many complex objects with contraints? in same scene?" ]
Color picker hides after the first interaction Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09 Broken: version: 2.93.0 Alpha The color picker disappears to eagerly after the first interaction - Open a color picker an drag the value slider - While still moving the mouse and mouse pointer still over the value slider, release {key RMB} Original description: Go to a material and try to set a light blue color First you would need to set the Hue ![image.png](image.png) Next you would set the correct value The problem is the picker is already gone
[ "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.", "Known-issues with interaction handling inside pop-ups\n# Known-issues with interaction handling inside pop-ups\n\n*Pop-up in this case includes menus and popovers.*\n\nThere are quite some old and some new issues with pop-ups. Their increased usage after 2.80 means that users run into them more and more.\n\nIn this task all related known issues should be listed, to give a good view over the situation. Eventually it should help deciding how to move forward.\n\n* Resetting default value does not work in popovers or menus. (#69200)\n* Context Manual Help Operator does not work in context menus. (#67201)\n* Add Driver : Clicking the picker doesn't work. (#58341)\n* Popover: Color Sampling doesn't work. (#63890)\n* No color drag'n'drop in Viewport Shading popover. (#70654)\n* Eyedropper does nothing on \"New\" in Uv image editor (button is disabled as workaround). (#32396)\n* ~~Most ID selectors (like e.g. the 'target' ones in constraints and modifiers) do not show difference between local and linked IDs. Even worse, they do not allow to select linked ones when a local one exists with the same name. (#73156)~~ (d6cefef98f)\n* Double-click not working in UI_Lists in popovers (e.g., grease pencil layers renaming) (#66286)\n* #76833 (Eyedropper in object selection box doesn't work)\n* #76124 (Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager)\n\nMost of these issues probably have similar roots (e.g. code not checking if `CTX_wm_menu()` can be used over `CTX_wm_region()`, but often times the former returns `NULL` when it shouldn't).", "render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n", "GPencil: Texture Image Alpha pass through grease pencil strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.1\n\nContext: Using texture image to make some kind of 2d fur on top of a GPencil Object\n\nThe Image Texture used to make some fur is mostly transparent and the brush used to make the colored part is a texture paint brush with Cloud Mask (it was made entirely in Blender with Blender tools).\n\nWhen on top of the GPencil object, the part of the Image Texture that is only half transparent(between 99%-1% transparent), makes the GPencil color disappear, even when moving the center point behind the one of the fur images.\n\nOn the contrary, when on top of another Image Texture (imported to be used as camera mapping), the Image Texture of the fur doesn't impact the transparency of that one.\nNotice that the Image texture boundary, even from the imported one, has problems with clipping and always makes a white line appear.\n\n- Open attached .blend file\n- Zoom in and out to notice the alpha transparency influencing the GP object\n\nThanks for your help!\n\n![from_further_away.PNG](from_further_away.PNG)\n\n![close_up.PNG](close_up.PNG)\n\n![render.png](render.png)\n\n[bug_alpha.blend](bug_alpha.blend)", "Alt-Drag (multi-editing) fails for HSV color buttons\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.83 (sub 1)\nSeems to be a long-lasting issue, as even Blender 2.81a shows the same behaviour.\n\nPretty much the title. \nTrying to assign an object color through the Object Properties tab (Viewport Display > Color) to multiple Objects doesn't work, neither by picking the Color on the Color Wheel, nor by moving the HSV sliders, while Alt-Clicking. Only the last selected Object will update.\nHowever:\n\n\n - If sliders are set to RGB, editing them will correctly affect all selected Objects.\n - The Alpha slider, which is shared between all three Color Wheel modes, works as intended and affects all selected Objects.\n\n\nFrom the Info console I've noticed a tuple is set everytime a Color is picked from the Color Wheel, but doesn't show anything when using the HSV Sliders.\nMoving the the RGB and Alpha sliders correctly sets each Object's property to the selected value.\n\n\n\n\n - Open Blender, default startup file\n\n - Add>Mesh - Select any kind of Mesh Object (have at least 2 items in the scene, or more)\n\n - Go to the Shading Panel in the top right and Select \"Object\" down the Color section, to see Object Colors in the viewport\n\n - Press A to select All Objects, or alternatively, select them one by one by Shift+Right Click\n\n - Go to Object Properties > Viewport Display > Color\n\n - Hold ALT either while clicking on the Color Wheel or while moving the HSV Sliders. Only the last selected Object will update.\n\n\n\n\n - While holding ALT, try moving the Alpha slider. All selected Object will update.\n\n - In the Color Wheel, select the RGB tab. While holding ALT, try moving the R, G or B slider. All selected Object will update.\n\n\n\n\nHere's a quick demonstration:\n\n[2020-01-20_22-01-14.mp4](2020-01-20_22-01-14.mp4)\n\nAnd the Info panel readings:\n[2020-01-20_22-02-46.mp4](2020-01-20_22-02-46.mp4)\n", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", "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", "Sculpt Mode Border Hide Tool Todo\n## Sculpt Mode Border Hide Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from border hide, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools", "Color management is broken in the Sequencer\nOperating system: Linux-5.0.21-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Mesa DRI Intel(R) Sandybridge Mobile Intel Open Source Technology Center 3.3 (Core Profile) Mesa 19.1.1\n\n\nBroken: version: 2.80 (sub 74)\nWorked: earlier build of 2.80 (hash: d62a749fcf48) and 2.79\n\nWeird things happens when changing the color management settings in the VSE:\n- wrong color display\n- make sound\n\nWith a movie strip displayed on the sequencer, changing the sequencer_colorspace_settings property in the Color Management changes the look of the image even when there is no color correction modifier on the strip. Example: using filmic log instead or sRGB will change the look which it should not.\nAlso, changing this setting does not apply the change directly, the VSE has to be refreshed.\n\nAnother issue with the color management is the change of exposure and gamma setting is way slower than it was on earlier build and it also makes the sound of the current strip/frame do some noise.\n", "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", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", "NLA strip unexpectedly auto-switching from Hold to Hold Forward\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\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen creating a new action using the HOLD_FORWARD extrapolation, frames to the left of the keyframes will keep the value of the first keyframe, instead of ignore them like they did before and do with NOTHING extrapolation. They now behave like HOLD.\nThey work like normal in strips, just not as the *(orange)* action.\n\n[nla_hold_back.blend](nla_hold_back.blend)\n[2019-07-14 19-08-18.mp4](2019-07-14_19-08-18.mp4)", "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)", "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)", "Objects do not retain View State when turning Collections Off then back On\nOperating system: Linux-5.8.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\n\nIf an object has been hidden within a collection, after turning the collection off and then back on the object becomes visible again. It's \"hidden\" state is not retained.\n\n\n- Drag the cube into a new collection\n- Disable `Hide in viewport (eye button)` option for cube\n- Disable `Exclude from view layer option (checkbox)` for collection.\n- Enable checkbox, now cube is visible (it should not)\n\nResult = the cube is visible, it should remain hidden.\n\nN.B. This does not affect whether the cube is hidden from renders - the render view state is retained.\n\n" ]
[ "Color wheel disappears after adjusting the color despite the mouse is still within the color wheel region\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0 Beta\nWorked: 2.91\n\nWhen you adjust the color using the wheel, you might want to move your mouse over to the right to adjust the brighness, but the entire color wheel menu just disappear, despite the fact that the mouse is still within the color wheel region.\n\nBased on the default startup\n1. Go to the material tab, click on the base color\n2. adjust the color using the wheel, whatever color is fine\n3. try to adjust the brightness stripe on the right as well\n4. you failed to do that, because the color wheel disappears\n[Color Wheel Bug.mp4](Color_Wheel_Bug.mp4)\n", "Popup closes when dragging and letting RMB go while mouse is still moved\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Beta\nWorked: version: 2.92.0 Alpha\n\nPopus randomly closes when changing values with ctrl or mouse\n\n- Open a popup of your choice, e.g. a color picker or the *Adjust Last Operation* panel\n- Edit a numeric property by dragging with {key LMB} pressed.\n# While dragging, let {key LMB} go before reaching min/max but continue to move the mouse. Even when the mouse cursor still remains over the popup, it closes.\n\nOriginal description:\n- Open default scene\n- Delete sides from cube\n- Select borders and use Bridge Edge Loops operator\n- Press F9 and try to change some values\n\nBroken GIF:\n![PopupsBroken.gif](PopupsBroken.gif)\n\nWorking GIF:\n![PopupsWorking.gif](PopupsWorking.gif)\n" ]
Maximised editor crashes 2.8 after reverting to original screen layout Windows 7 Broken: dc3b3d94538 Opening a blend file that has been saved in 2.7Xx, with an maximised editor, crashes Blender when opening up in 2.8a and clicking "Back to Previous" Open blend file (saved in 2.79b) [Back to Previous.blend](Back_to_Previous.blend) with 2.8 and click "Back to Previous" crash
[ "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "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) ", "Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n", "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.", "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", "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)", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n", "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)", "Creating Lattice object with script with {\"REGISTER\", \"UNDO\"} if parameters was changed in Undo window and mesh was in Edit mode - undo last changes to the mesh or last action\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.1\n\n{\"REGISTER\", \"UNDO\"} also undo last action if parameters was changed in \"Adjust last action\" pannel and mesh was in Edit mode.\n\n[Register_Undo_Issue.mp4](Register_Undo_Issue.mp4)\n\n[REGISTER_UNDO_in_EDIT_Mode.blend](REGISTER_UNDO_in_EDIT_Mode.blend)\n\n", "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" ]
[ "Crash after opening a v2.79 file saved with maximized area\nOperating system Linux\nBroken: 7b38df41ae8b2903eb65dc72e506ba0b0c58453d\n\nOpen the attached file and press [Back to Previous]\n\n[crash01.blend](crash01.blend)\n\n**gdb back trace**\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n```\nThread 1 \"blender8tip\" received signal SIGSEGV, Segmentation fault.\nED_region_do_draw (C=C@entry=0x7fffce46d408, ar=ar@entry=0x7fffcbc0bb48)\n at /intranet/blender-build/blender-git/source/blender/editors/screen/area.c:560\n560\t\t\tif ((screen->state != SCREENFULL) && ED_area_is_global(sa)) {\n(gdb) bt full\n#0 0x0000555556952fbd in ED_region_do_draw (C=C@entry=0x7fffce46d408, ar=ar@entry=0x7fffcbc0bb48)\n at /intranet/blender-build/blender-git/source/blender/editors/screen/area.c:560\n screen = 0x0\n win = 0x7fffaeaf1188\n sa = 0x7fffcbca5548\n at = <optimized out>\n __func__ = \"ED_region_do_draw\"\n#1 0x0000555556639651 in wm_draw_window_offscreen (stereo=false, win=0x7fffaeaf1188, C=0x7fffce46d408)\n at /intranet/blender-build/blender-git/source/blender/windowmanager/intern/wm_draw.c:546\n ar = 0x7fffcbc0bb48\n sa = 0x7fffcbca5548\n bmain = 0x7fffb03f3d08\n wm = 0x7fffaeabde48\n screen = 0x7fffae88b508\n screen = 0x7fffae88b508\n stereo = false\n screen = 0x7fffae88b508\n bmain = <optimized out>\n wm = 0x7fffaeabde48\n win = 0x7fffaeaf1188\n#2 0x0000555556639651 in wm_draw_window (win=0x7fffaeaf1188, C=0x7fffce46d408)\n at /intranet/blender-build/blender-git/source/blender/windowmanager/intern/wm_draw.c:672\n screen = 0x7fffae88b508\n stereo = false\n screen = 0x7fffae88b508\n bmain = <optimized out>\n wm = 0x7fffaeabde48\n win = 0x7fffaeaf1188\n#3 0x0000555556639651 in wm_draw_update (C=C@entry=0x7fffce46d408)\n at /intranet/blender-build/blender-git/source/blender/windowmanager/intern/wm_draw.c:826\n screen = 0x7fffae88b508\n bmain = <optimized out>\n wm = 0x7fffaeabde48\n win = 0x7fffaeaf1188\n- 4 0x0000555556637830 in WM_main (C=0x7fffce46d408) at /intranet/blender-build/blender-git/source/blender/windowmanager/intern/wm.c:418\n- 5 0x00005555565f571a in main (argc=1, argv=0x7fffffffdd48) at /intranet/blender-build/blender-git/source/creator/creator.c:525\n C = 0x7fffce46d408\n ba = 0x0\n app_init_data = {ba = 0x0}\n(gdb) l\n555\t\n556\t\tif (sa) {\n557\t\t\tconst bScreen *screen = WM_window_get_active_screen(win);\n558\t\n559\t\t\t/* Only draw region emboss for top-bar and quad-view. */\n560\t\t\tif ((screen->state != SCREENFULL) && ED_area_is_global(sa)) {\n561\t\t\t\tregion_draw_emboss(ar, &ar->winrct, (REGION_EMBOSS_LEFT | REGION_EMBOSS_RIGHT));\n562\t\t\t}\n563\t\t\telse if ((ar->regiontype == RGN_TYPE_WINDOW) && (ar->alignment == RGN_ALIGN_QSPLIT)) {\n564\t\t\t\tregion_draw_emboss(ar, &ar->winrct, REGION_EMBOSS_ALL);\n```\n", "Tab-Workspace make whole window of blender black and crash\nOperating system: Windows 10\nGraphics card: gtx 1070ti\n\nBroken: 2.79; 2.80, 1b6a394d862, 2018-12-03\n\nIn this file in **2.79** i had just black screen and freezing blender\n![Screenshot_25.jpg](Screenshot_25.jpg)\nIn **2.80** this workspace make black and crash blender\n![Screenshot_24.jpg](Screenshot_24.jpg)\n\n**Steps**\n1) open the file - [black_screen_tab_and_crash.blend](black_screen_tab_and_crash.blend)\n2) go to Default.001 workspace\n3) press \"Back to Previous\"\n4) get crash\n\nI made that file in 2.79 and this workspace was **made by just \"Window - Duplicate window\"**\n\n*i have no idea whats going on with this file*\n\n**PS** *I can not reproduce the exact actions to create the same error*", "Blender 2.8 crashes with maximized area files\nMacbook Pro 15-inch 2018, MacOS Mojave 10.14.1, Radeon Pro 560X 4096 MB, Intel UHD Graphics 630 1536 MB\n\nBroken: 2.80 (2019-01-04)\nWorked: 2.79b\n\nIt seems that whenever I try to open a 2.79b file in 2.80 beta that has been saved with a maximized area, the software does not seem to understand how to work with this, leaving the file essentially unusable—almost any UI-altering action will completely crash Blender.\n\n1. Save a file in v2.79b with an area maximized (shift spacebar)\n2. Open the same file with v2.80 BETA. The bug should manifest.[[ [test2.blend](test2.blend)\n\n[test.blend](test.blend) | name ]]" ]
Collection linking data redesign See #54775 for the design. All view layers will have the master collection linked in, and it will be possible to unlink a subset. It will no longer be possible to add collections multiple times into a view layer. The purpose of that was overrides, and that will be handled in another way (#54792).
[ "Rewrite File Browser UI to use views\nViews were introduced to simplify and unify UIs with common functionality to display and interact with (possibly large) sets of data. More info:\n- Views\n- #98560 (UI Views: General ToDo's)\n- #95653 (Split Asset and File Browser frontend, implement Grid View)\n\nThe Asset Browser should be split off from the File Browser and the file-list backend for a number of important reasons. As part of that a grid view is being developed.\n\nOnly doing this and not doing this together with rewriting the File Browser UI raised some concerns for @mont29. So together with him it was decided that both should be looked at. At some point we have to prioritize addressing technical debt too, and not just work on shiny new things. Otherwise we let the code paths diverge significantly, with no plans to address the effective duplication. So both browsers should be ported short-term.\n\n----\n\n**Thumbnail display mode Todo's:**\n- - [ ] Use grid view for drawing thumbnail mode (initial work done in 3a97c4056f)\n- - [ ] Selection in views (click-select, box select, walk select, etc.)\n- - [ ] Double click to open\n- - [ ] Dragging files\n- - [ ] Context menu\n- - [ ] Renaming\n- - [ ] Remove old code (selection, operators, drawing, ...)\n- - [ ] \"Composed\" icons as buttons/widgets ![image.png](image.png) Current code just draws them in-place, but views use the button/widget system. Alternatively, an overlapping layout can be used, but then there needs to be a way to get the exact preview image size for \n- - [ ] Superimposed file type icon for previews. Similar problem to the above.\n\nThe other display modes should also be ported to views, since otherwise interaction code (selection, renaming, context menu, ...) would have to be duplicated. So:\n- - [ ] Add new table view\n- - [ ] Use for Vertical List display mode\n- - [ ] Use for Horizontal List display mode\n\nWe could add an experimental feature flag for this, so development can happen mostly in master. This way the legacy code can stay for a while.", "isolate collection doesn't work on nested collections.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nisolate collection doesn't work on nested collections.\n\n\nSee attached video. I've set the alt key to trigger collection isolation by the way.\n\n", "Objects do not retain View State when turning Collections Off then back On\nOperating system: Linux-5.8.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\n\nIf an object has been hidden within a collection, after turning the collection off and then back on the object becomes visible again. It's \"hidden\" state is not retained.\n\n\n- Drag the cube into a new collection\n- Disable `Hide in viewport (eye button)` option for cube\n- Disable `Exclude from view layer option (checkbox)` for collection.\n- Enable checkbox, now cube is visible (it should not)\n\nResult = the cube is visible, it should remain hidden.\n\nN.B. This does not affect whether the cube is hidden from renders - the render view state is retained.\n\n", "Blender keeps crashing relocating linked library [3.5.1]\nOperating system: Windows-10-10.0.25357-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nRelocating linked library file results in instant crash when different file is chosen. I need this because i work on both OSX and Windows. While testing file version, i had issue with indirectly linked files. These are nested files so to say. They are linked blend files inside another linked blend file. \n\n- Download and Unzip attached `RML-test file-bl350.zip` file\n- open file \"RML-test file-bl350.blend\"\n- go to `Outliner` > `Blender File` and select the linked lib file with exclamation mark \"linked object\"\n- Right click and select \"Relocate\"\n- Point to the file \"linked object-bl293\"\n\nBlender file browser closes and crashes short after.\n\nSide note\nThe linked lib blend file is name \"linked object\", if i rename the \"linked object-bl293\" to \"linked object\" it works. But because i work on both OSX and Windows and sometimes also with different version. I need to rename linked files so i dont break anything.\n\nHowever, i jsut tested these 2 files in an issue folder i created and then it links just fine. When these files are linked in the original folder, blender crashes right after i pick that file \"linked object-bl293.blend\". See attached screengrab.\n![folder structure crashing relocate blend.png](attachment)\n\n", "Move some parameters to Blender's DNA\nThese parameters are supported (or going to be) by EEVEE-Next, and we should avoid duplicating the settings for each engine:\n- Motion blur curve\n- Panoramic camera settings\n- View Layer material override\n\nThis is a big change and 4.0 should be the right time to do this.\n\n", "Instanced Metaball Collection Issue\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nInstancing metaball collections on vertices + geometry nodes displays some unusual behavior. \n\nIf a sub metaball is moved to another collection, all metaballs stop rendering, but are still shown in the viewport. If the main metaball of the family is moved to another collection, behavior is as expected and it is removed from the instanced collection and renders correctly. \n\n\nBased on attached file: \n1. Take note that Mball.002 has already been placed in \"otherCollection\".\n1. Render: See All Mball's of Geometry nodes disappear. (bugged state).\n2. Move Mball.002 to \"metaballs\" collection.\n3. Render - all is well. (Fixed state).\n\n---\n1. Move \"Mball\" to \"otherCollection\".\n2. Render.\n3. All is well. (correct behavior for moving one item out of the collection).\n\nRenaming the metaballs is not helpful as I still wish for the metaballs to interact, I just wish to instance specific metaballs only within the family.\n\n", "Cycles Passes - The Combined pass is allways written to file, even though Combined is unchecked in the View Layer Passes Data tab.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe combined pass is allways written to file, even though Combined is unchecked in the View Layer Passes Data tab.\n\nOpen the attached blend file.\n[Combined_Layer_Pass.blend](Combined_Layer_Pass.blend)\nAs you see Combined is unchecked in the View Layer Passes Data tab.\n![View Layer Passes Data tab.JPG](View_Layer_Passes_Data_tab.JPG)\nHit Ctrl+F12 to render the Animation. The multilayer-exr is stored in the tmp folder.\nSee the multilayer-exr layers, the combined pass is stored within.\n![View Layer Passes Data tab2.JPG](View_Layer_Passes_Data_tab2.JPG)\nSo the combined checkbox in the View Layer Passes Data tab isn´t doing anything if you check or uncheck it.", "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).", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Rewrite file-list code for asset system (and File Browser)\nFor details see #88184 (Asset System: Data Storage, Reading & UI Access).\n\nThis is in progress in the `asset-system-filelist` branch.", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "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", "Assert duplicating a collection in a linked scene\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.31\n\nBroken: version: 3.1.0 Alpha\n\nAssert duplicating a collection in a linked scene\n\nfrom the default startup:\n- 1) `Scene` > `Linked Copy`\n- 2) select the collection `Collection` in the Outliner\n- 3) context menu > `Duplicate Collection` or `Duplicate Linked` (does not matter which)\n\n```\nBLI_assert failed: source/blender/blenkernel/intern/collection.c:184, collection_owner_get(), at '(id->tag & LIB_TAG_NO_MAIN) == 0'\n```\n\nIf the file is saved (and reloaded) before step 3), the above assert does not happen", "Loop Cut at Point\nHere it would be a nice improvement to make it so you can create cuts anywhere along a loop, not just in the center. This would be a tool setting.\n\n![Screen Shot 2018-08-27 at 14.51.13.png](Screen_Shot_2018-08-27_at_14.51.13.png)", "AssetBrowser: Add cleanup operator for asset index.\nUsers can rename/relocate/remove asset libraries. When they do created indexes would lead to files that will not be used anymore. Having a cleanup operation would help the user to free space on their storage device.\n\n## Approach\n\nUsers can have multiple blender versions installed with different asset libraries configured. The challenge here is that you when cleaning up automatically you can clean up indexes that are still used.\nThe approach to help the user would be to have an operation with an option to filter what indexes should actually be cleaned.\n\n### Requirements\n\n- User should be able to remove all indexes [OP1].\n- User should be able to only remove indexes that aren't used by the current open blender version [OP2].\n- User should be able to remove indexes of a specific asset library [OP3].\n\n## Design questions\n\nThere are 4 locations where such an operation makes sense:\n- **Blender Icon->System menu**: Current cleanup operation works on the opened blend file, very hidden.\n- **File -> Cleanup menu**: Currently only shows cleanup operations on the opened blend file. [OP1, OP2]\n- **Blender Preferences -> File Paths -> Asset Libraries**: The cleanup operations we want to introduce works on multiple asset libraries so it might be a good location. Concern is that it is hidden far away and is very specific. [OP1, OP2, OP3]\n- **Asset Browser Space** -> Only shows/works on a single asset library. Adding a cleanup operation here might be confusing, or only when it targets the current index. What is already done automatically, so might not make much sense. [OP3] might fit here.\n\n| **System Menu** | **Operation Fit OP1** | **Operation Fit OP2**| **Operation Fit OP3** |\n| -- | -- | -- | -- |\n| Blender Icon | Not very discoverable| Not very discoverable| Not very discoverable |\n| File menu | Ok fit | Ok fit | Nok fit as the current library could not be visible in the current screen |\n| Preferences | Ok fit| Ok fit| Ok/Nok fit, when user actually want to use it the operator is far away |\n| Asset Browser | Nok | Nok | Ok |\n\nLooking at the table above I would propose to add OP1, OP2 to the preferences and OP3 to the asset browser space inside the edit menu.\n" ]
[ "Merge groups and collections\nThe plan is to make it groups and collections the same thing. All collections would be datablocks, and as a result linkable into other files or usable as e.g. collision groups.\n\nCollections could be linked in scenes, or just exist outside of scenes as groups do in 2.7x." ]
MacOS Catalina 10.15.1 crash on 2.81 and 2.82 alpha Operating system: MacOS Catalina 10.15.1Graphics card: Sapphire rx480 It is a Hackintosh. The CPU is AMD Ryzen 3700x Broken: 2.81 and 2.82-fda791ab1241 Worked: 2.80 Blender crashes on sturtup starting with 2.81. Run Blender.app or running `./Blender` running blender from the terminal gives me segmentation fault. [T72165crashTBBCatalina.txt](T72165crashTBBCatalina.txt) ``` Application Specific Information: dyld: launch, running initializers /Applications/Blender.app/Contents/MacOS/Blender Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 org.blenderfoundation.blender 0x0000000111956b02 tbb::interface7::internal::task_arena_base::internal_max_concurrency(tbb::interface7::task_arena const*) + 50 1 org.blenderfoundation.blender 0x0000000111893995 _GLOBAL__sub_I_jit_avx512_common_conv_winograd_kernel_f32.cpp + 2469 2 dyld 0x00000001242ab0bd ImageLoaderMachO::doModInitFunctions(ImageLoader::LinkContext const&) + 539 3 dyld 0x00000001242ab4e2 ImageLoaderMachO::doInitialization(ImageLoader::LinkContext const&) + 40 4 dyld 0x00000001242a5f67 ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, char const*, ImageLoader::InitializerTimingList&, ImageLoader::UninitedUpwards&) + 493 5 dyld 0x00000001242a3ff8 ImageLoader::processInitializers(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&, ImageLoader::UninitedUpwards&) + 188 6 dyld 0x00000001242a4098 ImageLoader::runInitializers(ImageLoader::LinkContext const&, ImageLoader::InitializerTimingList&) + 82 7 dyld 0x00000001242926b1 dyld::initializeMainExecutable() + 199 8 dyld 0x0000000124297cab dyld::_main(macho_header const*, unsigned long, int, char const**, char const**, char const**, unsigned long*) + 6760 9 dyld 0x0000000124291227 dyldbootstrap::start(dyld3::MachOLoaded const*, int, char const**, dyld3::MachOLoaded const*, unsigned long*) + 453 10 dyld 0x0000000124291025 _dyld_start + 37 ```
[ "Segfault in CustomData_blend_read\nOperating system: Debian Linux, Stable\nGraphics card: GTX970\n\nBroken: 3.6.0 Alpha, branch: main (modified), commit date: 2023-04-05 18:55, hash: 92c9c1d4003e, type: Release\nWorked: Unsure. Old blend I loaded and worked on for a while. Errors on open now.\n\nSegfault on load.\n\n1. Load blend, or open blender and load blend\n\n(No idea what the gvfs error is.)\n```\nFailed to open dir (No such file or directory): /run/user/6001/gvfs/\n[New Thread 0x7fffe3ae9700 (LWP 2310937)]\n...\n[New Thread 0x7fffdb9fe700 (LWP 2310945)]\nRead blend: \"/tmp/segfault.blend\"\n\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x0000000001009af9 in CustomData_blend_read (reader=0x7fffffffd498, data=0x7fffd9c471f0, \n count=5002)\n at /opt/src/blender-git/blender/source/blender/blenkernel/intern/customdata.cc:5194\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n(gdb) l\n5189\n5190 int i = 0;\n5191 while (i < data->totlayer) {\n5192 CustomDataLayer *layer = &data->layers[i];\n5193\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n5195 layer->flag &= ~CD_FLAG_IN_MEMORY;\n5196 }\n5197\n5198 layer->flag &= ~CD_FLAG_NOFREE;\n(gdb)\n```\n\n", "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)", "2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n", "Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n", "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)", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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 : 00006820\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 : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 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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)", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n", "Crash when 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", "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)", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)" ]
[ "Crash on startup with hackintosh and TBB\nOperating system: Catalina 10.15.1\nGraphics card: RX 560\n\n2.81\n\nCrashing on launch. Here is a crash log, WvU69fkn" ]
Rendering problem Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.0.1 Hi, i tried everything and when i start to render nothing happens, even if i wiat a long time, could you help me please [03.03.2022_06.49.23_REC.mp4](03.03.2022_06.49.23_REC.mp4)
[ "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", "Eevee Incorrect rendering of the volume\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n![image.png](image.png)\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\n", "Memory leak cause my computer to freeze when rendering anumation\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2 Release Candidate\nWorked: worked on blender ~3.0 but it broke on 3.1+.\n\nwhen rendering full animations the memory of Blender is raised to 20GB, although the animation is a very simple content. after 300 frames of rendering in the low quality, we are still stuck and the rendering output is blank frames. \nThe entire compute get stuck and Swap Files rose to 10GB. I have 32 GB of memory.\n\nI will attach the file I render to this ticket.\n\n**Update August 19, 2022**\nThe memory issue was fixed in the current 3.2.2 version and in 3.3 version.\nbut there is an issue with black images rendered from frame 700 in the animation ( in the same file attached).\nin the previous versions the black frames occurred from the frame 300 because of memory leak issue.", "4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n", "OptiX Denoiser fails with large output resolution (final rendering completely black)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nDuring my final rendering, in 100% resolution, the final rendering is completely black. When calculating the image everything looks normal, I can see the tiles generating normally. Then the final render appears black. The other layers (shadow, OA, etc.) are well rendered. \n\nThis looks to be caused by OptiX failing to denoise a very large final image.\n\nThe example here will attempt to render a 6144x6144px image on an 8gb 1070 and fail during the Denoising step (leaving a completely black image too).\n\nThe original report attempted to render at >10240px (so adjust accordingly if it doesn't happen at first with your GPU).\n\n- Load attached `denoise.blend` file.\n- Attempt to F12 render\n\n```\nI0301 12:53:47.768775 15952 path_trace.cpp:971] Processing full frame buffer file T:\\Temp\\blender_a18956\\cycles-tile-buffer-15716-2377920588664-0-0.exr\nI0301 12:53:49.619309 15952 denoiser_gpu.cpp:51] Creating temporary buffer on denoiser device.\nI0301 12:53:50.388029 15952 device.cpp:669] Buffer allocate: RenderBuffers, 2,868,903,936 bytes. (2.67G) in device memory\nI0301 12:53:50.995292 15952 device_impl.cpp:80] using cuda device \"NVIDIA GeForce GTX 1070 with Max-Q Design\" (6.1), buffers: fp16, Winograd convolution, rt v11060\nI0301 12:53:52.356184 15952 device.cpp:669] Buffer allocate: __denoiser_state, 2,999,350,016 bytes. (2.79G) in host memory\nI0301 12:53:52.356184 15952 device_impl.cpp:80] layers created for resolution 4352 4352, inp 8, outp 3\nE0301 12:53:52.356184 15952 device_impl.cpp:74] copy of converted weights failed (CUDA error string: invalid argument, CUDA error code: 1)\nFailed to set up OptiX denoiser\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nE0301 12:53:52.356184 15952 denoiser_optix.cpp:577] OptiX denoiser configuration has failed.\n\n```\n\nVerbose 5 logs attached.\n\n", "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", "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)", "Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.", "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", "Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.", "Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n", "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.", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "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.", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n" ]
[ "Blender not redering\na947dcb3-429c-40c6-b19a-8554efe665f1\n\nlatest one\n\nwhen i try to render a animacion nothing happens, i left it running for 10h and nothing, tried redering a simple cube and it worked fine, its jst with the file im workng that it appears nothing, but when i try to render a frame it workes fine too\n\nBased on the default startup or an attached .blend file (as simple as possible).\nrender animacion\n\n\n![a.png](a.png)\n\n[estacaorender2.blend](estacaorender2.blend)" ]
Blender crash when remove data lights Win 10 I7-5820K GTX1080 ti Broken: 2.80, c59370bf643f, 2019-01-18 Worked: 2.79b release Blender crash without warning after deleting a data lights when putting the cursor in the outliner. Select the default point light and in the python console type : point = D.lights['Light'] D.lights.remove(point) Put the cursor on the point light, the 3d screen will update (but not the outliner) and the light will disappear. Put the cursor in the outline, blender crash without warning. ![2019-01-20_11-07-50.gif](2019-01-20_11-07-50.gif)
[ "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "Blender Crash. 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", "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 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```", "Object Info node not update if delete object from viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nIf you delete an object selected in the Object Info node, the object remains selected in the node\n\n![2021-03-11_20-19-51.png](2021-03-11_20-19-51.png)\n\nDelete object from viewport selected in the Object Info node. Object Info node not update socket\n\n[Proximity_displaces2.blend](Proximity_displaces2.blend)\n\nNote that if you delete it from the outliner things work. The issue is when the object is deleted from the viewport.\n\n**Original file**\nThis file doesn't help because the object was already deleted from it:\n[Proximity_displaces.blend](Proximity_displaces.blend)\n\n\n\n\n", "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", "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)", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n", "crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n![image.png](image.png)\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe", "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)", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "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 crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n", "Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n" ]
[ "Removed objects that are still in the outliner will crash Blender\nOperating system: Windows 10 Home 64-bit\nGraphics card: Intel HD Graphics 505\n\nBroken: 2.80 Beta, 6d89337257b6, blender2.7, 2018-12-24\nWorked: 2.79b release and earlier\n\nAfter an object is removed using Python, the object is still shown in an outliner hierarchy, and moving the mouse cursor over the object in an outliner will crash Blender with an EXCEPTION_ACCESS_VIOLATION. \n\nLoad this .blend file:\n\n[Object_Removal_Bug.blend](Object_Removal_Bug.blend)\n\nRun the script named remove_cube.py from the text editor. \n\nMove your mouse cursor over the Cube in the outliner hierarchy, and Blender will crash due to an EXCEPTION_ACCESS_VIOLATION. " ]
Blender crashes if Python 2.7 is installed at C:\Python27 Windows 7 Home Premium 64 Bit Radeon HD 7970 Broken: 2.77a If I have Python 2.7 installed in the folder C:\Python27, Blender will immediately crash when trying to launch it. I know python has it's own built in python 3 and is incompatible with Python2.7. So I think this might be some left over piece of code from when Blender used Python2.7. I cannot remove Python27 because so many other software (e.g. scribus) require it, but Scribus makes use of the PYTHONPATH system variable. Install Python2.7 to C:\Python27 Try to launch Blender: it'll crash. To workaround: rename Python27 to anything else (e.g. Pythongetout) set the PYTHONHOME AND PYTHONPATH variables to point to the renamed location. Blender will work fine, most python tools that read from the path will work fine too.
[ "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.", "Python API docs Error\n\nI'm not sure that it needs to be sent here\n\nThe Python API Docs contains an error - it says that blender as a python module need to be compiled independently. but this has not been the case for a long time\n\n![Screenshot_20230729_184115.png](attachment)\n\n", "Python: bpy_prop_array does not support full slicing syntax\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.6.0\nWorked: Never\n\n\nI am unable to use the full slicing syntax on a `bpy_prop_array` type.\n\nFor example, I am trying to read the pixels of an image, like so:\n\n```\nimage = bpy.data.images['my_image']\npixels = image.pixels[3::4]\nprint(pixels)\n```\n\nHere the `start` is `3`, the `stop` is `None` and the `step` is 4. This works for regular lists etc., but this code produces the following error:\n\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nTypeError: slice indices must be integers or None or have an __index__ method\n```\n\nSee the attached .blend file.\n\n", "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", "Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)", "Blender 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)", "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) ", "Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n", "Blender 3.0.0 breaks compatibility of rigs with the previous version\nOperating system: Windows 11 Pro 21H2\nGraphics card: Nvidia RTX 3070\n\nBroken: 3.0.0\nWorked: 2.93.6\nBlender 3.0.0 breaks compatibility of rigs with the previous version.\n\n1. Open Agent 327 shot 10_03_B-agent_dodges animation file (10_03_B.anim.blend)\n2. Observe that the rigs are completely broken\n![2.93.6.png](2.93.6.png)\n\n![3.0.0.png](3.0.0.png)", "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```", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![image.png](image.png)\n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "Using PyPI from Blender\n**Proposal**\n\nImprove the workflow for installing Python modules from the Python package index [PyPI ](https://pypi.org). \n\nThis is a design task to evaluate options.\n\nNote:\n\n- Currently using pip is possible, so it would be good to hear what steps should be made to better support it.\n- This task may result in documenting best-practices for using pip inside Blender, without needing significant changes to Blender's bundled Python.\n- This post was prompted by 050297.html\n\n**Motivation**\n\nFor Python developers to be able to install 3rd party modules into Blender.\n\nWhile this is possible, it's quite involved:\nhow-to-install-pip-for-blenders-bundled-python\n\nThis task is to evaluate possible solutions:\n\n- Use pip with Blender's built-in Python.\n- Only support pip for system-wide Python installations.\n\n\n**Package Compatibility**\n\n- *Windows Python MSVC compatibility.* (**EDIT:** this is no longer an issue).\n\n *In the past, Blender's Python was built with a different MSVC version, making binary modules incompatible.*\n\n- File System Permissions\n\n```\nThe Blender's Python directory may not be writable.\n```\n\n```\nThis could be solved using the `--user` argument.\n```\n\n```\neg: on Linux `pip install my_package --user` installs to `~/.local/lib/python3.8/site-packages/bintrees`\n```\n\n **Possible Solution:** Set `PYTHONUSERBASE` to a directory under Blender's own configuration.\n\n```\nThis has the advantage that it will work with both a system wide & a bundled Python installation.\n```\n\n```\nSee: cmdline.html#envvar-PYTHONUSERBASE\n", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
[ "Blender 2.67b crashes on startup (PYTHONPATH)\n**Duplicates**: #33072\n\n\n%%%It is Basically the same as the Duplicate but I didn't know to which person I should write to reopen the ticket.\n\nThe Console output looks like this:\n\nC:\\Users\\Wasi>\"C:\\Program Files\\Blender Foundation\\Blender\\blender.exe\"\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender\\2.67\\python\nFatal Python error: Py_Initialize: unable to load the file system codec\nFile \"C:\\GitStack\\python\\lib\\encodings\\__init__.py\", line 123\nraise CodecRegistryError,\\\n^\nSyntaxError: invalid syntax\n\nTo change the PYTHONPATH is no option to me because this variable is used by an other program.\n\n%%%" ]
Slow use and open blender Windows 10 home 64bit and NVIDIA GTX 950M Broken: (example: 2.78a) Worked: (slow and bug) So slow open and use Based on a (as simple as possible) attached .blend file with minimum amount of steps
[ "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", "Blender editing performance with many datablocks\nEditing scenes with many datablocks can be slow, for example adding, deleting or duplicating many objects.\n\nAdding or deleting a single object has time complexity O(N), where N is the number of objects. This is due to unique name tests, looping over all datablocks to clear all pointers, and other operations that require accessing many datablocks. In general all such operations must become O(log(N)) or O(1), along with possible access of just the other datablocks linking to it.\n\nUndo push (#60695) and dependency graph rebuild are also O(N). We are not trying to improve those as part of this task, and note these can be run once after making many edits.\n\nPractical steps to reduce time complexity would be:\n\n* Store two-way links for all (non-COW) data-blocks, so that iterating over all datablocks that link to a given datablock is fast. There are transient data structures for this, but it should become permanent. Every `id_us_min()` and `id_us_plus()` should be turned into an operation that sets the datablock pointer and creates a link in the other direction as well.\n* Extend or modify datablock lists in `Main` to support quick testing for duplicate names.\n* Change view layer collection syncing to not require looping over all objects.", "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", "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", "GPU Subdivision: Slow operations with Shape Keys\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3, 3.2\n\nWith the GPU subdivision turned on, many operations with shape keys (locking, changing the active shape key) are quite slow, but the reason for the delay is the GPU subdivision itself, because when it is turned off, the speed of operation is several times higher\n\nselect the body itself, and perform various operations with the shape keys (for example, changing the active one). Compare the speed with the GPU subdivision turned off and on\n[kira_lite.blend](kira_lite.blend)\n[2022-10-09 22-50-29.mp4](2022-10-09_22-50-29.mp4)", "Performance issues when moving bones of an armature when the Outliner is set to Blender file\nBroken: 2.93\n\nThis happens on heavy scenes and with many linked files, if you have an Outliner opened and set to \"Blender file\".\nThe fps drops dramatically only when trying to move a bone of an armature. It doesn't matter the complexity of said armature.\nThe problem stops happening after closing the Blender file Outliner.\nCould it be related to this other fix? T87842", "Eevee slower than cycles when using a lot of particles or collection instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 17)\n\nWhen using a lot of collection instances with particles in them, or with a lot of objects, Eevee seems to be very slow in evaluating the scene. \neevee: 2min and 2sek \ncycles (gpu): 9sek\n\nopen the file switch to cycles - hit render\nswitch to eevee hit render\n", "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)", "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)", "Blender freezes with big custom data\nmacOS 10.14\nBlender 2.92, 2.93.0, \n\nI found if I store big data (like 5 millions of points) then Blender will freeze a bit. This is not a huge bug but it would be nice not to freeze blender.\n[tmp1.blend](tmp1.blend)\n\n![image.png](image.png)\n\nFor example, a console looks like this if I do \"print(test2)\". And there is no freeze in the console.\n![image.png](image.png)\n\n- Run the script\n- Hover over the custom properties section. (try to rotate the cube to observe the freeze, beachball may take time to show up)/\n![image.png](image.png)\n\n![image.png](image.png)\nMemory usage rises and falls on every hover.", "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", "Improve performance for Render Engines Addons\n**Status:** Ideas from this thread: 7 to improve speed and ease for external render engines to work with Blender\n\n---\n\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @BrianSavery \n**Project members:** `-` *Optional other developers, can be in multiple projects at once.*\n\n**Description**\n**Big picture:** There are certain issues external renderers working with Blender have that Cycles does not due to it's access to the blender C data structures. Render Engine Addons have to work through the Python API and thus have limited performance. This \"TODO\" will include various subtasks for improving the render engine interface.\n\n**Use cases**: Or possible things that could be improved\n* Faster reading of mesh vertices (as numpy array?)\n* Faster reading of hair or paritcles rather than using particle_system.co_hair(...)\n* Pre-load image data so that image.pixels.foreach_get() is not blocking. (see 9)\n* Detecting deleted objects? \n\n**Branch**: `-` *Existing patches or branches.*\n\n---\n\n**Relevant links**:\n* `-` 19251/", "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", "Autosmooth + Custom Normals is slow\nOperating system: Windows 10\nGraphics card: Nvidia mx230\n\nBroken:\nmaster\n\n\nUsing autosmooth and custom normals at the same time is slow, even in situations where you wouldn't\nexpect normal calculation to happen (like moving an object in object mode).\n\n\n[normal_autosmooth_slow.blend](normal_autosmooth_slow.blend)\n\n - Load the .blend file. Move the object around, it should be slow. \n - Either disable autosmooth, or clear custom split normals.\n # Moving the object should now be a lot faster\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." ]
[ "Problem with GPU 850m Nvidia old and new drivers - Blender interface (UI) is very slow \n\nHello,\n\n\nMy Configuration:\nintel core i5 -4210U \nGPU NVIDIA 850M\nOS Windows 10\n6 go RAM \n\nIf i uninstall 850M driver, blender interface is very speed.\nWhen i install the driver 850M , blender interface is very slow.\n\n\nBest Regards,", "Blender work slow (less than 1fps) without reason\nIntel(R) Core(TM) i7-6700HQ CPU @ 2.60Hz 2.6.Hz\n(RAM): 16GB\noperational system 64Bits\nGPU: Nvidia GeForce GTX 960m 4GB\n\nBroken: 2.78a (belnder work slow)\nWorked: (optional)\n\nyou try to move the objects and it goes slow with 1fps, and delay for click on the buttons too, even for set the things on settings it goes so slow, for open blender window... everything.\n(in my case) Just open blender and will start to crash and work slow,\n", "Super slow Blender\nWindows 10 / Nvidia GTX 880\n\nBroken: 2.78a / 2.77a\nWorked: (optional)\n\nIt's been 3 days since last time I used Blender, today I was about to continue a proyect but things were super slow, maybe the word is \"laggy\", I tried restarting the pc (3 times) and did not work, I saved the Blender version 2.77 in a usb so I tried installing it but the same issue continue. I do not know what to do or how to fix it. Any suggestions?\n\nEvery time I open Blender, no mater if I open a New file or a started proyect.\n" ]
Fluid simulation not working after adding domain and flow object Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.4835 Broken: version: 2.90.0 Alpha Worked: None Fluid sim is confusing due to being dependent on sequence of actions in setting up the scene From default cube, add a UV sphere Click to select the cube In physics properties, add Fluid. Set Type to Domain, set Domain Type to Liquid Click UV sphere to select In physics properties, add Fluid. Set Type to Flow, set Flow Type to Liquid Switch to Wireframe mode Press Space to start the animation to run the simulation Problem: Flow is not included in the simulation. Changing order (setting domain or flow first) resut in same behavior. Solution: Select Domain object again, in Physics properties, click in Resulution Division field. Press Enter to accept value (32) - unchanged. Simulation is re-initialised, this time including the Flow.
[ "Shape keys missing from `bpy.data.meshes.new_from_object()` even when the mesh Object is not evaluated\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 4.0.0 Alpha\nWorked: 2.79 (sort of, the API was a bit different due to the depsgraph not existing)\n\nCreating a new Mesh from a mesh Object with `bpy.data.meshes.new_from_object` removes the shape keys (or simply does not copy the them in the first place), even when the Object is not evaluated.\n\nThe API in 2.79 is a little different to 2.80+, since there is no depsgraph; you choose with the function arguments whether or not to apply modifiers:\nWhen using `apply_modifiers=True`, the new mesh has no shape keys as expected. Providing an evaluated Object to the function in 2.80+ is equivalent to this.\nWhen using `apply_modifiers=False`, the new mesh retains its shape keys as expected. In my opinion, providing a non-evaluated Object to the function in 2.80+ should be equivalent to this.\n\n2.79 API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\nCurrent API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\n\nSince the API changed between 2.79 and 2.80, it's not clear whether this is a bug or intended behaviour.\n`Object.to_mesh()` and `BlendDataMeshes.new_from_object()` appear to have identical behaviour in 2.79, though this is again a bit different in 2.80+ because `Object.to_mesh()` now creates a temporary mesh owned by the Object that is not added to `bpy.data.meshes`.\n\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the value of the shape key to 1.0\n1. Run in the Python Console:\n 1. `new_mesh = D.meshes.new_from_object(C.object, preserve_all_data_layers=True, depsgraph=C.evaluated_depsgraph_get())`\n 1. `C.object.data = new_mesh`\n1. Observe that the new mesh has no shape keys (and is not evaluated as expected)\n\nAttached are some .blend files created in different Blender versions that have a script and three Objects that go over different cases (has modifiers/no modifiers/has modifiers but they're disabled) of creating meshes with both `BlendDataMeshes.new_from_object` and `Object.to_mesh` as well as making a copy of an evaluated mesh with `Object.copy` in 2.80+.\n\nThe 2.79 version is a bit different due to the different API, but the 2.80+ version in 4.0.0a results in this:\n(the .to_mesh().copy() behaviour of evaluated Objects has been reported separately as 109327)\n![image](attachment)\n\n", "Rigid body baked cache not invalidated\nOperating system: Windows 10 Pro 64-bit\nGraphics card: 4095MB NVIDIA GeForce GTX 1080 (NVIDIA)\n\nblender-2.80rc1-windows64\nWorked: (optional)\n\nSimple physics object is trapped in previous (deleted) animated properties.\n\nI have included a blend file which consist of just a cube with physics properties added.\nIt is supposed to fall but it moves to the origin and stays there.\nThe file is a working file from which everything has been deleted and a cube added.\nRun the animation and the cube will behave oddly.\nIf the cube is deleted and a different mesh added, say a sphere and moved and basic physics assigned. It will do the same.\nThis is likely to be a problem with my file from which everything has been deleted??\n[physics-problem.blend](physics-problem.blend)", "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)", "Particle System as flow source doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.1 26.20.15029.20013\n\nBroken: version: 2.90 (sub 1)\nWorked: blender-2.83-c26f470cfeea-windows64\n\nParticle System as flow source doesn't work. Smoke is always emitted from mesh.\n\nIf file is opened in version that worked, smoke starts flowing from particles correctly. File doesn't have to be even re-saved in working version.\n\nBecause example file is reproducible only once, here are\n**Steps to create example file**\n- New General template\n- Add UV Sphere\n- Add particles to cube\n- Particle Properties > Emission > Number = 50\n- Particle Properties > Render > Render As = Object\n- Particle Properties > Render > Instance Object = Sphere\n- Particle Properties > Render > Scale = .6\n- {key F3} > Quick Smoke\n- Select Cube again\n- Physics Properties > Flow Source > Flow Source = Particle System (doesn't invalidate cache)\n# Physics Properties > Flow Source > Particle System = ParticleSettings (doesn't invalidate cache)\n\n[#76765.blend](T76765.blend)\n- Open file\n- Play animation\n", "Motion blur not working for fluid sim in USD\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.0.1\n\nMotion blur not working for fluid sim in USD\n\nCache the sim from the attached file. Export as USD. Render in Cycles with motion blur.\n\nIt works in alembic but the cache needs to be in uni cache. VDB doesn't work\n\n[MB_USD.blend](MB_USD.blend)\n\n", "Volumetric object not taking into account by cycles depth/mist pass\nOperating system: Linux-4.15.0-52-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.104\n\n\nBroken: version: 2.80 (sub 75)\n\n\nNo matter what \"Alpha Threshold\" is set to, cycles depth pass does not include volumes.\n\n**Expected behavior**\nIn the same way that Alpha Threshold is compared with the alpha transparency of each object, it (or another parameter like Density Threshold) should be compared with the density of each volume in the scene (for the purposes of inclusion in depth passes)\n\n[depth-pass.blend](depth-pass.blend)\nRendering this file yields a (normalized) depth pass that is missing the cube with the volume shader (but it does include the cube with the 0 alpha principled BSDF)\n![image.png](image.png)\n\n", "Force field + hair dynamics not working in (linked) instanced collections\nOperating system: Windows 10 64 bit\nGraphics card: GeForce GTX 1070\n\nBroken: 2.80 3d8cbb534f82 (2019-01-25)\nWorked: 2.79b release\n\nA surface force field does not affect hair dynamics when it is part of a collection that is linked into another file.\n\nSteps to reproduce:\n1. Create a hair particle system, with hairs along x axis. \n2. Enable hair dynamics on hair\n3. Create a surface force field underneath it.\n4. Press play button to verify hair is affected by force field.\n5. Save file\n6. Link the collection from the first file into another file. (I have 'Instance Collections' turned on)\n7. Press play. hair will fall and not be affected by the force field.\n\nExample blend file attached.\n[hair_force_test.blend](hair_force_test.blend)\n", "Mantaflow: OpenVDB glitches due to Adaptive Domain\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: Blender 2.91.0 (b522e834ec30)\nWorked: never\n\nThe Adaptive Domain causes the smoke to shift when imported as a volume object (Import OpenVDB)\n[VDB_Ad_D-vid-C.mp4](VDB_Ad_D-vid-C.mp4)\n\n**Exact steps to reproduce the error (based on the .blend file)**\n[VDB_Adaptive_Domain.blend](VDB_Adaptive_Domain.blend)\n1. Enable Adaptive Domain.\n2. Bake the smoke simulation.\n3. The file uses relative paths, so it should import the cache automatically after the first step, but if it doesn't, select fluid_data_0001 and load the cached files.\n4. Play the animation.", "Smoke does not leave through open domain boundary\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.1\nunknown\n\nSmoke does not leave through open domain boundary\n![smokeNotLeavingOpenDomain.PNG](smokeNotLeavingOpenDomain.PNG)\n\n\n1. start blender\n2. add fluid domain to default cube\n3. add border collision to bottom\n4. Change cache type to Modular\n5. Change gas bouyancy density to 0 and Heat to 0\n6. Add 0.5m mesh plane\n7. add fluid->inflow to mesh plane\n8. set inflow initial temperature to 0\n9. enable initial velocity to mesh plane\n10. set initial z-velocity to -1m/s\n11. bake fluid domain\n12. See how smoke is crawling up along side walls despite that border collision is not enable for these walls. I see this as a bug.\n\n[#81442.blend](T81442.blend)\n \n", "Depsgraph integration of physics\n- [ ] Rigid body\n- [ ] Fluids\n[ ] ...", "bpy.ops.fluid.free_all() can cause a crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\npython script to free and re-bake smoke can cause a crash in 2.9x\n\nThe description of this bug is clearly documented along with the example blend file in [this blender stackexchange question ](python-script-to-bake-two-fluid-domains-aborting-cmd-line).\nIf I comment out the lines that contain:\n\n```\nbpy.ops.fluid.free_all()\n```\n\nin the following script, and instead manually free the bakes, all is fine. Otherwise the application crashes with console messages like:\n\n```\nUnable to remove directory\nor\nUnable to delete file\n```\neven if run from cmd line as Administrator\n\n\n```\nimport bpy\n\ndomain = bpy.data.objects['Smoke Domain Purple']\ndomain.select_set(True)\nprint(\"free Purple\")\nbpy.ops.fluid.free_all()\nprint(\"bake Purple\")\nbpy.ops.fluid.bake_data()\ndomain.select_set(False)\ndomain = bpy.data.objects['Smoke Domain Blue']\ndomain.select_set(True)\nprint(\"free Blue\")\nbpy.ops.fluid.free_all()\nprint(\"bake Blue\")\nbpy.ops.fluid.bake_data()\ndomain.select_set(False)\n```\n\n[dual smoke.blend](dual_smoke.blend)\n", "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 ", "flow simulation element viewport size indicator strange after applying resize\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 17)\nWorked: not known\n\nElement size preview in viewport behaves unexpected.\n\n1) Open Blender\n2) Apply Quick Smoke to cube\n3) scale up Smoke Domain by 20 in x and y direction while keep z scale unchanged (S+Shift Z+20). Notice that preview of element size in corner of Smoke Domain gets resized and becomes more flat. Maybe that is bug because I would have expected that fluid elements are always cubic. But maybe that is intended?\n4) Apply All transforms to Smoke Domain\n5) I would now expect that viewport showed a resized preview of element size for Smoke Domain that was cubic. Instead size preview completely disappears from Smoke Domain. Instead a preview element is shown in the Cube. See ![strangeElementSizePreview.PNG](strangeElementSizePreview.PNG). \n\nWhy does a flow object, that is not a domain object, need a element size preview? I think this is a bug.\nAlso, why doesn't the Smoke Domain get a updated cubic element preview when the Smoke Domain object changes size? I think this is also a bug.\n\n\n\n", "Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n", "After duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\n\nBroken: `master` branch\nWorked: Don't know if it ever worked\n\nAfter duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\n\n**Steps to Reproduce**\n\nIn a new blender project, add a new collection. Add a cube to the collection. Add a rigidbody to the cube. Verify that playing the simulation causes the object to fall under gravity.\n\nCopy and paste the cube to create a new cube inside the collection. Move the new cube so both are visible. Verify that playing the simulation causes both cubes to fall under gravity.\n\nIn the outliner right-click on the collection and select \"Duplicate Collection\". Move the two new cubes so all four cubes are visible. Run the simulation.\n- The two cubes in the original collection will fall under gravity.\n- The two cubes in the duplicate collection do not move and are not affected by the simulation.\n\n![image.png](image.png) \n\nIt appears the two cubes in the duplicated collection are not added to the RigidBodyWorld collection.\n\n![image.png](image.png)" ]
[ "Fluid simulation fails to update after changing Flow Type\nOperating system: Linux-5.9.14-arch1-1-x86_64-with-glibc2.32 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.3.2\n\nBroken: version: 2.91.0\nWorked: Not sure; I'm a newbie. But it seems to work correctly in 2.8 in Blender Guru's tutorial (watch?v=TPrnSACiTJ4).\n\nWhen I change the flow type of a fluid simulation, the already-played frames of the playback do not update to the new type. (Yet unplayed frames will simulate the new type.)\n\n- Open Blender.\n- Close splash screen.\n- Add quick smoke to default cube using F3.\n- Play simulation and pause at some time t=T1 before the simulation reaches the end.\n- Select cube -> Physics Properties -> update Flow Type to fire.\n- Resume simulation and see smoke change to Fire.\n- Observe: When the video loops back to time t=0, smoke is simulated until it changes to fire after time t=T1.\n\n**Workaround**\n- Select Smoke Domain -> Physics Properties -> Fluid Settings -> Enter 32 (the default value) for Resolution Divisions.\n- Play simulation.\n- Observe that after one or two loops, fire is now simulated throughout the entire animation.\n\nThis seems to be related to Bug #78936.\n\n", "Fluid: Missing cache invalidation when properties on non-domain objects change.\nWe get many bug reports on this topic. Usually they just differ in what property is changed. This is mainly an issue when the cache mode is set to Replay.\n\nThe issue is probably related to the fact, that the new fluid system, does not use the point cache system for caching. The domain object has a `POINT_CACHE_RESET()` depsgraph node, but it does not actually reset anything.\n\nReproduce without file:\n1. Add Quick Smoke to default cube.\n2. Play the simulation.\n3. While the simulation runs, change the Flow Type of the cube to Fire.\n4. Note that there is now fire in the simulation, but the cache has not been invalidated.\n\nInstead of changing the Flow Type, many other properties can be changed as well. That also includes the position of the source object. The cache is only invalidated when the domain object is changed.\n\nBug reports with the same underlying issue can be merged into this report." ]
Blender 2.8. "Full copy" Scene is ignoring your visibility settings in Outliner and skip them. Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35 Broken: version: 2.80 (sub 60) If you will create "full copy" of scene - all your visibility settings will backup(changed) #!YLoGQQoK!WePG6BhWtMamZBOfvKygIr5ipJFeVa9PkEmni1lp4Zg Open default. Put few objects into the the scene. Then in Outliner turn off one object visibility. Go to Scene menu and press(top bar): "Full copy" - you will see how all obects will come back in visibility. [Btw if you will do same with render visibility - it will workcorrect with scene dublication ]
[ "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", "\"Texture properties\" tab hidden after creating \"New Scene\"\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\nGraphics card: GeForce 1080 Ti\n\nAfter adding a New Scene in Blender, the Texture properties tab in the Properties window is missing.\n\nSee my attched image to reproduce the error in detail, please.\n\n1. Start with empty scene\n2. Add a New Scene inside your scene by creating a \"Scene.001\"\n3. Texture properties are hidden in \"Scene.001\"\n\nThis happens in v2.82 too.\n\nIs this a bug or do I miss something, please?\n![Blender_texture_properties_bug01.gif](Blender_texture_properties_bug01.gif)", "2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. ", "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)", "Dopesheet Display Hidden doesn't work property combined with Only Selected.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: Version 2.79b\n\n\nIn version 2.79 with the \"Selection Only\" option active in the dope sheet screen, after animating the appearance or disappearance of the object, you had the possibility to edit the keyframes, now it is possible only if the Only Selected option is deactivated, it is rather uncomfortable compared to the previous one because that option is useful to avoid having a max dopesheet window and to avoid errors in complex animations.\n\nFrame 1:\nTurn off the object then Animate Disable in viewport,\nFrame 2:\nTurn on the object and animate Disable in viewport.\nOpen dopesheet window, Click Selection only and Display Hidden option at frame 2, go to frame 1 the frames disappear.\n\n[Dopesheet_280.blend](Dopesheet_280.blend)\n[Dopesheet_279b.blend](Dopesheet_279b.blend)\n\n\n", "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", "Hiding Armature in Outliner while in Pose Mode, leaves viewport without ability to select or exit the Pose Mode.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0\n\nWhen Armature is hidden via Outliner in Pose Mode, the selection, active object, and the Mode remains on that armature, not allowing to select anything anymore. Same happens with Meshes and Edit Mode, but one is still able to exit the Edit Mode. I assume it's likely that one either shouldn't be able to hide the object one is in Edit/Pose mode with, or the Mode probably should be exited upon hiding it's object. Or, at least, switching the Mode off shouldn't be disabled if the object is considered still active/selected.\n\n[armature.blend](armature.blend)\n - Select Bone,\n - Press Disable in Viewports for Armature object in Outliner,\n - > Can't select other objects in viewport now, or exit the pose mode.", "\"Paste Objects\" doesn't copy source objects' collection heirarchy\nStarting to switch over to Blender 2.8 / 2.9, copy pasting still isnt working as intended. Please see #58190 as a reference of the previous bug.\n\nSystem Information\nOperating system: Ubuntu 17.10\nGraphics card: GTX 1080\n\nBlender Version\nBroken: blender2.9 55a2682348\nWorked: master Oct 2018 786870e26f\n\nShort description of error\nCopy pasting between blend files, it does not honor the collection hierarchy, Previously with blender 2.7 we could disable 'Active Layer' and the objects would go to their correct respective layers from the original blend file. Now with Blender 2.8 the only option is to have the copy paste on to the active collection, ruining any sort of collection hierarchy that was previously setup.\n\nExact steps for others to reproduce the error\n\n - Open Blender 2.8\n - create a new collection called 'test'\n - move the cube into this the collection 'test'\n - copy collection 'test'\n - create new blend file\n - delete everything apart from the default collection 'Collection'\n - create new collection 'test'\n - make the active collection the default collection 'Collection'\n - Paste\n - in the 'Paste Selection from Buffer' dialogue box, disable active collection\n - notice how the cube just created a new collection altogether, rather than creating the correct collection name / merging into it.", "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", "Outliner: when excluding collections from view over more than one nesting level state gets lost (plus fix)\nOperating system: Kubuntu 20.10\nGraphics card: nvidia TU106 GeForce RTX 2060 SUPER\n\nBroken: 2.82a - 2.91.0\n\n[collection-demo.webm](collection-demo.webm)\nSee [D9849: fix preserving user selected exclude-state of nested collections.](D9849)\nI understand there is a rewrite of some outliner parts under way?\nNTL, fully local fix and allows using the checkboxes for mid-term workspace focus. In contrast to hiding for ad-hoc focus. I have been working with it since without problems.\n\n- Open attached file\n- turn off `widget1` collection\n- toggle `theme` off and on again\n- turn on `widget1`\nNotice that the collection exclude-state is gone.\n\n[collection-on-off-setting-nested-lost.blend](collection-on-off-setting-nested-lost.blend)\n", "Visibility differences when hiding from layer and object level properties\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.1.0 Alpha\n\nHiding collection/object from outliner with layer level property (eye icon) and object level property (screen icon) in nested releation\ngives inconsistent results\n\n**Steps to Reproduce**\n- Open attached file\n- Hide `Collection A2` with eye icon\n- Now hide `Collection A2` with screen icon\n\nRefer video: r6yA5iDHdn\n[collections_bugs.blend](https://projects.blender.orgattachment)\n\n<details>\n<summary> Original Report </summary>\n\n**Short Description**\nThere are 2 cases where:\n1. Watching viewport in rendering mode give different view in view-port and final render image or video\n\n a ) it's happening due some **not refreshed states from outliner on hide/show object and disable/enabled in render on `vieport`**\n\n b) it's especially observed problem around:\n\n - collections\n\n - moved collection to other\n\n - parent object from other collections\n\n\n2. Watching viewport and animation\n a) user operating object and all looks ok, then ruining animation and blender doing broken whole objects, relations and movements\n\n\n I can't save file that showing this, coz is unpredictable case for me when:\n1. Refresh states not working automatically from outliner in some cases, save/open file again solving problem.\n - also suggestion is to hide all child objects in parent when parent status is changed to hide to not child one per one, or give to hide just this object (eg. contex menu by RMB)\n - this management can solve problems around operation as in point 1,b) issye\n\n2. When refresh states not working on timeline and when just animation refreshing coordination **not when objects are moved,**etc. (just play changing eg. x,y,z on this same frame in case operations as move, scale, rotate not doing this - so backing to main frame when was operation, update etc. not giving effect, just play)\n - for both solution is suggestion to **give option for viewport rendering** as this same like final render, regarding the states and depth levels of parents/child/collections \n\n\nMaybe is know issue, maybe some on meet this and can explain better than me, or some part of code can be checked to see relations for this type issues.\n\n</details>", "Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)", "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", "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", "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)." ]
[ "Copying scene unhides hidden collections\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBlender 2.80 (sub 53)\n\n[hidden_collections_copy_scene_bug.blend](hidden_collections_copy_scene_bug.blend)\n\nOpen attached file. There are two hidden collections.\nMake a copy of the scene using either \"Link Object Data\" or \"Full Copy\".\nCollections in the newly created scene will be set to visible." ]
inconsistency between "hide in viewport" and "disable in render" when using object as instance for particle system Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.0.1 I`m having hard time hide the object that used for instancing and still see the particle system in the render. I had to do workaround at the moment. [bug_work_around.rar](bug_work_around.rar)
[ "keyed Particle Simulation render is different from the viewport\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n* the viewport shows different and renders it out a different way. \n* Actually, as the particle wants to come form the cube and form a sphere by each part.\n* it works correctly by after some time this had changed and start to work wrongly.\nadd a cube and a sphere. give subsurf modifier to cube to match the number of faces in the sphere.\n\n>**Particle Emission**\n\n**cube:**\n![image.png](image.png)\n**sphere:**\n![image.png](image.png)\n\n>**Explore Modifier**\n\n* apply to explore modifier to cube and sphere after the particle system\n**cube explore modifier:**\nselect the cut edge, unborn, alive\n**sphere explore modifier:**\nselect the cut edge, Alive, death\n\n>**Particle Physics**\n\n**cube physics:** newton\n**sphere physics:**\n![image.png](image.png)\n>I didn't use cache for this animation\n\ngive emission material to both\n\nthis is the screenshot of the 81th frame in render view ![image.png](image.png)\nthis is the render of the 81st frame ![image.png](image.png)\n\n[report.blend](report.blend)\n", "Linking/Moving collection to another scene messes with the object visibility.\nOperating system: Windows 11\nGraphics card:\n\n**Blender Version** \nBroken: 9719fd696488\n\n\n\nThere is no reason the object visibility should not be carried over when the collection is moved or linked to another scene.\n\n\n[blender_HRo7zHHvN3.mp4](blender_HRo7zHHvN3.mp4)\n\nload the attached .blend\n\nselect the TEST collection in scene.A\n\nleft click drag onto scene.B while holding ctrl to link the collection instead of moving it. Moving the collection has the same affect\n\nopen scene.B and check the visibility\n\n\n\n[tests_06122022_1933_13.zip](tests_06122022_1933_13.zip)\n", "Statistic doesn't update if object deleted due to object data deletion with RMB\nBroken: version: 3.0.0\nBroken: version: 2.80 (sub 75)\nWorked: unsure (didn't find scene statistics in 2.79...)\n\nScene statistic (both in footer and 3D viewport) does not update correctly if object data is deleted with RMB\n\n1. Open default scene.\n2. Make sure you enable scene statistic either in 3D viewport or footer.\n3. In outliner unroll object to show it's object data, i.e. default cude.\n4. Click on object data, i.e. cube mesh, with RMB and delete it.\nObject will be deleted since it doesn't have mesh/camera/light object data. Notice that scene statistic is not updated (number of objects, vertices, selected status etc.). To update it you can select any object or click on outliner (doesn't matter on object or not).\n\nThat works correctly if object is not deleted, i.e. adding subdivision modifier (statistic will update) and then deleting it with RMB in outliner (statistic updated again).", "Physics different between rigid body and particle system\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0\n\nInconsistent of physics behavior between particle and rigid body with same mass when affected by force-field.\n\n1. Turn off gravity.\n2. 1kg Cube with Rigid Body.\n3. A Particle system with the setting, scale: 1, mass: 1kg, and only emit one particle.\n4. Add a force field with strength of 10/-10.\n5. Play and see the difference.\n\nThe behavior in Particle System is 100x faster than normal rigid body. Is this expected?\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)", "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", "particle system collisions stop working outside 255 blender units\nOperating system: windows 10\nGraphics card: gtx 1080\n\nBroken: 2.79b 2018-3-22, \nparticle systems do not interact with faces which are oriented in the axis where the face is more than 255 blender units away from the origin\n[name ]([particleproblem.blend](particleproblem.blend))", "Object drivers driven by outliner visibility not updating automatically\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb\n\nBroken: 2.90.0-874af5301cdf (June 20)\n\n\nDrivers on object modifiers that are driven by outliner settings (Hide in viewport, hide in render, etc.) won't work when toggling said outliner settings and has to be forced manually with Update Dependencies.\n\n\n\n\n\n\n - Have 2 cubes in a scene, Cube 1 and Cube 2.\n - Add a modifier on Cube 2 (In my case, a mask, in which Cube 2 is subdivided twice and has a vertex group)\n - Add a driver on the Realtime button on said mask modifier.\n - Have it be driven by Cube 1's \"Disable in Viewports\" button with the following settings:\n\n\nSingle Property\nProperty: Object Cube 1\nPath: hide_viewport\n\n\n\n 6. Disabling Cube_1 from the viewport in the Outliner will not enable the driver on Cube_2's mask modifier.\n 7. Updating Dependencies in the driver editor will correct this.\n\n\n\nAfter updating dependency, enabling Cube_1 will disable the mask in the viewport, although the mask is still enabled in the modifier tab. Clicking once in the viewport will correct this.\n\nExample .Blend File \n[BrokenDriverTest.blend](BrokenDriverTest.blend)", "Metaball particles are handled inconsistently in Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: (n/a)\n\nMetaball rendered via particles are handled inconsistently in Geometry Nodes. It seems only mesh related nodes are generally working well with them.\n\nI wasn't sure about reporting this as a bug, because I assume that compatibility with the particle system is probably not intended use case. I guess ability to access metaball particles at all is an unintended bonus from eaa87101cd5a? I'd argue that if this can be easily \"fixed\" it will open up some interesting use cases before actual simulation/physics nodes arrive, but this is a borderline feature request and I guess developers will decide if this is worth to look at at this point.\n\n\n[MetaballParticles.blend](MetaballParticles.blend)\n[MetaballParticles.mp4](MetaballParticles.mp4)", "Particle System switching between Emitter/Hair \"Viewport Display\" sticks to Hair-Viewport-Display-Settings\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nIn the particle system, when you change the particle type form Emitter to Hair and then back to Emitter , the \"Viewport Display\" panel does not change back accordingly - it remains as if the Hair-type emitter is still present.\n\nit would be just as easy to create a new particle system with the right settings, to remedy this situation\n\n- create a particle system on a object\n- Observe the properties of the \"Viewport Display\" panel\n- change the particle type form Emitter to Hair (properties have changed accordingly)\n- change it back to emitter\nViewport Display won't show Options Particles have, instead it will show Hair Options like \"Strand Steps\"\n\n", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "Fire does not render if flow object had disabled Show in Renders\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nFire does not render if flow object had disabled Show in Renders\n\n[F_F_I_R.blend](F_F_I_R.blend)\n\n- Open file\n- Bake domain cache\n- Render\n", "Sun light shadows in Eevee disappear when emitter particles become very distant from the camera.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken version: 3.4.0 Alpha, branch: master, commit date: 2022-10-27 21:09, hash: 454dd3f7f0a3\nBroken: version: 3.3.1\nWorked: unknown\n\nIn Eevee, the sun light shadow is effectively disabled when particles(and perhaps other objects) become very distant.\n\n\nIn the attached test file, if the viewport shading is set to rendered and the timeline is scrubbed to frame 10, you can observe the sun light is no longer casting shadows, as if they've been disabled. In this scene, some particles shoot off very fast and far into the distance which seems to cause the shadow bounds/volume to become unreasonably large. Alternatively, at frame 10, you can toggle the visibility of the emitter object named 'Particle Emitter with drag - BROKEN' and watch the shadows turn on/off. The value set in the sun light shadow->cascade shadow map->max distance setting seems to have no effect. It doesn't seem like that max distance parameter does anything, or that particles aren't getting filtered by that value.\n\n[Particle Drag and Sun Shadow Bug.blend](Particle_Drag_and_Sun_Shadow_Bug.blend)\n\nMore info available in the text editor of the attached blend file, item #3. Thanks!\n\n\n\n\n", "OBJ, USD, Alembic export: \"selected only\" option exports objects in hidden collections\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: old OBJ exporter\n\nExporting OBJ with \"selected only\" option will export also the hidden objects, such as objects in other collections temporarily hidden.\nThis is inconsistent with the old OBJ exporter and other exporters too, also it's not possible to deselect the objects while they are hidden, so the only way is turn on all the visibility and manually check if they are selected or not.\n\nopen the attached file and export the selected already objects using the OBJ exporter.\n\nThank you\nMax", "Blender 2.80 Canceling of visibility actions during opened panel with object default parameters.\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80 beta, 1df6a98b176f, blender2.8, 2019-03-05\n\n**Error description**\nLooks like a small flaw. Panel with default parameters(radius, etc..) of standard objects if objects just created - will be canceling your actions with outliner panel (visibility actions) if you dont close it and continue changing parametrs after that\nDemo: 0876b975cd74ce4d9400b6556e5cbe14.mp4\n\n**Steps to reproduce**\n\n- Open new general template\n- Add mesh - circle\n- Hide cube in outliner\n- In Adjust Last Operation panel change radius\n\nCube is no longer hidden" ]
[ "If you hide a collection, your collection instance objects also disapear on Render Cycles and EEVEE.\nOperating system: Win10\nGraphics card: gtx 1050ti\n\nBroken:\nblender-2.80.0-git.2644e4f8f49b-windows64\n\nImagine you need few instanced objects, you create a new collection, create the object inside, and in the main collection you add a collection instance..\nThe problem begins because you still watching the main object in the middle of the scene and you try to hide the collection.. \nIf you hide the new collection on the viewport, and disable on render, the instanced objects also disapear if you try to render it.. in the viewport looks good, but not the render.. in 2.79 you create objects in another layers and instanced in the main layer.. so the objects never appears..\n[instance.blend1](instance.blend1)\n\nNew Scene, Delete the cube.\nCreate a New Collection (collection2)\nCreate a Cube inside the (Collection 2)\nHide the Viewport and disable object in render.\n\nGo back to the main Collection..\nAdd Collection Instance (Collection 2) one or few.. doesn't matter..\nRender..\n\nNon of the instanced objects is rendered.. The right behavior is render as the viewport..\nSeems the instanced objects also catch the disable object in render..\n\nAdditional Comment\nSeems Nurbs cannot be instanced.. \n", "Collections won't be rendered despite being checked for render\nOperating system: Windows 7 SP1\nGraphics card: Nvidia GTX 1050 Ti\n\nBroken: 2.8 Beta, d3870471eed7, 2019-02-12\nWorked: (optional): 2.8 Beta about a month ago (sorry I deleted that version so I can't check the exact version)\n\nIf I use collection instances, and the original instanced collections are turned off for rendering, the instanced collections will be invisible too.\n\n1.) Create a collection inside the scene collection. Make a table with a glass on it (or anything, the point is to have multiple objects in the collection).\n2.) Turn off render visibility for this collection.\n3.) Create another collection in the scene collection, eg: Restaurant. Inside this collection add the \"table\" collection instance multiple times. Keep the Restaurant collection and all instanced collections visible in it for render.\n4.) Render scene.\n5.) Nothing will show up. Only if you turn on the visibility for the original table collection is when the instances will appear.\n\nI'm pretty sure this is not a normal behaviour, I don't recall this happening before, and this could be solved with groups and layers in Blender 2.79.\nThis is literally the reason why I registered on this site, I hope this is helpful information and will be fixed soon." ]
Area Type Changes not properly called out in 'Info' panel Operating system: Windows-10-10.0.17763 64 Bits Graphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25 Broken: version: 2.80 (sub 59) Worked: (optional) When changing the editor type in an area, the info panel often prints an incorrect readout of how the bpy.context.area.ui_type has been changed for example when changing an area to the ShaderNodeTree the info panel reads: ``` bpy.context.area.ui_type = 'TextureNodeTree' ``` and many area changes read: ``` bpy.context.area.ui_type = '<UNKNOWN ENUM>' ``` Open blender Go to 'Scripting' layout Change the area type of the text editor to the shader editor observe the 'info' area for readout of the ui type change, which should be incorrect
[ "Properties Editor Popover\nWith properties search and outliner to properties tab switching we need a place in the properties editor for various settings. These options may include:\n* Outliner Tab Switch. There isn't an automatic solution that works well enough, so an explicit toggle is needed. [Auto, Enabled, Disabled]. Auto will keep the current behavior of only switching tabs on shared borders\n* Property search: Full tooltip text search would be useful, but could make performance suffer so a toggle would be useful\n* Tab hiding. Some workspaces don't need to display certain tabs and they can be hidden by default", "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.", "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", "When updating render percentage, the Box Mask node in compositor is also affected\nI ran into a confusing issue the other day that made me log bug #50113, thinking there was an issue related to masks and render size, but it turns out the issue is in the viewer node not updating correctly when adjusting render size.\n\nIn the attached fine, when I change the render percentage and update a value in the compositor, the result in the viewer changes so the mask is not consistent.\n\nIf I re-render the scene, the mask would appear relative.\n\nUnfortunately, since the viewer updates and displays the incorrect information, this can be confusing to the user and cause them (me) to freak out and try and adjust things that don't need to be adjusted. For example, I ended up changing my mask values over and over again, never achieving the correct result. \n\n - Open: [maskIssue.blend](maskIssue.blend)\n - Render an image\n - adjust the render resolution percentage to 100% (so far it's ok)\n - click on the `width` property of the `Box Mask` node and drag to a lower value\n\nNotice that the mask changes in the preview. Render again, and the mask looks correct.\nRendering resolution should not influence the result of the composite.\n\n", "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)", "Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\n\n", "Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n", "Texture 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", "Font Changes (Parent Task)\nFont Changes\n****\nChanges to our text output code. Some of the general motivation explained **[here ]]** and more specific explanation of fallback font stack [[ https:*devtalk.blender.org/t/discussion-of-d12622-fallback-font-stack/23502 | here ](https:*devtalk.blender.org/t/proposed-font-changes/20821).\n\n* - [x] [D12020: Fix #75028: Show Font Display Names](D12020)\n* - [x] [D12069: UI: VFont Display Names](D12069)\n* - [x] [D12189: BLF: Do Not Cache Unused Rendered Glyphs](D12189)\n* - [x] [D12200: BLF Cleanup: Size Defines, Comments, etc](D12200)\n* - [x] [D12215: BLF: Do Not Preload Glyph Cache](D12215)\n* - [x] [D12231: UI: Remove \"Unfitted\" Kerning Style Option](D12231)\n* - [x] [D12276: BLF: Removal of font_kerning_style from space_userpref.py](D12276)\n* - [x] [D12262: Refactor: BLF Without Kerning Modes](D12262)\n* - [x] [D12293: BLF: Remove ASCII-only Code Paths](D12293)\n* - [x] [D12124: VSE: Allow Wingdings and Symbol Fonts](D12124)\n* - [x] [D12274: Refactor: BLF Kerning Cache After Use](D12274)\n* - [x] [D12068: VFont: Refactor of check_freetypefont()](D12068)\n* - [x] [D13015: BLF Refactor: blf_kerning_step_fast](D13015)\n* - [x] [D13026: BLF Refactor: blf_utf8_next_fast](D13026)\n* - [x] [D13040: UI: Open File Browser with Thumbnails for Fonts](D13040)\n* - [x] [D13095: BLF: Refactor blf_glyph.c](D13095)\n* - [x] [D12976: BLF: Remove Thread Locking For Font Metrics](D12976)\n* - [x] [D8960: BLF: Use Floats for Font Size Points](D8960)\n* - [x] [D12802: UI: Default Fonts Folder for Mac and Linux](D12802)\n* - [x] [D13793: BLF: Reduction of use of BLF_DRAW_STR_DUMMY_MAX](D13793)\n* - [x] [D13794: BLF: UI_fontstyle_draw Usage](D13794)\n\nFreeType Version Update (3.1 BCon2)\n* - [x] Update Version to 2.11.0\n* - [x] Add Brotli library for woff2\n* - [x] Update Version to 2.11.1 (for Build issues on Win)\n* - [x] [D13822: BLF: Enable Filtering of woff and woff2 Files](D13822) (#93917 (woff font files filter out but in reality they are supported))\n\nMore Cleanup (probably 3.2 BCon1)\n* - [x] [D13226: BLF: Save fixed_width value in cache](D13226)\n* - [x] [D13230: BLF: Default Size as Float](D13230)\n* - [x] [D13624: BLF: Removal of blf_font_draw_ascii Declaration](D13624)\n* - [x] [D13395: BLF: blf_glyph_cache_free Made Static](D13395)\n* - [x] [D13374: BLF: Cleanup blf_glyph_cache_find & blf_font_size](D13374)\n* - [x] [D14052: BLF Cleanup: Use FreeType Enum FT_Err_Ok](D14052)\n* - [x] [D13940: Fix #95257: Filter files on \"name\" and \"relpath\"](D13940)\n* - [x] [D14582: BLF: sub-pixel positioning support](D14582)\n* - [ ] Hinting Improvements. Use [D14633: BLF: Corrected Hinting](D14633) as reference.\n* - [ ] Use FT_Pix (26.6 integers) for Font Sizes\n\n3.3\n* - [x] [D12622: BLF: Fallback Font Stack](D12622)\n* - [x] [D12977: BLF: Add Support for Variable Fonts](D12977)\n\n3.4 BCon1\n* - [x] [D15472: BLF: Don't Print Empty Strings](D15472)\n* - [x] [D15258: BLF: Fonts with FT_Face Optional](D15258)\n* - [x] [D15235: BLF: New Font Stack for Better Language Coverage](D15235)\n* - [x] [D15644: BLF: Mutex Lock Glyph Cache Per Font, Not Global](D15644)\n* - [x] [D15686: BLF: FreeType Optional Caching](D15686)\n* - [x] [D13376: BLF: Gamma Correction](D13376)\n* - [x] [D15961: BLF: Refactor of DPI](D15961)\n* - [x] [D15765: BLF: Refactor of blf_font_boundbox_foreach_glyph](D15765)\n* - [x] [D15659: BLF: Editing Text with Combining Characters](D15659)\n* - [ ] Add [Fribidi ](fribidi) to project (for rearranging RTL text into visual order).\n* - [ ] Add [Harfbuzz ]() to project (for text shaping and ligatures)\n* - [ ] [D13623: BLF: Remove Fixed Pitch Code](D13623) - might not be required\n* - [ ] [D15462: BLF: Consolidate Text Output / Processing](D15462) - might not be required\n* - [ ] [D15736: BLF: Refactor of blf_font_boundbox_ex](D15736)\n* - [ ] [D15687: WIP: Bidirectional Text and Complex Shaping](D15687)\n* - [ ] Enable text shaping once we have new versions of Arabic and Hebrew translation files.\n* - [ ] Improve text caret insertion and text selection for complex and RTL languages\n\nMore\n* - [x] [D12032: Improved Font Thumbnails](D12032)\n* - [ ] [D13293: Fix #61398: Show User Fonts with System (Win32)](D13293)\n* - [ ] [D13937: UI: Interface Font Selection](D13937)\n* - [ ] [D14422: BLF: Support All Render and Bitmap Formats](D14422)\n* - [ ] [D13399: BLF WIP: Outlines from FontBLF](D13399)\n* - [ ] Replace base Latin fonts with [Roboto ](Roboto)\n* - [ ] [D14478: BLF: Use Slight Hinting by Default](D14478)\n* - [ ] color fonts?\n* - [ ] SDF rendering?\n\nVery Optional\n* - [ ] [D12606: UI Experiment: File Browser Font Lists](D12606)\n* - [ ] [D13447: UI: Unicode Codepoint Entry](D13447)\n* - [ ] Allow Ligatures for English (Fira Code, Hasklig, Monoid, etc)\n", "Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!", "UI: Headers and status text display\nTask as follow up of: 92844#issuecomment-924488\n\n## Situation\n\nIn 3.0, the order of the header and toolbar was flipped, to follow a more hierarchical order (first mode and top menu items, then tool settings for that mode).\n\nOne issue that arised was that there could be modes on which the header is emptier than the toolbar, so if the header is transparent, there would be dangling icons (image by Harley):\n![image](attachment)\n\nTo fix that (and other issues), the header was removed from \"Region Overlap\", which removes transparency, as mentioned on #92844.\n\nThe other issues have been solved since, so it could be possible to bring transparency back. The issue now is that on transform, the header area gets replaced by certain info on coordinates or settings of the operator being executed (`ED_area_status_text`).\n\n![image](attachment)\n\n## Possible Solutions\n\n1. Do not change the transparency of the header when `ED_area_status_text` replaces its content. Fixed in [UI: Header Status Text Changes #111676](111676)\n2. Move the status text somewhere else.\n\nThe status text could be moved to:\n1. Info text on the bottom-left. Makes sense since it's closer to the area where the redo panel shows up, and (usually) closer to the status bar where instructions are present. Mockup by Julien Kaspar.\n ![image](attachment)\n\n2. Footer (see [attached video](https://projects.blender.orgattachment) for a quick hack demo). This has many issues on its own.\n ![image](attachment)\n\n3. Info Text on top-left. Main argument against this in the past was that the text could be long, but that's no longer the case since long descriptions go to the status bar since 2.8\n ![Screenshot from 2023-04-18 17-56-49](attachment)\n\n4. Near the cursor as you move. Similar to the Measure tool.\n ![Screenshot from 2023-04-18 17-53-00](attachment)\n\n5. Somewhere else in the viewport.\n\nI wish we could quickly prototype some of those options, especially number 3.\n\n\n", "Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)", "Cycles, inconsistent power units between mesh light and rectangle area light\nOperating system: Windows 10 x64\n\nBroken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-17 23:52, hash: e0cd5b980fc5, type: Release\n\nAs seen in #53517 comment :\n\n> Lamps are in Watts, [...]. Mesh lights are in Watts/m^2 [...]\n\n\nRendering the following two emissive items should give the same lighting :\n\n* rectangle area light, 1m x 1m, power 1W\n* plane mesh, 1m x 1m, Emission shader, strength = 1.0\n\nThis is not the case, area light power must be multiplied by 4 to get the same result.\n\n\nWith the attached blend file, [test-emissive-vs-arealight-1m².blend](test-emissive-vs-arealight-1m².blend)\n\n* enable 'Rendered' viewport shading\n* the 'Emissive plane' brings more light to the 'Ground' that the 'Area light'\n* change the 'Area light' power to 4W\n", "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)", "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" ]
[ "Switching between animation editors - area.ui_type = 'Unknown Enum'\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 55)\nWorked: (optional)\n\n\n\nWhen switching between the animation editors then you get a Unknown Enum message in the info editor instead of the proper editor type. \n\nOnly the Dope Sheet has the correct label. Drivers Editor is recognized as FCurves Editor. The rest is unknown.\n\nAs a consequence, there is no way to switch to some of the animation editors by script anymore. You can't reach Timeline, Graph editor and NLA editor.\n\n\nGo to scripting layout. Switch in one window through the animation editors. Watch the info editor.\n\n\n![editortypes.jpg](editortypes.jpg)\n\n", "Changing Editor type\nOperating system: Ubuntu 18.04.2 64bit\nGraphics card: AMD RX580\n\nBroken: 2.80, a813e259d630, 2019-04-02\n\nChanging the editor type sometimes prints \"UNKNOWN ENUM\" in the internal console, and other times not the selected editor but another one:\n![Screenshot.jpg](Screenshot.jpg)" ]
CUDA not using all cababilities of my GPU Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce RTX 2060 **Blender Vesrion** Blender 2.90 Official release I have started to get back into blender since I got a new computer. So I went to try out CUDA but it turns out that it is only using 0-10% of the GPU. I have tried changing the tile size and all that has done is slow it down. My renders going to 2-3 mins to 48 mins I have looked on the blender website and nothing has been useful. I have tried using 64x64, 192x192, 256x256, 512x125. All getting slower... ![2.PNG](2.PNG) ![3.PNG](3.PNG) ![Capture.PNG](Capture.PNG)
[ "CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n![CPU_GPU_tilies_issue.png](CPU_GPU_tilies_issue.png)\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n", "OpenGL error in console\nOperating system: Windows 10, 11\nGraphics card: 6700 XT, 6800 XT, driver 23.7.2 \n\nBroken: 4.0.0, ecb3262bf04, main, 08.08.2023\nWorked: no information.\n\nFirst of all it's better to run Blender with USD built with this fix 2550 since it fixes a lot of other OpenGL errors in console.\n\nThere is an error in console `Runtime Error: in HgiGLPostPendingGLErrors at line 91 of C:\\GPUOpen\\RPRHydraRenderBlenderAddon\\USD\\pxr\\imaging\\hgiGL\\diagnostic.cpp -- GL error: invalid framebuffer operation, reported from __cdecl pxrInternal_v0_23__pxrReserved__::HgiGLBuffer::~HgiGLBuffer(void)` If you select `Render Engine = Hydra Storm` and run Viewport Shading and stop it.\n\nBut if you start Blender with `--debug-gpu` flag you will an error in console `ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9` and above error with `HgiGLBuffer::~HgiGLBuffer` won't appear anymore.\n\nI put some `debug::check_gl_error` in `detect_mip_render_workaround` and one of them returns `GL_INVALID_FRAMEBUFFER_OPERATION` right after `glClear(GL_COLOR_BUFFER_BIT);` and one more error `GL_INVALID_VALUE` after `glGetTexImage`.\n\nAlso `glCheckFramebufferStatus(GL_FRAMEBUFFER)` returns `GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`.\n\nI tried to get rid of `HgiGLBuffer::~HgiGLBuffer` error via calling `glGetError`. There are only 2 places worked for me: \n1. ViewportEngine::~ViewportEngine;\n2. End of the `detect_mip_render_workaround`.\n\nDefault startup. \nFirst:\n1. Select `Render Engine = Hydra Storm`\n2. Start Viewport Shading\n3. Stop Viewport Shading\n4. Look in the console\n\nSecond:\n1. Start Blender with `--debug-gpu` flag\n2. Look in the console\n\n", "Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!", "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", "OptiX Denoiser fails with large output resolution (final rendering completely black)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nDuring my final rendering, in 100% resolution, the final rendering is completely black. When calculating the image everything looks normal, I can see the tiles generating normally. Then the final render appears black. The other layers (shadow, OA, etc.) are well rendered. \n\nThis looks to be caused by OptiX failing to denoise a very large final image.\n\nThe example here will attempt to render a 6144x6144px image on an 8gb 1070 and fail during the Denoising step (leaving a completely black image too).\n\nThe original report attempted to render at >10240px (so adjust accordingly if it doesn't happen at first with your GPU).\n\n- Load attached `denoise.blend` file.\n- Attempt to F12 render\n\n```\nI0301 12:53:47.768775 15952 path_trace.cpp:971] Processing full frame buffer file T:\\Temp\\blender_a18956\\cycles-tile-buffer-15716-2377920588664-0-0.exr\nI0301 12:53:49.619309 15952 denoiser_gpu.cpp:51] Creating temporary buffer on denoiser device.\nI0301 12:53:50.388029 15952 device.cpp:669] Buffer allocate: RenderBuffers, 2,868,903,936 bytes. (2.67G) in device memory\nI0301 12:53:50.995292 15952 device_impl.cpp:80] using cuda device \"NVIDIA GeForce GTX 1070 with Max-Q Design\" (6.1), buffers: fp16, Winograd convolution, rt v11060\nI0301 12:53:52.356184 15952 device.cpp:669] Buffer allocate: __denoiser_state, 2,999,350,016 bytes. (2.79G) in host memory\nI0301 12:53:52.356184 15952 device_impl.cpp:80] layers created for resolution 4352 4352, inp 8, outp 3\nE0301 12:53:52.356184 15952 device_impl.cpp:74] copy of converted weights failed (CUDA error string: invalid argument, CUDA error code: 1)\nFailed to set up OptiX denoiser\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nE0301 12:53:52.356184 15952 denoiser_optix.cpp:577] OptiX denoiser configuration has failed.\n\n```\n\nVerbose 5 logs attached.\n\n", "GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n", "Cycles 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", "Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n", "EEVEE Cryptomatte Processing Performance\nCurrent implementation uses a single core. During implementation it was always kept in mind that we should do the processing in a threaded way. It should also be possible to render the next sample during the integration of the previous sample in the accumulation buffer.\n\nAnother solution would be to do the sorting on the GPU using compute shaders. [D10913: GPU: Compute Pipeline.](D10913)", "Opening preferences while rendering causes rendering not to be finished (but computing continues)\nOperating system: W10\nGraphics card: 980Ti\n\nBroken: 2.80 19-03-31\nWorked: (optional)\n\nWhile rendering in a separate window, you can go back to main window, open preferences and boom, preferences are opened in the render window. You can see the progress bar on windows taskbar still going on, everything is being computed, but you are not going to get the full image. You can open the Rendering tab and see your render as 'finished' even though it's still computing. After it finishes - it does not update the image. It's in the state from the moment of opening settings.\n\n1. Click F11 to open rendering window\n2. Start rendering\n3. Minimize/switch windows to the main blender window\n4. Open preferences from the menu\n5. No profit, see desciption.", "3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦‍♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n", "Black artifacts on smooth surface in 2.79 64bit daily build\nOperating system: Windows 10\nGraphics card: RTX 2080Ti\n\nBroken: blender-2.79.0-git.d7cecc2ba3f6-windows64\nWorked: 2.79b\n\n\nThe software renders black artifacts on a smooth surface. This happens both in the rendered preview and in the final render. Artifacts disappear when smooth is not applied.\n\n![279b.png](279b.png)\n\n![280buildbot.jpg](280buildbot.jpg)\n\n![279buildbot_opengl.jpg](279buildbot_opengl.jpg)\n\nJust go in rendered preview mode in the editor, or just F12 to see the artifacts in the render.\n\n[bug report.7z](bug_report.7z)", "Assert when drawing annotations on surface\n- In the default scene, change to the annotate tool with surface placement.\n- Draw two strokes on the cube.\n- Blender hits the following assert.\n\n```\nBLI_assert failed: source/blender/gpu/intern/gpu_texture.cc:605, GPU_texture_read(), at 'GPU_texture_usage(tex_) & GPU_TEXTURE_USAGE_HOST_READ'\n The host-read usage flag must be specified up-front. Only textures which require data reads should be flagged, allowing the backend to make certain optimiastions.\n```\n\nAdding `GPU_TEXTURE_USAGE_HOST_READ` in `gpu_viewport_textures_create` fixes the issue.\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGABRT\n * frame #0: 0x00007ffff7df564c libc.so.6`___lldb_unnamed_symbol3503 + 268\n frame #1: 0x00007ffff7da5958 libc.so.6`raise + 24\n frame #2: 0x00007ffff7d8f53d libc.so.6`abort + 215\n frame #3: 0x0000000013fa57f9 blender`_BLI_assert_abort at BLI_assert.c:46:3\n frame #4: 0x000000001279abfd blender`::GPU_texture_read(tex_=0x00007fffd2ee4b08, data_format=GPU_DATA_UINT_24_8, miplvl=0) at gpu_texture.cc:602:3\n frame #5: 0x0000000008ca0c96 blender`view3d_depths_create(region=0x00007fffe428b208) at view3d_draw.cc:2278:9\n frame #6: 0x0000000008ca0b7e blender`::ED_view3d_depth_override(depsgraph=0x00007fffd2c19b08, region=0x00007fffe428b208, v3d=0x00007fffe42f8a08, obact=0x0000000000000000, mode=V3D_DEPTH_NO_GPENCIL, r_depths=0x00007fffd2c2c340) at view3d_draw.cc:2382:19\n frame #7: 0x00000000082f5d95 blender`annotation_paint_strokeend(p=0x00007fffd2c2c308) at annotate_paint.c:1667:5\n frame #8: 0x00000000082fa307 blender`annotation_paint_cleanup(p=0x00007fffd2c2c308) at annotate_paint.c:1698:5\n frame #9: 0x00000000082f6771 blender`annotation_draw_exit(C=0x00007fffec9de248, op=0x00007fffc6f5f188) at annotate_paint.c:1868:5\n frame #10: 0x00000000082f5a80 blender`annotation_draw_modal(C=0x00007fffec9de248, op=0x00007fffc6f5f188, event=0x00007fffc6da4758) at annotate_paint.c:2715:7\n frame #11: 0x0000000006e8d888 blender`wm_handler_operator_call(C=0x00007fffec9de248, handlers=0x00007fffe4243020, handler_base=0x00007fffc14d3aa8, event=0x00007fffc6da4758, properties=0x0000000000000000, kmi_idname=0x0000000000000000) at wm_event_system.cc:2406:16\n frame #12: 0x0000000006e8c1a7 blender`wm_handlers_do_intern(C=0x00007fffec9de248, win=0x00007fffe4242f08, event=0x00007fffc6da4758, handlers=0x00007fffe4243020) at wm_event_system.cc:3311:21\n frame #13: 0x0000000006e8a60f blender`wm_handlers_do(C=0x00007fffec9de248, event=0x00007fffc6da4758, handlers=0x00007fffe4243020) at wm_event_system.cc:3361:16\n frame #14: 0x0000000006e897c2 blender`::wm_event_do_handlers(C=0x00007fffec9de248) at wm_event_system.cc:3955:17\n frame #15: 0x0000000006e79d47 blender`WM_main(C=0x00007fffec9de248) at wm.c:640:5\n frame #16: 0x000000000602869d blender`main(argc=1, argv=0x00007fffffffe9d8) at creator.c:585:5\n frame #17: 0x00007ffff7d90290 libc.so.6`___lldb_unnamed_symbol3141 + 128\n frame #18: 0x00007ffff7d9034a libc.so.6`__libc_start_main + 138\n frame #19: 0x00000000060281a5 blender`_start at start.S:115\n```", "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", "Cycles: Changing certain settings with `Persistent Data` enabled can lead to extremely long initialization times on re-render\nOperating system: Linux-5.15.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken version: 3.1.0 Alpha\nBroken version: 2.93.6\nWorked: Unsure\n\nWhen changing certain settings on some objects while having `Persistent Data` on in Cycles, can lead to extremely long initialization times on re-renders. For example I may have a particle count set to `10,000,000` and I render the scene for the first time. It takes roughly 2 minutes. Re-rendering the scene only takes 10 seconds because of the `Persistent Data` option. However, if I then **decrease** the particle count to `1,000,000`, the render takes a really long time to start (I waited 15 minutes before giving up)\n\n1. Change the render engine to Cycles.\n2. Change render settings such that the render is quick (lower sample count, turn off denoising, reduce the resolution).\n3. Enable `Persistent Data` in the `Render Properties -> Performance` section of the `Properties editor`\n4. Create a hair particle system with lots of objects. I did this by creating a plane, giving it a hair particle system set to count `10,000,000` and set it to \"render as\" a Suzanne object\n5. Render the scene. Take note of roughly how long it takes for the render to initialize. Roughly 2 minutes for me.\n6. Render the scene again. (I'm not sure why but this steps seems to be necessary)\n7. Reduce the particle count on the plane. I reduced it to `1,000,000`.\n8. Render the scene again. Notice how the render takes a really long time to start. (I gave up after waiting 15 minutes.)\n\nHere is a file that does step 1-4 for you:\n[Persistent Data Long Intialization Time.blend](Persistent_Data_Long_Intialization_Time.blend)\n\n**NOTE:** This is not an out of memory issue, at least from what I can tell. Blender gets nowhere close to using the entirety of my RAM (64GB) or VRAM (24GB) during tests using CPU or GPU for testing." ]
[ "Cycles GPU render barely utilizes GPU, appears to run CPU thread instead\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 3)\n\nIt seems multiple builds (even most recent) of 2.81 seem to drastically reduce the GPU utilization during GPU render. I've tested this on two computers with different hardware and both give the same results: utilization remains tiny even if the render is dedicated to one GPU tile and the utilization remains well below 20%. Looking at Windows task manager it seems a thread from the CPU is utilized instead.\n\n![image.png](image.png)\n![image.png](image.png)\n\nEnable GPU/CPU devices in preferences, set Cycles render to GPU render. Render. \n\n" ]
Control Z, crash Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11 Broken: version: 2.80 (sub 60) Worked: (optional) While animating, if you do Control+Z, blender crashes - In pose mode move a bone - Control+Z - Blender crash
[ "Creating Lattice object with script with {\"REGISTER\", \"UNDO\"} if parameters was changed in Undo window and mesh was in Edit mode - undo last changes to the mesh or last action\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.1\n\n{\"REGISTER\", \"UNDO\"} also undo last action if parameters was changed in \"Adjust last action\" pannel and mesh was in Edit mode.\n\n[Register_Undo_Issue.mp4](Register_Undo_Issue.mp4)\n\n[REGISTER_UNDO_in_EDIT_Mode.blend](REGISTER_UNDO_in_EDIT_Mode.blend)\n\n", "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 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", "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)", "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "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", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "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", "All bone drivers selected when reselecting bone\nWindows 8.1\nGTX 580\n\nBroken: 2.77, 2.77a\nWorked: It seems any version before 2.77\n\nVisual explanation:\n![BoneDriversSelectingAllProblem.gif](BoneDriversSelectingAllProblem.gif)\n\nBasically, all created drivers for a bone will be selected instead of the last active one when the bone is selected.\nVery annoying problem that wasn't there before (Had to redo drivers several times because I didn't realize the last active driver isn't the active one anymore).", "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", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "Select Grouped by Armature (option for pose / edit mode of armatures)\nProblem:\nWith the coming of editing and animating multiple armatures in blender which has been great, new needs come into play like selecting all the bones on a particular armature when you are in pose mode with more than just one of them\n\nSolution:\nAdd “by armature” operator in “select grouped by” (shift g) which will allow you to select a control from a particular armature and add all of that armature to the selection even if you are in posemode with several other armatures too." ]
[ "Blender crash on Ctrl+Z when two windows are used\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\nBroken: version: 2.80 (sub 60)\n\nBlender crash on Ctrl+Z when two windows are used. \n\nOpen Blender.\nOpen new window ( top menu > window > new window ).\nMinimize new window and **go back to main ( first ) window**.\nMove cube.\nPress Ctrl+Z.\nCrash.\n\n", "Crashing using undo and multiple windows\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 60) with factory settings\nWorked: (optional)\n\n\nCrash with return to desktop :\n\n```\nVersion 280 sub 60 date 2019-05-03 21:09 hash ee0d8426ab6d\nfound bundled python: C:\\Blender\\Official\\2.8\\blender-2.80\\2.80\\python\nInfo: Total files 0 | Changed 0 | Failed 0\nInfo: Total files 0 | Changed 0 | Failed 0\nInfo: Total files 0 | Changed 0 | Failed 0\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A21996B9\nModule : C:\\Blender\\Official\\2.8\\blender-2.80\\blender.exe\n```\n\n\nSelect the cube\nPress TAB to edit the cube\nSelect an edge and move it\nPress TAB to return to object mode\nPress CTRL-Z to undo\nCrash\n[crash_on_undo.blend](crash_on_undo.blend)\n", "Crash while presing undo (Ctrl+z)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nCrash while presing undo (Ctrl+z) if there are more then 1 window open, like in the image attached\n![ctrl z bug.png](ctrl_z_bug.png)\n\n- open blender\n- create new window (window- new window , in the top menu)\n- do somthing\n- press ctrl+z\n\n", "Ctr-Z causes instant crash \n{[F7007002](Buggy_Toy.blend)}Operating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nCtr-Z causes instant crash \n\nIn blend file Buggy Toy, Join atom buggy.002 to atom buggy using ctr-j\nuse ctr-z to undo this join.\nblender file crashes.\nthe crash will occur with any subsequent use of ctr-z should you not use it after this event, but after any future event.\n\nundo steps 256 undo memory limit 0 global undo ticked.\n", "Program crashed while using Ctrl Z\nOperating system: Windows 10 Pro 1809 version\nGraphics card: GeForce GTX 1080 Ti\n\nBroken: blender-2.80.0-git.2e582f8ab53c-windows64.\nWorked: (optional)\n\nAfter having used Ctrl Z to undo some changes the program has been closed abruptly. \nIt was happening for more than a week ago.\n \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n\n" ]
Shape Keys bug: entering and exiting edit mode causes unwanted geometry changes Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.90.1 Entering/exiting shape keys causes shape to "transform by itself". Note: This has been tested with curve-objects shape keys, not sure if this affects other object shape keys as well. 1. Import SVG or create curve object *(in this example I imported the blender logo svg from https:*www.blender.org/about/logo/)// 2. Select the curve and go to the Shape Keys panel and create three shape keys (Basis, Key 1 and Key 2) 3. Set the "Value" to 1.0 on both Key 1 and Key 2. Make sure "Relative" setting is on 4. Select Key 2 and set it to be relative to "Key 1" (default is "Basis") 5. Now select Key 1 and hit Tab to go edit mode. Change the geometry some and then exit edit mode. 6. Now tab in and out of edit mode a few times on the selected Shape Key (Key 1) and you should see that the geometry gets transformed a little each time you enter and exit edit mode.
[ "FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n![FADE INNACTIVE GEOMETRY + COLLECTION INSTANCES.jpg](FADE_INNACTIVE_GEOMETRY___COLLECTION_INSTANCES.jpg)\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\n", "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", "Outliner Floating window Drag & Drop to Geometry Nodes editor not working\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: I don't know if it ever worked\n\nDragging and dropping objects from the outliner to the geometry node editor is not working\n\nFloat outliner to be its own window\ndrag and drop an object from the node editor to the geometry nodes\ndoesn't work.\n\n", "Inconsistent Grease Pencil auto-keying behavior\nOperating system: Linux 64-bit\nGraphics card: GTX 1080\n\n3.1 and prior\n\nWhen auto-keying is enabled and you're transforming a GP stroke in edit mode on a new frame, a keyframe is added at the beginning of the operation before it is confirmed. If you right-click to cancel the operation, the redundant keyframe remains. This is inconsistent with auto-keying in every other area, in which Blender waits for the user to confirm the operation before adding the keyframe. \n\nAlso, deleting a stroke fails to add a new keyframe. I apologize if these are two different bugs but they seem related.\n[GP_autokey_bug.blend](GP_autokey_bug.blend)\n - Open the attached file.\n - Grab (G) a stroke, then right-click to cancel moving it. The keyframe was inserted, even though no change was made.\n # Go to another frame, then delete a stroke. No keyframe was inserted this time, even though the GP drawing has definitely changed!\n\n", "Undo, Sculpt mode options reverts back with wrong order and simultaneously\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\n\nTo reproduce:\nWith sphere\n1. Go to sculpt mode\n2. Make a stroke\n3. Change an option (remesh/options)\n4. Make another stroke\n5. Press Undo or {key Ctrl+Z} twice \n\nExpected: one stroke and one option change will be rolled back.\nActually: option wasn`t reverted, but both strokes do.\n\n6. change few options\n7. Press Undo: you will go back to object mode and all options from the Remesh panel will be reverted.\n\n[2021-07-29_11-11-37.mp4](2021-07-29_11-11-37.mp4)\n\n\n", "Indices order is inconsistent with duplicate operation\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nIndices on copied geometry (in edit mode) are sometimes reversed (verts) or misplaced (edges). Not sure when it happens exactly, but it can happen, if you duplicate and delete new geo couple times.\n\n\n\n\n - Enable *indices* overlay to see results\n - Create clockwise mesh loop (for example draw it in *Edit mode* from single vert via *ctrl + mouse click*)\n - Select mesh and press *shift + D* and *Enter*\n - Check verts indices order, it should match initial clockwise direction\n # Delete copied geometry and repeat steps 3 & 4 -> indices should be reversed. (Interesting thing that if you change *Mode* option in operation's menu from 1 to 0 it preserves original order)\n\nOr in attached file perform steps from 3 to 5\n\n[indices_order.blend](indices_order.blend)\n\n", "Prompt when entering sculpt mode on non-uniform scaling\n### Motivation\n\nIn the sculpting workflow it is a common step to always apply the scaling of an object so that the tools, brushes and operations work as expected.\nThis is adding extra steps for the user for something that could be automated or fixed. It also confuses most beginners who need to learn this the hard way.\n\n### Proposal\n\nAdd a prompt when entering sculpt mode on an object that has non-unform scaling. This popup will behave similarly to enabling dyntopo while having object data that could be destroyed by using that option:\n![Screenshot 2020-12-18 122910.jpg](Screenshot_2020-12-18_122910.jpg)\n\nThis popup will ask the user \" Warning!\"\n\"You are entering sculpt mode on an object with non-uniform scaling values. We recommend to apply the scaling of the object before proceeding.\"\n\nIt will then offer 2 options: \"Apply Scale\" which is highlighted and will be used when pressing enter, and \"Don't Apply\" which enters sculpt mode regardless without applying the scale.\n\nIf the scaling is applied the normals should also be recalculated if the scale was negative. This will save the user some trouble of going into edit mode and doing this manually.\n\n### Issues\nCertain bugs would lead to progress being destroyed such as #74361.\nThese need to be resolved first.\n\nAlso ff the user wants to keep the scale intact it will also prompt them every time they enter sculpt mode. Potentially this is not ideal but still better than not having the prompt.", "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)", "Changing the geometry type in the Vertex Weight Proximity modifier disables \"Invert Falloff\" and \"Normalize Weights\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\nWorked: \n\nIn the **Vertex Weight Proximity** modifier if the proximity mode is set to *Geometry*, changing the geometry type between *vertex, edge and face* disables the options *Invert falloff* and/or *Normalize Weights*.\n[bug.mp4](bug.mp4)\n\nAdd an object, add the vertex weight proximity modifier, set the proximity mode to geometry, enable the options normalize weight and invert falloff and change the geometry type between vertex, edge or face.\n[Based on the default startup]\n\n", "Mesh flickers in edit mode if shapekey added\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.0.0 and later\nWorked: 2.93\n\nThat mesh I put in .blend file is from my old project (started in 2.79). For some reason normals on that mesh go crazy if I try to edit it in Face selection mode. I found that this particular mesh can't have shapekeys and auto smooth enabled at the same time.\n\n1. Add Basis shapekey to the mesh\n2. Enter Edit Mode\n3. Select Face Selection Mode\n4. Move any face\n\n[bugFlicker.blend](bugFlicker.blend)\n[bandicam 2022-12-03 01-21-18-089.mp4](bandicam_2022-12-03_01-21-18-089.mp4)", "Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\n\n", "Geometry Nodes: Add option to Set Spline Cyclic node to keep shape\n### Problem\n\nAt the moment setting a closed spline to not cyclic, creates a hole between the first and last control point.\n\n### What needs to change\n\n- Add a boolean field input to the node, called `Keep Shape`. \n- The field gets evaluated on the spline domain, just like the other inputs to the node.\n- If the original spline was cyclic, an extra control point is added at the position of the first control point where the field is `true`.", "Object data bounds improvements proposal\n# Problems\n\nThere are issues with the handling of bounding boxes currently that\nresult in performance problems, inconsistencies, and overly complicated code:\n* They are stored in objects, but they really have to do with geometry.\n * This means that geometry instances (without objects) have to recalculate their bounds on every redraw.\n * There are other unnecessary recalculations because code is messy and the situation is hard to reason about.\n* All eight corners of the box are stored, when anything besides the min and max are redundant usually.\n * This often results in complex code for retrieving the min and max.\n* Behavior between different object types is often inconsistent due to the lack of clear design.\n* There are two many ways to retrieve the same data. The uses of \"object\" bounds vs \"object-*data*\" bounds are often ambiguous.\n\n\n# Design\n\n**Bounding Box Definition**\n\n* Bounds describe the local space of the geometry/data\n * Anything else, like storing bounds with a transformation applied, is usually unnecessary, and is too specific to cache.\n* Bounds should usually be retrieved from geometry directly\n* For original objects, the bounding box should only include the original data\n* For evaluated objects, the bounding box includes all evaluated geometry besides instances\n\nThis implies that the bounding box wouldn't be copied from the evaluated object\nback to the original. While this might require some changes, it should make for\nclearer code in the end.\n\n**Caching**\n\nSince the existing bounds cache really refers to the geometry, it should be cached on\nthe geometry level. Object bounds can be built out of the geometry bounds when it's actually necessary.\nThis should significantly speed up geometry instancing, where the bounds currently\nneed to be recalculated on every redraw.\n\n**Return By Value**\n\nReturning `BoundBox` by value when accessing object bounds can make it clear that\nit's just built from the geometry bounds. It also makes it possible to remove the allocated\nbounding box from `Object.runtime`.\n\n# Implementation\n\n**Step 1: Geometry caching, internal changes**\n- [x] Add caching of bounds per geometry data-block [D16204](D16204)\n - [x] Share bounds caches between equivalent copied & original data-blocks [D16204](D16204)\n- [ ] Apply to all relevant object data types\n- [ ] Make accessing bounds on objects use the geometry bounds\n - [ ] Return `BoundBox` by value in `BKE_object_boundbox_get`, use min and max where possible.\n - [ ] Remove functions like `BKE_pointcloud_boundbox_get` and `BKE_mesh_boundbox_get`\n- [ ] Change some code to access bounds from geometry instead of objects\n- [ ] Make sure all uses of object bounding boxes (`BKE_object_boundbox_get`) use the evaluated object\n- [ ] Remove cache of bounds on objects (`Object.runtime.bb`)\n\n**Step 2: Python/RNA API**\n- [ ] Make changing positions in Python tag bounds dirty\n- [ ] Somehow make all python access of Object.bound_box use evaluated objects \n - [ ] Add accessors for geometry bounds to Python\n - [ ] Make depsgraph necessary for original object evaluated bounds access\n - [ ] Handle backwards compatibility?\n\n**Step 3: Remove Syncing**\n- [ ] Remove syncing the evaluated object's bounding box to the original object (original object bounds would only use original geometry).\n\n**Step 4: Potential Future Improvements**\n- [ ] Explore whether bounds calculation can ever be skipped entirely, if render engines don't need it and snapping is turned off, for example\n\n# References\n\n- #92963 (Instancing Performance Improvements)\n- #92206 (Bounding Box: compute during depsgraph evaluation) *A related design task for bounding boxes. Proposes some changes but doesn't go as far as this task.*\n- [D13598: Refactor: Clarify object bounding boxes, cache bounds in data (WIP)](D13598) *An old WIP patch exploring these ideas. Some of the changes there aren't current with this proposal.*", "Blender 2.80 Canceling of visibility actions during opened panel with object default parameters.\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80 beta, 1df6a98b176f, blender2.8, 2019-03-05\n\n**Error description**\nLooks like a small flaw. Panel with default parameters(radius, etc..) of standard objects if objects just created - will be canceling your actions with outliner panel (visibility actions) if you dont close it and continue changing parametrs after that\nDemo: 0876b975cd74ce4d9400b6556e5cbe14.mp4\n\n**Steps to reproduce**\n\n- Open new general template\n- Add mesh - circle\n- Hide cube in outliner\n- In Adjust Last Operation panel change radius\n\nCube is no longer hidden", "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" ]
[ "Switching Curve Shapekeys in Edit Mode go haywire if relative to one another\nOperating system:\nLinux\n\nBroken in 2.79 onwards\nWorked in 2.78\n\nPossibly caused by\n6f1493f68f\n5e1d4714fe\n\nShapekeys on curves do not reset properly when switching between them in edit mode, and one shapekey is relative to another.\n\nSelect the circle and enter edit mode. Repeatedly switch between shapekeys 'Key 1' and 'Key 2' while staying in edit mode. 'Key 2' will change over time from just this.\n[bug_report_shapekeys_curve.blend](bug_report_shapekeys_curve.blend)\n\n**How to reproduce the scene**\nCreate a Curve object. Add Basis, Key 1, Key 2 shapekeys. Set 'Key 2' relative to 'Key 1'. Select 'Key 1' and translate/scale it. " ]
duplicate node in compositor unhide other node Operating system:win10 Broken: 2.9 duplicating anynode will unhide (ctrl-h) all other nodes 1.hide node (ctrl-h) 2.duplicate anynode 3.see the node get unhided [6vWCy01EPQ.mp4](6vWCy01EPQ.mp4)
[ "Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.", "Nodes: Group input values are lost when ungrouping\nOperating system: Linux-5.15.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: Curent main.\nWorked: Never.\n\nParameters are lost when ungrouping a geometry node NodeGroup\n\nUsing the given blend file with a NodeGroup that displays 2 cubes :\n1. Ungroup the NodeGroup.\n2. Parameter (a translation value) is lost (translation is now zero and the 2 cubes overlap).", "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", "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", "Blender crashes with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)", "Compositor refresh on every 3D view edit and blocks UI\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nAdjust operator panel for selection operations is greyed out after every operation. When you move cursor out of the input field it's active again. It happens only when compositor is opened and \"Use Nodes\" is selected. See video:\n[Desktop 2019.06.19 - 12.22.31.02.avi](Desktop_2019.06.19_-_12.22.31.02.avi)\n\n - Open attached file: [select_compositor_bug.blend](select_compositor_bug.blend)\n - Use Select > Checker deselect\n # Go to adjust operator panel and change one value. Menu will be greyed out until you move cursor out of input field.\nIt's the same with other selection operations like \"Select Similar\" or \"Select Sharp Edges\".", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n", "Regression: unhide now is global even in local mode\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.79b\n\nAlt+H in local view unhides objects all over the scene instead only local context, as it work in 2.79\nPlease fix. It is very handy feature and we have lost it.\n\n**Step to Reproduce**\n- Open .blend file\n- Select a sphere and Hide: {key H}\n- Select all three cubes and enter in Local view: {key /}\n- Hide cubes\n- Now unhide cubes in Local view: {key Alt H}\n- sphere is also visible (Either check outliner or Switch back from Local view)\n\nTest File:\n[#92527.blend](T92527.blend)\n[2021-10-27_12-23-23.mp4](2021-10-27_12-23-23.mp4)", "Mix/Add nodes breaks Eevee AO render pass if one socket is unfilled.\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.92.0, 2.93.0, 3.0 0efb627bbd\n\nIn Eevee, any material which contains an add shader node will be broken in the AO pass, if second socket is *invalid*, leaving the material either entirely black or white.\nThis is annoying if you're creating entirely black materials by leaving a socket empty.\n\n- Add a mesh, give it a material.\n- Put either an an add shader node or a mix node into the material somewhere, but only fill one of the input sockets\n- Enable AO with Eevee, and look at the AO render pass in render view. In 2.92, the object will be completely black, in 2.93 it will completely white.\n\n----------------\n- Render the scene with the file given.\n- For the second case, render by swapping the socket inputs of the \"Add Shader\" node.\n[T88779_mine.blend](T88779_mine.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\nAdditional example images.\n(2.93)\n[F10155389](image.png)\n[F10155391](image.png)\n\n(2.92)\n[F10155385](image.png)", "\"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", "Mesh Mirror Node\n{[F9914997](mirror.png) size=500}\n\n**Changes and simplifications in comparison to the modifier:**\n\n1. It reflects on an arbitrary plane which is defined by position and rotation.\n\n2. It shows a gizmo that visualizes the reflection plane.\n\n3. Merge by distance operation can be done by a separate node.\n\n**Open Questions:**\n\n1. Will we handle UV data in this node or a separate one?\n\n2. How to handle the Bisect option. Having Bisect as separate node makes sense, but to use it in combination with the mirror node would require to some effort to get them lined up correctly e.g. using at least the same plane for both nodes.", "Decimate Node\nProperties can be used as they are.\n\nNot sure if this should be one node with three nodes or three different nodes.\nSlightly tendency for three separate nodes currently.\n\n![decimate-collapse.png](decimate-collapse.png)\n\n![decimate-planar.png](decimate-planar.png)\n\n![decimate-unsubdivide.png](decimate-unsubdivide.png)", "File Output nodes output gets overwritten by \"standard\" output (if the same filename is used)\nI have a scene with simple animation. \nI'm rendering muilti-layer open exr with an composite output node with the passes as in them. \nThe standard file 5 year old output bug is still here, where your file saves twice, once from the main file output tab and again on your composite output, normally I don't care whatever, it will just overwrite and I'll end up with one file. \n\nAfter setting up my render output with all the layers I want, normally I just let the overwrite button on regular output be set and it's fine. However all my passes in the exr file were changed to VeiwLayer.(pass), and I'm missing passes like image and alpha or others I might composite into the composite output node. \n\nMy work around is to make the file name something different than my composite output vs the normal file output name. \nBut now I'm saving twice and having to deal with deleting 100s of gigs of junk EXR files from the main file output tab. \n\nIf you render one frame from the file I uploaded, then drop it into a compositor like nuke, fusion or cough cough AE, you'll see the passes are different. \nP.S. You can kill the textures, sorry I didn't pack them for size sake\n\nThank you\n\nblender 3.6 \nFile SYS - (although it seems to be the case on multiple machines, so I thinks it's just an overlook bug): \nryzen 9 5950x\n128 gigs ddr4\nrtx 4090\n\nAnd \nM1max 64 gig integrated\n\n", "Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values", "Geometry Nodes: Simulation and Repeat nodes is work though they are muted\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\n![image](attachment)\n\n1. Geometry Nodes tree:\n a. Add Simulations nodes.\n b. Mute both.\n2. Play animation.\n\n" ]
[ "Compositor RenderLayers Node Unhides Itself Erratically\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: 3.4.1\n\nWhen hiding the RenderLayers node (Ctrl + H) it will unhide itself when connecting to another node, disconnecting it from another node, and when unhiding or hiding other unrelated nodes. Also a RenderLayer node cannot be saved hidden, and it will instead open unhidden after opening the file.\n\nin the attached file try connecting an output from the RenderLayer and then Hide it. Now try to disconnect the RenderLayer.\nHide a RenderLayer then try to hid/unhide another node like the alpha over.\nTry hiding the RenderLayer and then save. Then reload the file.\nDuplicating a hidden RenderLayer does still keep it hidden though.\n\n[CompositingUnhiding.blend](CompositingUnhiding.blend)\n\n", "Hidden sockets in Compositor don't stay hidden when we duplicate any node or render starts\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nThis seems more like a cosmetic problem and is more a really small bug but it is nevertheless \nvery annoying - especially with big compositing setups.\n\n - > Hidden Sockets - hidden with CTRL-H are showing up and are not hidden anymore\n[6vWCy01EPQ.mp4](6vWCy01EPQ.mp4)\n\n\n\n - - Create Renderpasses with more then 3 Outputs\n - - open up CompositorEditor \n - - Press CTRL - H twice to hide all unconnected sockets\n - - hit Render or duplicate any node\n\n" ]
Hair particles: Brush effect [e.g. combing] not occluded by emitter geometry Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36 Broken: version: 2.81 (sub 16) (Also happened in the newest 2.82 alpha from today (which also seems to have even worse combing performance)) Worked: (2.8 , 2.79) The hair combing brush affects the hair on the opposing side of the mesh making combing impossible as already combed hair / fur gets ruined when the fur is combed on the opposing side of the mesh. Open the attached file for simple example of combed situation or Create new blend file and: - Add hair particles to sphere or any other object, enable advanced mode (probably not necessary) - Setup the fur so that there's enough parents like 1000 or so doesn't really matter but makes the error easier to see - Go to combing mode - You can make the fur symmetrical and enable mirroring if desired. issue happens in any case - Comb something on one side of the mesh with the default combing brush - Check the other side of the mesh opposing to the direction from where you combed (in viewport camera depth direction) - Observe that the hair has also been combed on that side and depending on the camera angle / fov the area may be larger than the actual combed area was - Try to make nice combing on the whole object and observe that combing gets ruined on the other side of the mesh as you try to get it done - This error is also mirrored to both sides if mirror is enabled (not 100% sure) Additionally selecting hair particles with C selection also selects the hairs on the opposing side and thus it cannot easily be used to limit the combing effect to some area Depending on the mesh you can also see "live" how the error happens. When I comb hair around my animal character's eye looking towards the cheek of the opposing side, the fur moves on both cheeks even though I only work on the eye area because opposing cheek gets modified and them mirrored to both sides. This happens with mirroring enabled. If these are caused by some "xray" system somewhere I couldn't find it and it shouldn't be on by default. And it wasn't on 2.8 as I already added fur to my character without issues but had to redo it and cannot get same results now due to this issue. [HairComb_Issue.blend](HairComb_Issue.blend)
[ "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!", "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)", "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", "Some mesh operations (e.g. smooth, randomize) are not using mirror modifier mirror object transform correctly for clipping\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.1 Release Candidate\n\nWhen using mirror modify with clipping, Smooth Vertices ignore clipping and smoothing all, and this is no options\n![image.png](image.png)\n\nTools to check:\n`Transform` > `Randomize`: does not clip (even without mirror object usage)\n`Transform` > `Warp`: does not clip (even without mirror object usage)\n`MESH_OT_vertices_smooth`\n\nnote: all of the above are not part of the transform system (randomize is even written in python), so it might be a bit cumbersome to implement", "Make force fields support solid objects\nCurrently, if a force field is created with a *Surface* shape, particles (and hair and cloth) will be attracted or repelled along the normals of the mesh. With a positive force, particles are always repelled away from the nearest face. This works well for surface meshes, i.e. where the faces are two-sided. However, it is not useful for simulating solid meshes.\n\nFor a solid mesh, the faces should be considered to be single-sided: the direction of the force should not change when the particle crosses the face, as shown in B in the following diagram.\n\n![force_repel.png](force_repel.png)\n\n - A: Current behaviour: force direction always reverses at face boundary and at midpoint between faces. Particles can get trapped inside solid objects.\n - B: Proposed behaviour: force direction is consistent across face boundary, but still reverses at midpoint. Allows particles to be repelled from surface and pushed out from inside.\n\nThis `.blend` file demonstrates the problem: if the particles or cloth end up inside the cube, they never escape. Under this proposal they should be repelled, because the force field strength is positive.\n\n[cloth_cube_repel.blend](cloth_cube_repel.blend)\n\nIf this is option is implemented, it could be exposed as a new option, or the *Both Z* / *+Z* / *-Z* options could be reused for it.", "Hair with 'Virtual Parents' acts wrong with clumping noise\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: since 2.79\n\n\n\nIf I use clumping + shorter than 4m hairs, virtual parents produces very weird result.\n\n[2021-01-12_06-46-35.mp4](2021-01-12_06-46-35.mp4)\n\n- In the default Cube, add a hair particle system\n- Change emission number to 100 e length to 0.2\n- In the `Children` panel enable \"`Interpolated`\"\n- In `Clumping` set `Clump` to `1.0` and enable \"`Clump Noise`\"\n- Set any value in `Virtual Parents`\n\nHere the file: try to change length, and clumping\n[untitled.blend](untitled.blend)", "Setting the brush radius unit to \"scene\" does not automatically use correct stroke spacing distance\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nThe brush settings have an option to fix the radius to either the view or scene, called \"Radius Unit\".\nIf the Scene setting is used, it will not automatically use the correct spacing distances for the stroke.\nThis needs to be toggled manually with separate stroke setting called \"Spacing Distance\" from view to scene.\n\nIf the viewport orientation is very close to the world origin, rotated towards an object that is further away from the world origin, it will lead to a much higher spacing distance.\n\n[2022-05-13 10-24-15.mp4](2022-05-13_10-24-15.mp4)\n\n**Exact steps to reproduce**\n- Move the default cube 4 units away from the world origin\n- Add a multires modifier and subdivide 5 times\n- Enter sculpt mode\n- Use the draw brush\n- Switch the Radius Unit setting from View to Scene\n- Orient your viewport so that you are positioned very close to the world origin, looking at the cube\n- Sculpt on the cube (Notice the very high spacing distance)\n- Rotate your view around to the other side of the cube (Now the viewport is positioned further away from the world origin)\n- Sculpt on the cube from that angle (The stroke distance should be much smaller now)\n\n- To fix the issue switch the stroke setting \"Spacing Distance\" from View to Scene\n- Retry sculpting from the same angles", "Particle hair (chilrden) not showing up on viewport - Blender 3.1\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)", "Use proximity for edit mesh mirror and mirror selection operator\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt is hard to select the corresponding vertex on the flipped axis side when the topology is non symmetrical and the corresponding vertices on the flipped axis side is slightly offsetted.\n\nIn order to fix this, it would be great with a \"proximity slider\" that selects vertices on the axis flip side that is within the range of the corresponding coordinate of your current selection.\n\n---\nUI mockup for viewport options\n![image.png](image.png)\n\nUI mockup for operator \"Select mirror\"\n![image.png](image.png)\n---\n\nUse cases below:\n---\n\nCurrent behavior works great when **Topology mirror == True** and the mesh on both side of the axis is connected (and the topology was \"built symmetrical\"). Even if vertices on the axis flip side is slightly offseted.\n\n[topology mirror.mp4](topology_mirror.mp4)\n\n---\n\nCurrent behavior does not work when the topology is built symmetrical, but the topology on both side of the axis is not connected (like the eyes in this case). And the mesh is slightly offsetted on the axis flip side.\n\n[symmetry does not work.mp4](symmetry_does_not_work.mp4)\n\n---\n\nCurrent behavior does not work when the topology is not completely symmetrical and the vertices on the axis flip side is slightly offsetted.\n\n[slightly non symmetrical topology.mp4](slightly_non_symmetrical_topology.mp4)\n\n\n\n\n", "snap to face broken with mirror modifier\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\n(same behavior on Windows 8.1)\n\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\nAlso broken in 2.80 stable\n\n* open demonstration blend file with no config dir\n* note that snap-to-face (target:closest, affect:move) is already enabled\n* select small cuboidal in lower left\n* G, then X, to move along X, and attempt to snap to broad side of nearby horizontal cuboidal\n* see that the object flashes erratically, alternately assuming its original position, and alternately assuming an incorrectly snapped position\n* if instead the cuboidal we are trying to move is moved a bit first, without snapping, and then we again try to snap to the face, it doesn't flicker any more, but it still snaps incorrectly (and actually still does flicker on the overlapping face but doesn't jump around in position)\n* if the mirror modifier on the cuboidal we are trying to move is disabled, it snaps correctly\n\nStarting position: ![starting_position.png](starting_position.png)\n\nIncorrect snap result: ![result.png](result.png)\n\nCorrectly snapped result: ![desired_result.png](desired_result.png)\n\nDemo blend file: [snapbug.blend](snapbug.blend)", "Regression: Some particles have darker faces\nOperating system: Windows 10 1909\nGraphics card: GTX 1070 512.15\n\nBroken: 3.1 (also 3.1.1 RC)\nWorked: 3.0.1\n\nSome object instances, in a hair particle system, have darker faces\n\n3.0.1\n![Black Particles 3.0.1.png](Black_Particles_3.0.1.png)\n\n3.1 and 3.1.1 RC\n![Black Particles.png](Black_Particles.png)\n\nPress F12 in this test file:\n[Dark Particles.blend](Dark_Particles.blend)", "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)", "Backface culling setting applies in Material Preview shading and affects selectability\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 3)\nBroken: version: 2.83 (sub 17)\nWorked only if face orientation on in 2.82a release\n\nBackface culling setting applies in Material Preview shading and affects selectability.\nExpected: if it is visible and selectable, I should be able to select it.\n[2020-05-26_00-02-02.mp4](2020-05-26_00-02-02.mp4)\n\n**Steps to reproduce**\n[nonselectable.blend](nonselectable.blend)\n\n- Open file\n- Try to select octagon", "Bevel tool creates asymmetrical results on symmetrical objects\nOperating system: Kubuntu 19.10\nGraphics card: NV GTX 1650\n\nBroken: 2.90.1 (snap package manager), build date 2020-09-23, hash 3e85bb34d0d7\n\nWorking on cylinder based objects, it seems that bevel tool leads to asymmetrical results on some symmetrical edges. On first screenshot, left and right sides of beveled loop are clearly different. On the second one top and bottom created faces are also different.\n\n **First case:**\n![bevel_bug_01.png](bevel_bug_01.png)\n- Open attached file or:\n - create a cylinder, \n - loop-cut in the middle and bevel the resulting edge loop.\n - Select two or more contiguous faces on the middle face ring and extrude them.\n- Select the upper or lower horizontal edge loop where the extruded faces meet the cylinder and bevel it.\n[asymmetrical_bevel_bug.blend](asymmetrical_bevel_bug.blend)\n\n---\n**Second case:**\n![bevel_bug_02.png](bevel_bug_02.png)\n- create a cylinder,\n- inset top and bottom faces.\n- Select two or more contiguous vertical faces and extrude them.\n- Then select the horizontal edges where the extruded faces meet the cylinder and bevel them.\nTop and bottom created elements are asymmetrical.\n", "Fluid modifier affects particle hair (even when set to None)\n(blendfile attached : view?usp=sharing ) \nUsed Blender 2.91.\nDon't really know how to reproduce the because when I try reproducing the bug by adding a fluid modifier to a scalp before (in the modifier hierarchy his edited particle system, the hair edit changes in the edit particle, as well as it changes in object mode. However, with my original file, the hair edit don't change in edit particle mode, whether I hide the fluid modifier or not, it just changes in the other mode, e.g. object mode.\n\nHello,\nMy hair is very buggy and, I really, really need help on this.\nI have a hairstyle composed of two layers, two particle system, one for the main hairs, and one for the frizzy hairs. The scalp where the hair is, has modifiers set up like this :\n\n![image.png](image.png)\n\nAnd here is a picture of the hair how I want em, and how I stylized em in the particle editor :\n\n![image.png](image.png)\n\nBut this is how it looks when I disable the fluid modifier that the scalp has\n\n![image.png](image.png)\n\nAnd this is how it looks when I uncheck the “Dynamic Hair” box\n\n![image.png](image.png)\n\nI want to simulate my hair, but when I bake it, it comes out weird and deformed, plus, the main hair are static, there is only the frizz going crazy.\nWhat am I doing wrong, please I really need help, at the end I want to be able to simulate my hair correctly, them looking exactly like the first picture, but without the fluid modifier, wich I think is causing problem in the sim.\n\nIf you can provide help, please do, It’s urgent, and I absolutely need this to get fixed, and If you can’t provide me help, like or upvote my post so that other users that can help, see my post.\n\n(blendfile attached : view?usp=sharing )\n\nEdit : If you wanna see the particles in edit particle mode, make sure this option is set to particles :\n![image.png](image.png)" ]
[ "Particle Edit ignores object occlusion\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\nBroken: version: 2.81 (sub 16)\nWorked: version: 2.80 (sub 75)\n\nParticle Edit (combing, cut, etc...) ignores object occlusion\n\nBased on the attached file \"hair_grooming_backfacecull.blend\".\n1. Open the file\n2. switch to a Bottom view\n3. Enable Particle Edit mode\n4. Comb small circles within the sphere (so, with backface cull, this combing should be ignored by the hair)\n5. Change the viewpoint so you can see the hair did not respect sphere blocking the comb\n\nAlso confirmed issue persists in today's 2.82 Alpha (version: 2.82 (sub 1))\n\n[hair_grooming_backfacecull.blend](hair_grooming_backfacecull.blend)" ]
Bezier curve object broken Operating system: Win 10 Graphics card: Geforce 1050 GTX Broken: Dec 16 build Worked: Dec 14 build Bezier curves are broken. Vertices should be in between handles, now a curve vertex has a strange one sided handle, both handles are connected in one side from the vertex, I can move them separately, but this is crazy. Maybe this is the cause for Eevee crashes, Cycles does not crash but does not render any of these curves. It was ok in previous builds.
[ "Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. ![sekhar-04-20-19-eevee.png](sekhar-04-20-19-eevee.png)\n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. ![sekhar-04-20-19-cycles.png](sekhar-04-20-19-cycles.png)\n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "OBJ: support importing loose points (point clouds) when mesh data is also present\nOBJ importer ignores pointclouds written by OBJ exporter in case if exported objects contain edges or faces.\n\nOBJ export of a Blender objects contain faces, loose edges and loose vertices (as pointclouds). Pointcloud/Loose vertices in OBJ format are written as vertices that are listed but unused in mesh data which is specific for OBJ file format, but makes OBJ importers ignore them which leads to imported data incompleteness.\n", "Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)", "Stereo Panorama in EEVEE\nStereo panorama is challenging on its own since we need to support slice rendering.\nNo plans to support this in the viewport, but at least for rendering.\n\nTo be tackled after #68991.", "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)", "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).", "unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)", "Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n", "Weird behavior with the set spline type node selection\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\nThe selection on the *set spline type* isn't working right for bezier and NURBS modes.\nAlso adding another node before the *set spline type* node will manipulate the weird behavior, even though the node doesn't do anything or is muted etc.\n\n- add a GN setup\n- add more that one curve\n- add a *set spline type* \n- try adding a selection that doesn't select all splines\n- see the weirdness.\n(it is more perceivable if the splines have more than two points, though the bug is still there)\n\nFile:\n\n[GN_set_spline_type_test.blend](attachment)\n\nVideo:\n\n<video src=\"attachment\" title=\"2023-07-31 21-15-45.mp4\" controls></video>\n\n", "Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path.", "Unable to flip side with \"Bridge Edge Loops\" operator\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0 Beta\n\nwhen bridging 2 opposite faces that face away from each other, the bridge inversely connects or chooses the shortest path and there is no way to adjust the smoothness profile to invert the connection to the positive side, the image below shows the difference between blenders bridge tool on the left and Quick Bridge Addon connection on the right, I think this is an important problem as there are no easy way around this to achieve the same result, I hope you can fix it , maybe allow a negative input in smoothness or something, Thank you\n\n\n", "Driver using Depsgraph to retrieve current View Layer name fails when rendering in EEVEE\nBroken: version: 3.0.1\n\nI tried to make a driver reference the current View Layer as [Animation: Passing Dependency Graph to Drivers](rB686ab4c9401a90b22fb17e46c992eb513fe4f693) seems to enable. However, it only seems to work if I click the render button on the Render Layers node in the compositor. Rendering with F12 results in the expression depsgraph.view_layer.name evaluating to whatever the first View Layer is named.\n\n**Video Demonstration**\n[Viewlayer Depsgraph Problem.mp4](Viewlayer_Depsgraph_Problem.mp4)\n\nAfter you allow execution of scripts, you can test rendering with F12 versus using the buttons render buttons on the Compositor Render Layers nodes.\n[DG_VL_Render.blend](DG_VL_Render.blend)\n", "Support for snapping to Lattice objects\nOperating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109\n\nBroken: version: 2.82 (sub 0)\nWorked: (optional)\n\nIt is not possible to snap any type of vertex (mesh, curve or lattice vertex) to a lattice vertex.\n\nsee video\n\n[latice_verts_not snapping.blend](latice_verts_not_snapping.blend)\n\n[lattice_verts_not_snapping.mp4](lattice_verts_not_snapping.mp4)\n\n" ]
[ "Bezier curve handles display wrong connection\nOperating system: macOS 10.14.2 (18C54)\nGraphics card: AMD Radeon R9 M395X 4096 MB\n\nBroken: 2.80, Dec 17 2018\nWorked: 2.79\n\nThe bezier curve handles in Blender 2.8 display the wrong connection lines\n\n\n - Add a Bezier Curve\n - Set handle type to Vector\n - Move handles so they are not parallel \n - You will see that the lines are not correctly connected to the right vertex\n\nBlender 2.79 shows the correct connection from vertex to handles:\n![Screenshot 2018-12-17 at 13.35.18.png](Screenshot_2018-12-17_at_13.35.18.png)\n\nBlender 2.80 beta shows the wrong connection from vertex to handles:\n![Screenshot 2018-12-17 at 13.35.28.png](Screenshot_2018-12-17_at_13.35.28.png)\n\nBlend files which works in both 2.7x and 2.8: \n[vector_curve_handle_bug.blend](vector_curve_handle_bug.blend)" ]
Crash when painting a rigged model while it is playing an animation Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009 Broken: - 2.92.0 Alpha - 2.91.0 - 2.90.1 Worked: ? so, this is a problem that has been in blender for a while, but I never saw any reason to report it since probably nobody paints a model while its being animated. the problem works more easily on texture paint mode, tho I think I got it in weight and vertex paint mode in higher poly meshes. [2021-01-08 14-25-54.mp4](2021-01-08_14-25-54.mp4) [bug.blend](bug.blend) [blender_system_info.txt](blender_system_info.txt) [blender_debug_output.txt](blender_debug_output.txt)
[ "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", "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 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)", "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)", "Dynamic Paint sub-steps doesn't work with particles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.0 Alpha\n\nWhen using a particle system as a dynamic paint brush, the sub-steps setting of the canvas doesn't work. The sub-steps appear to work as intended with all other brush types. Whether the painting is done with vertex or texture maps doesn't seem to have an impact on the bug.\n\n* Open attached .blend\n* Bake the dynamic paint cache with a sub-steps value > 0\n* The result shows no sub-steps\n[Bug2.blend](Bug2.blend)\n", "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n", "Freestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined\n2.93.1\n(2.93.2 doesn't have any relevant changes in that file though so I don't expect it to be fixed there either)\n\nFreestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined.\n\n- Open .blend file\n- Enable `Properties ‣ Render ‣ Freestyle`.\n# Try rendering an image.\n\n```\n# Blender 2.93.1, Commit date: 2021-06-22 05:57, Hash 1b8d33b18c2f\nPython: Traceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"/snap/blender/206/2.93/scripts/freestyle/modules/parameter_editor.py\", line 1329, in process\n if linestyle.use_chaining:\nAttributeError: 'NoneType' object has no attribute 'use_chaining'\n```\n\n**Suggested workaround**\n\nA simple solution could be something along the lines of\n```\nif linestyle is None:\n return\n```\nbut I'm not sure if just `return` is enough there to cleanly stop early. Adding some warning could also be beneficial.\n\n[lib_32px.blend](lib_32px.blend)\n[lib_32px.crash.txt](lib_32px.crash.txt)", "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", "Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n", "Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n", "bpy.ops.paint.image_paint with a texture requires initialization with manual paint stroke otherwise color not quite right\nWin 10 5820K GTX 970\n\n2.79b and latest daily build\n\nbpy.ops.paint.image_paint with slightly wrong colors when painting on object with texture on brush before a manual paint stroke applied\n\n1. Load attached file\n2. Run script\n3. With mouse over the cube - press space and type Simple Modal Operator to activate modal paint operator\n4. move mouse about to paint. \n5. left click to stop modal paint operator\n6. now paint on the cube normally by holding mouse button down\n7. you will see this is a slightly different color \n8. press space and type Simple Modal Operator to activate modal paint operator again\n9. move mouse around\n10. you should now see modal operator painting correctly\n\nThis seems to happen each time I change the texture on the brush to a new one (with obviously different colors on it)\n\nImage is attached showing this.\n\nPossibly something not being initialized properly?\n\nThanks you in advance for any work on this.\n\n[modal_paint.blend](modal_paint.blend)\n\n![PaintColorBug.JPG](PaintColorBug.JPG)\n", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n" ]
[ "Blender 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", "Texture Paint: Animated mesh with dependencies on another evaluated mesh cause crash\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: Current main.\nWorked: Never?\n\nIf you go to texture paint mode and try to painting (animation is play) blender will crash.\n\n1. Create `Plane`.\n a. Add any modifier on it. Example: `Displace`.\n b. Add some driver (depend on time) to modifier. Example: `#frame / 10`.\n2. Create `Empty`.\n a. Parent `Empty` to `Plane`. Parent type is default.\n3. Create `Cube`.\n a. Parent `Cube` to `Plane`. Parent type: `3 Vertices`.\n b. Add any modifer. Example: `Mirror`. Set `Mirror Object` property to `Empty`.\n4. Select `Cube`. Go to Texture Paint mode. Create texture for paint.\n5. Play animation.\nTry paint.", "hair and texture edit crash\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro M2000\n\nBroken: 2.93.3\n\nwhen I attach a texture to an object with physics in the anim player and try to edit it in Texture Paint, Blender crashes.\n\n1. create a new file\n2. click into particle properties, and add a particle system\n3. set the particle type to hair, and check the 'hair dynamics' box\n4. go into shading, then click Add -> Texture -> Image texture, and connect the Color plug to Base color plug\n6. click '+New' on the Image Texture Node, then click OK\n7. click the space bar. the hair should be animated now.\n8. click Texture Paint and attempt to paint on the cube. Blender should freeze for a fraction of a second, then crash.\nThat's it!\n\nI ran Blender from the terminal to get a crash report. It is as follows:\n\n\n\n\n```\nRead prefs: C:\\Users\\Oakley\\AppData\\Roaming\\Blender Foundation\\Blender\\2.93\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6E7F93F3C\nModule : blender.exe\nThread : 00003188\nWriting: C:\\Users\\Oakley\\AppData\\Local\\Temp\\blender.crash.txt\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6E7F93F3C\nModule : blender.exe\nThread : 00001104\nWriting: C:\\Users\\Oakley\\AppData\\Local\\Temp\\blender.crash.txt\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6E7F93F3C\nModule : blender.exe\nThread : 00000468\nWriting: C:\\Users\\Oakley\\AppData\\Local\\Temp\\blender.crash.txt\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6E7F93F3C\nModule : blender.exe\nThread : 00003390\nWriting: C:\\Users\\Oakley\\AppData\\Local\\Temp\\blender.crash.txt\n```\n\n" ]
Main window goes black when opening file browser in fullscreen Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14 Broken: version: 2.83.0 Worked: 2.82 Any task requiring Blender's file browser will make Blender's main window turn black when done in fullscreen. File -> Open -> Cancel or open a file Using append or opening an image work too. Thanks!
[ "GPencil: Hardlight blend issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83.0\n\nThe semi-transparent textures of Grease Pencil material turn black when their layer is in HardLight blend mode.\n\n- open the provided blend file\n- see, wrong alpha blending\n- NB: change the blend mode and it works as expected\n\n[GP-hardlight-blend-issue.blend](GP-hardlight-blend-issue.blend)\n\n", "Blender freezes when calling an operator after a dialog window.\nOperating system: Windows 10 x64\n\nBroken: 2.80 win64, 2019-04-01 19:15\nWorked: 2.79b win64, release\n\n\nIf an operator from `bpy.ops` is called after a dialog window / popup is closed, Blender freezes and has to be manually terminated. A script to reproduce the error is located at the bottom of this task description.\n\n\n - Copy / Paste the code at the bottom of the task description into Blender's text editor\n - Press \"ALT P\" to run the script\n - Place the mouse cursor over a 3D Viewport\n - Select any object in the 3D View (for example the default cube)\n - Press \"F3\" to bring up the search bar\n - Type in \"Popup Input Test\" to launch the script\n - Press \"P\" to generate a popup dialog\n - Click the \"OK\" button in the dialog\n # Watch Blender freeze and stop responding to input.\n\n**Additional Notes**\n\n - The freeze happens at the `bpy.ops.transform.translate` call in the `run_transform` function. The following `print(\" after bpy.ops.transform\")` statement never executes.\n - The freeze up when executing the `run_transform` function does not happen if...\n - a popup dialog is not opened first (Press \"T\" instead of \"P\" when the script is running).\n - the `run_transform` function is called from the `execute` method in the `POPUP_OT_input_panel` class instead of the `draw_callback_px` function.\n - the contents of the `draw_callback_px` function (`if self.wait_for_popup` ...) are relocated inside the `modal` method in the `POPUP_OT_main` class.\n - the script is run in Blender 2.79 instead of 2.80 (the script below can be run in both 2.79 and 2.80).\n\n```\nimport bpy\nprint(\"\\nLoaded add-on.\\n\")\n\n# globals\npopup_active = False\npopup_cancel = False\n\n\ndef run_transform():\n print(\"before bpy.ops.transform\")\n bpy.ops.transform.translate(value=(0.0, 0.0, 1.5))\n print(\"after bpy.ops.transform\")\n\n\nclass POPUP_OT_input_panel(bpy.types.Operator):\n bl_idname = \"object.popup_input_dialog_op\"\n bl_label = \"Popup Input Dialog Panel\"\n bl_options = {'INTERNAL'}\n\n def execute(self, context):\n print(\"\\nPOPUP_OT_input_panel: exec\")\n global popup_active\n popup_active = False\n #run_transform()\n return {'FINISHED'}\n\n def invoke(self, context, event):\n print(\"\\nPOPUP_OT_input_panel: Invoke\")\n return context.window_manager.invoke_props_dialog(self)\n\n def cancel(self, context):\n print(\"\\nPOPUP_OT_input_panel: Cancelled\")\n global popup_active, popup_cancel\n popup_active = False\n popup_cancel = True\n\n\ndef draw_callback_px(self, context):\n if self.wait_for_popup:\n global popup_active, popup_cancel\n if not popup_active:\n if popup_cancel:\n popup_cancel = False\n self.wait_for_popup = False\n elif not popup_active:\n run_transform()\n self.wait_for_popup = False\n\n\nclass POPUP_OT_main(bpy.types.Operator):\n bl_idname = \"view3d.popup_main_op\"\n bl_label = \"Popup Input Test\"\n\n @classmethod\n def poll(self, context):\n return context.mode == 'OBJECT' or context.mode == 'EDIT_MESH'\n\n def exit_addon(self):\n bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')\n print(\"Exiting addon\")\n return {'CANCELLED'}\n\n def modal(self, context, event):\n context.area.tag_redraw()\n global popup_active\n\n if event.type in {'A', 'MIDDLEMOUSE', 'WHEELUPMOUSE',\n 'WHEELDOWNMOUSE', 'LEFTMOUSE', 'TAB'}:\n return {'PASS_THROUGH'}\n\n if event.type == 'P' and event.value == 'PRESS':\n if not self.wait_for_popup and not popup_active:\n self.wait_for_popup = True\n popup_active = True\n bpy.ops.object.popup_input_dialog_op('INVOKE_DEFAULT')\n\n if event.type == 'T' and event.value == 'PRESS':\n if not self.wait_for_popup and not popup_active:\n run_transform()\n\n elif event.type == 'D' and event.value == 'RELEASE':\n # start debug console\n __import__('code').interact(local=dict(globals(), **locals()))\n\n elif event.type == 'ESC' and event.value == 'RELEASE':\n return self.exit_addon()\n\n elif self.force_quit:\n return self.exit_addon()\n\n #if self.wait_for_popup:\n\n return {'RUNNING_MODAL'}\n\n def invoke(self, context, event):\n if context.area.type == 'VIEW_3D':\n args = (self, context)\n self._handle = bpy.types.SpaceView3D.draw_handler_add(\n draw_callback_px, args, 'WINDOW', 'POST_PIXEL')\n self.force_quit = False\n self.wait_for_popup = False\n context.window_manager.modal_handler_add(self)\n print(\"Add-on running\")\n return {'RUNNING_MODAL'}\n else:\n self.report({'WARNING'}, \"View3D not found, cannot run operator\")\n return {'CANCELLED'}\n\n\ndef register():\n bpy.utils.register_class(POPUP_OT_input_panel)\n bpy.utils.register_class(POPUP_OT_main)\n\ndef unregister():\n bpy.utils.unregister_class(POPUP_OT_input_panel)\n bpy.utils.unregister_class(POPUP_OT_main)\n\nif __name__ == \"__main__\":\n register()\n```\n", "Undo/Redo shortcut still active in the Blender File View window\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 Beta\n\nUndo/Redo shortcut still active in the Blender File View window\n\n* Open Blender with the default cube.\n* Move the cube a few times.\n* Open the “Preferences” window in the menu “Edit | Preferences...”\n* Then do Ctrl + Z to undo. The undo shortcut still works. It is the same for the redo shortcut.\n\nThe undo/redo is also active from any other windows of the “File” menu like “Open”, “Link”, “Save”, “Append”, etc. All links showing the “Blender File View”.\n\nIn the “Blender File View” window, I noticed that the buttons at the bottom disappear when doing the undo shortcut.\n\nI tried a few other shortcuts like Tab to go to edit mode and G to move the cube. They do not seem to be active when the focus is on the “Preferences” or “Blender File View” window.\n\nThe undo/redo is also active when the “Blender Render” has the focus.\n\nAs a consequence, someone accidentally hitting the undo shortcut will get his work being modified behind the window and probably will not notice.\n\n\n{[F9111517](BlenderFileView_Open.jpg) size=full}\n\n{[F9111519](BlenderFileView_AfterShortcut.jpg) size=full}", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "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", "File browser buttons disappear on undo in another window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\n- All versions since the new file browser was introduced are affected by this\nWorked: Never\n\nI've tried to save file with CTRL+S and by accident pressed my LMB on a viewport. Because of that mistake, I pasted object in my scene, instead of pasting file name in \"Blender File View\" window. So I tapped CTRL+Z (while still being active in a viewport) and whole panel with buttons \"Save file\", \"Cancel\" in \"Blender File View\" window disappeared. I've tested this on a completely new empty blender file. Pressing on a viewport didn't recreate that effect (probably, because nothing was there). But pressing on outliner or timeline have the same issue.\n\n- Open Blender\n- CTRL+S\n- Press LMB on an Outliner\n- CTRL+Z\n\n[UI bug.blend](UI_bug.blend)", "Drag tool-tip stays when mouse leaves the window\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nTool-tips displayed on drag stays after mouse leaves window\n\nOpen any file importer and drag any file, after exit the main window tooltip will still show\n\n\n\n<video src=\"attachment\" title=\"2023-08-18 21-26-50.mp4\" controls></video>\n\n", "File Browser Window Size Change\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n//Small display: 1280 x 1024 pixels\nBig display: 3840 x 2160 pixels -- Windows UI scaling set to 150%//\n\nBroken: version: 2.83 (sub 15)\nWorked: Never.\n\nWhen opening window of File Browser from a low resolution Monitor (resolutions listed in System Information), it appears, on high resolution display, with smaller size than before. When you close and reopen it again this way it gets even smaller.\n\n1) On your secondary (small display) open shader editor.\n2) shift+a an \"Image Texture\"\n3) Click on \"open\" to open image file\n4) A File Browser pops up on the big display\n5) Close the File Browser\n6) Repeat step 3)\n7) The File Browser window appears again, but this time smaller.\n\n8) If you repeat steps 3) and 5), the File Browser window gets smaller and smaller.\n\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.", "Window title shows unsaved indicator while loading\nOperating system: Linux-4.15.0-45-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: May 18 2021, hash: `1f9eb7e2c6`\n\nWhile Blender loads a file, the window title shows the unsaved indicator: `Blender* [/path/to/blend]`.\n\n- Create a .blend file which takes long to load. A simple example involves creating huge amounts of geometry with Array modifier, then applying the modifier.\n- Open the startup file (ctrl+N) so the window title is cleared (makes it easier to see what changes, but not required).\n- Open the .blend you created earlier, you will see the unsaved indicator in the title until loading finished.\n\n", "File browser should show a note about full disk access upon encountering an inaccessible folder\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0\nWorked: (2.93)\n\nKnown Issue: File browser cannot navigate in files in newest version of Box Drive (cloud based storage) ~/Library/CloudStorage/Box-Box or Apple Mail in `~/Library/Mail`\n\nUpdate Box Drive to version 2.24.11, open Blender, Add/Attach Image/Reference, attempt to navigate in Blender File Browser, Blender cannot see/locate Box Drive to add reference image.\n[c3VqYUVoNTv]\n\nOR\n\nTry to navigate to ~/Library/Mail in blender file browser.\n\nCurrent fix is to give Blender Full Disk Access in System Preferences: 12.0\n\nIf this type of read permission denial can be detected, we could show a warning about allowing full disk access or directing them to docs on how to do it.\n", "multiview: overwrite and file naming \n\n\"not overwrite\" option doesn't work with multiview when some views already exist on disk, could be a minor problem but rendering one single view with views option activated create a 0 byte \"myfile_L.jpg\" file but save only myfile.jpg\n\n\n\n\n\n", "Rewrite File Browser UI to use views\nViews were introduced to simplify and unify UIs with common functionality to display and interact with (possibly large) sets of data. More info:\n- Views\n- #98560 (UI Views: General ToDo's)\n- #95653 (Split Asset and File Browser frontend, implement Grid View)\n\nThe Asset Browser should be split off from the File Browser and the file-list backend for a number of important reasons. As part of that a grid view is being developed.\n\nOnly doing this and not doing this together with rewriting the File Browser UI raised some concerns for @mont29. So together with him it was decided that both should be looked at. At some point we have to prioritize addressing technical debt too, and not just work on shiny new things. Otherwise we let the code paths diverge significantly, with no plans to address the effective duplication. So both browsers should be ported short-term.\n\n----\n\n**Thumbnail display mode Todo's:**\n- - [ ] Use grid view for drawing thumbnail mode (initial work done in 3a97c4056f)\n- - [ ] Selection in views (click-select, box select, walk select, etc.)\n- - [ ] Double click to open\n- - [ ] Dragging files\n- - [ ] Context menu\n- - [ ] Renaming\n- - [ ] Remove old code (selection, operators, drawing, ...)\n- - [ ] \"Composed\" icons as buttons/widgets ![image.png](image.png) Current code just draws them in-place, but views use the button/widget system. Alternatively, an overlapping layout can be used, but then there needs to be a way to get the exact preview image size for \n- - [ ] Superimposed file type icon for previews. Similar problem to the above.\n\nThe other display modes should also be ported to views, since otherwise interaction code (selection, renaming, context menu, ...) would have to be duplicated. So:\n- - [ ] Add new table view\n- - [ ] Use for Vertical List display mode\n- - [ ] Use for Horizontal List display mode\n\nWe could add an experimental feature flag for this, so development can happen mostly in master. This way the legacy code can stay for a while.", "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", "Blender 2.90/ 2.91 Sculpt Vertex Paint - Stencil not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta, branch: master, commit date: blender-2.90.0-0e280b96ca82-windows64\nWorked: I think this last work in 2.83.2 or 2.83.1\n\nSculpt Vertex Paint - Stencil not working\n\n\n[BlenderBug.blend](BlenderBug.blend)\n\nAdded colored image to texture\nChange texture mapping to stencil\nImage is coming out as black and white on the screen and image is not being transferred on the object.\n\nI have tried changing Blender Mode and Color Space but it didn't work.\n\nAlso I am not sure if this suppose to happen but the image for stencil disappears when I tick Color Ramp under Color in Texture Panel.\n\n" ]
[ "Closing secondary full screen window destroys main Blender window too\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.16\n\nBroken: version: 2.83 (sub 4)\nWorked: (optional)\n\nAny open and import cause black screen during enter full screen\n\nMacOS 10.15.4 Beta (19E234g) Catalina\nCmd + O\nEnter full screen (the green button).\nClose the full screen window (the red button)\n\n", "macOS fullscreen crashes when opening save panel\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen Blender is in fullscreen, open any panel/window like 'Save', 'Import' or even 'Preferences' it will crash.\n\n- Open Blender\n- Make it fullscreen\n- Save Scene\n- The new panel goes directly to fullscreen, we can see in the background how the main windows goes black.\n- Close or ESC the 'save scene' panel \n- Crash\n\nThe default behavior in my computer when open a windows is to open it at fullscreen.\nIt happens with other panels too.\n\n\n**On 2.83alpha:**\nThe panel doesn't go fullscreen by default, but if we make the new panel fullscreen when the main windows is fullscreen too, it will crash anyways.\n\nMaybe related with T66466", "Blender's temporary window opens a fullscreen and blender stops working after you close that screen\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.83.0\n\nWhen you open blender, press save/render, it pops up a fullscreen window and when you close it blender crashes\n\n1. open blender do not need to do anything\n2. press command s to save or render image.\n3. this pops up a fullscreen window, the temporary windows setting is not set to fullscreen but new window\n4. this openly happens when blender itself is in fullscreen\n5.when you press cancel on the file browser or close the render blender turns black and you have to force quit\n\n", "Main window turns black when operating file view in full-screen mode \nOperating system: MacOS Catalina 10.15.4 (19E287) \nGraphics card: AMD Radeon R9 M370X 2 GB\n\nBroken: 2.83 beta (2020-04-26)\nWorked: \n\nWhen opening a file in a fullscreen mode, Blender window turns black. Blender is still running (in 2.82a this would crash the app), and stuff can be saved without any problem. Sometimes after such error happens when I quit the app, system reports an error. However, this does not happen regularly. \n\nRun Blender, switch to a full-screen mode\nOpen a file through a file view.\nThe file view window goes full-screen as well\nSelect a file and open it\nThe file opens, the file browser window closes and return back to the main blender window, however it is now completely black\nBlender is still running. Operations like saving and quitting work without any problem.\nIf I have another window open, that window stays unaffected.\nThis error does not occure when Blender is not running in fullscreen mode or if the file is open through other than file browser method. \nIt also happen when file is not open, just the file browser window is closed. \n" ]
GPencilLayer.select does not select the layer in the Dope Sheet Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24 Broken: 2.83 through 3.5.0 Alpha The Python API for selecting a `GPencilLayer` appears to be broken According to the documentation, [GPencilLayer.select ](bpy.types.GPencilLayer.html#bpy.types.GPencilLayer.select) is a Boolean for a Layer's selection state in the Dope Sheet. This property, however, currently only retrieves the selected state, but does not edit it. I am not referring to the active layer. 1. Create a Grease Pencil object 2. Ensure it is the active object and has a layer named `GP_Layer` 3. Run this script in the Text Editor ``` import bpy gpencil = bpy.context.object print(gpencil.data.layers["GP_Layer"].select) gpencil.data.layers["GP_Layer"].select = not gpencil.data.layers["GP_Layer"].select #toggle state ``` If this is intended behavior (which would be unfortunate), the [documentation ](bpy.types.GPencilLayer.html#bpy.types.GPencilLayer.select) should mark `select` as a read-only property. This issue has appeared in Grease Pencil's Python API before however it is broken again: T103329 D16841 Proposed fix [[D17150](D17150) ](D17150)
[ "Grease Pencil eraser acts as though full pressure was applied when tablet stylus is released\nGraphics card: GTX 980\nReproduced on these operating systems:\n- Windows 10\n- Arch Linux 6.3.1 (KDE Plasma 5.27)\n\nReproduced using these drawing tablets:\n- HUION H610PRO V2\n- HUION Q11K\n\nBroken: Reproduced in 3.5.1 and 4.0 (locally compiled 7372b3bdda350)\nWorked: Before 74f291cdea979 (2016-01-11)\n\nErasing lightly with a pressure-sensitive tablet is made difficult by a bug that erases a large area (as if the stylus was pressed down with maximum pressure) whenever the stylus is released:\n\n<video src=\"attachment\" title=\"pen_pressure_release_bug.mp4\" controls></video>\n\nThis is the code that introduced this issue (added in 74f291cdea979 for #47101)\nRemoving it completely resolves this issue:\n```cpp\n /* Hack for pressure sensitive eraser on D+RMB when using a tablet:\n * The pen has to float over the tablet surface, resulting in\n * zero pressure (#47101). Ignore pressure values if floating\n * (i.e. \"effectively zero\" pressure), and only when the \"active\"\n * end is the stylus (i.e. the default when not eraser)\n */\n if (p->paintmode == GP_PAINTMODE_ERASER) {\n if ((event->tablet.active != EVT_TABLET_ERASER) && (p->pressure < 0.001f)) {\n p->pressure = 1.0f;\n }\n }\n```\n\nA sample of what I observed by logging pen pressure events while reproducing the issue:\n```\ntablet.active: 1, p->pressure: 0.399948\ntablet.active: 1, p->pressure: 0.326324\ntablet.active: 1, p->pressure: 0.246231\ntablet.active: 1, p->pressure: 0.168350\ntablet.active: 1, p->pressure: 0.097900\ntablet.active: 1, p->pressure: 0.038330\ntablet.active: 1, p->pressure: 0.000000\n```\nWhen I **release** my stylus, an event of type `EVT_TABLET_STYLUS` (`1`) with a pressure value at (or very close to) `0.0f` is sent. This triggers the above conditional that sets `p->pressure` to `1.0f` (full pressure), causing the issue.\n\nIn the attached .blend file:\nUsing a pressure sensitive drawing tablet, lightly use the Grease Pencil eraser tool to erase the strokes, then release your stylus.\n(If your drawing tablet sends an event with a pressure value lighter than `0.001`, the issue will occur)\n\n## Question: Is #47101 still relevant and applicable?\nI'm not sure I fully understand the use-case that was effected by #47101 or whether it is even still applicable to Blender today, 8 years later.\nIf someone can shed some light on what the intended behavior of 74f291cdea979 is and whether it is still needed, I will happily work on a pull request to reconcile this issue (or simply remove the conditional if it is no longer applicable)\n\n", "Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n", "Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n", "Active selection not updated when selecting from outline\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\nThe current latest active selection is not updated when selecting from outliner.\nSelecting mesh then bones from viewport ![image.png](image.png)\nSelecting mesh then bones from outliner ![image.png](image.png)\n\n - Open the attached .blend file\n - From the 3D viewport : Click the mesh, then shift click the bones. Press CTRL+P, you can link the bones to the mesh.\n - From the outliner : Click the mesh, then shift click the bones. Press CTRL+P, you cannot link the bones to the mesh.\n[2022-08-07 16-35-46.mp4](2022-08-07_16-35-46.mp4)\n[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\n", "Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.", "Known-issues with interaction handling inside pop-ups\n# Known-issues with interaction handling inside pop-ups\n\n*Pop-up in this case includes menus and popovers.*\n\nThere are quite some old and some new issues with pop-ups. Their increased usage after 2.80 means that users run into them more and more.\n\nIn this task all related known issues should be listed, to give a good view over the situation. Eventually it should help deciding how to move forward.\n\n* Resetting default value does not work in popovers or menus. (#69200)\n* Context Manual Help Operator does not work in context menus. (#67201)\n* Add Driver : Clicking the picker doesn't work. (#58341)\n* Popover: Color Sampling doesn't work. (#63890)\n* No color drag'n'drop in Viewport Shading popover. (#70654)\n* Eyedropper does nothing on \"New\" in Uv image editor (button is disabled as workaround). (#32396)\n* ~~Most ID selectors (like e.g. the 'target' ones in constraints and modifiers) do not show difference between local and linked IDs. Even worse, they do not allow to select linked ones when a local one exists with the same name. (#73156)~~ (d6cefef98f)\n* Double-click not working in UI_Lists in popovers (e.g., grease pencil layers renaming) (#66286)\n* #76833 (Eyedropper in object selection box doesn't work)\n* #76124 (Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager)\n\nMost of these issues probably have similar roots (e.g. code not checking if `CTX_wm_menu()` can be used over `CTX_wm_region()`, but often times the former returns `NULL` when it shouldn't).", "Intersect Selection in edit mode\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIntersect existing Selection apply just to what in the viewport frame \nI can t reproduce it with an exact steps\nopen the linked file and select some vertexes with Select Box and with Intersect Mode\nthe intersection apply just to the vertexes shown in the viewport frame \nsame problem in 2.83 - 3.1 - 3.2\n[bug.blend](bug.blend)", "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", "Hair Curves Select>Random randomizes a second time, ignoring operator settings\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.6 and 3.6.0 Alpha\nWorked:\n\nHair Curves Select>Random (`SCULPT_CURVES_OT_select_random`) randomizes all selection values a second time after the first randomization loop and does so in a way that ignores the operator settings.\n\nThe second randomization loop has an overall effect of always reducing the existing selection values unless the first randomization loop deselected everything, in which case every selection value is set to a random float.\n\nIt looks like there could be old or WIP code that was accidentally left in that should have been replaced by the code immediately above it: curves_sculpt_ops.cc#L439\n\nAttached is a .blend (authored in 3.3.6) that has some simple hair curves already open in sculpt mode with the selection mode set to `Control Point` and where all the curves have already been selected with `Select`>`All`.\n1. Create or open existing hair curves in sculpt mode\n1. Set the selection mode to `Control Point`\n * This is to show that `Constant per Curve` does not work properly. The `Curve` selection mode also has issues.\n1. Run `Select`>`All` (`bpy.ops.sculpt_curves.select_all(action='SELECT')`)\n1. Run `Select`>`Random` (`bpy.ops.sculpt_curves.select_random()`)\n1. Observe that `Constant per Curve` does not work properly\n1. Adjust the settings so that the `Probability` is `1.0`\n1. Observe that even with `Partial` disabled, some of the Control Points are now partially selected\n1. Adjust the settings so that `Partial` is enabled and `Min` is `1.0`\n1. Observe that some of the Control Points are now partially selected instead of all being `1.0`\n\nAnother test that can be done is to set the `Probability` to `0.0` and observe that every Control Point gets set to a random value that is the same as if `Probability` was instead `1.0`.\n\n![image](attachment)", "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.", "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.", "GPencil: Select Circle misses points when dragging fast over strokes in material preview or rendered viewing modes\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\nThe Select Circle tool regularly misses points when dragging over them in material preview or rendered viewing mode.\n\n* Open the attached .blend file\n* Drag quickly over the line (solid mode), the points are correctly selected.\n* Switch to Material Preview and drag quickly over the line, not all points on the drag path are correctly selected.\n\n**Notes**\nFor me the cursor movement (UI update?) has a much lower frame rate while in material preview or rendered viewing mode. So while dragging quickly over the points in a stroke, some points never overlap the select circle radius on any of the frames of the drag. And it looks like the position of the Select Circle isn't being interpolated between frames.\n\nThis means that points don't get selected that should have been, so I have to make the selection again. \n\nIn solid or wireframe mode the FPS is high enough that no points are missed, but these modes are often not good enough to get a proper feel for the image i'm working on.\n\n[selectcircle.blend](selectcircle.blend)", "Python API : OBJECT_OT_convert can't be fully abstracted from context with override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 2.93.5\nIt didn't work in latest Beta build either.\nWorked: I don't think it ever worked otherwise ?\n\nOverriding the context of an operator with a dictionary enables us to call them from pretty much anywhere in the code without having to make sure the context is correct (selected objects, active object, called from a particular editor, etc.)\n\nHowever the `OBJECT_OT_convert` called with `bpy.ops.object.convert` operator still requires an active object to be selected to function with an override, which defeats the purpose of using an override.\n\nIt is explained quite thoroughly in this BSE Q&A 86891\n\nScript to reproduce in an empty file :\n\n```\nimport bpy\n\nbpy.ops.curve.primitive_bezier_curve_add()\n\n# Commenting these 2 lines removes the RuntimeError (context incorrect) on last line\nbpy.context.active_object.select_set(False)\nbpy.context.view_layer.objects.active = None\n\nbpy.ops.object.convert({\"selected_objects\": bpy.data.objects}, target=\"MESH\")\n```\n\n", "GPencil: Modifiers don't work after separate strokes and use hide in outliner [issue with multiuser gpencil objects and modifiers]\nOperating system: Ubuntu 20.04\nGraphics card: Mesa Intel® HD Graphics 620 (KBL GT2\n\nBroken: (2.83.3)\n\n\nThe mirroring of a grease pencil object briefly stops being visible after performing a stroke separation.\n\n1. Boot up Blender's default 2D animation workspace\n2. Draw a stroke on the GP object \"Stroke\"\n3. Add a mirror modifier to the object.\n3. Draw another stroke\n4. Change to edit mode and select the new stroke\n5. separate said stroke with P, creating \"Stroke.001\"\n6. Still on edit mode, click on the 'eye' icon on the outliner to make \"Stroke\" invisible\n7. Click on the eye icon again, the mirroring will have stopped being visible.\n8. Clicking twice on the \"Display modifier on viewport\" button in the modifier tab fixes the issue.\n\n**Status**\nThe \"wrong usercount when separating\" is fixed, see 4251a87bf6, however the underlying issues with multiuser gpencil and modifiers still remains.\nTo reproduce:\n- add a gpencil stroke\n- {key Alt + D} duplicate linked\n- add a Thickness modifier.\n- Hide/Unhide the object in outliner.\n", "filter_glob not working with filenames\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 2.90.1\nWorked: 2.83\nBroken by 1f223b9a1f\n\nThe filter_glob parameter does not work for the operator.\n\n\nCreate file called \"test\" (Not something.test)\n\nRun this script and run the generated operator.\n\n```\nimport bpy, bpy_extras\n\n\nclass IMPORT_OT_test(\n bpy.types.Operator, bpy_extras.io_utils.ImportHelper\n ):\n\n bl_idname = 'import_test.test'\n bl_label = 'Import Test'\n filter_glob: bpy.props.StringProperty(default='test', options={'HIDDEN'})\n\n def execute(self, context):\n return {'FINISHED'}\n\n def invoke(self, context, event):\n return super().invoke(context, event)\n\n\ndef menu_function(self, context):\n self.layout.operator(IMPORT_OT_test.bl_idname, text='test')\n\n\nbpy.utils.register_class(IMPORT_OT_test)\nbpy.types.TOPBAR_MT_file_import.append(menu_function)\n\n```\n\nWhen the explorer window opens, you will not be able to find files named test. These files will be hidden.\n" ]
[ "Unable to select multiple Grease Pencil layers with Python\nOperating system:\nGraphics card:\n\nBroken: 3.4\nWorked: \n\nSetting the Grease Pencil Layer property \"select\" with Python doesn't seem to work. Tried various update tags with no luck. Similar layer properties, such as the booleans \"lock\" and \"hide\", work as expected with the same code as below.\n\n[select_bug.blend](select_bug.blend)\nOpen Blender from a console/terminal and keep that window in view, open the attached .blend, click the play button in the Text Editor header to run the example script (which sets all layers' select property to True), then hover the mouse cursor over the Python console and press Enter to run the command: print([gpl for gpl in bpy.context.object.data.layers if gpl.select])" ]
DrawManager: Don't lock UI during background rendering When rendering the UI is blocked what results in not updating the status to the user. Cause is that the draw manager can only perform a single task at the time and there is only one draw manager allowed. For the Heist project we experimented with a non-blocking UI update, but that leads to other issues. In the actual solution we intend to make draw manager instantiable so actual locking could be handled by the inner loops.
[ "Outliner toggle animatability\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release)\nBroken: \t\t\tBlender 2.80-2.82 (official releases)\t\t\n\n\nThe animatability of objects, collection (layers) etc... are not available as they were in 2.7X \n\n| 2.7X UI (friendly) | Data | 2.8X UI (friendly) | Data |\n| -- | -- | -- | -- |\n| Exclude Render Layers from having any influence | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_exclude- [x]` | Exclude from View | `bpy.context.scene.exclude` |\n| Restrict Viewport Selection | `bpy.data.objects[\"In Collection 02\"].hide_select = False` | Disable Selection | `bpy.data.collections.hide_select` |\n| ZMask Scene Layer for solid faces | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_zmask[10] = False` | Holdout | `bpy.context.scene.holdout` |\n| ? (new property) | ? (new property) | Indirect Only | `bpy.context.scene.indirect_only` |\nThese properties will be printed on the info editor.\n\nTo show what I mean, I've created a .blend in 2.79b with all the things listed above.\n\n[2.79_Demo.blend](2.79_Demo.blend)\n\nOpen the .blend file in 2.79b and ues the functionality:\n\n - Restricted Viewport Selection in curtin frames\n\n - Masking until frame 4\n\n - Layer excluded completely until frame 9\n\nNone of this works in the listed broken versions... and there is seemingly no mention in the release notes of this being designed not to function anymore.\n\n___\nI'm not sure, nor can I think, of a reason why you can't animate these and other properties collection wide.\nExample: **All** these toggle are not animatable:\n![Outliner_2.83_Only_Collection_Collection.png](Outliner_2.83_Only_Collection_Collection.png)\nI don't know that would constitute a bug as there's nothing to compare the functionality to. *I'm sure it just hasn't been added (yet).*", "Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)", "Mesh Optimization Project Progress\n### Committed\n\n- 2b640622ff\n- aa6f0f3d1f\n- deb71cef38\n- 5f749a03ca\n- 44d2479dc3\n- c2fa36999f\n- 496045fc30\n- e4c6da29b2\n- d8b8b4d7e2\n- bcefce33f2\n- 8a1860bd9a\n- 6bef255904\n- 174ed69c1b\n- b3f0dc2907\n- 513f566b40\n- 2d60c496a2\n- 27da305a40\n- 51568030e9\n- b5542c1ea4\n- 2d4ec90497\n- 4f9ef65dac\n- 04313f1bb5\n- 0f201049b4\n- f9c9e000ca\n- 1b4d5c7a35\n- 25c2875e0f (depending on 8839b4c32a)\n- 178086d581\n- 4ba06ad0a8\n- 39b2a7bb7e\n- 399b6ec76c\n\n### Differentials\n\n*Remove once committed.*\n\n- [D11294: DrawManager: Use threading for ibo.fdots_nor/hq](D11294)\n- [D11969: Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM' - Second solution](D11969)\n", "Deferred deletion of depsgraph copied data\nThis idea is generated from the development of LANPR, but might also be useful for other render engines as well.\n\n**Current Problem:**\n\nIn some cases, a render engine will need to process the copied scene data for a while before anything can be displayed. At the same time, we may not want the UI to be frozen (during viewport preview). So we can do this in a background thread. However, when the background thread is processing the data, the data is deleted by the Depsgrapgh, since the particular draw loop is already concluded by the time our background process ends.\n\n**Suggested Solution:**\n\nTo give a function that tells the Depsgrapgh: \"I'm done with your data, you can delete now\". \n\nFor example, when you need deferred deletion, call something like `DEG_evaluated_scene_set_deferred(s)`, and upon finish processing, call `DEG_deferred_evaluation_finished(s)`.\n\nThere could be some more benefits for EEVEE and Cycles as well. For example, When toggling render preview in those render engines, you don't need to wait until the initial blocking loading process finishes, and it's quick to revert to workbench shading if you accidentally switched to render (You don't need to wait until the interface to unstuck).\n\nAny thoughts on this one :) ?\n\n", "Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n", "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", "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", "Vertex paint mode breaks permanently under certain conditions (Global undo involved)\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: 3.6.0 Alpha\n\nCaused by 575ade22d4de (vertex paint now does `SCULPT_undo_push_begin_ex` in wpaint_invoke [which leads to `BKE_undosys_step_push` using sculpt undo])\n\nVertex paint mode breaks permanently under certain conditions\n\n- turn OFF Global undo in Preferences\n- enter vertex paint mode\n- make two strokes\n- Undo (prior to 575ade22d4de nothing was undone, now stroke is actually undone)\n- Undo again (this now takes you out of vertexpaint mode into object mode prior to 575ade22d4de you would never leave vertexpaint mode)\n- enter vertex paint mode\n- painting is not possible anymore (strokes have no effect)\n- this is also true for other objects\n\n", "Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.", "LOAD UI - Checkbox Status Ignored\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: (Unknown)\n\n\nWhen opening a file with a UI that does not match the default UI, the file's internal UI is loaded regardless of the LOAD UI checkbox being marked \"OFF\". More specifically, the MODE of a workspace is not respected and uses what ever mode is used within the file.\n\nIE, the default is \"Object\", while a scene can override it to something else - in this example, Texture Paint.\n\nAs the mode is part of the workspace setting, it should not be overriding when the scene is opened.\n\n\n\n\nSee screenshots.", "BMain locking during the 'after liblink' doversion\nin 6a850f3cc8, `Main.is_locked_for_linking` was added, and is currently only used in versioning code (both before and after liblink), to prevent adding or deleting IDs from Main.\n\nHowever, exceptions have already been added to allow creation of workspaces and collections in that context. And {[D12722](D12722)#inline-108272} adds nodetrees to the exceptions.\n\nProblem\n----------\n\nWhile preventing before-liblink doversion to add or remove any ID makes total sense, I do not understand why after-liblink doversion should have this constraint.\n\nTo me the bug fixed by the commit is a bug in the (removed) doversion code, not something inherently forbidden at this stage?\n\nProposed Solution\n---------------------\n\nRemove that lock check altogether in after-liblink doversion.\n\nI think however that we could use that lock on all other Mains besides the one being processed (to ensure doversion code does not create/delete things outside its own scope). And do-version code there should be smart enough to check when it runs on the local main, or a lib main, and adapt its code accordingly.\n\n~~Another thing to fix is in `BKE_libblock_alloc`, which should assign `main->curlib` to the newly created ID's `id->lib` (and tag it as indirectly linked). That way if doversion needs to create an ID in a library context, that new ID is properly created as a 'virtual' indirectly linked data, and does not break Main consistency (even if doing stupid things like generating default brushes for a lib main).~~ Done in 7681326acd", "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", "GPencil: Curve Editing - curve data desync issues\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0 Beta\nWorked: (feature was added in 2.92)\n\nThe curve data can be desynced from the stroke points. This happens when the stroke points were edited directly (like in sculpt mode), but the curve received no update. This task describes one way of generating the desync, but there may be more.\n![image.png](image.png)\n\nThis can usually be fixed by toggling Curve Editing off and on again.\n\n\n - Start Blender with the 2D Animation template.\n - Draw a stroke.\n - Switch to Edit Mode.\n - Select the stroke and turn on Curve Editing to generate the curve.\n - Turn Curve Editing off.\n - Switch to Sculpt Mode.\n - Turn stroke selection on then deselect all ({key Alt}+{key S}) and turn stroke selection back off.\n - Use the grab brush and move the stroke around (to see the desync later on).\n - Go to Edit Mode.\n - Turn on Curve Editing. The data should be desynced now.\n\nor\n\n - Open attached `.blend` file in 2.92.0 Beta.\n - Turn on Curve Editing. The curve should be desynced. Toggle Curve Editing to fix it.\n\n[curve_data_desync.blend](curve_data_desync.blend)\n", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "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." ]
[ "Draw: Non blocking Render\nOnce we have all engine using the new draw manager, we can finally have non blocking renders with EEVEE and Workbench.\n\nRequires: #102178 (Draw: GPencil-Next), #102179 (Draw: Overlay-Next), #93220 (EEVEE rewrite)" ]
light bug Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5161 Broken: version: 2.93.1 light bug / Eeve Every time I put a light inside an object, (Example: A spotlight) the light leaks out like this in the photo. I already messed with contact shadow and it didn't work. Translated into: Google Translate. ![Captura de tela 2021-07-17 142026.jpg](Captura_de_tela_2021-07-17_142026.jpg)
[ "Cycles, inconsistent power units between mesh light and rectangle area light\nOperating system: Windows 10 x64\n\nBroken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-17 23:52, hash: e0cd5b980fc5, type: Release\n\nAs seen in #53517 comment :\n\n> Lamps are in Watts, [...]. Mesh lights are in Watts/m^2 [...]\n\n\nRendering the following two emissive items should give the same lighting :\n\n* rectangle area light, 1m x 1m, power 1W\n* plane mesh, 1m x 1m, Emission shader, strength = 1.0\n\nThis is not the case, area light power must be multiplied by 4 to get the same result.\n\n\nWith the attached blend file, [test-emissive-vs-arealight-1m².blend](test-emissive-vs-arealight-1m².blend)\n\n* enable 'Rendered' viewport shading\n* the 'Emissive plane' brings more light to the 'Ground' that the 'Area light'\n* change the 'Area light' power to 4W\n", "EEVEE viewport error when using volume and lights (with animation)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\n\nTested with the following two versions:\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\n\nWhen enabling a Volume Scatter shader in the World Settings with anisotropy set to 1.0, a simple point light is emitting a streak of light when the camera is animated. This does not show when the animation is rendered.\n![blender_display_glitch.png](blender_display_glitch.png)\n\n\n[eevee_volumetric.blend](eevee_volumetric.blend)\n\nWith the attached .blend file:\n - Open the attached .blend file\n - Switch to rendered view (renderer should be Eevee)\n # Play the animation\n\nTo reproduce from scratch (just for info on what I did)\n\n - Default scene, delete cube, renderer should be Eevee \n - set intensity of point light to high intensity (1000W or so should be enough to see the effect)\n - add Volume Scatter BSDF to Volume output of the world shader with low intensity (0.010) and Anisotropy set to 1.0\n - Place the light so that it can be seen in camera view somewhere on the right side and animate two keyframes for the camera so that the light moves from right to left. (Test file anmiates for 40 frames)\n # switch to Rendered view and play animation\n\n\n**Note 1**\nHas been reported as second issue in #58023 with the system info below, so reporting it separately here to be able to close #58023 as the primary issue there is solved.\n\nSystem Information\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\nBlender Version\nBroken: version: 2.81 (sub 11)\n\n**Note 2**\nI wasn't sure if #53588 could be same underlying cause, feel free to de-duplicate this report if it is.\n\n**Note 3**\nI checked that it also happens when using scene lights and world in 'Material Preview' (LookDev) mode\n\n\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)", "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", "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", "EEVEE Volume draw distance broken with emission shader\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.4\nWorked: none\n\nWhen using an Emission shader as Volume shader in EEVEE, draw distances smaller than 100 produce unecpected behaviour.\nUsing Principled Volume works fine as long as Density is not 0, if it is 0 the behavior breaks in the same way.\n\n- Open attached blend (Cube with emission shader as Volume)\n- Change Volumetrics End distance to 70m\n- Zoom in and out in EEVEE viewport, the cube does disappear at a distance range inbetween the set clipping range\n[eevee_volume_drawdistance_bug.mp4](eevee_volume_drawdistance_bug.mp4)\n[eevee_volume_drawdistance_bug.blend](eevee_volume_drawdistance_bug.blend)\n\n", "FLuid Manta Flow Bug\nOperating system: Windows 10\nGraphics card: RTX 3070\n\nBroken: 2.9.1 / 2.9.2 / 2.9.3\nWorked: (newest version of Blender that worked as expected) 2.8.3 / 2.9.0\n\nCaused by 55fd7f55bd\n\n\nUnable to make fluid work properly inside a containiser let say a sphere. I need to make fluid to fill completely the sphere but i am unable to do that. On version 2.9.0 and 2.8.3 it works perfectly... on version 2.9.1 and beyond it does not work....\n\nToo much step to describe but to resume :\n\n1 spehere is fluid > flow\n1 sphere is fluid > colision\n1 cube is fluid > domain\n\nI refresh the cache multiple times, i invert normals on the sphere and so on but liquid don't go inside the sphere or pass through but if i put the fluid source inside the sphere no fluid goes inside...\n\n[fluide.blend](fluide.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", "Area Light Leave light border traces on surfaces (less noticable on CPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0 Beta\nBroken: 3.1, 3.0\nWorked: never?\n\nArea light leaves visible trailing light on wide surfaces\n\n\n[Area light trails_render.blend](Area_light_trails_render.blend)\n\n 1.open Blender\n 2.add a plane scale it by 30\n 3.change point light to area light\n\n![image.png](image.png)\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", "Light clamping from Normal or Bump maps near shadow terminator in Cycles\nOperating system : Windows 11\nCPU : AMD Ryzen 9 3900X\nGraphics card : RTX 3090\nRAM : 32GB\nHas also been tested on a Ryzen 7 Laptop with Ubuntu.\n\nHas been tested on every major release post 2.9, and on 3.6 build d5fc1b9ba4b8, identical behavior on all of them.\nAll provided screenshots of the test file (and the test file itself) were made with 3.5.1 Stable (build e1ccd9d4a1d3)\n\nAll normal information from a Height map passed through a Bump Node or from a Normal Map passed through a Normal Map node introduces some sort of light-clamping around the shadow terminator. The effect starts being visible at an angle of around 66° from the light source.\nThis is especially visible when the target object is Cylindrical and/or Spherical, and lit by a single Light source (Sun Lamp).\nIt looks like this behavior doesn't affect the Displacement node, since using it in Bump Only mode instead of the Bump node gives different results (they should both give identical results, as I understand it).\n\nFrom looking at other renderers (and aesthetically speaking) it looks like the way the Displacement node does it is supposed to be the correct one.\n\nA test Blend file is provided.\n\nSimplest way to reproduce it from scratch is to put a simple repeating height pattern on a smooth cylinder, using a bump node and a simple diffuse node, and lighting that cylinder from the side with a single Sun lamp.\n\nThe behavior of the Displacement node can be tested (and compared with the Bump/Normal) by plugging the same Height pattern into a Displacement node with the Shader Option set to \"Bump Only\", and plugging that displacement node into the Material Output.\n\nI was initially thinking it to be related to (or the same issue as) this one :\n95729\nBut it has apparently been fixed (105776), while the clamping is still clearly visible even in very recent builds.\n\n", "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", "Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n![bug.png](bug.png)\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n", "Grease Pencil phasing through objects even when 3d location is selected \nOperating system: Windows 10\nGraphics card: NVIDIA RTX 2060 SUPER\n\n3.1.2\n\nGrease Pencil strokes that should be under the floor/behind objects are phasing through with a weird grainy texture. Looks perfectly fine in viewport rendering but when I render an image/animation it looks weird. Not sure what im missing or if its a bug?\n\n**Blender project**\n[clothtest.blend](clothtest.blend)\n\n![error.jpg](error.jpg)", "Texture Paint - Clone tool not working when clone source area out of viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nTexture Paint - Clone tool not working when clone source area out of viewport\n\nImport image as plane- select part of image to clone in bottom part of image. Scroll up to the top part of image so the bottom is not visible = clone tool doesnt draw anything.\n\n\n\n" ]
[ "Closed model light leakage problem\nOperating system: win10\nGraphics card: Gtx1060\n\nBroken: 2.92\nWorked: (newest version of Blender that worked as expected) eevee\n\n\nIf a face of a closed model is deleted, the light next to it is visible inside\n\nSee the screenshot for details\n![image.png](image.png) many others 3D modeling software i used , didnot show this phenomenon\n\nTest File:\n[#87480.blend](T87480.blend)" ]
Interface error when adding a modifier in Blender 2.91 Operating system: Windows-10-10.0.14393-SP0 64 Bits Graphics card: GeForce GTX 1050 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.91.0 Alpha The position of the object label in the *Modifier Properties* switches places with the *Add Modifier* dropdown when dragging a modifier upwards. - Add a modifier to an object - Drag the modifier upwards to the *Add Modifier* dropdown. The object name and dropdown will switch positions. ![2020_10_02_modifier_object_label_before.png](2020_10_02_modifier_object_label_before.png) ![2020_10_02_modifier_object_label_after.png](2020_10_02_modifier_object_label_after.png)
[ "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", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "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)", "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)", "UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)", "internal error: modal gizmo-map handler has invalid area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen rendering to the Image Editor and toggling \"maximize area\" while rendering, an error is displayed in the console\n\n![image.png](image.png)\n\n**Step to Reproduce**\n- open `test.blend`\n- make sure `Preferences` > `Interface` > `Editors` > `Temporary Editors` > `Render In` is set to `Image Editor`\n- render {key Ctrl F12}\n- Hit {key Ctrl + Space} when rendering\n\n```\ninternal error: modal gizmo-map handler has invalid area\n```\n\n[test.blend](test.blend)\n[userpref.blend](userpref.blend)", "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", "Add Object Tool, Resolve UI Issues & Polish\nThis task is to track the add-object tool.\n\n- - [x] Resolve behavior when axis aligned, see: #57210 (currently creates very large object). Done 1501c3adad\n- - [ ] Review design changes proposed by @DanielBystedt #57210#1010083", "Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)", "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", "Support Scenes Overrides\nCurrently Scenes liboverrides are not really working, changes to its master collection will be lost, resync of scene itself is not possible when the override is the active scene, etc.\n\nSee e.g. #89963 (crash when library override is applied to an object)", "Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n", "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.", "Dot dash modifier not working with time offset modifier (grease pencil)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\nWorked: not sure\n\nWhen time offset modifier is in the modifier stack before or after dot dash, dot dash has no effects{[F12118899](dot-dash-time-monkey.blend)}\n\nSee attached file\n\n", "Wireframe modifier strange behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nStrange behaviour from wireframe modifier\n\n\nTook a plane and subdivided, added a wireframe modifier, unsubdivided. Some corner vertices are pushed to the edge of scene.\n[Based on the default startup or an attached .blend file (as simple as possible)][Wireframe.BugReport.blend](Wireframe.BugReport.blend)\n\n" ]
[ "Modifier menu and text switch places\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nMoving modifiers makes the properties text and modifier menu switch places. \n\n\n![text_switch.jpg](text_switch.jpg)\n\n\n1: Add multiple modifiers\n2: Drag to move modifiers\n\n" ]
Cursor "jumps" after basic actions, due to xorg's TransformationMatrix option Blender 2.80, e6eb7b9ccee1 Linux, Xorg-server 1.20.3 I use xorg with mouse acceleration disabled, and with the TransformationMatrix option to change the cursor's speed. This configuration works great with programs, including Blender 2.79b, but in 2.80 the cursor "jumps" towards the bottom right corner after I resize, move, etc.. Turns out it was the fault of the TransformationMatrix option. To reproduce: Create a file, /etc/X11/xorg.conf.d/50-mouse-speed.conf, with the contents: ``` Section "InputClass" Identifier "My Mouse" MatchIsPointer "yes" Option "TransformationMatrix" "3 0 0 0 3 0 0 0 1" EndSection ``` Restart xorg Open blender 2.80, and resize the cube, move it, rotate it etc. You will see it "jumping" With ```Option "TransformationMatrix" "0.5 0 0 0 0.5 0 0 0 1"``` it will jump towards top left. With ```Option "TransformationMatrix" "1 0 0 0 1 0 0 0 1"``` (the default values) it works normal.
[ "Pivot point \"Active Element\" not functional for grease pencil strokes\nBroken: 2.83.10\n\nPivot point setting \"Active Element\" is not functional when used for grease pencil strokes.\nThis mode is nice for foreward kinematic rotations of say legs.\n\n- Open attached file\n- In edit mode, select pressing shift to have selected points and one active.\nEven with pivot point set to \"Active Element\", notice that the Transform Gizmo does not jump to the last selected point (the active one).\n[pivot bug.blend](pivot_bug.blend)", "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.", "Pose Mode X-Axis Mirror is not working properly with IK when skeleton is moved\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.83 cfdb5d9a8b07 from 2020-02-19\nWorked: 2.83 5df494d75c9a from 2020-01-27 although it seems that this feature was introduced recently so technically it wasn't working before because symmetry didn't work with IK at all.\n\nPose Mode X-Axis Mirror is not working properly with IK when skeleton is moved or rotated from zero in Pose Mode.\n\n1. Open provided test file and try moving selected bone - opposite side will twitch weirdly instead of moving symmetrically.\n2. Now reset the skeleton to its default position and move the same bone - symmetry will work properly.\n3. Rotate first bone and try again - weird twitching again.\n[IK_Symmetry_Error.blend](IK_Symmetry_Error.blend)", "Cursor's icon doesn't update correctly when going from panel to scene\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.2.0 Alpha\nWorked: Never (introduced/discovered with new design for 2.8 series)\n\nThe cursor icon doesn't update properly when returning it to the scene fast enough after tweaking in panels, and on it's way passing over text panels.\n\n- Go edit mode and select a vertice/edge/face to activate the transform panel\n- Place the cursor in the panel where its icon displays the OS default one\n- Move the cursor fast enough onto the scene. On its way pass over text panels.\n- The cursor icon is the default's one, not the cross as it should.\nSee the .gif for visual explanation:\n![ezgif-2-7ad3428113.gif](ezgif-2-7ad3428113.gif)", "TexBlendNode Python property tooltip incorrect\nBlender 2.8 \n\nI can not change the Progression or the Flip Axis for the Tex Blend Node with python. \n\nIt returns with an error that says \" no attribute use_flip_axis\". I thought this was my fault so I reached out for help on the Stack Exchange> [here ](how-do-i-change-the-blend-node-to-vertical?)\n\nThey think this is a bug or missing API?.. I checked online but could not see this bug reported so I thought I would let you guys know.\n\nI have used a rotate node to work around the problem but I am sure you guys would be able to fix this issue with ease.\n\n[#69973.blend](T69973.blend)", "Cursor jumping to edge of screen when lifting pen from tablet area (wintab)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Beta\nWorked: 2.93\n\nTablet model: Huion h950p\nTablet api: Wintab\n\nWhen lifting the pen away from the tablet area, the cursor occasionally jumps to the edge of the screen, causing unexpected camera jumps or preventing hotkeys from being used in the 3d view.\n\nThe problem only happens with the Wintab api.\n\n\n - Set the tablet api to Wintab\n\n - Start creasing some edges and repeatedly lift and return the pen to the tablet area\n\n[cursorjump.mp4](cursorjump.mp4)\n\n", "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)", "Sculpt. Mesh/color filters. RMB do not cancel operation immediately\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nIf i press and drag with left mouse button, right click do not cancel operation and revert it immediately. It is a bug and inconsistency with grab/rotate/scale for example. RMB works with GRS awesome, as it should!\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", "Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n![image.png](image.png)\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "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", "Grease Pencil vertices selection is offset when Layers/Transform Location as set to a driver\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.1.0 A\nWorked: N/A\n\n**Short Description of issue**\nMoving a Grease Pencil object's layer via Layers->Transform, by using a Driver, offsets where you have to click to select vertices from that layer.\n\nNOTE: Switching to Draw Mode and drawing a stroke fixes it temporarily, but once you move the controller of the driver again, the problem returns.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Suzanne and switch to edit mode\n- Try selecting vertices (Does not work)\n- Now attempt to select in circled area\n\n![image.png](image.png)\n\n[#95902.blend](T95902.blend)\nVideo example: iZ_A2wOnAJQ", "Cursor warping not supported on Remote Session\nOperating system: Linux-3.10.0-1160.59.1.el7.x86_64-x86_64-with-glibc2.17 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.2\nNever worked on previous Blender Version as far as I am aware\n\nMouse wrapping (seem in `Walk Navigation` for example) in Remote Sessions is unusable.\nAs Unreal had a similar issue that was fixed, I was wondering if that was something that could be fixed for Blender as well.\nIt happens both on Linux and Windows.\n\nInfo from the Remote tech used and possible issue:\nrelative_mouse_support/\nInfo on Unreal Problem and Solution:\n141157\n\n- Under a Remote session, go to View > Navigation > Walk Navigation to activate the tool.\n- panning and tilting around,\nthe camera will lag a lot and get out of control by over-panning/tilting\n\nThanks a lot :)\n\n", "Constraint with custom space not limiting transformation\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: Blender 3.6.2\nWorked: Never\n\nAffect transform conflict with custom space\n\nAccording to documentation, Affect Transform option will limit manual rotation, but it doesn't with custom space. It works with local space.\n\n**Steps To Reproduce**\n\nOpen [file](https://projects.blender.orgattachment) and rotate contrained bone. Check bone transformaton - it is not limited.\n" ]
[ "Blender ignores xinput mouse sensitivity (as a result, mouse cursor randomly jumps when I attempt to navigate, move objects, etc.)\nLinux, Debian Sid, GTX 680\n\nThis is what happens: if mouse sensitivity is default, everything works fine. If mouse sensitivity is, for example, 0.9 instead of 1, and I try to rotate view by holding middle mouse button, when I release it, mouse cursor jumps to position it would reach with default sensitivity. Automatic cursor wrapping in Blender also ignores xinput sensitivity, so if it happens, mouse cursor will jump unexpectedly even before I release mouse button. The same thing happens when I try to rotate or move objects. When sensitivity is set to low value, for example, 0.3, mouse cursor jumps to edge of the screen almost every time I release mouse button or move/rotate some object with mouse. And because of this, mouse does not wrap around from one edge of the screen to another seemlessly, it just starts behaving crazy, like rotating view at extreme speed.\n\nI have very sensitive mouse, and I cannot change its hardware sensitivity. So I have to adjust it with xinput, otherwise cursor will be \"flying\" too fast. This used to work with Blender in older distros where it was possible to adjust \"Device Accel Constant Deceleration\" to change mouse sensitivity. However, this seems to be not possible for a while now because this xinput property was removed. Instead, to change mouse sensitivity I have to adjust Coordinate Transformation Matrix. This works everywhere except in Blender. In case somebody does not know this, in Linux I have to use xinput to adjust sensitivity, because as far as I know there is no other way to do it (for example, in KDE systemsettings I can adjust only acceleration, and even if I set it below 1x, even to minimum 0.1x, it does not do much, and this is expected, since acceleration and sensitivity are completely different settings).\n\nSet mouse sensitivity to anything but 1. For example:\n\nid=\"pointer:Mouseemu virtual mouse\"; speed=0.3; xinput set-prop $id \"Coordinate Transformation Matrix\" $speed, 0, 0, 0, $speed, 0, 0, 0, 1\n\nOf course, you need to replace pointer name (text after \"pointer:\" prefix) with your own (if you do not know it, see output from \"xinput list\"). Then try to rotate view with middle button. You will see cursor to jump unexpectedly when you release mouse button or if you hit edge of the screen.\n\nAs far as I can tell, it feels like Blender always assumes default \"Coordinate Transformation Matrix\", and ignores real one. And as a result, Blender does not calculate mouse position correctly. This pretty much makes Blender practically unusable with mouse which needs xinput sensitivity adjustment. So far I was not able to found any workaround, and it is very hard to work with default sensitivity in my case. If you need more information, please let me know.", "Mouse cursor moves after mouse middle button up if xinput coordinate transformation matrix is used\nOperating system: Gentoo Linux, kernel version 5.4.72\nGraphics card: GeForce GFX 1060 6GB\n\nBroken: 2.90.1, 2.91.0, 2.92.0-alpha\nI'm normally using a blender version from the [cg ](cg) overlay to have newer versions & richer feature support, but the problem reproduces exactly with blender version from the official portage repositories.\n\nI'm using xinput coordinate transformation matrix to make the mouse cursor move faster (my mouse seems to be slower on Y that on X, so I used it to fix that). While using this, I noticed that blender erroneously moves the mouse cursor: after the mouse wheel (middle button) is clicked and the cursor is moved just a bit (i.e. one pixel), the cursor gets teleported to a different location, usually about a few hundered pixels to the right and down.\n\nIf e.g. only the Y-axis diagonal value of the transformation matrix differs from the default of 1.0 (as in the identity matrix), the cursor gets moved exactly down. After experimenting with different values I noticed that if the Y-axis diagonal value of the matrix is set to 2.0, the Y mouse position (in screen pixels) after click is about 2 times the previous position; if set to 3.0, the Y mouse position after click is about 3 times the previous position, etc. So, it appears as if the transformation matrix was applied once to the mouse cursor after the mouse middle button is pressed, which to my understanding shouldn't be happening.\n\nThe effect reproduces even is xinput transformation matrix is applied while blender is already running.\n\nOn a system that uses X window system, \n\n - Run `xinput` to find out the exact relevant device id (mine is `Logitech USB Receiver Mouse id=10`)\n - Run `xinput --list-props <device-id>` to find the property id of the matrix (mine is `Coordinate Transformation Matrix (157)`)\n - Run `xinput --set-prop <device-id> <propery-id> 1.0 0.0 0.0 0.0 2.0 0.0 0.0 0.0 1.0`\n - Open blender and try rotating the camera with the middle mouse button, or simply click the middle mouse button and move the cursor a little\n\n" ]
Incorrect selection of objects in the "Shading" view "Select Box" tool Operating system: All All In the "Shading" view, the "Select Box" tool selects the rear objects. 7C0rWt0_tdc
[ "Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n", "`outliner.object_operation (select hierarchy)` does not change active object when directly called through a key event\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 526.98\n\nBroken: version: 3.5.1\n\n\"outliner.object_operation\" has an inconsistent behaviour when assigned to a key:\nwhen I go to the outliner and I select a hierarchy with the \"right-click menu\" > \"select hierarchy\" I just click on the object that has a hierarchy that I want to select.\n\nIf I assign this \"outliner.object_operation\" \"select hierarchy\" to a key for example \"right click\" + \"alt\" when I click on the same object by pressing \"alt\" sometimes it will not perform the correct selection.\n\nI recorded a video to explain better the problem, sorry for my voice I'm a bit sick :( \n7E_2Zra_3CY\n\n\n- Assign \"outliner.object_operation\" \"select hierarchy\" to \"right click\" + \"alt\" .\n- Alt+right click on the hierarchy.\n- \"select hierarchy\" does work, but it selects the hierarchy of the active object instead from the object under the mouse pointer.\n - Expected: \"select hierarchy\" if performed with a mouse click, should select the object under the mouse pointer and select the hierarchy.\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", "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 ", "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", "Eyedropper in object selection box doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 920M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nBroken: version: 2.83 (sub 17)\n\nBroken: version: 2.90 (sub 2)\n\n\nI click on a specific eyedropper and then it doesn't work. Other eyedroppers that I know seem to work fine.\n\n3D Viewport > Sculpt Mode > Top Header Panel > Options > Orientation > Eyedropper in object box selection > Click on it\n\n[Based on the default startup]\n\n[2020-05-17 13-21-02.mp4](2020-05-17_13-21-02.mp4)\n\n", "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", "Proposal: New Bone Color Presets\n\n\n| | Edge Shapes Deselected | Edge Shapes Selected | Polygon Shapes Deselected| Polygon Shapes Selected | Theme UI |\n|---|---|---|---|---|---|\n| Before | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n| After | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n\nMost rigs are forced to use Custom Colors very often, because not enough of the preset colors feel nice to use. This is a shame, because Custom Colors cannot be customized on a user-level, via the theme settings. I think if the Preset Colors were better, Custom Colors wouldn't even be necessary; The 20 slots that we have are plenty enough to cover the entire color wheel with distinct enough colors. At that point, even if you wanted to add a custom color, you'd be hard pressed to find a color that isn't very similar to one of the presets.\n\n### Issues with current bone color presets:\n- Slots 16-20 are blank, immediately not useful.\n- Most colors are too dark, and do not contrast well against Blender's default viewport background color, which is a dark gray in the case of all shipped themes.\n\n### The colors in this proposal:\n- Base colors are much brighter, with a minimum value of 0.75.\n- Colors are spread out sort of evenly across the color wheel.\n- Hues are fairly similar to the old ones, so the color language of existing rigs that used presets shouldn't change much.\n- Proposal is for **ALL themes**. Previously, lighter and darker themes had slightly different presets, but they all had the issues described above. The Modo theme had the additional issue of no visual distinction between selected and active bones.\n\nThe file I used to create the screenshots, with the script to place bones based on their theme color, and to output the code for the [PR](112639): [bone_colors.blend](attachment)\n\n### Questions: \n- Are the colors... good?\n- Should we re-order the presets by hue?\n - Pro: Helps avoid cases where you assign 2 colors that were far from each other in the preset list, but are actually quite similar, so you don't get the contrast you were hoping for.\n - Con: Would make existing rigs using the old presets look very different, potentially with less distinct colors (although still much brighter!).\n- Anti-Versioning: Julian Eisel tells me `do_versions_theme()` can be used to force reset theme colors, but I may need some help with that part.", "Add \"Island\" mode to UV-Sync-Selection\nIn the UV Editor, it would be nice to have UV-Island Selection mode still be available, even when UV-Sync-Selection is active.\n\n", "Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.", "Solidify cause wrong vertex selection in edit mode\nLinux-4.19.0-12-amd64-x86_64-with-debian-10.6 64 Bits\nMesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.3.6\n\nWindows 10-10.0.19041 SP0 64Bit\nGeForce 9600 GT PCIe SSE2 Nvidia Corporation\nRadeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.83.2\nBroken: version: 2.90.1\nBroken: version: 2.91.0 Beta\nWorked: unknown\n\nIn 3d viewport, vertex selection, solid mode, X-Ray off, you cannot predict what you are selecting when using solidify:\nBlender is ignoring the X-Ray (\"Allow selecting through the items\") and is selecting, randomly, occluded items.\nHaving a very narrow clipping does not mitigate the issue.\n\nExplanation video [SelectLight.mp4](SelectLight.mp4)\n\n[#82182.blend](T82182.blend)\n\n- Open file\n- Click inside blue circle\nOccluded vertex will be selected\n", "Cycles misses intersections when objects are too close\nBroken: 2.79b\n\nWhen two objects are too close, Cycles can miss intersections.\nIn the attached file, there are two intersecting semitransparent planes (at the center).\nIf the color is green or pink it indicates that the ray only intersected one plane.\n\n- Open the attached .blend file and render.\nNote how the line where the planes intersect has a coloured border.\n[transparent_planes.blend](transparent_planes.blend)", "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", "Box select fails to select bones at certain zoom levels\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nAlso 3.5 and 3.6\n\nBox select fails when zoomed out\n\n\n- Open [Select.blend](attachment)\n- Box select some of the bones in the provided file.\n- It doesn't work for me unless you zoom in first\n- If you display the bone as \"Wire\" or \"BBone\" then everything is selecting correctly, otherwise not.\n\nIt fails in both pose and edit modes, perspective or orthographic.\n\n", "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" ]
[ "Selection Tool selects occluded objects\nOperating system: Windows 10 pro\nGraphics card: AMD FX 4300 quad core\n\nBroken:\n2.80 official Release\nWorked: (optional)![selection issue.PNG](selection_issue.PNG)\n\nI have noticed an issue with using the select tools. When I attempt to use a selection tool, while not in wireframe mode, or x ray mode, it selects everything behind the target object. I included the blender file, and a png of the issue. Since I noticed this issue, I have loaded older projects, and this occurs with all of them now.\n[Frontier House 01 8-23-19 6-50pm.blend](Frontier_House_01_8-23-19_6-50pm.blend)" ]
Blender crash thene change Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Quadro K4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 2.90.0 Alpha Worked: (last week versions of 2.9) blender crashes when using and switching to the light theme and modo theme (these 2 for me) Default scene, change theme
[ "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", "Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash", "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", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "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", "Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender 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)", "Non-themeable property in nonlinear animation\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: 2.93\nWorked: ???\n\nThere is a property that is always blue in all of the shipped Blender themes, and which cannot be changed. I don't know the name, since I don't think it appears in the UI...\n\n![bild.png](bild.png)", "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" ]
[ "Exception When Changing to Blender Light Theme\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\nBroken: version: 2.90.0 Alpha\n\nChanging theme to \"Blender Light\" is causing an exception for me.\n\nAttempting to change to the \"Blender Light\" theme is causing a write access exception. GPU_texture_bind_ex() is passed a null pointer for \"tex\".\n\nLooking through the commits it seems to be misbehaving since this one *or so*:\n\n5b4a862f83\n\n----\nModified: source/blender/draw/intern/draw_cache_impl_volume.c\nModified: source/blender/gpu/GPU_texture.h\nModified: source/blender/gpu/intern/gpu_draw_smoke.c\nModified: source/blender/gpu/intern/gpu_texture.c\n" ]
Compositor File Output node does not preserve cryptomatte metadata Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: Quadro M1000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28 Broken: version: 2.81 (sub 16) Worked: (optional) [cant save cryptomatte data if file saves with "render animation", but can save cryptodata if render wiith f12 and after - save-as rendered file. ] [1. Open scene. Press render animation or cntrl+f12. 2. Open Nuke, import rendered file. Cryptopasses will broken 3. Press f12 and render. After finish, make Save-as, file format - OpenMultiExr, RGBA, Float, ZIPS and save the file. 4. Open the file in Nuke, Cryptopasses will need to rename matadata. 5. Rename View.Layer_Crypto... to View_Layer_Crypto...] [special_shot_281_v011_CRYPTOMATTE.blend](special_shot_281_v011_CRYPTOMATTE.blend)
[ "\"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.", "Re-render after saving a render result as image with 'Copy' option turned OFF makes blender unresponsive\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: versions 2.79 & 2.81 (sub 16)\nWorked: (optional)\n\nRender with F12, save the rendered image with 'Copy' turned off, and render again. This makes (parts of) Blender unresponsive.\n\n - Render the default cube.\n - Image - Save as, and uncheck Copy in the options.\n - Click Save as image.\n - Re-render the image.\n - Press {key Escape} to close the render window (it doesn't).\n - Press {key F12} to re-render (it doesn't).\n\nStrangely enough some parts of Blender are still responsive. For example {key Shift F12} still switches to the timeline.\n", "Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n![incorrect blender result.png](incorrect_blender_result.png)\n[donut.blend](donut.blend)", "The Denoise Node Turns the Rendered Image into Pure Black at the Resolution of 1920 *1920 \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\nCPU: Intel Core i7-8550U\n\nBroken: version: 2.90 (sub 1)\nWorked: Never\n\nThe denoise node fails to work when the render resolution is set to 1920*1920\n\nBased on the default startup, you can also check out the attached .blend file as well if you want.\n1. Switch the render engine to Cycles\n2. Under Output Properties tab, set the resolution to 1920*1920, make sure the percentage is 100%\n3. Under View Layer Properties tab, check Denoising Data\n4. Go to the Compositor, add a denoise node, connect all three sockets accordingly\n5. Hit F12 to render\nThen you will see, after the render is done, the image becomes pure black.\n\n[Denoise Node Resolution Bug.blend](Denoise_Node_Resolution_Bug.blend)\n\n", "Object Info node random output doesn't work properly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 0\n\nBroken: version: 3.6.2\nWorked:\n\n**Short description of error and steps for others to reproduce the error**\nI have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:\n[![enter image description here][1]][1]\n\nEverything looks good as long as I am in material preview with the overlays turned off:\n[![enter image description here][2]][2]\n\nBut with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.\n[![enter image description here][3]][3]\n\nHere is the .blend file:\n4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0\n\n [1]: Api9y.png\n [2]: XZ0Gz.png\n [3]: OeeZJ.jpg\n\n", "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)", "OpenEXR pipeline improvements\n- [ ] Camera metadata\n- [ ] Chromaticity metadata\n- [x] Naming (more) compatible with other software\n- [x] Support outputting metadata from File Output in compositor", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "Multi-layered image support\nWe already partially support OpenEXR multi-layer for the image editor and compositor.\nHowever we do not support other multi-layer formats (e.g., Krita, Photoshop), nor have it working well for materials (say, a single multi-layered file with albedo, roughness, ... layers).", "Handler save_pre doesn't get called for session recovery save\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe Python handler `save_pre` does not get executed when Blender saves the session recovery file on exit. When add-on's are actively using this handler, they are very likely generating or finalizing data that will be saved along with the file. Skipping over this event while such add-ons are active is likely to cause data loss or strange bugs that will be difficult to track down.\n\nWrite a simple script that prints something to the console when `save_pre` is called, then exit Blender with it active. You can launch Blender from a console window to keep the window open after it exits.\n\n[#71506.blend](T71506.blend)", "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", "Pressing Ctrl-Z in F-Curve window doesn't preserve curve selection\nOperating system Windows 8x64 and graphics card AMD Radeon HD 5670\n\n2.76\n\nPressing Ctrl-Z in F-Curve window doesn't preserve curve selection\n\nHello. \nWhen working with F-Curve window, it's often useful to select a combination of curves, not all of them, for better editing. For example, select X Location and Z Quaternion Rotation for Bone1 and X Location for Bone2. All other curves remain unselected in F-Curve window. Option \"View --- Only Selected Curve Keyframes\" ticked. \nPressing Ctrl-Z brings all the curves of selected bones selected in F-Curve window for some reason, which is not desired, for you have to deselect them again and again all the time. Could you, please, preserve only current selection of curves after pressing Ctrl-Z in F-Curve window.\nThanks in advance!\n[CtrlZinFCurve.blend](CtrlZinFCurve.blend)", "driver expression not updated in command line rendering and render with lock interface\nOperating system: Macos\nGraphics card: M1\n\nBroken: 3.1.0 release version\nWorked: don't know\n\n\nWhen assign a property with driver expression (such as `#frame`), then write a script to print out the property value at each frame in `bpy.app.handers.frame_change_post`, then render animation with `lock interface`, or command line rendering (which needs to register the script), then the value printed from python code is not updated, it always prints the same value.\n\n- Open attached file\n- Run the script\n- Render animation (check output in console: frame numbers stays 0)\n[untitled.blend](untitled.blend)\n- - -\nTo repro from scratch:\n- Use the default cube, then change its `location.x` to `#frame`, then write a script\n```\nimport bpy\n\ndef fun(scene, despgraph):\n print(\"from python: \"+str(bpy.data.objects['Cube'].location.x))\n \n \nbpy.app.handlers.frame_change_post.append(fun)\n```\n- then render animation with `lock interface`\nThe value printed from python code is **incorrect** and always the same value\n\nFrame value can be **correctly printed**, when render without `lock interface`. \n\nBecause I mostly need it to work in command line rendering, but I found it has the same problem when render with `lock interface`\n\nThe file `untitled.blend` does the same thing as I talked above, once you open it, run the script, then render the animation, you can see the output in console.", "Metaball names with digits in the end are invisible (also issue with renaming/duplicating metaballs)\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: (optional)\n\n\nIf you will try to use names like MetaballFamily2, Family will disappear. \nNames like Aaaa1aa and 1aaaaa — checked too, causes no problem\n[2019-07-11_19-49-29.mp4](2019-07-11_19-49-29.mp4)\n[untitled.blend](untitled.blend)\n\n\nMake metaball, add 1 to the family name\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)" ]
[ "Cryptomatte - File Output node is messing up the multilayer exr (metadata), so blender cryptomattes cannot be read properly in external compositors\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 71)\nWorked: (optional)\n\n\nCryptomatte - File Output node is messing up the multilayer exr, so blender cryptomattes are not working in the compositing app Blackmagic Fusion 9.\n\nOpen the attached blend-file.\nHit render animation.\nTwo files are generated within the tmp folder. \nOne from the compositor file output node (Cubes_Cryptomatte_test_FileOutput_0001.exr) \n![Cryptomatte_Fusion_01.JPG](Cryptomatte_Fusion_01.JPG)\nand one from the core output in the output properties (Cryptomatte_Cubes_test_0001.exr).\n![Cryptomatte_Fusion_02.JPG](Cryptomatte_Fusion_02.JPG)\nAs you can see on the filesize of these multilayer exrs, they are not the same, but should?!\nIf you try to use the cryptomatte channels in these files in the free compositing app Blackmagic Fusion 9 only the cryptomattes frome the one, which wasn´t save though the file output node, works correct.\n\nIs the **file output node in the blender compositor changing something in the multilayer exr**?\n[Cryptomatte_test_01.blend](Cryptomatte_test_01.blend)\nIn Fusion Cryptomatte_Cubes_test_0001.exr - The Channel IDs are recognized by Fusion.\n![Cryptomatte_Fusion_03.JPG](Cryptomatte_Fusion_03.JPG)\nIn Fusion Cryptomatte_Cubes_test_FileOutput_0001.exr - The Channel IDs are not recognized by Fusion.\n![Cryptomatte_Fusion_04.JPG](Cryptomatte_Fusion_04.JPG)\nThe error message whithin Fusion.\n![Cryptomatte_Fusion_05.JPG](Cryptomatte_Fusion_05.JPG)", "Metadatas differences between scene output and file output node\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen we are writing .exr with the >Output proprieties> Output > \"Path\", using the openExr or the OpenExr multilayer, some major metadatas are written (espacially about the cryptomattes channels), and it's good.\n\nWhen we are writing .exr with the Compositor > File output , we have a lot of thoses metadatas which are not written inside .exr (like cryptomattes informations), and it makes them not properly usable in other softwares like Nuke.\n\nin the same scene, output the scene with an openExr (multichannel or not), and output another openExr (multichannel or not) with a file output using the compositor. The first have plenty of metadatas, the second one, almost any of thoses metadatas\n\n\n---\n\nnote : Obviously, a part of the problem is from nuke, but it could be very useful to have some consistency between the two kinds of outputs in terms of metadatas" ]
Ambient occlusion produces black outline on metallic materials if roughness is used. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92 Broken: version: 2.93.0 Alpha EEVEE; Ambient occlusion doesnt work with roughness + metallic: [2021-04-13 18-03-20.mp4](2021-04-13_18-03-20.mp4)
[ "Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)", "EEVEE-Next: Improve refraction denoising\nAs of now, the refraction rays reuse the same denoising pipeline as reflection rays. However this overblurs the results for low roughness.\n\nThis is because refraction lobe is dependent on IOR and roughness. So we need a way to compute the effective roughness of the glass based on its IOR and roughness.\n\nOne way to do that would be to fit a cone to the refracted lobe and try to match the reflective GGX roughness associated with a cone of the same angle.\n\n", "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", "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)", "OptiX Denoiser fails with large output resolution (final rendering completely black)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nDuring my final rendering, in 100% resolution, the final rendering is completely black. When calculating the image everything looks normal, I can see the tiles generating normally. Then the final render appears black. The other layers (shadow, OA, etc.) are well rendered. \n\nThis looks to be caused by OptiX failing to denoise a very large final image.\n\nThe example here will attempt to render a 6144x6144px image on an 8gb 1070 and fail during the Denoising step (leaving a completely black image too).\n\nThe original report attempted to render at >10240px (so adjust accordingly if it doesn't happen at first with your GPU).\n\n- Load attached `denoise.blend` file.\n- Attempt to F12 render\n\n```\nI0301 12:53:47.768775 15952 path_trace.cpp:971] Processing full frame buffer file T:\\Temp\\blender_a18956\\cycles-tile-buffer-15716-2377920588664-0-0.exr\nI0301 12:53:49.619309 15952 denoiser_gpu.cpp:51] Creating temporary buffer on denoiser device.\nI0301 12:53:50.388029 15952 device.cpp:669] Buffer allocate: RenderBuffers, 2,868,903,936 bytes. (2.67G) in device memory\nI0301 12:53:50.995292 15952 device_impl.cpp:80] using cuda device \"NVIDIA GeForce GTX 1070 with Max-Q Design\" (6.1), buffers: fp16, Winograd convolution, rt v11060\nI0301 12:53:52.356184 15952 device.cpp:669] Buffer allocate: __denoiser_state, 2,999,350,016 bytes. (2.79G) in host memory\nI0301 12:53:52.356184 15952 device_impl.cpp:80] layers created for resolution 4352 4352, inp 8, outp 3\nE0301 12:53:52.356184 15952 device_impl.cpp:74] copy of converted weights failed (CUDA error string: invalid argument, CUDA error code: 1)\nFailed to set up OptiX denoiser\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nE0301 12:53:52.356184 15952 denoiser_optix.cpp:577] OptiX denoiser configuration has failed.\n\n```\n\nVerbose 5 logs attached.\n\n", "Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n![vertex_color_mask_problem1.jpg](vertex_color_mask_problem1.jpg)\nBanding of vertex color is also visible when using it as a color for shader. \n![vertex_color_mask_problem2.jpg](vertex_color_mask_problem2.jpg)\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n![vertex_color_mask_problem3.jpg](vertex_color_mask_problem3.jpg)\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)", "Backfacing wireframes show gaps in Edit Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.1\n\nIn Edit Mode backfacing wireframes are sometimes hardly or not visible. This is especially noticeable when an edge loop is selected (see attached video). It seems as if they are covered by edges that are actually behind them. Maybe I'm missing something, but I've played with a lot of settings.\n\n[Blender Wireframe Gaps 01-1.m4v](Blender_Wireframe_Gaps_01-1.m4v)\n\n", "Mask from Cavity blurring artefacts\n## The Issue\n\nThis is a limitation of how this new feature was implemented, but I'm still adding this to the bug tracker so we are aware that this is meant to be fixed at some point.\nWhen adding blurring steps to the cavity masks in sculpt mode, either with the \"Mask From Cavity\" menu operator or via the auto-masking options, it will not lead to an ideal result.\nThe blurring very strictly follows the triangulation of the mesh causing streaks along the surface, and poles grow into star patterns.\n\n\n\n| Smooth Mask Filter | Cavity Blur | \n| -------- | -------- | \n| ![](https://projects.blender.orgattachment) | ![](https://projects.blender.orgattachment) | \n\n\n\n![Screenshot_2022-10-13_14-28-55.png](Screenshot_2022-10-13_14-28-55.png)\n\nThis needs a deeper look into alternatives to blur the mask in the operator.", "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", "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", "Holdout Fill not working as expected with Grease Pencil\nOperating system: Win 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 2.93\nWorked: unknown\n\nI would expect holdout fills to render as 100% transparent. In Blender's image viewer, they don't - their opacity seems to change based on how bright they are, so white is 100% opaque, but grey is semi-transparent.\n\nSaving the same image to a PNG file, the holdouts are fully transparent, but with aliased artefacts around the edge of the surrounding black strokes, in the colour of the holdout fill. If there is another grease pencil object positioned behind the holdout fill, instead of vanishing, its strokes are tinted the colour of the holdout fill.\n\n![holdout.png](holdout.png)\n(The artefacts are more noticeable against a dark or checkered background.)\n\nTry rendering the simple drawing in the attached .blend, exporting a PNG and examining it in an image editor. [holdouttest.blend](holdouttest.blend)", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "Blending Factor Slider in Image Editors not working\nOperating system: Linux-5.15.0-50-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.61.05\n\nBroken: version: 3.4.0 Alpha\n\nThe \"Blending Factor\" slider in the Mask Display options doesn't work (= the image outside the masked area stays black).\n\n![image.png](image.png)\n\nThe same display option works as expected in the Movie Clip Editor's mask mode.\n\n- Open Blender\n- Press F11 to open an Image Editor\n- Open an existing image or create a new e.g. a Color Grid\n- Switch the Image Editor to mask mode and draw a closed shape.\n- Go to the Mask Display menu and select the \"Overlay\" option and set it to \"Combined\"\n- Move the Blending Factor slider -> Nothing happens.", "Vertex Paint ➔ Paint menu ➔ Smooth Vertex Colors could be improved\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nTested: Blender 2.81 Alpha, September 18, 14:29:45 - b962aca8003d\nWorked: never\n\nVertex Paint ➔ Paint menu ➔ Smooth Vertex Colors tool does not smooth other than direct loop neighbors.\n\n1. Divide the default cube a few times (apply if subdivision is done with modifier).\n2. Enter Vertex Paint mode.\n3. Paint an area with black.\n4. Apply Paint menu ➔ Smooth Vertex Colors.\n5. The vertex paint is not smoothed other than direct loop neighbors.\n\n\nHere is some clarification as the descriptions above are not very clear (I work with vertex colors very regularly and still came out confused by reading this post).\n\n- The Smooth Vertex Colors command will have visible results *if* it is run on vertex colors that have been applied per-face (by first selecting the desired faces in Edit mode, and then filling them with colors in Vertex color mode with the face filter enabled). Think of these as \"harsh\" vertex colors. When such vcols exist, then the smooth operation will indeed smooth out the vcol data so that the harsh separation between painted faces will be smoothed out, blending it with the surrounding faces.\n- But if the command is run on vcol data that has been painted on using the paint brush or on vcol generated by the \"dirty vertex colors\" command then nothing will happen as the vcols will already be point-based.\n\nTherefore there is no bug here, just some very confusing naming of the command and a lack of clarity when the command is run but nothing happens. For any user working with painted-on vertex colors, it will indeed seem like nothing is happening at all since one would expect some sort of global smoothing to be applied.\n\nPart of the confusion is also coming from the fact that this command sits just below \"Dirty Vertex Colors\" in the menu, which generates smooth, per-vertex vcol data. Meaning that for a user exploring vcol mode by trying one feature after the next, \"smooth vertex colors\" will almost always feel like it is doing nothing at all (unless the user first applied some vcol using face masking, which is extremely unlikely).\n\nIf anything the tooltip and/or the menu entry could be changed for clarity :\n\n- The menu item name could be renamed from \"Smooth vertex colors\" to \"Smooth harsh per-face vertex colors\"\n- The tooltip could be changed from \"Smooth colors across vertices\" to \"Smooth colors across vertices. Only operates on harsh, per-face vertex colors\".\n\nAnd then of course it would be great to have a new feature altogether to blur vcols globally, similarly to what the blur brush does.", "EEVEE: Alpha Blend + Show Backface material is out of focus.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn EEVEE when the DOF is on, and the focus is on the glass object, it is blurred.\nOnly when you set the focus on an object that can be seen through the glass, it becomes sharp.\n\nI set up a simple animation in the blender file, where the camera's DOF is fixed on the glass ball, and the background moves forward and backward.\nFocus is only caught when the background overlaps with the ball.\n\n- Open Attached File\n- disable and enable`Show Backface`\n[focus bug.blend](focus_bug.blend)\n\n" ]
[ "AO in Eevee causes black outline around objects and hot pixel artificets,\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Beta\nWorked: (blender_2.92)\n\nAO is not working properly also chage the parameters causes more hot pixel artifects,\nAdd a sphere add a monkey inside the sphere edit mode , change the metalic value to 1 and enable ao, change AO factor parameter to zero to get the hot pixel images and blend file attached\n\n[AO_bug.blend](AO_bug.blend)\n\n![02.png](02.png)\n\n![01.png](01.png)\n", "Eevee AO glowing in material preview, short range at default trace precision.\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.0 Beta\nWorked: 2.92\n\nUsing the default trace precision of 0.25, Eevee's AO cuts off *very* quickly compared to in 2.92, and when bent normals is enabled in material preview there is a distinct glowing around top and left edges (with bounce approximation off, too). The apparent direction bias goes away with AO factor=0, but the glow remains (see #87005). The world HDRI set in the view influences the glowing. AO falloff at trace precision 1.0 is similar to 0.25 in 2.92 (if lighter).\n\nThere's also something crazy going on with AO distance that I ran into while writing this report, see last image/repro. I've got no idea if it's the same bug or not.\n\n![Screen Shot 2021-04-19 at 8.29.03 PM.png](Screen_Shot_2021-04-19_at_8.29.03_PM.png)\n\nexample file (derived from what I was working on, but there's no special setup):\n[ao test.blend](ao_test.blend)\n\n\n- Open example file in 2.93\n- Make sure one of the views is set to material preview for the glow, very short cutoff is also visible in rendered though.\n\nNote the glowing along the edges, not present in the same file in 2.92 (ignoring factor=0, that's #87005)\n\n![Screen Shot 2021-04-19 at 6.28.30 PM.png](Screen_Shot_2021-04-19_at_6.28.30_PM.png)\n\npossibly related issue repro:\n- default scene\n- add a big plane, make the cube bigger.\n- enable AO, set distance to 1m (or so). disable bounce approximation for higher visibility.\n\n![Screen Shot 2021-04-19 at 7.50.43 PM.png](Screen_Shot_2021-04-19_at_7.50.43_PM.png)" ]
Copy Rotation Constraint unexpectedly have numerical instability ## Simplified Report - Add a reference object with rotation (X: 91, Y: 0, Z: 180). - Add an object with a Copy Rotation Constraint with the reference object as a target, constraint to the Z component. - Rotate the reference object very slightly along the Z axis. - Notice how it is unstable and inverts itself. - The copying happens from the global space to the global space, so such numerical instability in unexpected. [incorrectCopyRotationConstraint.blend](incorrectCopyRotationConstraint.blend) ## Original Report Operating system: Windows 10, x64 Graphics card: GTX 1080 Broken: e05e1e3691, cac3e16cfb, 0759f671ce Copy rotation from camera is inconsistant 1. Open attached blend file 2. Press play 3. Notice how the arrow, flips 180 degrees 4. change teh target from asdfasd to Text.001 5. notice how the arrow now is normal Text.001 and asdfasd have linked animation, so they should essentially be the same. [constraintBug_v001.blend](constraintBug_v001.blend)
[ "Changing driven rigidbody constraint value does not invalidate cache\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nChanging driven rigidbody constraint value does not invalidate cache.\n\n[0385-5151.avi](0385-5151.avi)\n\n[#83561.blend](T83561.blend)\n\n- Open file\n- Change Y location of Empty.006 - pinned in upper editor. This should change velocity of motor of Empty.005\nThis should invalidate rigidbody cache, but it doesn't\n\n[T83561_simplified.blend](T83561_simplified.blend)\n", "Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n", "Grease pencil set origin fails then object has transforms\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nGrease pencil set origin fails then object has transforms\n\nCheck blend file:\n\n[GP test.blend](attachment)\n\n1 case: select left object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move aside like if rotation is cleared.\n\n![Peek 2023-03-01 01-22.gif](attachment)\n\n2 case: select central object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object like if scale is cleared.\n\n![Peek 2023-03-01 01-23.gif](attachment)\n\n3 case: Select all 3 objects, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object as intended, but geometry data moves itself.\n\n![Peek 2023-03-01 01-25.gif](attachment)\n\n", "CUDA problem Error: Invalid value in cuMemcpy2DUnaligned_v2(&param)\ndoes anybody know what this error mean (blender 3.5, 3.6, 4.0 win 11):\n\n*Error:Report:\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\n\n\nWe tried two rtx 4070ti video cards and this error came up when we were about to render. If I disable one of the two, the render runs fine, but if I enable both, the render freezes. I see that it starts using both, but it still gives an error.\n\nThanks\n\n", "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)", "\"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", "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", "Double transform of grease pencil with lattice modifier\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.1\n\nWhen GP layer is parented to bone and then deformed with Lattice modifier, the deformation occurs in incorrect place.\nIn sample file, deformation is simplified to moving all vertices.\n\nHere is original file, where actual deformation occurs, but I think relationships could be optimized a bit:\n[simple eye lattice in gp.blend](simple_eye_lattice_in_gp.blend)\n\n\n[#89943.blend](T89943.blend)\n\n- Open file\n- Move \"handle\" bone - works as expected\n- Move \"base\" bone - not as expected", "Constrain Unfold to X/Y axis\nHi, apologies if this is not the correct location to post this.. but a very useful addition to the unfold tool is the ability to constrain the unfold to a certain axis (X or Y). \n\nUse case: \n\n1) After you quadrify/straighten/follow active quad a UV island. Applying a vertically constrained unfold can reduce the amount of distortion. This isn't possible with the normal unfold because it would bend/undo the straightening. \n\n2) Often after an asset has been UVed you need to make model changes. Changing the the length of pipes/girders for example. Because of this unfolding on a single axis can be very useful when preserving the textures/UVs/layout.\n\nThanks!\n\n", "Transforms: Relative Mirror with negative rotation can act like a dependency cycle\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: Unknown, possibly never?\n\nWith \"X-Axis Mirror\" and \"Relative Mirror\" pose options enabled, when both left and right sides of a bone are selected, they have a negative X rotation, and you try to translate them, they turn into a happy little helicopter and float away:\n[x_mirror_helicopter-2022-02-01_15.16.21.mp4](x_mirror_helicopter-2022-02-01_15.16.21.mp4)\n\n- File: [pose_mirror_madness.blend](pose_mirror_madness.blend)\n- Try translating the two selected bones using either G hotkey or the transform gizmo. It should break.\n- **If you only select one bone**, it works.\n- If Relative Mirror is off, it works.\n- If the X rotation of the bones is not negative, it works.\n\nVery specific bug...! The behaviour reminds me of when there is a dependency cycle in a rig, so I assume when both left and right sides are selected, they are trying to write into each other's transforms at the same time, resulting in madness.", "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", "Cycles box mapping not working with rotated texture coordinates\nubuntu 14.04, 630GT, 4930k\n\nBroken: 2.74\n\n\nbox mapping doesn't work with object mapping (object) if the object is rotated (only 1 side is properly projected)\n\n\n1. open the blend file\n2. copy \"Cube\" and rotate it (90 degress)\n3. render\n\n\n\n\n\n\n\n\n", "Connected child bone's nominal location values affected when transformed about 3D cursor\nBroken: 2.79, 2.90.1\nWorked: N/a\n\nAs expected, when moving a single connected child bone, its location is not affected, only the rotation.\nBut it is still possible to affect them accidentally if transforming about the 3D cursor.\nThis is a minor bug, but it's a definite inconsistency.\n\n - Open attached file.\n - Move/Rotate/Scale the child bone about the 3D cursor.\nNote the bone's nominal location values in the side panel.\n\n[Connected Bone Pose Bug.blend](Connected_Bone_Pose_Bug.blend)", "Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.", "Subtype for input value nodes\n![image](attachment)\nThe user may be at a loss when entering a rotation radians value into some built-in node, copies it into the input value node, and now these are degrees.\nThe explicit way of specifying the sub type must be an option for all value input nodes that it can have.\nThe type list option should be available in the N-Panel so as not to clutter up the node space.\n\n" ]
[ "Incorrect rotation using driver or constraint\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n2.79, 2.80, 2.81, 2.82, 2.83\n\n\nBone \"target\" is animated on y-axis.\n\"Target\" turned close to gimbal lock gives the wrong result for Transformation constraint, Copy Rotation constraint, Driver.\nUsing the driver, you can see how the radian (degrees) value jumps and does not match the value of the target object.\nOnly using the driver via copy data path creates the correct result.\n\n[rotation.blend](rotation.blend)\n\n[rotation_.mp4](rotation_.mp4)\n" ]
VSE copy/paste keyframes debian7 amd64/ nvidia NVS5200M Blender 2.70 (19e627c) [VSE] copy/paste of strips between scenes does not copy keyframes. 1- import image strip, and apply Glow Strip Effect. 2- Insert Keyframes for the glow effect (Clamp parameter) 3- Add new scene. 4- Copy Paste all strips inside new Scene: Keyframes are not copied ! It is the same with anykind of keyframes associated to strips. Thanks :D
[ "No way to distinguish enum buttons that support shift-click to select multiple\nBlender has some buttons that allow shift-click to select multiple, but no way to show the difference. eg:\n\nTransform Tool, Gizmo's (Move / Rotate / Scale)", "Update property when adding or removing keyframe\nRemoving keyframe can cause issues in all editors and adding keyframe needs to update VSE.\n\nWhen removing keyframe, RNA update function should be called, since property value may change. This is reproducible with simple 3 keyframe animation, place CFRA on middle keyframe, remove (press Shift + Alt +I on propery in side panel) it and no update will happen.\n\nWhen adding keyframe, sequencer prefetch is not notified about this change. So it works on outdated data until keyframe is added. Simply notifying prefetch is not enough and cache must be cleared too which is currently done from RNA update function.\nSimilar case is speed effect, where it calculates input frame based on animation, which is integrated over time. Array mapping current to input frames is cached and recalculated in RNA update function.", "VSE Render time increases for scenes containing scenes\nOperating system: Linux-5.10.57-antix.1-amd64-smp-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.5\n\nBroken: version: 3.4.1\nWorked: 3.1.0\n\nWhen rendering a scene using FFmpeg with the Video Sequence Editor, if it contains a scene strip with \"Sequencer\" input then the rendering time increases dramatically. If that contained scene also contains a scene strip, then rendering time increases even more. I have tested up to 5 levels deep and the render time keeps increasing.\nThe VSE preview speed is not affected by the inclusion of scene strips.\n\n1. Start a new project for Video Editing\n2. In the VSE, rename the scene as \"Full video\". Add any movie file\n3. Configure the scene: set frame range for 10 seconds; match output resolution to movie dimensions\n4. Configure Output Properties to use FFmpeg Video with the \"H264 in MP4\" presets\n5. Render animation and note the time taken\n6. Create a new Scene using the \"Copy Settings\" option. Call it \"Scene of scene\"\n7. In this scene, add a Scene strip and select the original \"Full video\" scene. Set Input = Sequencer\n8. Render animation and note the time taken\n9. Create a new Scene using the \"Copy Settings\" option. Call it \"Scene of scene of scene\"\n10. In this scene, add a Scene strip and select the \"Scene of scene\" scene. Set Input = Sequencer\n11. Render animation and note the time taken\n\n", "NLA strip unexpectedly auto-switching from Hold to Hold Forward\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\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen creating a new action using the HOLD_FORWARD extrapolation, frames to the left of the keyframes will keep the value of the first keyframe, instead of ignore them like they did before and do with NOTHING extrapolation. They now behave like HOLD.\nThey work like normal in strips, just not as the *(orange)* action.\n\n[nla_hold_back.blend](nla_hold_back.blend)\n[2019-07-14 19-08-18.mp4](2019-07-14_19-08-18.mp4)", "Color > Multiply doesn't multiply alpha channels\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) 3.6.2\n\nThe Color > Multiply section in a video sequencer strip no longer multiplies the alpha channel when that feature is pretty important for creating outlines using the glow effect. Perhaps adding an option whether to multiply alpha or not would be beneficial?\n\nStart up blender 4.0.0\nSwitch to Video Editing workspace\nAdd a white color strip with 0.1 opacity\nAdjust the Color > Multiply value and notice how it doesn't affect alpha anymore\n\n", "Scene strips don't include passes\nOperating system: Linux-5.8.11-1-MANJARO-x86_64-with-glibc2.32 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.8.11-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8\n\nBroken: from 2.79 to version: 2.92.0 Alpha\nWorked: -\n\nThe render passes of another scene (as scene strip) are ignored in the master scene.\nThis will most probably be categorized as limitation. Since it is a severe one, it should at least be documented here:\nPagename: `video_editing/sequencer/strips/scene`\n\nName current scene \"A\", create new scene, in the sequencer add scene strip for \"A\", hit F12\nThe content of scene \"A\" will be rendered, but the Z channel (enabled by default / other channels if activated) of scene \"A\" will not be rendered, the Select Pass dropdown is not there and the layers are not saved to multilayerEXR.\n\n", "VSE: New operator to Adjust Scene Length to Strip\nOperator to set the length of the linked scenes in the strip to the length of the actual strip. ", "GPencil: Improve Dopesheet display for keyframes\nThe actual display only shows the actual keyframe, but not all the range where the keyframe is used.", "\"Clean Keyframes\" in Dope Sheet only works if channels are selected\nOperating system: Windows-10-10.0.18362-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: 2.93.0 Alpha\nWorked: unknown\n\nThe \"Clean Keyframes\" and \"Clean Channels\" operators in the Dope Sheet editor only work if the channels containing the selected keyframes are also selected. This is unlike the \"Delete Keyframes\" operator, which works even if the channels are not selected.\n\n- Load the default startup scene.\n- Enable Auto Keying in the Timeline editor.\n- Move the cube up a bit.\n- Seek the playhead to another frame and move the cube up a bit more.\n- Switch to the Animation workspace.\n- In the Dope Sheet editor, click in an empty space of the keyframe region to deselect all keyframes and channels.\n- Expand the \"Object Transforms\" channel group and, with the mouse cursor in the keyframe region, press A to select all keyframes (but not the channels).\n- Press X and select \"Delete Keyframes.\" All keyframes and channels are deleted as expected. Press Ctrl-Z to revert.\n- Press X again, but this time select \"Clean Keyframes.\" Nothing happens despite there being plenty of keyframes to clean.\n- Move the mouse cursor to the channel region and press A to select all channels.\n- Move the mouse cursor back to the keyframe region and run \"Clean Keyframes\" again. This time, the cleanup works as expected.\n\nThe \"Clean Channels\" operator behaves in the same way.\n\nThe reason this only happens in the Dope Sheet editor and not the Graph Editor is likely that the Graph Editor automatically selects the channels for the selected keyframes, but the Dope Sheet editor does not. (It's not limited to \"Select All\", either; if you box-select keyframes from multiple channels, the same difference is observed.)\n\nSo rather than making \"Clean Keyframes\" and \"Clean Channels\" independent of channel selection, the real fix might be to automatically select the relevant channels in the Dope Sheet editor too.\n\nApart from this, it might make sense to move the \"Clean Channels\" operator to the \"Channel\" menu (and the \"X\" button of the channel region) and make it depend on channel selection *only* - that is, clean all keyframes of the selected channels, even if there are no keyframes selected. That way, there'd be some nice symmetry between the \"Channel\" and \"Key\" menus, both having their own \"Delete\" and \"Clean\" operators.", "Shadow buffers\nIn order to reduce Shader register pressure during shading phase, we need to transfer the shadow sampling of opaque surfaces to a fullscreen pass.\nWe would store 1 or 2 bits per lights (limiting number of shadowed lights per pixels to 32 or 16) and use noise to dither the shadow shape.\nThe noise would disappear with accumulation.\nThis idea was explored in this presentation [link](view).\nThe issue is that this technique will not work for alpha-blended surfaces that will still need the standard shadow code.\nContact shadow and cascade shadows cost could be reduced. This could be the opportunity to remove support for contact shadows for alpha blend surfaces.\nThis also will permit to have raytraced shadows in the future.\n\nEstimate : 2 weeks\n", "Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.", "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)", "Bendy Bone Parameters excluded from \"In-Betweens\" and \"Action Constraints\"\nSystem Information\nOperating system: Win 10 Home\nGraphics card: Nvidia 960M\n\nBlender Version\nBroken: (2.80, 2.81)\n\n\nCurrently the \"In-Betweens\" and \"Action Constraints\" functions within blender do not take the \"Bendy Bone\" parameters into consideration with keyframes\n\nThe timeline, however does take the parameters into consideration with keyframes. The image and file below show the results. \n\nThe keyframing setting used was the \"whole character\" selection which includes the bendy bone parameters.\n\n\n - Steps to re creating this problem below---\n\n1. Create a bendy bone\n2. Select the (stretch -to) middle bone in the bendy bone\n3. On frame 1 keyframe the bendy bone using Whole character (selected bones only)\n4. Notice that all of the bendy bone properties except the “scale in x”, “Scale in y”, “Scale out x”, “scale out y” don’t get highlighted? (Be sure to click “animate property” on ALL of the scaling options too).\n5. Manipulate every parameter in the “Bendy Bone” section.\n6. Scrub the “timeline” between the two frames. Notice that all of the parameters for the bones will change from maximum to minimum?\n7. Move to your final frame, and select the “in-betweens” function from the pose menu.\n8. Click your task bar below to make the menu stay open, as shown in the attached image.\n9. Scrub the in-betweens bar from 0 to 1 and notice that (None) of the bendy bone parameters are taken into consideration.\n\nThis problem also persists if you attempt to use an action constraint as well!\n\nTakeaways:\n\nThe Bendy bone properties of the stretch-to bone inside Bendy bones cannot be animated with Action constraints, or altered by the “in-betweens” function in Blender. I have also tried the same test in Blender 2.81 as well.\n\n**Addition as of 11/21/2019: Action Constraints in Blender 2.81 (don't work at all anymore it seems). So you may not even get to reproduce the issue unless you specifically use Blender 2.8**\n\n\n\n![stretch_to.jpg](stretch_to.jpg)\n[bbones2.blend](bbones2.blend)", "Copy visual pose and paste over frame range\nTwo features requested by animators:\n* Copy Visual Pose: a combination of existing functionality to copy visual poses between bones and copy pose that works between frames.\n* Paste Pose over frame range: when pasting a pose, it can be useful to paste it over a specified range of frames.\n\nBoth of these features can be done in a relatively simple way, however in general with rigs just copying and pasting the matrix after constraints and parenting are applied does not necessarily lead to the same resulting pose. At least parenting should be taken into account intelligently (pasting in order from parent to child), for constraints or IK it may be very hard to do well. \n\nSee comment #57003#1077474 for some design questions, with the summary of the answers in #57003#1089566.\n", "Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n" ]
[ "Pasted strip doesnt have F-Curve keyframes from the original\n%%%--- Operating System, Graphics card ---\nMacOS X 7\n\n - Blender version with error, and version that worked ---\n2.68\n\n - Short description of error ---\nA pasted strip doesnt contains the original F-Curve keyframes.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nCreate/import some strip. Configure some animation in one or more of its properties (put some keyframes in F-Curve editor). Copy this strip. Paste the strip. \n\n%%%", "VSE (2.81): Copy-pasted meta strips lose all key frames\nOperating system: Linux-4.19.0-1-amd64-x86_64-with-debian-9.11 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 16)\nI tested this in 2.80 and 2.79 with the same results, which makes me wonder if this is known yet? Couldn't find in a search for \"meta strip keyframes\"\n\nMeta strips appear to be self contained movie clips that can be re-used anywhere and perform exactly the same. But this isn't true for meta strips that have key frames. When you copy and paste a meta strip that contains key frame animation, the copy doesn’t have any of the keyframes, and remains static.\n\n\n - Drag an image into the timeline. And check the \"Offset\" box in it's properties to stop it stretching to fill the screen.\n - Add a \"Transform\" effect strip to it\n - Add some key frames on the X and Y position of the Transform strip to move it around the screen.\n - Select both the image strip and the transform strip and press CTRL+G to make a Meta strip.\n - Select the meta strip, CTRL+C to copy, move the playhead somewhere else, CTRL+V to paste it\n - Notice that the pasted strip does not animate.\n\nI've attached a minimal example that demonstrates the issue.\n[Meta clip animations.zip](Meta_clip_animations.zip)", "Bug with keyframes related to copied strips.\nOperating system: Ubuntu 18.04 Linux-4.15.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWhen you copy strips, keyframes copy also, but they don't work until you manually select one of them.\n\n![Peek 2019-05-29 14-48.gif](Peek_2019-05-29_14-48.gif)\n\n1. Open file. \n[sequencer test.blend](sequencer_test.blend)\n2. Copy red strip and move it to the right. \nResult: Opacity changes works in source strip, but not for the second one\n3. Select one of keyframe related to the second strip \nResult: Now it works as expected. \n\n", "Pasted video sequencer strip doesn't have animation curves\nOperating system: Linux Mint\nGraphics card: Radeon RX 570\n\nBlender 2.82\n\nWhen copy/paste strips in video seqencer, doesn't copy animation data\n(in certains conditions)\n\nThat's all:\nIn video editor create a strip, i.e., add Image\nCreate a 'Transform' strip for it\nCreate animation for this one, i.e. a translation\nSelect, copy and paste both. New strip hasn't inherited the curves" ]
Crash with certain file and settings 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: 3.2.2 To reproduce: Put these into Blender\3.2\config [startup.blend](startup.blend) [userpref.blend](userpref.blend) Open file [trytocrash.blend](trytocrash.blend) Hover mouse over keys/dopesheet Try to call search with {key Space} or {key F3} It causes crash for me every time. Logs: [blender_debug_output.txt](blender_debug_output.txt) [blender_system_info.txt](blender_system_info.txt) [2022-08-16_08-40-44.mp4](2022-08-16_08-40-44.mp4)
[ "Wrong context override crashes Blender\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.5.0\n\nI have a crash on executing simple Python script. Script contents wrong context override\n\nHere is the code that crashes Blender:\n```Py\nimport bpy\nfrom bpy import context\n\narea = [area for area in bpy.context.screen.areas if area.type == \"VIEW_3D\"][0]\n\nwith context.temp_override(area=area):\n bpy.ops.view3d.render_border('INVOKE_DEFAULT', wait_for_input=True)\n```\nThere is a mistake, region is not overridden, that's required by render border. But instead of showing an error, Blender crashes.\n\n", "Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\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", "Blender 3.6 crashes when opening 3.5 files with library overrides / shape keys.\nOperating system: Windows 10\nGraphics card: RTX 3080Ti \n\nBroken: 3.6.3 Release Candidate (71b55b491e9c) \nWorked: 3.5\n\nI recently switched from 3.5 to 3.6 but I noticed that many of my Blender 3.5 .blend files make Blender 3.6 crash whenever I open them. The issue seems to be a null pointer reference in `shapekey_owner_pointer_get` in one of my mesh assets with shape keys. The debug build aborts with a failed assertion:\n\n```\nBLI_assert failed: X:\\blender\\source\\blender\\blenkernel\\intern\\key.cc:98, shapekey_owner_pointer_get(), at 'key->from != nullptr'\n```\n\nAll of my problematic .blend files use library overrides of mesh objects with shape keys. Additionally, some of the included assets were changed (in 3.5, maybe in 3.6).Blender 3.5 simply logs some missing meshes as usual but does not crash. Also these do _not_ include the specific mesh that Blender 3.6 crashes on, that one was unchanged AFAIK. However, after opening and saving in 3.5, I can succesfully open them in 3.6 so the missing meshes may somehow play a role.\n\nI have not been able to reproduce this in a simple setup and I cannot share my production files. However I have bisected and the following commit introduced this behavior:\n\n```\n89bd7b64026ef56ec659db25bf455ced705f5601 is the first bad commit\ncommit 89bd7b64026ef56ec659db25bf455ced705f5601\nAuthor: Bastien Montagne <[email protected]>\nDate: Tue May 23 15:03:21 2023 +0200\n\n Fix #105889: LibOverride: Overrides of shape keys reset on resync.\n\n The usual special ShapeKey case needs yet another extra corner case\n special handling... See comments in code for details about that specific\n issue.\n\n NOTE: May be worth checking if this can be backported to 3.3 LTS too.\n\n source/blender/blenkernel/intern/lib_override.cc | 27 +++++++++++++++++++++++-\n 1 file changed, 26 insertions(+), 1 deletion(-)\n\n```\n@mont29 So under some circumstances, this fix results in `key->from` being `NULL` in `shapekey_owner_pointer_get()` (`key.cc:98`). Hopefully this is enough information to solve that. Otherwise I will continue to try and reproduce this in a simple setup and post an example `.blend` file.\n\n", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Crash when 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)", "Action Editor Name/Title field causing crashes, which further causes total loss of all stashed action data.\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: 3.4.1\nWorked: Never\n\nThis is happening in a very specific file (I have similar files with similar models, which this does NOT happen for) - I have 2 monitors: one has a window for the layout & timeline, and the other monitor has a single, docked window for the Action editor, the graph editor, and NLA editor. So in the ACTION editor, I try to set a name in the in the title field for a new action (to be \"stashed\" for later use) - and the moment I hit enter or click out of the field, Blender crashes immediately. I don't even have to change the default name for this to occur. This happened a dozen or so times, and somewhere in that series of crashes, all the actions I had made and \"stashed\" were deleted from the file entirely, and as far as I can tell, are completely lost. Upon closing the docked windows, and again separating windows from within the blender window on my MAIN monitor, opening up the action editor again and going through the same process, this problem does NOT persist. So the crashing can be addressed with work-arounds, but the total loss of the existing action data is a big concern, as I cannot predict when this issue will happen again. See videos linked in the google drive file below. (Honestly not sure if the google drive file will replicate this issue, but I redownloaded it from google drive, and it opened the graph/nla/action editor in a separate docked window, and the bug persists - so it SHOULD be repeatable on your end too). In any event, the dumping of stashed action data I believe is the biggest issue to address here, since the crash problem can be worked around, although the crashing in and of itself is obviously a concern, since it seems to have been the cause of the loss of action data.\n\nIn the below Gdrive folder there are: 2 videos, 2 images, and the original .blend file that this problem persists within.\n\n1Gi62lbXBRlkQxFB2m7E5t5pjkqeQQrPY?usp=share_link\n\n[#104293.blend](T104293.blend)\n- Open file\n- In window with action editor, rename the action\n\nBlender should crash.\nIt doesn't crash if asset browser window is activated or if file is saved to different location.\n", "Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n", "Memory Leak: Opening some file in lite debug build\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.6.0 Alpha\n\nOpening some file (not all) can cause memory leak.\nThis happens only in my lite debug build.\n\n> Error: Not freed memory blocks: 1, total unfreed memory 0.000092 MB\n\n1. Open blender\n2. File -> Open\n3. In file browser:\n a. Filter Settings: Blend file only.\n b. Select example file.\n c. Open this.\n4. Close blender.\n\n", "Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "2.9.1 Close without error message\nOperating system: Windows 10, 10gb ram, ssd\nGraphics card: Nvidia GTX 650 1gb vram\n\nBroken: (2.83 LTE and 2.90 current available version)\nWorked: (2.82)\n\nWhen rendering with GPU AND CPU, the app crashes, works perfectly fine on CPU only. On GPU only too but slower than older versions.\n\n\n```\nblender.exe :0x00007FF7A5B76440 ccl::kernel_cpu_sse41_filter_finalize\nblender.exe :0x00007FF7A57A9220 ccl::CPUDevice::denoising_solve\nblender.exe :0x00007FF7A57DA470 ccl::DenoisingTask::reconstruct\nblender.exe :0x00007FF7A57D8ED0 ccl::DenoisingTask::run_denoising\nblender.exe :0x00007FF7A57A7240 ccl::CPUDevice::denoise_nlm\nblender.exe :0x00007FF7A57AB590 ccl::CPUDevice::thread_render\nblender.exe :0x00007FF7A57ABA30 ccl::CPUDevice::thread_run\nblender.exe :0x00007FF7A57A60B0 ?_Do_call@?$_Func_impl_no_alloc@V<lambda_d884e08a7877f415f05ce8ffda8f97b4>@@X$$V@std@@EEAAXXZ\nblender.exe :0x00007FF7A7D5F520 tbb::internal::function_task<std::function<void __cdecl(void)> >::execute\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5EF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFBF5EFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFC08611FA0 o_exp\nKERNEL32.DLL :0x00007FFC0B647960 BaseThreadInitThunk\nntdll.dll :0x00007FFC0B7AA250 RtlUserThreadStart\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "Blender 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" ]
[ "Regression: Crash when opening the F3 menu in the dopesheet\nOperating system: Linux-5.15.0-10037-tuxedo-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.3.0, e5a738af6d51\nWorked: 52a5f6856268\n\nCalling the F3 operator search in the grease pencil dopesheet crashes Blender.\n\n\n - Open Blender with the 2D Animation template\n - Enable `developer extras` from preferences\n - Press F3 with the mouse over the dopesheet\n - Blender crashes\n\n\n\n" ]
Color Management: Implement Color Picker Role This patch begins to fix the need for artist-driven selection of transfer curves. Artists need to be able to control the data transfer curve when selecting from UI elements as some may require a display or scene linear model, and others may require a perceptual intensity transfer curve. Begins the path to fixing bug #41287
[ "Transfer Mode Operator Do To's\nNOTE: This task should be split up into multiple tasks soon.\n\nThis task is concerned about loose ends for a full working implementation of the \"Transfer Mode\" operator.\n\n---\n\n- [ ] Add the operator to a menu in every mode\n\nRight now this would always be the first menu to the right of \"View\" and \"Select\". \nLike \"Paint\", \"Weights\", \"Grease Pencil\", \"Draw\", etc. Some modes would need a new menu added for this.\n\n- [ ] Add the flash overlay for grease pencil objects\n\nArmature and curve objects are also missing the overlay but there it's less needed since other overlays are already a good indicator.\n\n- [ ] Support the operator between all object types\n\nIt is possible to use the operator on between object types (Meshes, Lattices, Curves, ect) but it doesn't work for GP edit mode, sculpt mode, vertex paint and weight paint modes.\n\n- [ ] (Armature) Edit Mode: The operators still won't run in this mode.\n- [ ] (Metaball) Edit Mode: Doesn't run.\n\n- [ ] (Optional) Also select parented aramtures when using the oeprator in weight paint modes.\n\nWhen using this operator it deselects any other objects, rendering this operator useless for weight paint mode. \n\n- [ ] (Optional) Discuss clarity of the operator name and tooltip. Potentually rename to \"Switch Object\"", "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", "Selection Next\nBecause of design decision, the Overlay-Next engine will not be able to rely on the draw manager to handle selection queries. We need to handle selection of objects in a separate engine.\n\nThe selection engine must not re-implement all of the logic of the overlay engine. Instead, we need to find a way to cleanly mix both. For instance, we can swap the `ShaderCache` type to use shaders for selection.\n\nIn order to not require too much refactor, it is better to interface this new selection engine as a GPU_select backend.\n\nAll object selection mode should be supported.", "Color Management Improvements\nOriginal source: ColorManagement\n\nBlender integrates OpenColorIO, but still misses some functionality to make it fully possible to use for example the ACES configuration.\n\n**Shader Nodes**\n\nCycles and Eevee shader nodes need to support arbitrary working color space:\n\n- [x] Blackbody\n- [x] Wavelength\n- [x] Sky Texture\n- [ ] OSL\n\n**Color Picker**\n\n- [x] The HSV colors should always be linear rather than display space, the current relation with RGB is confusing. The hex value can remain sRGB. (#69562)\n\n**Compositing & Output**\n\n- [x] Render file output and file saving needs to have a configurable color space to write to. By default it would use the scene display and view transform. This should then be changed to a color space, or a display + view transform + look. ([D14402](D14402))\n- [x] Compositor node output nodes also needs a configurable color space, and option to use view transform or not. (#83842) ([D14402](D14402))\n- [x] The compositor should get a compositor node to convert between two color spaces defined in the OpenColorIO configuration. (6beaa29791)\n- [x] Control over color space in image saving (5baa3ec)\n\n**OpenColorIO Config**\n\n- [ ] Add latest ACES RTT view transform the existing config\n- [ ] Add new ACES config based on OpenColorIO-Config-ACES\n- [ ] Add UI option to switch between configs easily\n- [ ] Convert between .blend files saved with a different config\n - [ ] Save information about scene linear color space in .blend\n - [ ] Auto convert all colors on link/append\n - [ ] Option to convert when loading .blend with different config than it was saved as\n- [x] Python API to convert scene linear to/from Rec709, ACES, ACEScg for add-ons ([D14989](D14989))\n\n**Display**\n\n- [x] Support `<USE_DISPLAY_NAME>`\n- [ ] Support using ICC profile associated with system monitors.\n- [ ] Support 10 bit wide gamut monitors, Blender drawing code needs to be improved to output 10 bit instead of 8 bit when displaying the 3D viewport and images/renders.\n- [ ] Support more displays like Apple [P3](P3.txt) and native display transform from the OS. Could be done using the new built-in transforms in 2.0.\n\n**UI**\n\n- [ ] Support menu categories for long lists of color space\n- [ ] Rename \"Save As Render\" option to something better", "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.", "Curves Interactions in the Graph Editor\n**Curves manipulation in the graph editor**\n\nThe aim of this design task is to write everything related to the changes that should be added in the graph editor regarding curves selection and manipulation. The functionalities described here are only some initial ideas that need to be debated.\n\n**Goal**: to allow the users to manipulate keyframes more easily by the use of the computed curves themselves. \nThe actions performed through curves are nothing but quicker and more efficient ways to accomplish actions on the curves' keyframes.\n\n**Box selection (box, lasso, circle):**\n- Box selecting a curve selects all the keyframes of the curve.\n- Ctrl + box selecting of the curve deselects all the keyframes of the curve.\n- Shift + box selecting of the curve extends the keyframe selection, adding all the keyframes of the curves that were just selected to the selection.\n(I'm less sure about the usefulness of these twos:)\n- Alt + box selecting (this shortcut isn't mapped to anything yet) of curves OR keyframes restricts the visibility of the currently visible channels to only those that were selected (like if the user selects the curve and the presses h).\n- Alt + shift + box selecting of curves OR keyframes restricts the visibility of the currently visible channels to only those that were NOT selected (like if the user selects the curve and the presses shift+h).\n\n\n**Click selection:**\n- Clicking a curve selects all the keyframes of the curve.\n- Shift + clicking a curve should behave the same way as the shift + click select of keys:\n\t- If the curve currently has at least one keyframe that is not selected, then select all the unselected keyframes of that curve (a curve should be considered selected, in the sense of this operator, only if all its keyframes are selected).\n\t- If all the keyframes of the curve are already selected, then unselect them all.", "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).", "Paint Mode: Alpha Auto-Masking\nNOTE: This design still needs to be further discussed and decided upon.\n\n# Goal\n\nThe very common brush setting in Blender to \"Affect Alpha\" should be revamped for the upcoming Paint Mode.\nThe main issue with the setting is that it is local to the brush. But in typical painting workflows you'd expect to have this be a more universal toggle that affects all tools!\nToggling this per brush is not a reasonable solution.\n\nThere are multiple approaches to fix this.\n\n## Proposal: Alpha Auto-Masking\n\nThere is already a design in place for sculpt and paint mode. There we use auto-masking to easily target specific areas as a mode setting.\nThese are meant to be instantly accessible with a pie menu on `Alt + A` and would affect all tools and brushes.\nThis would likely be the most intuitive and fastest option.\n\n## Image Editor Inclusion\n\nIf we decide to replace the brush option with an auto-masking option this puts further pressure on implementing the same options for the image editor.\nThis might be reason enough to lower the priority for now, until the image editor can be properly prioritised to mirror the 3D viewport paint mode features.\n\n## Long Term Alternative\n\nOther image painting applications such as Krita implemented this as a toggle for any individual layer to paint on.\nWhile this is not likely to implement this way right now, it could be kept in mind for the UI of the [layered textures design]().", "Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n![blenderFloatFillBug.png](blenderFloatFillBug.png)\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).", "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", "Color management is broken in the Sequencer\nOperating system: Linux-5.0.21-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Mesa DRI Intel(R) Sandybridge Mobile Intel Open Source Technology Center 3.3 (Core Profile) Mesa 19.1.1\n\n\nBroken: version: 2.80 (sub 74)\nWorked: earlier build of 2.80 (hash: d62a749fcf48) and 2.79\n\nWeird things happens when changing the color management settings in the VSE:\n- wrong color display\n- make sound\n\nWith a movie strip displayed on the sequencer, changing the sequencer_colorspace_settings property in the Color Management changes the look of the image even when there is no color correction modifier on the strip. Example: using filmic log instead or sRGB will change the look which it should not.\nAlso, changing this setting does not apply the change directly, the VSE has to be refreshed.\n\nAnother issue with the color management is the change of exposure and gamma setting is way slower than it was on earlier build and it also makes the sound of the current strip/frame do some noise.\n", "UI: Color picker lightness/value changes Hue and Saturation (only in Preferences > Themes?)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.6\n\nThe color jumps erratically by adjusting the lightness value, worse the closer to black\nSeems to converge towards specific colors (see video).\nDoesn't seem like node colors are affected.\n\n1. Open a theme setting.\n2. Adjust the lightness value.\n[ZVj8uWcUpy.mp4](ZVj8uWcUpy.mp4)\n", "Fast highpoly mesh editing\n**Status:** Need work plan \"approval\", all tasks listed already. Could use a design / engineer plan and ideally a commissioner (though if the scope here is super technical just having some artists testing may be enough.\n\n---\n\n**Team**\n**Commissioner:** `?`\n**Project leader:** @ideasman42 \n**Project members:** @fclem\n\n**Description**\n**Big picture:** 2.7x level of performance for mesh editing.\n\n**Use cases**:\n* Editing high poly objects with good performance without modifiers.\n* Sample file with 3M avaiable on request, file is ~300MB.\n\n**Design:** #74186 (Proposal for fast high poly mesh editing)\n\n**Engineer plan:** `?`\n\n**Work plan**\n\n**Milestone 1**\nTime estimate: `?`\n\n- [ ] Skip EditMesh to Mesh Conversion [D7169](D7169) (committed)\n\n - [x] Create API function to lazily initialize an edit-mesh objects evaluation mesh #64262\n - [x] Lazily initialize by disabling edit-mesh to mesh conversion in the modifier stack, calling lazy initialization where needed.\n - [ ] Replace lazy initialization with code that uses the edit-mesh, where practical. *(partially done)*\n - [ ] Evaluate production scenes *(yet to be defined)* to ensure that conversion isn't required for common editing operations.\n - [x] Draw manager support deformed edit-meshes, so an edit-mesh conversion isn't required when drawing an edit-meshes deformed cage *(similar to 2.7x support).*\n\n- [ ] Minimize GPU Transfer Overhead\n\n - [ ] Create API functions for tagging edit-mesh changes.\n - [ ] Limit updates to: selection data, active element.\n - [ ] Edge Flags Sharpness Seam\n - [ ] Limit updates to: deformations.\n\n - [ ] Coordinates, Face centers & normals.\n - [ ] Custom normals.\n - [ ] UV-tangents.\n\n - [ ] Limit updates to: custom-data layers.\n\n - [ ] UV coordinates.\n - [ ] UV selection.\n - [ ] Vertex color.\n - [ ] Vertex group color.\n - [ ] Custom normals.\n\n - [ ] Limit updates to: mesh properties.\n\n - [ ] Edge crease.\n - [ ] Edge flags (sharp, seam).\n - [ ] Face flags (freestyle).\n\n\n- [ ] Multi-Thread bmesh to mesh conversion.\n\n - [ ] For evaluation mesh *(uses simplified logic)*. [D6947](D6947)\n - [ ] For the full bmesh to mesh coversion *(uses more complex logic).*\n\n- [ ] Optimize edit-mesh GPU updating code\n\n *Benchmark production files, and investigate if the current code has room for improvement, making necessary optimizations.*\n\n**Milestone 2**\nTime estimate: `?`\n\n- [ ] Partial Geometry Updates\n\n - [ ] Support updating only modified geometry when transforming vertex coordinates.\n\n - [x] Coordinates.\n - [x] Normals.\n - [ ] Custom Normals *(note: need to investigate feasibility)*.\n - [ ] UV-tangents *(note: need to investigate feasibility)*.\n\n - [ ] Support partial updates for custom data layers.\n\n - [ ] UV mapping.\n\n - [ ] Mesh UV coordinates.\n - [ ] Mesh UV-tangents.\n - [ ] UV editor coordinate display.\n\n *note: we may run into diminishing returns with UV layer partial updates for custom-data layers, since only updating a single layer will already give us significant benefits. I'd suggest only to support this if it doesn't add a lot of code-complexity.*\n\n- [ ] Multi-object edit-mode\n\n - [ ] Undo optimization: skip mesh conversion for meshes which aren't modified.\n\n- [ ] BMesh support for the modifier stack.\n\n**Milestone 3 - opensubdiv**\n*Fast mesh OpenSubdiv viewport implementation.*\nTime estimate: `?`\n\n**Unknown Milestone**\n\n- [ ] Multi-thread edit-mesh to GPU data uploading.\n- [ ] Improve geometry buffer configuration (data layout used by the draw manager). \n\n\n**Notes:** Optimizing modifiers is out of the scope.\n\n---\n\n**Relevant links**:\n* #57936 (Mesh modeling performance regressions)", "Compositor : improve Viewer node behavior\nSome issue with the current design:\n* The backdrop only shows the output of the viewer node. This means that for simple cases, users need to manage multiple nodes.\n* It's not obvious when seeing the results of the viewer node that this is not what final rendering will actually output, which leads to mistakes and having to re-render.\n* Viewer nodes work differently in geometry, shading and compositing nodes, mainly for historical rather than good design reasons.\n\nTo address these problems, I propose to make the Viewer node behave more like the one in geometry nodes.\n* If there are no Viewer nodes, then image editor, 3D viewport and node editor backdrop and will show the (active) Composite output.\n* Like geometry nodes, the Viewer node will have a button to enable and disable it. When enabling, editors by default will show the viewer output with some visual indicator that it is a viewer.\n* The editors should have an overlay option to disable showing the viewer node, so it's possible to configure an editor to always show the final output with others showing the viewer output.\n* The \"Viewer Node\" image datablock will be removed.\n\n", "Graph Editor: Link Visible and Selected states\nWorking with many curves in the GE currently requires animators to often toggle the visibility of curves and then select the newly visible curves.\nLinking 'visible' and 'selected' would make it faster to use the GE. However, having those two always linked would remove the feature of having certain curves visible \"in the background\", i.e. visible but unselected. We do not want to lose this feature.\n\n**Proposal**: Add a user preference to link 'visible' and 'selected'. When this mode is enabled:\n- The visibility icon can be removed from the graph editor UI.\n- Selection state determines visibility.\n\nWe think a user preference is best for this, as we suspect it's a personal preference and not so much something you want to manage per GE editor.\n" ]
[ "Color Picker applies color management incorrectly in 2.71\nBroken: 2.71 (hash: 9337574)\nWorked: all versions prior to 2.71\n\nThe color picker in 2.71 seems to apply color management to values that should be in linear space.\n\n - open the color picker from a node in the node editor\n - under RGB selection set the values to 0.5\n - switch to HSV and note that the value field reads 0.735 ( ~0.5**(1/2.2) )\n - compare to the behavior of previous versions\n\nThe value listed under HSV after following those steps should be 0.5, as color for materials and the compositor should be in linear space. Blender 2.71 is incorrectly applying the display color management to these values; this can be seen by changing the 'Display Device' setting in the Scene / Color Management panel and looking at the HSV value field again.\n", "Color ramp values limited to 4.875 maximum\nWindows 64bit, GTX 760\n\nBroken: 2.70 7891899\nWorked: 2.70a\n\nIt is not possible to set a color value for color ramp points over 4.875 (RGB 40.460938), any higher value will be cut off. As far as I can tell, this problem probably appeared with the recent changes to color ramp nodes.\n\nIn any blendfile, add a color ramp node in any node editor mode (composite, materials, texture), edit the point color and change the value in hsv color picker mode to something greater than 4.875.\n", "Value color bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (2.72 and all later)\nWorked: (2.70 and all earlier)\n```\n (i don't know what about 2.71)\n```\n\nopen this page \nHSV_(%[D1](https://archive.blender.org/developer/D1)%86%D0%B2%D0%B5%[D1](D1)%82%D0%BE%D0%B2%D0%B0%[D1](https://archive.blender.org/developer/D1)%8F_%D0%BC%D0%BE%D0%B4%D0%B5%D0%BB%[D1](D1)%8C)\n![1.png](1.png)\n![2.png](2.png)\n![3.png](3.png)\n![4.png](4.png)\n![5.png](5.png)\nrepeat my test for 2.70 and any earlier - working properly\nrepeat my test for 2.72 or any later - working with bug\n" ]
Subdividing Apply Skip bug Operating system: Linux-5.3.0-7642-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits Graphics card: NVA8 nouveau 3.3 (Core Profile) Mesa 19.2.8 Broken: version: 2.80 (sub 75), branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown` Worked: (optional) Clicking Apply on "Subdivision Surface" gives the error "Modifier returned error, skipping apply" **Exact steps for others to reproduce the error** Select the shape Select "Subdivision Surface" tool in "Modifier" Tab [Donut2.blend](Donut2.blend)
[ "Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n", "Bevel Modifier: Odd amount of segments causes UV propagation issues at seams\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 2.83, 3.4.0 Alpha\nWorked: unknown\n\nAny odd number of bevel segments greater than 1 fails to preserve seams in the propagated UV data on intersections. Instead UV data is interpolated, which can for example cause nasty artefacts when baking.\n[bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4](bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4)\n\nFile:\n[baking_artefacts.blend](baking_artefacts.blend)\n\n", "Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n", "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", "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.", "Subdivision surface with circle curve issue. \nOperating system: Windows 11 Pro\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\nWorked: (on 2.9 was working fine)\n\nCreating a mesh ring with curve circle and applying sub division serface, the modifier fails at two vertecies on the mesh. \n\nAdd curve -> circle -? edit mode -> select verticies -> E to extrude and S to apply size -> E to extrude on Z direction -> done\nObject Mode -> add modifier -> subdivision serface -> issue.\n[Issue with subdivision serface .blend](Issue_with_subdivision_serface_.blend)\n![Blender issue.bmp](Blender_issue.bmp)\n\n", "Subtype for input value nodes\n![image](attachment)\nThe user may be at a loss when entering a rotation radians value into some built-in node, copies it into the input value node, and now these are degrees.\nThe explicit way of specifying the sub type must be an option for all value input nodes that it can have.\nThe type list option should be available in the N-Panel so as not to clutter up the node space.\n\n", "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", "Regression: GPU subdivision - Mesh does not immediately count viewport statistics\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.3.0 Alpha\nWorked: blender-3.3.0-alpha+daily.`d095fcd6b417`\n\nI didn't do rigorous bisecting but I suspected this is caused by 163f6a17e4 so I tested with a daily build before it was committed.\n\nMesh does not immediately count in viewport statistics with GPU subdivision enabled.\n\n![stats_with_subd.jpg](stats_with_subd.jpg)\n\n- Open startup file.\n- Add Subdivision Surface modifier to the cube\n- See the mesh is not counted towards viewport stats\n- Deselect the cube (or do some other action related to viewport display, for example, ticking viewport display options), and see now it is counted towards viewport stats\n", "Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n![exhibit_1.PNG](exhibit_1.PNG)\n\n![exhibit_2.PNG](exhibit_2.PNG)\n\n![exhibit_3.PNG](exhibit_3.PNG)", "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK", "Multiresolution Issues\nThis is a temporary parent task to gather long standing and highly problematic issues with the Multiresolution modifier.\nThis mostly concerns bugs, known issues and badly supported existing features and gives an overview of the most pressing issues.\nNew features are not part of this task and don't need to be discussed.\n\n# Goal\nThe intent behind the task is to incrementally fix long standing issues to fix the current experience of subdivision based sculpting.\n\n# List of Issues\n\n## Crashes\n\n- [ ] #99887 - Multires Unsubdivide freezes Blender with hidden geoemtry\n- [ ] #84551 - Multiresolution - Crash when Linear Subdivision level is above 1\n- [ ] #100985 - Crash on sculpt mask brush when Multiresolution modifier is copied from another object\n- [ ] #85065 - Sculpt Mode - Using Mask while Multiress active = Crash\n- [ ] #86114 - Multires Displacement Smear brush + Dyntopo Error\n\n## Long Standing Issues\n\n### Visibility\nOne of the most important badly supported features is face visibility. \n\n- [ ] #87821 - Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\n- [ ] #92372 - Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier\n- [ ] #95419 - sculpt mode: invert visible hides all faces with Multires modifier\n\n### Propagation\nAlso a high prioprity. Spikes and artefacts of details is making switching levels a bad experience.\n\n- [ ] #76374 - Multires: Artefacts from lower subdiv level changes\n- [ ] #94769 - Multires spikes\n\n### Undo\nBroken sculpted levels and other undo issues are very severe, since they are easy to trigger and cannot be easily recovered from. This also makes switching levels worse.\n\n- [ ] #93511 - Unable to undo subdivision with Multiresolution modifier\n- [ ] #79487 - Multires Level switching undo bug\n- [ ] #76311 - Redo causes pointy mesh artifacts in Multires\n- [ ] #76313 - Redo in Multires doesn't bring back stroke made after a subdivide\n\n### Rebuilding Subdivs\nA vital feature that is not reliable and surprisingly destructive.\n\n- [ ] #99857 - Rebuilding subdivisions with multiresolution deletes vertex groups\n- [ ] #81645 - Rebuilding multires subdivisions sometimes puts some vertices at the origin\n- [ ] #85792 - unsubdivide of Multires bug\n- [ ] #95022 - Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n\n### Face corner inaccuracies\nVisibility and masking can lead is having different results in multires.\n\n- [ ] #79319 - Transform Tools influence on Hidden Face Sets with Multires Modifier\n- [ ] #79317 - Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\n\n### Grids consistency\nSome common workflows operators lead to severe issues with the multires grids.\n\n- [ ] #76682 - Applying negative scale inverts multires displacement\n- [ ] #76735 - Sculpt: Artifact in Multires when mirror modifier is applied\n\n### Smooth Normals\nSmooth faces is overall a worse expereince and is often avoided as a result.\n\n- [ ] #80641 - Sharp normals along base mesh wires in multires sculpting with smooth shading\n\n### Performance\nSome performance issues were investigated but never fixed.\n\n- [ ] #79488 - Multires clay brushes performance issue\n\n### Other\nVarious issues, arranged by importance.\n\n- [ ] #63581 - Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\n- [ ] #94631 - Multires: Duplicating objects sets the viewport level to sculpt level\n- [ ] #107102 - No visible mesh on Viewport Screenshot in sculpt mode with Multires\n- [ ] #73355 - Multires: Missing updates are not communicated in the UI\n- [ ] #90089 - Multires the Apply Base add to Quick Favorites can't change mesh\n- [ ] #76769 - MultiRes cannot \"Apply Base\" when ShapeKey have been added\n- [ ] #81497 - Multires: Editing base mesh creates random results on higher subdiv levels\n- [ ] Reshape is unreliable (Needs report)\n\n## Unsupported\n\n- [ ] Geodesic & Diagonals Expand (Needs report)\n- [ ] Fairing operators (Needs report)\n- [ ] Mask Extract (Needs report)\n- [ ] #95665 - Grab Silhouette broken with Multires \n- [ ] #88999 - Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\n\n## UI\n\n- Graying out/disabling intentionally unsupported features (Like with Remesh)\n - Dyntopo\n - Trimming operators/tools\n - Mask Slice\n\n## Needs Investigation\n\n- [ ] #95557 - Multiresolution sculpting broken after change in base geometry\n\n", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n", "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." ]
[ "Blender 2.80 ~ Subdivision Surface modifier is borked\nOperating system: Linux-4.20.13-arch1-1-bcachefs-git-custom-31922-gf520b5560f91-dirty-x86_64-with-arch 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.27.0, 4.20.13-arch1-1-bcachefs-git-custom-31922-gf520b5560f91-dirty, LLVM 8.0.0) X.Org 4.5 (Core Profile) Mesa 19.1.0-devel (git-158d45db0c)\n\n\nBroken: version: 2.80 (sub 49)\n\nI can also provide my CMake build settings just in-case they may help, somehow.\n\n\nSubdivision Surface modifier is broken. The results aren't shown, and trying to apply it results in \"Modifier returned error, skipping apply\".\n\nOpen attached .blend file, observe the cube compared to the modifier settings, and try applying the modifier.\n\n[Subdivision error.blend](Subdivision_error.blend)" ]
Coplanar faces (edit mode, shift-g/coplanar) finds parallel faces in other planes Operating system: Windows 7 pro Graphics card: AMD Radeon HD 6800 Series Broken: blender-2.80.0-git.1af810b4ff17-windows64 and older 2.8 betas I tried. Worked: blender 2.79 Start with starting cube, go to edit mode, select top face of cube (other faces give similar bad results) and hit shift-g, select coplanar and the face on the other side of the selected one gets selected as well.. parallel, but not in the same plane :( On more complex objects (extrude some faces in some directions and try again for example) only some of the parallel (non-coplanar) faces get selected, not all.. Interesting fact: move the cube in one axis and the bug goes away for this axis only: Move the starting cube up (g z 1) and the bug goes away for top (and bottom) face, still there for left, right, front, back faces.. Based on the default startup. Good luck finding this one - and best wishes from Vienna/Austria! More info after some experiments: The wrong faces seem to be in the parallel plane on the other side of the origin (same normal distance to origin, but opposite sign).
[ "Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n", "Projected falloff in sculpt mode displaces vertices in wrong direction\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nThe stroke is incorrectly applied for some vertices when using projected falloff\n\n[bug.blend](bug.blend)\n\nUse a projected falloff and make a stroke using a line stroke type or a curve type\n![1.png](1.png)\n![2.png](2.png)\n\n", "Extra rotation exporting to collada\nOperating system: Ubuntu 18.04\nGraphics card: Intel, Nvidia\n\nBroken: 2.79b\n\nWhen exporting to collada format it seems to add extra rotation to objects.\n\n\nI've created a single plane (file planos.bend) and exported it to file planos2.dae. Then imported and exported it 2 more times (attached results). End situation is added as planos_bug.blend.\nI'm unable to export and object in the same position I have it on blender.\nMy target is google earth and it seems imports of .dae behave identically both in GE and in Blender\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[planos.blend](planos.blend)\n\n[planos_bug.blend](planos_bug.blend)\n\n[planos2.dae](planos2.dae)\n\n[planos2-1.dae](planos2-1.dae)\n\n[planos2-2.dae](planos2-2.dae)", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n", "Skewed Rotation Bug - Using snap invert with align rotation on skews the rotation of the Mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 3.1.2\n\nWith align rotation enabled from the snapping menu, snapping an object to another using *snap invert (pressing the ctrl button)* works normally until you move your cursor before clicking ctrl to snap. In other words, moving your mouse cursor and snapping skews the rotation for the next time you try to snap again. In the steps below, I'll be snapping to *face* with *median* selected, but the bug is also there with *edge mode*, and even *center* and *active*.\n\n* From the snapping menu, select *Face mode*, and choose to snap with the *median*, and only turn on *align rotation.* Do not turn on *snap during transform (the magnet)*, we will use *ctrl* to snap onto the mesh using *snap invert.*\n* Do not delete the default cube. Instead, create a cylinder, and move it away from the cube, and scale it down. We will be snapping the cylinder onto one of the cube's faces to demonstrate this bug, so you can enter side view if you'd like.\n* Click the cylinder, and enter *edit mode.* Press 'A' to select all vertices. Click 'G' to enter Transform mode, and try not to move your cursor.\n* Click ctrl to snap the cylinder onto the cube using *snap invert*. Next, click the RMB to cancel the transformation.\n* Click 'G' to enter Transform mode again. Next, move your cursor a notable distance to the side of the cube's face. Click ctrl to snap the cylinder onto the cube's face. Again, click the RMB to cancel the transformation.\n* Finally, click 'G' again, and click ctrl to snap the cylinder onto the cube's face, and notice that the rotation has been skewed.\n* (Bonus info, not needed) To return to your original snap rotation, you have to cancel the transformation and enter it again to snap, even multiple times. \n\n1) Here's a screenshot of the skewed rotation\n![Screenshot (68).png](Screenshot__68_.png)\n\n2) Since this is a bit more difficult to reproduce, I have provided a video on how to exactly reproduce this bug: [Video](xw4vYG9MOIA)\n\n3) Finally, here's the blend file:\n[Skewed_rotation_bug.blend](Skewed_rotation_bug.blend)\n\nP.S. I would also appreciate it if you can mention how align rotation works in edit mode.\n\nThank you so much for you work. Very much appreciated!!", "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", "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 ", "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)", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "Spin gizmo doesn't work when viewed exactly side-on\nOperating system: win 10 64 bits\nGraphics card: GTX 970\n\nBroken: 2.80 beta\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen I try to use Spin nothing appears on the screen, only the descriptor of it with the amount of steps that I must give and the angle. There is no way to use the mouse to do the rotation, you must know the angle field. When you fill in the angle field, p. ex. 90 °, the selected object rotates according to the number of steps indicated, but the rotated object images are not together, but separated.\n\na) select the cube;\nb) go to edit mode\nc) selects spin (shift 6 does not work) using space key\nd) from the user's perspective the spin works, the handle appears and it is possible to do the rotation\ne) In the orthographic perspective, the spin does not work, the handle does not appear and you can only rotate the object by changing the angle in the tool descriptor\nf) f) the resulting form is not as expected, instead of all sections (according to the number of steps) join in a graceful curve, we have a series (in this case) of overlapping cubes, forming steps instead of a curve{[F6712665](spin.blend)}", "Rebuilding multires subdivisions sometimes puts some vertices at the origin\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.54\n\nBroken: version: 2.90.0\n\n1. Add multires modifier\n2. Rebuild subdivisions. \n3. Some vertices end up at the origin. \n\nIf you apply the multires modifier, the problem vertices are [60074, 60075, 60076, 60081, 60082, 60083, 60088, 60089, 60090]. Applying the modifier apparently changes vertex numbers, since those vertices were located in the shaft area in the original HD mesh.\n\n![multires-problem.png](multires-problem.png)\n\n[multires-problem.blend](multires-problem.blend)\n\n", "Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n![279.jpg](279.jpg)\n\n![280.jpg](280.jpg)\n\n[ceramic.blend](ceramic.blend)", "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.%%%", "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?" ]
[ "Select co-planar faces fails\nWith the attached blend file select co-planar faces, notice faces pointing in the opposite direction on a different plane are also selected.\n\n[coplanarfails.blend](coplanarfails.blend)" ]
Cursor wrap is terrible on macOS Operating system: macOS Big Sur Graphics card: Apple Silicon M1 Broken: 2.93 Worked: N/A On macOS, there is an issue with the feature where dragging the mouse to the bounds of the viewport wraps it to the other side. It works but very poorly. It often makes the object jump very far and if the cursor is moving fast enough it may not even wrap at all. I find myself carefully keeping my cursor away from the edge of the viewport because the moment it touches it, my object or operation will be completely messed up. This is particularly frustrating when precisely tuning a bevel operation or scale because suddenly my model just breaks from scaling or beveling 10x as much as it should, forcing me to hit ESC and restart the operation. Do any blender operation where your mouse cursor reaches the edge of the viewport a few times at varying movement speeds on macOS.
[ "Mistranslated Modifier Option on MacOS using Logitech Mouse\nOperating system: MacOS 12.6\nHardware: Mac Studio M1\nBlender Version: 3.3.0\n\nI use a Logitech M500s corded mouse (FW 53.00.0011) and I programmed the 4th and 5th buttons (on the side) using Logi Options (version 9.70.29) to Modifiers, Shift on one, and either Ctrl or Cmd (I have not settled on which is better) on the other. This has worked fine on all my software until Blender.\n\nAlso, since the Middle button on the mouse is critical in Blender, and since the M500s defaults to side scrolling (which I never use) when you tilt the wheel and these activate way too easily, I re-programmed both the tilts to emulate a Middle mouse button click. I left the normal wheel scrolling untouched. This allows me to click or tilt the wheel to get a Middle mouse click without worrying if I hit it correctly. This has worked great in Blender, both the normal scrolling and middle mouse clicks work as expected.\n\nWhat does not work in Blender is my using buttons 4 and 5 as modifiers when I combine them with other mouse actions. I was getting unexpected results, so I used Keymap to find out what was happening, and discovered the following:\n\nPressing button 4 (or 5) alone works: I see the appropriate \"Ctrl\" (or \"Shift\") appear but it does not map, of course, as I am only providing a modifier. I see the same effect on the status bar when I press the buttons in the editors. I see the guides correctly change for each modifier press.\n\nPressing button 4 (or 5) with a keyboard key works: Blender correctly maps the appropriate modifier (Shift, etc.) with the selected key. Same happens in the editors, e.g. when I use the modified mouse button for \"Shift\" and hit \"A\" on the keyboard, the Add menu pops up correctly.\n\nPressing button 4 (or 5) with mouse Left or Right buttons fails: Blender maps the appropriate modifier (Shift, etc.) but with button 4 (or 5) instead of with the pressed Left or Right button. If Blender is doing this elsewhere, it would explain why I am not getting expected results in the Editors.\n\nPressing button 4 (or 5) with a Middle mouse button (any as programmed) fails: Blender maps the appropriate modifier (Shift, etc.) but with \"Wheel Up\" instead of with the Middle button. Again, this could explain my unexpected results in the Editors.\n\nBy the way, when I press button 4 (or 5) and move the wheel, I get the same map, the appropriate modifier with the appropriate \"Wheel\" direction, although I can get \"Wheel Down\" with the actual wheel.\n\nAlso, when I press a Middle mouse button alone (any three): Blender correctly maps the Middle mouse button as pressed. As it does with any other mouse action except the buttons modified to be Modifiers.\n\nI tested for this problem on my Windows 11 system. Different mouse, G502, and different options software (G Hub vice Logi Options) but same Modifier settings (Shift and Ctrl) for buttons 4 and 5. It worked fine on my Windows system.", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "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)", "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)", "Wayland: Cursor hover effect flickers when scaling a Blender window\nOperating system: Fedora Linux (Wayland, Gnome Shell 44.1)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nWhen scaling a Blender window the buttons get highlighted under the position the cursor was at when starting to scale the window.\n\nI'm not sure if the flickering shown in the video is related or belongs in it's own bug report.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nGrab the Preferences window next to a button to scale it bigger.\nThe button and sometimes one other button will flicker once a button reaches the position the cursor started to scale at.\n\nThe \"original cursor position\" is only updated when hovering the cursor over the window again, not when sliding along the edge of it.\n\n", "mouse events from ui gets to running modal operator when should not\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\n\nBroken: version: 3.2.0\n\nrunning modal operator get left mouse press event when ui menu is double clicked on empty space. single click does not propagate, but double click (fast clicking or double click function on wacom pen) is reduced to single click and sent to operator while it should not be noticed. see video. i mix single clicking and double clicking on blank space in popup menu/panel so not always there is event to print out.\n\n[click.mp4](click.mp4)\n\nrun blender from terminal, load code in text editor, run code, search for operator, run operator, open some popup menu, try double or single clicking on empty space while watching event prints. works on grayed out regular menu items as well.\n\n```\nimport bpy\n\n\nclass ModalTestOperator(bpy.types.Operator):\n bl_idname = \"view3d.modal_test_operator\"\n bl_label = \"Modal Test Operator\"\n \n def __init__(self):\n print(\"start..\")\n \n def __del__(self):\n print(\"end.\")\n \n def modal(self, context, event):\n if(event.type in {'ESC', }):\n print(\"exiting..\")\n return {'CANCELLED'}\n \n print(event.type, event.value, )\n \n return {'PASS_THROUGH'}\n \n def invoke(self, context, event):\n print(\"invoke..\")\n \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\n\ndef register():\n bpy.utils.register_class(ModalTestOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(ModalTestOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```", "Regression: Sculpt mode Annotation tool cursor conflict\nOperating system: Win 10\n\nBroken: 2.91, 3.4\nWorked: 2.90\nCaused by b9e4696641\n\nThe Annotation tool in sculpt mode is not using it's proper cursor. It's using the regular sculpting cursor instead.\nWhen you start drawing, the original cursor shows up on top of the regular sculpting cursor. \nThe end result is two cursors displaying at the same time and the original one flickering sometimes...\n\nTry to use the Annotation tool in sculpt mode....\n\nHere 2.90 (working fine)\n![2020-10-22_07-36-09.gif](2020-10-22_07-36-09.gif)\n\nHere 2.91 (broken)\n![2020-10-22_07-37-00.gif](2020-10-22_07-37-00.gif)\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", "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", "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 !", "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", "Cursor Warped on Scale Cage Cancel Transform\nOperating system: Windows 11, Linux Zorin\nGraphics card: GTX 1060 MSI OC 3GB\n\nBroken: 3.3.x - 3.6.2 (Latest)\n\nCursor warp when i cancel resize operator using Scale Cage tool.\n\n1. Open Blender\n2. Activate Scale Cage tool from the toolbar\n3. scale anything, but cancel operation with RMB\n\n", "Liquid Emission unlimited\n\"Surface Emission\" value ignored I suppose, see the screenshot and the project file below:\n![Screenshot 2020-08-18 at 14.55.53.png](Screenshot_2020-08-18_at_14.55.53.png)\n[test_emission.blend](test_emission.blend)\n\nThat's looks the same or almost same for \"Surface Emission\"=1,10,100,...\n\nBlender Version 2.90.0 (2.90.0 2020-08-07) on MacOS Mojave.", "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.", "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)" ]
[ "The cursor jumps sharply when it goes outside the viewport border\nOperating system: Big Sur 11.6, Air m1 16g memory 8CPU/8GPU\n\n\nBroken: (ARM 2.93.5, a791bdabd0b2, master)\nWorked: (any version on intel and ARM 3.0 Alpha, a3e2cc0bb7fe, master)\n\nWhen the cursor goes outside the viewport, it abruptly shifts by a large value. I have attached a video.\n\n[apple_silicon bag_1.mp4](apple_silicon_bag_1.mp4)" ]
3D Print Tool plugin crashes when checking all problems in 2.80 Any Broken: 2.80 f1f8859ad52b Worked: 2.79b release The 3D Print Tool plugin fails with the error message "Object ~temp~ has no mesh data to be used for ray casting" when clicking "check all". [holdmahbeer.blend](holdmahbeer.blend)
[ "Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n", "Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ", "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)", "Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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 : 00006820\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 : 00001738\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 : 00003c44\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 : 00004984\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 : 00006c48\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 : 0000389c\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 : 00002d68\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 : 00002f90\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 : 00007248\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 : 00005010\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 : 000027d8\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 : 00002668\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 : 0000571c\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 : 000017f0\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 : 000060a4\nntdll.dll :0x00007FFDEFFF05F0 ZwWaitForAlertByThreadId\nntdll.dll :0x00007FFDEFFB3EF0 RtlSleepConditionVariableSRW\nKERNELBASE.dll :0x00007FFDEDB3C8A0 SleepConditionVariableSRW\nMSVCP140.dll :0x00007FFDD2CEBA70 _crtSetThreadpoolWait\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nMSVCP140.dll :0x00007FFDD2CC2650 std::_Winerror_message\nOpenAL32.dll :0x00007FFDC8FF5670 alcGetInteger64vSOFT\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nOpenAL32.dll :0x00007FFDC8FE0080 alGetError\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 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CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)", "Blender 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) ", "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 continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Mesh related crash in add-on\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing an the operation connect spread in an addon is causing an EXCEPTION_ACCESS_VIOLATION. \n\n[blender.crash.txt](blender.crash.txt)\n\n```\nStack trace:\nblender.exe :0x00007FF7A109EC60 blender::deg::deg_graph_flush_updates\nblender.exe :0x00007FF7A1084AA0 DEG_evaluate_on_refresh\nblender.exe :0x00007FF79C983790 scene_graph_update_tagged\nblender.exe :0x00007FF79CB61510 wm_event_do_notifiers\nblender.exe :0x00007FF79CB4B550 WM_main\nblender.exe :0x00007FF79C7E2ED0 main\nblender.exe :0x00007FF7A16421A8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEEB937020 BaseThreadInitThunk\nntdll.dll :0x00007FFEECA62630 RtlUserThreadStart\n```\n\nDownload [Forgotten Tools ](forgotten_tools_0_5_0.zip) use Connect spread on 2+ edges go to operation popup menu increase the cuts.\n\n[2021-06-20_00-26-23.mp4](2021-06-20_00-26-23.mp4)\n\n", "Crash and assert hit when converting empty hair to mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5, 3.6\nWorked: never? (conversion for \"Curves\" is added in 3.5 release)\n\nCrash triggers when converting empty hair object to mesh due null pointer access and\nassert hit at `BLI_assert(mesh_src->id.tag & LIB_TAG_NO_MAIN)` and `BLI_assert(mesh_dst == ob->data)`\n\n- Open default scene\n- Select default cube and Add empty hair object\n- Convert to > Mesh\n\n```\n \tblender.exe!_BLI_assert_abort() Line 47\tC\n>\tblender.exe!BKE_mesh_nomain_to_mesh(Mesh * mesh_src, Mesh * mesh_dst, Object * ob) Line 1113\tC++\n \tblender.exe!object_convert_exec(bContext * C, wmOperator * op) Line 3397\tC++\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1539\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1727\tC++\n \tblender.exe!WM_operator_name_call_ptr(bContext * C, wmOperatorType * ot, wmOperatorCallContext context, PointerRNA * properties, const wmEvent * event) Line 1776\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1969\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1029\tC++\n \tblender.exe!ui_popup_handler(bContext * C, const wmEvent * event, void * userdata) Line 11541\tC++\n \tblender.exe!wm_handler_ui_call(bContext * C, wmEventHandler_UI * handler, const wmEvent * event, const bool always_pass) Line 814\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3305\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3422\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 4044\tC++\n \tblender.exe!WM_main(bContext * C) Line 649\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 597\tC\n```\n\n", "Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![scene1.png](scene1.png)\n![scene2.png](scene2.png)\n![scene3.png](scene3.png)\n![scene4.png](scene4.png)\n![scene5.png](scene5.png)\n![scene6.png](scene6.png)\n![scene6.png](scene6.png)\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty.", "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", "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", "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" ]
[ "Object.ray_cast (and all RNA functions using \"ob->runtime\") broken in Blender 2.80\nOperating system and graphics card\nmacOS X Mojave with GTX 980\n\nBroken: 2.80. 59f0db430a9\nWorked: no solution\n\n\nObject.ray_cast is broken in Blender 2.80. \n\nI have attached a blend that contains a simple ray_cast that works in 2.79 and fails in 2.80. Run blender from a console to see the error messages. \n\nClick Run Script to see the result of ray_cast in Blender 2.80\n\n[ray_cast_test.blend](ray_cast_test.blend)\n" ]
Copy geometry node unexpected behavior Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.2.0 Actually, I don't know if the issue is an expected behavior or not. When clicking the icon to copy the geometry nodes at the modifiers stack it don't duplicate, but create a new nodegroup. Follows the record Try to create a new copy of an existing geometry node via the modifiers stack [2022-06-08 17-05-33.mp4](2022-06-08_17-05-33.mp4)
[ "Geometry nodes preview, clipping Region in the viewport its not working\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nTo be compleatly honest i don't remember if this was a limitation of the preview node or not and i was unable to find the answer. \nSo as the title says viewport clip in viewport doesn't work in the geonodes overlay preveiw\n![image.png](image.png)\n\n- Try to preview any data from geometry nodes. \n- alt+b to do a viewport clip\nshould look like in the left side of the image above, but it seems that a second geometry with the info from geo nodes in alpha blend mode its not being clipped \n\n", "Metaball particles are handled inconsistently in Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: (n/a)\n\nMetaball rendered via particles are handled inconsistently in Geometry Nodes. It seems only mesh related nodes are generally working well with them.\n\nI wasn't sure about reporting this as a bug, because I assume that compatibility with the particle system is probably not intended use case. I guess ability to access metaball particles at all is an unintended bonus from eaa87101cd5a? I'd argue that if this can be easily \"fixed\" it will open up some interesting use cases before actual simulation/physics nodes arrive, but this is a borderline feature request and I guess developers will decide if this is worth to look at at this point.\n\n\n[MetaballParticles.blend](MetaballParticles.blend)\n[MetaballParticles.mp4](MetaballParticles.mp4)", "Geometry Nodes Inputs `is_animatable` Property Incorrectly Returns False\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nGeometry Nodes inputs' context menus ([WM_MT_button_context ](bpy.types.Menu.html#extending-the-button-context-menu)) incorrectly show the inputs' `is_animatable` property as `False` when the property does accept keyframes (see screenshot, attached).\n![image.png](image.png)\n\n - Open the attached .blend file (attached, below)\n - Run the script in the Text Editor\n - Right-click the Input property of the Cube's Geometry Nodes Modifier\n - Open the System Console to see the `is_animatable` property of `context.button_prop` is `False`\n[is_animatable.blend](is_animatable.blend)", "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", "Wireframe modifier strange behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nStrange behaviour from wireframe modifier\n\n\nTook a plane and subdivided, added a wireframe modifier, unsubdivided. Some corner vertices are pushed to the edge of scene.\n[Based on the default startup or an attached .blend file (as simple as possible)][Wireframe.BugReport.blend](Wireframe.BugReport.blend)\n\n", "Cloning materials with too smart ShaderNodeCustomGroup breaks user counters of both source and target nodes\nOperating system: Linux-5.0.0-37-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nSome of my shader nodes need to have separate node trees for each their copies.\n\nIt seems quite legal to do like this:\n```\n def copy(self, node):\n self.node_tree = bpy.data.node_groups.new('newtree', 'ShaderNodeTree')\n```\nWhen the material is cloned (via `ops.material.new`), it makes the original tree.users == 0, and new tree.users == 2\nSource node becomes zombie and dies after reloading or orphan cleaning.\nTarget node becomes undead and cannot die because of zero users.\n\n\n1. run attached script from command line: `blender --factory-startup --background --python test_op_mat_clone.py`\n2. observe output: all trees are expected to have 1 users\n\n[test_op_mat_clone.py](test_op_mat_clone.py)", "GPU Subdivision: Geometry Nodes: Realize Instances node does not use the GPU version of the curve object\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Current master.\nWorked: Never.\n\nCollection Info node does not use the GPU version of the curve-objects from collection.\n\n1. Create curve.\n2. Make curve extruded.\n3. Added subdivision modifier.\n4. Create another collection.\n5. New object in another collection.\n6. Added geometry nodes:\n a. `Collection Info` -> `Realize Instances` -> `Group Output`.\n b. Set first group in `Collection Info` node.", "Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n![2022-06-02 12_08_50-Window.png](2022-06-02_12_08_50-Window.png)\n![2022-06-02 12_09_00-Window.png](2022-06-02_12_09_00-Window.png)\n![2022-06-02 12_09_06-Window.png](2022-06-02_12_09_06-Window.png)\n![2022-06-02 12_11_33-Window.png](2022-06-02_12_11_33-Window.png)\n\n\n\n", "Report statistics for all on-screen geometry\nThis task proposes to ignore instancing when reporting statistics.\n\nCurrently statistics ignores instanced duplicates.\n\nI'm not sure if this is desirable behavior, because for many use cases\nthe final poly-count is significant:\n\n- Rendering\n- Polygon budgets for 3rd party engines.\n- General performance, since instances add overhead.\n\nThe down-side is that there _are_ cases where you might not need to\nbe aware of the extra geometry created by instancing - for file-size,\nor in cases the instances end up not being duplicated in memory.\n\n----\n\nPosting this since there is a patch to show geometry for selection\nthat doesn't make much sense with the current behavior - see: [D5762: Show the number of verts & faces for selected objects in object mode](D5762)\n", "Annotations shouldn't be shared among different Geometry Nodes\nOperating system: ubuntu 20.04\nGraphics card: cpu\n\nBroken: 2.93.0\n\nWhen you ad an annotation to a geometry node, by default the same annotations can be seen in all the other geometry nodes layout.\nThis is unexpected, since each geometry node layout should have its own annotations.\n\nAdd a geometry node modifier.\nWrite something with the annotate tool.\nDuplicate that geometry node modifier, erase the old nodes, the annotations, and you'll find out that you erased the annotation also from the first geometry node layout.\n", "Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)", "Node group inputs and outputs have incorrect \"name\" property\nOperating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.42.0, 5.8.0-44-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.0-devel\n\nBroken: version: 2.93.7 3.01 3.1 3.2\n\nWhen adding new Input or Output Sockets in the Group Node Properties Tab, the selected Input or Output Socket name is duplicated.\nTwo issues:\n- - [x] the socket name is not unique (this can get problematic since entries in node.outputs are name based)\n- - [x] design question: should the new name default to either \"Input\" or \"Output\"?\nShould Default to Input or Output. ( Only Defaults to Input or Output if there are no Sockets except the Default ones )\n\nIn the Node Editor add Input or Output Sockets to a nodegroup in the sidebar, change the name and try adding more Inputs or Outputs, the System will assign the name of the selected sockets. \n\nSeems like there are muliple functions handling new sockets\n- `make_socket_interface` [in affect when adding a new socket through the UI] gives a unique identifier (but copies the name exactly -- no uniqueness)\n- `nodeAddSocket` or `make_socket` take care of making the name unique as well\n\n{[F12842289](image.png) size=full}\n\n{[F12842292](image.png) size=full}\n\nref #91826 (just to show that unique names are important).\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.", "Geometry Nodes: Rendered glitch with Image Texture and Scene Time\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0\nWorked: Never\n\n**Short description**\nGeometry nodes that use single images or image sequences are rendered inconsistently but usually look normal in the viewport.\nHigh-res images seem to be more unstable.\nHaving a connected/unconnected scene time node in the geo node group while using an image sequence with any number of frames also makes the rendered image/animation more unstable.\n\n|Expected render|Occasional render glitch|\n|--------------------------|--------------------------------------|\n|![0002.png](attachment)| ![0015.png](attachment)|\n\n\n**Reproduction steps**\nThis is the most unstable setup:\n\n1. Create new project\n2. in the image editor window add a new image with resolution of around 1080x1080 pixels and set the source an image sequence ![setup image sequence.png](attachment)\n3. add geometry nodes modifier to the default cube\n4. follow this node setup; in the image texture node use the created image sequence ![node setup.png](attachment)\n5. Render animation\n6. some of the rendered images will be glitched\n\nI've also tested this approach with face extrusion or instance selection instead of deleting faces. The resulting renders were also glitched. \n\nInside of this zip file is a blender project with a similar setup along with some sample images:\n[geo node groups that use images are rendered inconsistently.zip](attachment)\n\nThis reddit post seems to be describing a similar issue:\ngeometry_nodes_rendering_glitch_info_in_comments/\n\nThe workaround with disabling geo nodes modifier in the viewport mentioned there seems to be working in a simple setup. In the above project from the .zip file it is less effective.\n\n", "Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: None same in 2.83\n\nGeometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.\n\n1 Goto Shading Workspace\n2 Enable Viewport Shading and enable World Background\n3 Add Geometry Node.\n4 Connect either Position, Normal, True Normal or Incoming to Background Shader.\n5 Switch between Eevee and Cycles to see the difference.\n\nOn the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.[Geometry Shader in World Bug.blend](Geometry_Shader_in_World_Bug.blend)" ]
[ "Doublicate Geometry nodes Tree in Modifyer tab in object properties does not work as expected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\n\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.06\n\n\nBroken: version: 3.2.0 Alpha / as so in Beta\n\n\n\nIf you copie a object with a geometry nodes tree and make a single user instance / Doublicate of the node tree, the content / node tree / Structure does not doublicate too, it only create an empty node tree. Expection might be containing a doublicate of the selected Node Tree." ]
Creating Links with new Mix Node when set to Color or Vector does not work with python Creating Links with new Mix Node when set to Color or Vector does not work with python there is a script in the blendfile
[ "Cycles doesn't refresh after changing color space of the image texture node in 3.0 beta.\nOperating system: Win10 20h2\nGraphics card: RTX 3090\n\nBroken: 3.0 beta Nov.22th daily\n\n[Color Space.mp4](Color_Space.mp4)\n\nUse image texture node to import a image. Changing the color space, cycles refreshes. \nLoad another image, it still works. \nBut after using the drop down menu to load back the previous image, it doesn't work any more.", "New Curves data block\nThis is a follow up task based on discussions we had about #94193.\n\nCurrently, the curve object contains three distinct object types: curves, surfaces and text. We want to split those up into separate types, because there is no real reason for why they are combined into a single type. \nThis task focuses on introducing a new `Curves` data type which we will also need for hair and geometry nodes processing of curves.\n\nInitial steps:\n* - [x] Rename existing (experimental) `Hair` data block to `Curves`. In the ui it will be called `Hair Curves` for now to distinguish it from the old curve type. \n* - [x] Decide on and implement exact data structure used for curves.\n * Should be stored compactly in continuous arrays.\n * Should support arbitrary attributes on points and splines.\n * Ideally, the actual curve data structure is embedded into the `Curves` data block as a separate struct, so that the same struct could e.g. be used for grease pencil.\n* - [x] Refactor geometry nodes to use the `Curves` data block instead of `CurveEval`. (#95443)\n* - [x] Remove the runtime-only `CurveEval` data structure added for geometry nodes.\n* - [ ] Render geometry nodes curves as with the new type in Cycles and Eevee (#96455)\n* - [x] Curves sculpt mode that is mostly focused on hair use cases\n* - [ ] Curves edit mode, similar to existing curve edit mode\n\nFurther in the future:\n* - [ ] Add existing necessary features from the legacy curve object (features like shape keys may add complexity)\n* - [ ] Use versioning to convert legacy curve objects to the new curves object\n* - [ ] Add support for simulations through a generic simulation system involving geometry nodes\n* - [ ] Use versioning to convert hair particle systems to the new curves object\n\n", "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", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n", "Decimate Node\nProperties can be used as they are.\n\nNot sure if this should be one node with three nodes or three different nodes.\nSlightly tendency for three separate nodes currently.\n\n![decimate-collapse.png](decimate-collapse.png)\n\n![decimate-planar.png](decimate-planar.png)\n\n![decimate-unsubdivide.png](decimate-unsubdivide.png)", "Object Info node random output doesn't work properly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 0\n\nBroken: version: 3.6.2\nWorked:\n\n**Short description of error and steps for others to reproduce the error**\nI have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:\n[![enter image description here][1]][1]\n\nEverything looks good as long as I am in material preview with the overlays turned off:\n[![enter image description here][2]][2]\n\nBut with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.\n[![enter image description here][3]][3]\n\nHere is the .blend file:\n4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0\n\n [1]: Api9y.png\n [2]: XZ0Gz.png\n [3]: OeeZJ.jpg\n\n", "GPv3: Select Similar\nThis operator should replace the `GPENCIL_OT_select_grouped` and `GPENCIL_OT_select_vertex_color` operators.\n\nDifficulty: 🔴🔴🔴 \n\nAdd a new operator `GREASE_PENCIL_OT_select_similar` in `blender/source/blender/editors/grease_pencil/intern/grease_pencil_select.cc`. It should have an enum for the `type`, values for comparing to color, and floats as well as a threshold. The type should support `layer`, `material`, `vertex_color`, `radius` and `opacity`.\nIt's probably a good idea to write a static templated function that can return an `IndexMask` (either for the curves domain or the point domain) with the curves/points that should be selected. Something like `mask_similar_elements`.\nThen it's possible to use `index_mask::masked_fill` to fill the masked indices in the selection attribute. Similar to how it is done in `select_ends_exec` in `blender/source/blender/editors/curves/intern/curves_ops.cc`.\n\n", "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)", "Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n![bug.png](bug.png)\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n", "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\"", "Search of nodes from multiple strings\nFor the math nodes it would be good to have a way to search \"dot\" and add the attribute vector math in the \"dot\" mode.", "Allow menus to be added referenced to another menu \n## Motivation\nAddon developers cannot add menus on specified place. \nThey are always added at the end (append), or at begin (prepend)\n\n## Analysis\nAfter a look at current code, i think a good approach should be allow to define a reference label on append function.\n\nWhen drawing the menu layout, a new RNA call should be done on a new function class, that should then execute the referenced drawing calls on py scope.\n\nIssue with this development is that for any but menu drawn two python calls are performed to allow addons draw before and after itself. Maybe this could be solved checking in C scope if it has post/pre functions added.\n\n## Development steps\n* {icon check-square-o color=green} Draw after label\n* {icon check-square-o color=green} Draw before label\n* {icon check-square-o color=green} Give warning if not used (label not found)\n\n## Know Issues\n* Issues with enums, if shown as submenu it's not working. Is shown on self menu, the label is the operator name, and considered a block\n\nFeedback is welcome!\n\n\n\n\n", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n", "Breaking Mesh API changes for 4.0\nThis will allow cleaning up code and unifying with the generic attribute system.\n\n- [ ] Normals changes from #108014\n- [x] Remove legacy format writing for #95965\n- [ ] Remove `mesh.vertex_colors`, replaced by `mesh.color_attributes`\n- [x] Remove `mesh.sculpt_vertex_colors`, also replaced by `mesh.color_attributes` and never used in a release\n- [ ] Use a single collection property for `Mesh.edge_creases`\n- [ ] Remove no-op `Mesh.free_loop_normals()` function\n- [ ] Remove `Mesh.calc_normals()`, replaced by lazy calculation\n- [ ] Remove `Mesh.calc_loop_triangles()`, replaced by lazy calculation\n- [ ] Avoid clearing lazily calculated caches in `ED_mesh_update`\n- [x] Remove old custom data API (`polygon_layers_int`, etc.)\n\n**Needs agreement**\n- [ ] Remove `.index` properties, which are much less efficient than writing a loop properly\n- [ ] Remove accessors to properties on mesh element classes, which are accessed much less efficiently than looping through arrays of basic types separately\n\t- [ ] Replace `MeshVertex.bevel_weight` and `MeshEdge.bevel_weight` with attribute API and float attribute type\n - [ ] Replace `MeshEdge.crease` with `Mesh.edge_creases`\n - [ ] Remove hide status from vertices, edges, faces\n - [ ] Remove selection status from vertices, edges, faces\n - [ ] etc (needs further discussion)\n- [ ] Remove some of the redundant ways to assign active layers", "Cycles XML, light node does not react to transform\nCycles XML, light node does not react to transform (it was ok before migration to graph/node* node parsing). Let me know if this is a bug or it is by design.\n\nSee attached sample XML.\n\n```\n<cycles>\n<transform translate=\"0 0 -4\"><camera type=\"perspective\" /></transform>\n<integrator max_volume_bounce=\"0\" method=\"branched_path\" sample_all_lights_direct=\"true\" sample_all_lights_indirect=\"true\"/>\n<background heterogeneous_volume=\"false\" volume_sampling_method=\"equiangular\" ><scatter_volume name=\"scatter\" color=\"0.8, 0.8, 0.8\" density=\"0.3\" /><connect from=\"scatter volume\" to=\"output volume\" /></background>\n<shader name=\"point_shader\"><emission name=\"emission\" color=\"0.8 0.1 0.1\" strength=\"100\" /><connect from=\"emission emission\" to=\"output surface\" /></shader>\n\n<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n\n<!-- Light does not react to transform node -->\n<transform translate=\"0 0.5 0.0\">\n\t<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n</transform>\n\n</cycles>\n```" ]
[ "Node: Incorrect node socket indexing when connecting with python\nOperating system: Linux-5.10.0-13-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.5.0 Alpha\n\nTrying to connect a mix node (former MixRGB) to another node using tree.links.new() doesn't work. \n\nOpen the attached .blend file [bug_plug_nodes.blend](bug_plug_nodes.blend)\nIt contains a cube with a materials and some nodes inside : \n![image.png](image.png)\n\nYou can then run the script, and test different combinations, the last one work but not the others.\n", "Python API - ShaderNodeMix has 3 outputs (?), expecting one\nOperating system: win64 / windows 11\nGraphics card: NVIDIA RTX 2040\n\n3.4 and up\n\n**Short description of error*\nExpecting a single output named 'Result'\n\n```\nmix = my_material.node_tree.nodes.new('ShaderNodeMix')\nmix.data_type = 'RGBA'\nmix.blend_type = 'MULTIPLY'\n\nprint( len(mix.outputs) ) # prints '3'\n\nprincipled = my_material.node_tree.nodes.new('ShaderNodeBsdfPrincipled')\nlinks = my_material.node_tree.links\n\nlink = links.new(mix.outputs['Result'], principled['Base Color'])\nprint( link.is_hidden ) # True\n```\n\nLink is not visible and / or not created.\n\nHowever this works:\n\n```\nmix = my_material.node_tree.nodes.new('ShaderNodeMix')\nmix.data_type = 'RGBA'\nmix.blend_type = 'MULTIPLY'\n\nprincipled = my_material.node_tree.nodes.new('ShaderNodeBsdfPrincipled')\nlinks = my_material.node_tree.links\n\nlink = links.new(mix.outputs[2], principled['Base Color'])\n```\n", "Regression: 3.4 mix colour node. links.new() not working properly via python\nOperating system: windows 10\nGraphics card: Nvidia Geforce rtx\n\nBroken: 3.4.1\nWorked: 3.3.1\nMaking a link to index 1 or 2 via python on the mix colour node doesn't properly connect. \nIf queried python reports a connection, but there is no noodle or visible output.\n\nPlease see the attached files. \nIn 3.4.1 load: MixColor_node_links_3_4_1.blend\nSelect the sphere.\nRun the script.\nLook in the system console for reporting.\n```\n - Input 1 is free\n - Yes a valid link\n - Input 1 is busy\n```\nThis is saying that the input [1] on the node is free before the link is attempted. \nAfter, tests that the link that is made is valid.\nSays that the input is in use. \n\nHowever you'll see that their is no connection between the newly created Texture node and the input[1] on the mix colour node. \n\nIf you then run it again immediately you'll see this:\n```\n - Input 1 is busy\n - Yes a valid link\n - Input 1 is busy\n```\nThis time it reports that the link is busy, although visually there is no connection.\n\nDelete the new Texture nodes and we're back to the first result. \n\n\nIf you were to change line 43\n```\nbaseCol_socket = mixAO.inputs[1]\n```\nto \n```\nbaseCol_socket = mixAO.inputs[0]\n```\nThen the connection can be made to the factor input.\n\nIt seems their is some logical connection made, however the noodle isn't drawn.\n\n\nTo test in blender 3.3.1, load the file: MixColor_node_links_3_3_1.blend\n\n", "Creating a new link between a Mix node \"Result\" output and another node input doesn't work using Python\nOperating system: W10\n\nBroken: 3.4, 3.5 Alpha\n\nI'm trying to create a new link between a Mix node and another node using a Python script. I'm using links.new() for that. \nMy code work fine with any other node, but the new Mix node (the one replacing MixRGB) seems bugged. \n\n```\nimport bpy\n\ntree = bpy.data.materials[\"Material\"].node_tree\n\nn1 = tree.nodes[\"Mix\"]\nn2 = tree.nodes[\"Principled BSDF\"]\n\ntree.links.new(n2.inputs[\"Base Color\"], n1.outputs[\"Result\"])\n```\n\nMake a new material, have a Mix node and some other node in there. \nTry to link the Mix output to any other node using Python and you see nothing will happen. No error is even printed, it just doesn't work.\n", "Python API - Link new mix node by output name doesn't work\nOperating system: Linux-5.15.0-58-lowlatency-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.4.1\n\nAttempting to link nodes with the new ShaderNodeMix using named inputs and outputs (i.e: outputs['Result']) produces unexpected results: it links the output of the node in the default mode which is float.\n\n![link_is_made_in_another_mode.png](link_is_made_in_another_mode.png)\n\nOpen attached blend file\nRun script new_mix_node_issues.py or execute steps 1-by-1 in the console\nWhen reaching mat.node_tree.links.new(mix_node.outputs['Result'], bsdf.inputs['Base Color']) the command will succeed, but no connection will be made to the Principled BSDF\n![link_command_ok_but_nothing_happens.png](link_command_ok_but_nothing_happens.png)\nIf you switch the data_type of the node to Float (the default) the connection will appear\n![link_is_made_in_another_mode.png](link_is_made_in_another_mode.png)\nSwitch back the type to Color\nExecute line mat.node_tree.links.new(mix_node.outputs- [x], bsdf.inputs['Base Color']), now the expected connection appears, but it is still confusing why idx 2 is needed\n![link_command_ok_with_index_works.png](link_command_ok_with_index_works.png)\n\nI'm guessing the new mix node has multiple inputs and outputs for each data type which is handled in this somewhat confusing manner. Would it be possible to either enhance the API so it always uses the visible inputs and outputs, or prefix their name by the data type, eg: outputs['ColorResult'], outputs['VectorResult']?\n\n[issue_demo.blend](issue_demo.blend)" ]
Anisotropic Shading This is a huge problem for all real time renderers. Best solution is to use point lighting (with light random sampling) + a hack for IBL.
[ " 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", "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)", "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)", "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", "Shadow buffers\nIn order to reduce Shader register pressure during shading phase, we need to transfer the shadow sampling of opaque surfaces to a fullscreen pass.\nWe would store 1 or 2 bits per lights (limiting number of shadowed lights per pixels to 32 or 16) and use noise to dither the shadow shape.\nThe noise would disappear with accumulation.\nThis idea was explored in this presentation [link](view).\nThe issue is that this technique will not work for alpha-blended surfaces that will still need the standard shadow code.\nContact shadow and cascade shadows cost could be reduced. This could be the opportunity to remove support for contact shadows for alpha blend surfaces.\nThis also will permit to have raytraced shadows in the future.\n\nEstimate : 2 weeks\n", "Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n", "Performance test and notes regarding multires\nDaniel Bystedt and Dalai Felinto had a catch up meeting 11:th of May. During that meeting we talked a bit about sculpting. Dalai asked me to create this task and to add a test file and some more info which is detailed below.\n\n**Computer and Blender specs**\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nversion: 2.92.0\n\n\n**Blend file**\n[orc_head_5_subd_v001.blend](orc_head_5_subd_v001.blend)\n\n**Switching symmetry on/off**\nSwitching symmetry on/off is something a user does quite often in order to not make human faces (for example) look totally mirrored when sculpting. It’s a bit surprising that it is so slow when the vertex count is high. \n\n@PabloDobarro explained via chat: *The lag from turning on/off symmetry is because of a BVH rebuild. Symmetry is a property of meshes, so each time a property of the mesh changes, it considers it as a change in geometry and rebuilds the BVH again. It should be possible to do a more proper tagging of these changes to avoid this, which will fix this multires and any other future system we can make.*\n\n|Vertex count| Time to switch symmetry on/off\n| -- | -- |\n|10 million| 3 s 7ms|\n\n**Subdivide performance**\nSubdividing when vertex count will be above 1-3 million is usually rather slow. The user only have to subdivide the model once when sculpting a model so it’s not a frequent thing that you do. If it could be made faster it would be a nice improvement though\n\n|Vertex count| Time subdivide with multires|\n| -- | -- |\n|subdiv 2.6 million > 10 million| 16 s 5 ms|\n\n**Switching sculpt levels performance**\nSwitching sculpt subdivision levels is something the user does quite often, so if it is fast it would be great. The performance is not terrible though.\n\n|Vertex count| Time subdivide with multires|\n| -- | -- |\n|2.6 million > 10 million| 1 s 8 ms|\n\n\n**Performance investigation starting point**\n- Run a profiler to see if we do not have obvious bottlenecks and see that all threads are occupied\n- Measure exact memory footprint of OpenSubdiv topology. If it is not terribly big, can cache those on different levels while being in the sculpt mode\n- Look into sparse patch tables. This seems to be a solution to a specific of OpenSubdiv which is related on a single-threaded nature of topology construction\n- Run quick and dirty check whether using GPU evaluation brings 10x speedup (quick and dirty is because doing proper integration is not trivial and you don't want to do it if the speedup is not that great)\n- Check whether all tools are properly multi-threaded\n- Make ID_RECALC_PARAMETERS to work for non-geometry properties of meshes (to mitigate the symmetry lag)", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", " Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.", "Ray Visibility (glossy, diffuse, transmission) on light sources generate a different result when using hit by the BSDF or next-event estimation \nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWhen changing/disabling the ray visibilities on a light source (glossy, diffuse, or transmission), the result becomes\ninconsistent when using only BSDF sampling, next-event estimation, or MIS between both.\n\nThe reason for that is that the contribution of a light source is completely neglected when the type of the BSDF closure used for sampling the direction is disabled on the light source.\nDuring next-event estimation, on the other hand, the light source ALWAYS contributes. Only the BSDF evaluation components multiplied with the light contribution differ [ eg. instead: L*glossy + L*diffuse -> L*diffuse if glossy is deactivated].\n \nThe example shows a scene with one big rectangular light at the ceiling, where glossy rays are disabled on. \nAs you can see, the BSDF image is darker compared to MIS, and the NEE version is a little bit brighter.\n![DarkInterior01-vf0.png](DarkInterior01-vf0.png)\n\nThe MIS image is more or less a blended version of BSDF and NEE.\nBecause both BSDF and NEE do not converge to the same result, the MIS one is inconsistent/biased.\nSince the blending factors/mis weights depend on the sampling strategies, the result changes when using path guiding or the light tree.\nThis makes these optimized strategies unpredictable and can confuse the artists.\nIn the worst case, they report bugs on for the light tree and path guiding.\n\nA WIP fix is proposed in [D16965](D16965)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Clarify texture node inputs and outputs\nOften, shader texture nodes take a vector as input, but only use one channel from the vector. Or they output a color where the value is the same on every channel. In these cases we could rely on implicit conversions instead, and update the nodes to have inputs and outputs that are more aligned to what they actually do.", "Viewport animation renders take progressively longer if there is a split in the scene!\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Ultra 1.2\n\nBroken: version: 3.6.2\nWorked: Never\n\nWhen animating a render from the viewport, if a spline is present in the scene each frame takes progressively longer and longer to render until it takes a painfully long time per frame. Once the spline is deleted from the scene, each frame takes the same amount of time to render!\n\nMake an animation of approx 1000 frames\nInclude a spline in the scene - you don't have to render it, it just needs to be in the scene!\nViewport Render Animation\nYou should quickly notice that each frame is taking longer and longer to render\nBy the time you get to frame 800 (if you care to wait that long) you will be pulling your hair out!\n...now delete the spline\nViewport Render Animation\nEach Frame now takes the same time to render and you can smile once more.\n\n....I'm already guessing that whoever is gracious enough to try this will magically not have the problem - if so, please reply and I will supply files... I just would rather not at this time as I am interested to see if it is indeed reproducible? I can confidently say that I have experienced this issue for at least 5 years, but it's only now that it has come to bite me again and I have finally proven (to myself, at least) that the issue is spline related - my scene had one single 'Annotation' spline that I wasn't even aware of hanging around in it and deleting it sped up render times by an order of magnitude!\n\nThanks\nWayne\n\n", "Subsurface scatering does not indirectly affect diffuse.\nHello,\nI've noticed an oddity: materials with SSS are considered totally opaque, but only for the diffuse aspect, but remain visible for glossy surfaces ;\n\n![SSS_anomaly.png](attachment)\n\n\nIt looks like a limitation, but it doesn't seem to be listed anywhere :\n\n-0df9b2c715\n-sss.html\n\nMaterials, such as ivory, jade, marble, rubber or skin, will produce variable results.\n\nIf this is a limitation, it's strange that it's only on the diffuse component and not the glossy one.\n\nSo it looks like a bug.\n\nThanks for reading, and sorry about my bad English.\n\n\nOperating system: Windows 11\nGraphics card: nvidia 2080ti\n\nBroken: 3.6\nWorked: none ?\n\n\nLoad SssPasstrought.blend , render\n\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\n" ]
[ "Anisotropic BSDF\nThe trick would be to randomize the shading normal in the direction of largest roughness value.\n\nThe difficult part is to not over \"blur\" because the isotropic GGX lobe is already \"blurring\" the reflection in the anisotropic direction.\n\nA cheap way would be to use a roughness to angle conversion to measure the correct \"blurring\" amount (angle) and convert it back to roughness. This would\n\nAnother even cheapest way would be to just subtract linear isotropic roughness from anisotropic roughness.\n\nNote: I refer to anisotropic roughness as max(roughness_u, roughness_v) and isotropic roughness as min(roughness_u, roughness_v).\n\nEstimate : 1 week" ]
Workbench problems with alpha channels {[F8707108](alpha.png)}Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 610 Intel 4.5.0 - Build 26.20.100.7263 Broken: version: 2.90.0 Alpha When I use the graphics engine workbench> Material properties> View port Display. I choose a dark color to use as a transparency mask when the alpha value is: 1,000. It correctly displays the preview but when I just changed the example value 0.990 the render shows as if the value was the minimum. And when lowering the value to 0.000 the mask should be totally transparent but the render shows me as if it had a value between 0.300 to 0.500 [#79085.blend](T79085.blend) Open file and render image
[ "Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.", "Unable to adjust Opacity of Camera Background Image\nOperating system: Linux-5.11.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.1; Also tested broken in Blender 2.93.1 and 2.93.5.\n\nWorked: (newest version of Blender that worked as expected) 2.83.18\n\n\n**Opacity of camera background image cannot be adjusted.**\n\n\n\n\n- select camera\n- switch to active camera view\n- check camera background image\n- add camera background image\n- adjust opacity slider (Nothing happens - image remains at 100% opacity)\n\n\n\n\n\n", "ColoRamp value change from 0.501 to higher value results in slowdown and shading error\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nColoRamp value change from 0.501 to 0.502 as input to density results in slowdown and shading error for Principled Volume Shader.\n\nOpen attached .blend\nChange viewport to Rendered\nChange ColoRamp from 0.501 to a higher value\nRender speed is dramatically reduced and Volume Shader is incorrectly much brighter\n\n[ColorRamp bug.blend](ColorRamp_bug.blend)\n", "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", "VSE: UI suggests greater than 32 channels are usable\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nMore than 32 VSE channels are visible (seemingly infinite, I stopped after scrolling past 256), even though only 32 are usable. Honestly it would be good to have greater than 32 channels usable (I found out about the limit while working on a current project), but if not, then at least showing the true state of its limit would mean the behaviour could no longer be said to be buggy.\n\nAlso a couple of long-unsolved bugs related to channel display problems:\nT79783\nT57976\n\n- Drag timeline canvas down until channels 33+ are exposed (all unusable)", "Workbench: Reference image with 'always back' setting does not display\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 2.92\n\nIn Workbench render preview, reference image with always back setting does not display. It only flickers when the viewport is refreshed. This does not happen in solid mode.\n\nThis also does not happen with Workbench Next.\n\n[WorkbenchRefImage.mp4](attachment)\n\n[WorkbenchRefImage.blend](attachment)\n\n- Set the renderer to Workbench\n- Add an empty object with a image\n- Set its depth mode to Back\n- See it in render preview\n\n", "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", "Theme: Inconsistent solid color for the background in the 3D viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.79b\n\nThe color of the 3D viewport background set to theme seems to not match with the color set in the theme setting.\n\nCheck the examples below with the color #36393F\n\n2.79b: color is exactly like in the theme setting.\n![2.79.png](2.79.png)\n\n2.80 to 2.82: color looks good but seems grainy.\n![2.82.png](2.82.png)\n\n2.83 to 2.90: color is slightly changed, when sampled not the expected theme color.\n![2.90.png](2.90.png)\n\n- Open blender\n- In the initial layout change the Outliner editor to Preferences\n- Go to background color option\n- Use the colorpicker to get a sample of the background color\nThe color shouldn't change, but it does", "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "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", "Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-", "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.", "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", "GPencil: Hardlight blend issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83.0\n\nThe semi-transparent textures of Grease Pencil material turn black when their layer is in HardLight blend mode.\n\n- open the provided blend file\n- see, wrong alpha blending\n- NB: change the blend mode and it works as expected\n\n[GP-hardlight-blend-issue.blend](GP-hardlight-blend-issue.blend)\n\n", "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 " ]
[ "Inverted alpha when rendering in workbench\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\n**Broken:**\n2.90.0\n2.83.5 LTS, branch: master, commit date: 2020-08-19 06:07, hash: c2b144df395f\n2.83.0 LTS\n\n**Worked:**\n2.82a, branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4\n\nAlpha is inverted when rendering with workbench. Both when using alpha values from material properties and when alpha from object properties.\n\n\n1 Switch to workbench render engine\n2 Add alpha from material or object properties\n3 Render image and observe incorrect transparency values\n\nDemo files with bug below:\n\nAlpha from material properties:\n![bug_alpha_from_material_properties_01.png](bug_alpha_from_material_properties_01.png)\n[bug_alpha_from_material_properties.blend](bug_alpha_from_material_properties.blend)\n\nAlpha from object properties:\n![bug_alpha_from_object_properties_01.png](bug_alpha_from_object_properties_01.png)\n[bug_alpha_from_object_properties.blend](bug_alpha_from_object_properties.blend)\n\nCorrect render results from 2.82a:\n![bug_alpha_from_material_properties_02.png](bug_alpha_from_material_properties_02.png)\n![bug_alpha_from_object_properties_02.png](bug_alpha_from_object_properties_02.png)" ]
Add node search function not working anymore in blender 3.00 & 3.00-cycles Operating system: macOS-11.3-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.4.17 Broken: version: 3.0.0 Alpha Worked well on : (version: 3.0.0 Alpha, branch: cycles-x, commit date: ---> 2021-06-07 <----- 16:14, hash: `a59c17e3f2f1`) AND all older versions. Add Node the search function isn't working/showing results - (shader and compositing editor) Other versions like 2.92, 2.93 stable and exp... are fine. But when reset to factory settings it works. Again. As soon as you load your nodes in,, the node search option is gone in shader or compositing node editors. The blender 3 master started doing this on the 8. june 2021 &. blender 3-cycles at 10. june 2021 Courious is that the node search from add node also doesn't work on comositing workspace too. Maybe load a file with denoiser nodes and such into the composer and some nodes in shader editor. or use the startup blend file I send with this message, to see there are no search results for nodes. Thanks in advance SG [startup.blend](startup.blend)
[ "Freeze on typing in name field of Named Attribute node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n![msg1043560862-70713.jpg](msg1043560862-70713.jpg)\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)", "NDOF buttons no longer programmable with Blender commands\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: 2.93.4\nWorked: 2.92\n\nNDOF (3D Connexion Space Navigator) has two programable buttons which are programmed in the 3D Connexion software. The button settings have a dropdown where one can select a 'Blender' drop down which lists a number of possible Blender functions for that button. Now, none of them work. It appears that only the 'Blender' dropdown is not functioning. Other dropdowns still work, so I know the Space Navigator is operating well. I particularly use the 'Fit' option in the 'Blender' dropdown, but I tested others and none of the Blender functions work now.\n\nThey did in previous versions (2.92) Beginning in 2.93, there were other problems with the Space Navigator that I did not report, but they were fixed in 2.93.4. Now this new problem of being unable to program either of the two side buttons with any of the 'Blender' functions has appeared.\n\nI contacted 3D Connexion Tech Support but they could find no solution. The problem appeared with the older device driver, but installing the newest driver did not solve the problem.\n\nError can be reproduced with Space Navigator and Blender 2.93.4\n\nThanks for Blender and all the time you spend perfecting it. ", "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).", "Boolean merges CustomData inconsistently (UVs, VCols), breaks UV Map Node\nOperating system: Linux-5.0.0-25-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.34\n\nBroken: version: 2.81 (sub 2)\nWorked: (optional)\n\nThe UV Map of an object with Boolean Modifier doesn't work when the UV is assigned to the texture with the UV Map node. \n\nOpen this file:\n[boolean_uv_map.blend](boolean_uv_map.blend)\nThe UV layout of the bigger cube is not used. Once you unplug the custom UV Map node in the shader, the UV Map works again. It also works when you disable the Boolean Modifier. ", "Adjusting spotlight blend using gizmo does not register undo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n", "Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)", "\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n", "Python API bindings for volume render pass broken\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nPython API calls for Volume render pass settings are missing.\n\nEnabling the render pass show in the info window `bpy.data.scenes[\"Scene\"].(null) = True`.\nSetting it with python fails too:\n```\n>>> C.scene.view_layers['View Layer'].use_pass_volume_direct = True\n\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nAttributeError: 'ViewLayer' object has no attribute 'use_pass_volume_direct'\n```\n\n", "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)", "custom keymap anim.channels_find parameter (Query) isn't used\nOperating system: windows \nGraphics card:\n\nBroken: 293.1\n\n\nCustom query isn't used when opening channels find menu. I would like to have the query included in the search field\n\n\n\n![image.png](image.png)\n\n\n1. Adding a hotkey for anim.channels_find operator with custom query (location) \n2. Press new hotkey in graph editor\n3. Observe empty query field\n\n\nIdeally I would like to execute this command: \n```\nbpy.ops.anim.channels_find(query=\"rotation\")\n```\ndirectly by pressing the hotkey\n", "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).", "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", "Undo doesn't consider changes in nodetree when object is in edit and texture paint mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.79-3.4\n\nFor reference: this is due to this commit 4a08b974f4\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nWhen in edit and texture paint mode, I can't undo changes, that I made in the shader editor. \n\n\n - Open .blend\n - Move some verts.\n - Change a shader node setting.\n - Press {key Ctrl Z}.\n # The verts move back, but the node setting remains.\n[#71895-undo-not-undoing-shader-nodes.blend](T71895-undo-not-undoing-shader-nodes.blend)", "boolean node in geometry nodes seems to work wrong\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 3.0.0 Alpha\n\n\n\nI have made this node tree in geometry nodes and i am getting this result, which - for me - looks like a bug.\n\n![image.png](image.png)", "Node Tools not exposed in the Preferences > Keymap\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 3.3.1\n\n**Short description of problem**\nFor the Node Editor keymap, there are hidden Node Tool keymaps that exist within Blender (they are only visible via search filter) that override the keymaps that are exposed, and can't be customized properly.\n\n![Capture.JPG](Capture.JPG)\n\nThis report stems from this bug report:\nT102422 " ]
[ "Blender 3.0 alpha : At some point Search in shader editor stops working\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63\n\nBroken: version: 3.0.0 Alpha\nWorked: blender-3.0.0-alpha+master.dbfde0fe7038-windows.amd64-release\nCaused by f29a738e23\n\nAt some point Search in shader editor stops working. In fresh file search work fine, but after some material editing search becomes empty.\n![search.jpg](search.jpg)\n\nTest File:\n[search.blend](search.blend)\n\n\n" ]
Select Interior Faces should only be faces in the interior of a mesh Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.20 Broken: version: 2.91.0 Select Interior Faces selects too many faces The "Select Interior Faces" operation on attached blend [boots_template.blend](boots_template.blend) selects faces up to the top of my proto-boots, the attached screenshot ![interior-faces.jpg](interior-faces.jpg) shows the faces which select for me (Some of the resulting selected faces have unique edges, for example, and of course faces which share an edge with only one other face have also been selected.)
[ "Subdivision surface settings part of the Mesh\n**Description**\n\nWe want to make subdivision surfaces a property of the Mesh datablock. The modifier would remain, but would likely be used less.\n\nThere are a few reasons for this:\n* OpenSubdiv GPU acceleration in the viewport and adaptive subdivision in Cycles need the modifier to be last in the stack. The available settings, behavior and implementation would be more clear if this was controlled outside of the modifier stack.\n* When we add modifier nodes support, the concept of a last modifier in the stack becomes fuzzy. Being able to pass along a subdivision surface Mesh to another node without actually subdividing is important for performance and to leave subdivision to the renderer.\n* For best performance with GPU acceleration, we don't want Blender to also subdivide the mesh on the CPU at all. But operations like hair positioning, particle emission and snapping still need to take into account the subdivision surface. If the Mesh datablock contains all the subdivision surface information, these could potentially work on the limit surface without subdividing the mesh on the CPU.\n* Simpler smooth normals handling, see #68893 (Smooth shading usabilty).\n* File formats like USD have native subdivision surface primitives. By making it part of the mesh, we are more compatible with such file formats. \n\n\n**TODOs**\n\n- Modeling\n - [ ] conjugate the presence of a subdivision surface modifier with the mesh settings if it is the last in the stack\n - [ ] ensure creases survive the modifier stack (unless consumed by a subsurf modifier)\n - [x] (follow up to [D10145: Subdivision: add support for vertex creasing](D10145)) move edge crease to a custom data layer\n\n- Cycles/EEVEE\n - [x] detect subdivision using the mesh settings instead of the modifier\n\n- Normals (work on some aspects of #68893 (Smooth shading usabilty))\n - [ ] remove autosmooth and custom normals options if the mesh is a subdivision surface\n - [ ] always render with smooth normals (flat areas can also be defined trough creasing)\n\n- Alembic/USD\n - [ ] set mesh settings during imports\n - [ ] export as SubD Object when subdivision is used\n\n- Workflow\n - [ ] option to set the subdivision settings when creating a mesh, or add a sub-menu with meshes with subdivision enabled\n - [ ] shortcuts to subdivide (?)\n - [ ] script/addon to update old files to replace last subdivision modifier in the stack with mesh settings (doing this in version code might have undesirable side effects)\n\n- Other\n - [ ] Update test files", "Face selection inconsistency with respect to the view\nOperating system: Linux-6.1.0-5-amd64-x86_64-with-glibc2.36 64 Bits - confirmed on Multiple Windows and Mac\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.3.3 and NVIDIA GeForce GTX 1060 with Max-Q Design and others.\n\nBroken: version: 3.4.0\nWorked: 2.83\n\nYou can't predict how many faces will be selected in solid mode, even for the more basic shapes.\nIs it related to blender/blender#82182 ?\n\n\nAttached a basic video showing the error. The video focuses on the orthographic view, this also happens in perspective mode.\n\nThank you,\nRiccardo\n\n", "Edge masking artefacts on higher subdiv levels when removing the mask from lower subdivs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 2)\n\nThis is a follow-up report on this bug report I made: T76386\n\nTo quickly summarise, there are still masking artefacts that aren't removed when you delete a mask at a lower subdiv level. It only deletes the mask that all subdiv levels share, but in the process the edges of the mask remain at the higer levels because said geometry doesn't exist on the lower levels. This causes problems like these to occur:\n[Desktop 2020.05.17 - 00.35.46.01.mp4](Desktop_2020.05.17_-_00.35.46.01.mp4)\n\n\n1) Take a cube and subdivide it.\n\n2) Go down to level 0 and try to mask the mesh, which will be completely invisible. Then pick any subdiv level above it and mask.\n\n3) Remove the mask at a lower subdiv above level 0 and then move up one level. The mask edges should still be there.\n\n4) Repeat 3) until you reach the highest subdiv level.", "Polishing Correct Face Attributes\n- [ ] Initialize operators options based on the \"correct face attribute\" value (e.g., edge slide).\n- [ ] Unify naming of the option and the operator options.\n\nThe way we do Proportional Editing seems to be a good example to follow. These issues have been raised on 4387aff", "Extrude manifold on multiple non-adjacent faces gives wrong results\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.90.0 Alpha\nWorked: never\n\nWhen using extrude manifold when multiple non-adjacent faces are selected, you sometimes get some weird and inconsistent results with missing edges.\n\nDefault cube -> edit mode\nAdd one loop cut\nSelect two opposing faces next to the loop cut\nTransform orientation: normal, pivot individual origins\nExtrude inwards\nResult: ngons on both sides with missing edges where they should be. Also the result is different on both opposing sides.\n\nImage: on the left extruding a single face; on the right extruding multiple faces at once:\n![Schermafbeelding 2020-07-05 om 12.03.05.png](Schermafbeelding_2020-07-05_om_12.03.05.png)\n\n----\n\nExample blend file.\n\n[T78635_test.blend](T78635_test.blend)\n\n", "\"Join Meshes\" changes the material slot assigned to faces of the original mesh\nOperating system: MacOs BigSur\n\nBroken: 2.91.2\n\nSee video:\n[Screen Recording 2021-02-12 at 12.04.24.mov](Screen_Recording_2021-02-12_at_12.04.24.mov)\n\n1) Create Mesh ONE with 2 material slots, with the same material, each slot assigned to different mesh island in mesh. \nSo faces on mesh islands have different material_indexes, although both use the same material (in different material slots)\n2) Create Mesh TWO without any materials\n3) Join Mesh TWO into Mesh ONE\n4) Check material indexes in resulted mesh. They wil ALL point to first material slots.\nFaces, that was linked to second material slot initially will be \"relinked\" to first slot, so theier material_index attributes are altered/messed \n\n**Expected behaviour:**\nFaces linked to second material slot initially should stay with the same material_index, join action has no reason to change them\n\n", "Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n", "Facedot Selection and Visibility Options\nGoal of this proposal is to have an alternative face selection style in x-ray shading for box, lasso, and circle selection tools. \nThe default right now is to have the facedot inside of the box/lasso/circle. \nMany users heavily requested an alternative similar to selection when Xray is off, where if the selection box/lasso/circle is inside any part of a face, it is selected. \n\n# Issues\n\nIt is useful to have an option, and sometimes necessary when a facedot selection is being difficult to deal with. \nA simple example: 499?u=lcas\nA more complex work example with big Ngon faces: watch?v=i9VUMvnFwkk\n\nThe only alternative to achieve this right now is to switch between vertex and face selection.\nHere's a visual example: 483\nBut this can also lead to unintentional results in the conversion of selections.\n\nHaving the ability to temporarily disable facedot visibility in x-ray can make it easier to look at a dense mesh as well.\n\n# Proposal\n\nFacedot display should be an option in X-ray. If face dots are visible in x-ray, they should be used for selection in box/lasso/circle. If facedots are not visible, use the alternative selection via their \"face area\" for box/lasso/circle. \n\nProbably don't carry this logic over when Xray is disabled though, because enforcing solid facedot select in this manner would disrupt the established method of \"face area\" selection in when Xray is disabled.\n\n# Open Questions\n\nDisabling facedot display in x-ray leads to at least two questions:\n1. Do you have two facedots (solid and xray) so that they can be toggled separately? I think this is good because it means if you want them on in xray only, and not in solid, you don't need to toggle them when going between solid and xray.\n\n2. Is the ability to disable xray facedots, and the alternative face area select in this mode, worth the potential confusion introduced for single click face select? \n\nI can't think of another way to select faces by single click in xray. So potential for not seeing facedots, and then needing them for single click, leads to some issues. If user wants to use the alternative \"face area\" select in x-ray, they will no doubt need to single click on faces in x-ray as well. I think another way to do this could be that instead of linking facedot selection with their visibility, we could have a checkbox somewhere like toolsettings. Or directional based (dragging clockwise vs counterclockwise or left/right) to choose either facedot or \"face area\" is also a pretty cool idea. This way you don't need to have facedots turned off to use the \"face area\" method, which alleviates some problems for single click selection of xray faces.\n\nOne more thing to consider is adding facedot selection to solid shading, this has some usefulness:\n514?u=lcas", "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 ", "Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n", "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)", "non-manifold edge generated after remesh modifier\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro K600\n\nBroken: 2.80 official \nWorked: (optional)\n\nafter applying Remesh modifier with mode as Block, the result object has non-manifold edges.\nthe blocks of issue are sharing only edges instead of faces and make non-manifold edges.\nits rough sketch looks as below:\n\n```\n |-----|\n | |\n |-----x-----|\n | |\n |-----|\n```\n\nwhere non-manifold edge is marked as x\n\nI am not sure if this behavior is a bug or not but I guess this behavior could be avoided by inspecting shared edge and face or something.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[sample.blend](sample.blend) ", "Expand face sets crashes blender when mesh has no faces\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.5.0 Alpha\n\nif the mesh doesn't contain faces, the expand face set operator will crash blender.\n\n- Open .blend file\n- Enter sculpt mode\n- Press {key Shift W}\n[#102290.blend](T102290.blend)\n\n```\nStack trace:\nblender.exe :0x00007FF6EDD094F0 sculpt_expand_invoke C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\editors\\sculpt_paint\\sculpt_expand.c:2142\nblender.exe :0x00007FF6ED4EF700 wm_operator_invoke C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:1446\nblender.exe :0x00007FF6ED4ED030 wm_handler_operator_call C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:2478\nblender.exe :0x00007FF6ED4EEA90 wm_handlers_do_keymap_with_keymap_handler C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:2875\nblender.exe :0x00007FF6ED4EE220 wm_handlers_do_intern C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3196\nblender.exe :0x00007FF6ED4ED640 wm_handlers_do C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3337\nblender.exe :0x00007FF6ED4F3970 wm_event_do_handlers C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF6ED4D9C50 WM_main C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF6ED1C6B80 main C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\creator\\creator.c:580\nblender.exe :0x00007FF6EE7A1274 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nKERNEL32.DLL :0x00007FF9E1BB54D0 BaseThreadInitThunk\nntdll.dll :0x00007FF9E25C4830 RtlUserThreadStart```", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "Sculpt Tools (not brushes) treated like brushes\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 10)\n\nIf you use any brush and then switch to Mesh Filter or any Transformation Tool, Box Mask.....\nthe info of the previous brush is still there. Fox example:\n- You choose the mask brush\n- Then switch to mesh filter\n- Mesh filter still has the data of the mask brush and is treated like a mask brush\n\nThis is true because if you create some tool or addon that filter some option only for mask brush with\n```\ncontext.tool_settings.sculpt.brush == 'MASK' \n``` \nor\n\n```\nself.paint_settings(context).brush == 'MASK' #using UnifiedPaintPanel\n```\nwhen switching to mesh filter or any other mentioned, you still can see those options\n\nThis ends up that devs have to make a previous pass to filter all **tools that are not brushes and are treated like if they were** (before filter by brush type)\n\n```\nif context.workspace.tools.from_space_view3d_mode(\"SCULPT\", create=False).idname == \"builtin.mesh_filter\": exclude = True\n```\nor filter all brushes by idname of the tool and not by brush type\n\n![image.png](image.png)\n\nProbably there's a better way to filter those tools but the matter is they are treated like brushes, not only internally, also visually in the UI... when they aren't\n\n" ]
[ "select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n" ]
Latest Version of 2.8 Intel i7 Nivida 1070 GTX 2.8 Loaded properly and then when I went to ROTATE, SCALE or MOVE the object Blender would crashes. It happened in OBJECT mode and EDIT mode.
[ "Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n", "Blender 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", "Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)", "Blender editing performance with many datablocks\n**Status:** 1st milestone almost complete, need final optimizations.\n\n---\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @mont29\n**Project members:** @ZedDB \n**Big picture:** In heavy scenes, new features in Blender 2.8x are making the inherently linear (`O(N)`), when not quadratic (`O(N²)`), complexity of most operations over data-blocks more problematic than in 2.7x era. The general goal is to bring those operations back to a constant (`O(1)`) or logarithmic (`O(log(N))`) complexity.\n\n**Description**\n**Use cases:**\n*Need specific test cases.*\n* Undo changes in object mode in a heavy scene.\n* Undo changes in pose mode in a heavy scene.\n* Duplicating objects in a heavy scene.\n* Adding many objects in a scene.\n\n*Note:* There are two types of “heavyness” in scenes (that can be combined of course):\n * Scenes that have many objects and/or collections.\n * Scenes that have very heavy geometry, either in the geometry data itself, or generated from modifiers like subdivision surface.\n\n**Design:**\n # Dependency graph should not have to re-evaluate objects that did not change.\n ** This is mainly a problem currently during global undo, as all data-blocks are replaced by new ones on each undo step.\n # Handling naming of data-blocks should be `O(log(N))` (it is currently close to `O(N²)`, or `O(N log(N))` in best cases).\n **This will require caching currently used names.*** We will probably also have to handle smartly the numbering in that cache, if we really want to be efficient in typical “worst case” scenarii (addition of thousands of objects with same base name e.g.).\n - Caches/runtime data helpers should be always either:\n - Lazily-built/updated on-demand (code affecting related data should only ensure that the 'dirty' flag is set then).\n *** This approach can usually be easily managed in a mostly lock-less way in a threaded context (proper locking is only needed when actually rebuilding a dirty cache).\n ## Kept valid/in sync all the time (code affecting related data should take care of updating it itself, code using the cache can always assume it is valid and up-to-date).\n ***Such cache should be easy to incrementally update (it should almost never have to be rebuilt from scratch).****This implies that the cache is highly local (changes on a data-block only ever affect that data-block and a well-defined, easy to reach small number of “neighbors”).*** In general keeping this kind of cache valid will always be harder and more error-prone than approach #A.\n *** This approach often needs proper complete locking (mutexes & co) in a threaded context.\n \n *Note: The ViewLayer's collections/objects cache e.g. currently uses the worst mix of #A and #B - it is always assumed valid, but updating it requires a complete rebuild from scratch almost all the time.*\n\n *Note: Approach #B is usually interesting only if a complete rebuild of the cache is **very** costly, and/or if the cache is invalidated very often while being used.*\n\n**Engineer plan:** `-`\n\n**Work plan**\n\n**Milestone 1 - Optimized per-datablock global undo**\nTime estimate: `6 months`\n\n* Re-use as much as possible existing data, and try to swap newly read (modified) data to the original memory, during 'memfile' undo step. Updating the depsgraph should then be much less work.\n** #60695 (Optimized per-datablock global undo)\n** [D6580: WIP/Demonstration patch about undo speedup project.](D6580)\n\n**Milestone 2 - Lazy collection synchronizations**\nTime estimate: `1 month`\n* Fix view layer collection syncing (to not require looping over all objects, or to be ran much less often...).\n** #73411 (Fix ViewLayers cache building)\n\n**Milestone 3 - Data-blocks management performances with many of them**\nTime estimate: `5 months`\n\n# Investigate how to best handle naming conflicts issues.\n**Most obvious idea would be store all used base-names in a GHash (one per ID type), along with used indices. Needs further design though.** #73412 (Improve name conflict handling in ID management)\n# Investigate the best way to cache bi-directional relationships info between data-blocks.\n**We already have a start of this with `BKE_main_relations_create()` & co, but it is heavily under-used and needs better design to be usable more widely.** #73413 (Cache data-block relationships info )\n# Fix/Improve handling of the Bone pointers (which are sub-data of `Armature` ID) stored in poses (which are sub-data of `Object` ID).\n**Ideally such horrible pointers should not exist ever. They are a very solid recurrent source of bugs in Blender.** Not sure how to best deal with them, at the very least we could add some generic ID API to ensure those kind of caches are up-to-date?\n\n\nSee also #68938 (Blender editing performance with many datablocks).\n\n**Later**\n\n* Dependency graph rebuild to be `O(1)` or `O(log(N))` (it is also `O(N)` at the moment). *???? would assume linear would already be nice performance for such a code?*\n\n**Notes:** -\n\n---\n", "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)", "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "Blender crash 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```", "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", "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", "Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n", "Crash 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", "object monitor and menu bar flickers when i move move my cursor\nOperating system: Windows-11-22H2\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.92\n\nBroken: version: 3.6.2\n\n\n\n", "Cycles GPU Out of memory in viewport Metal Backend\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 560X 1.2\nAdditional Hardware : eGPU Razer Core X with AMD Radeon 5700 XT\n\nBroken: version: 3.6.0\nWorked: version 3.3.8 \n\nGPU Out of Memory in cycles with a simple scene one object and one Sun Light\n\nLoad Scene \nSwitch to render mode \nNavigate in the scene in rendered mode changing the view, after some pan and zoom the error gpu memory error is showed and blender crash. \n\nSame scene in blender 3.3.8 is working fine.\n\nBlender 3.6.0 is using 11.55 GB of Memory\nBlender 3.3.8 is using 566 MB of Memory with the same scene in rendered mode.\n\n", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Blender 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)" ]
[ "Crash 2.8 - Click in transform , program shutdown\nwin7 x64 sp1 , amd radeon rx-460 4gb \n\nBroken: blender-2.80-b4b8d3ab0e4-win64.zip\t110.78MB\tAug 12 2018 02:52:18\nWorked: basic cube whit open de program\n\ncopy and paste the inicial cube, and click in transform , program shutdown\n\ncrtl+c , crtl-v to the cube and click in transform , program shutdown\n", "Crash - selecting tools: Transform, Grab, Rotate and Scale.\nwin10\nintel HD 520\nblender-2.80-d7b5e2fa72c-win64\n\n\n selecting tools: Transform, Grab, Rotate and Scale causes a crash. In both Edit mode and Object Mode\nCrash only happens when Overlays are turned on\n\nScale Cage tool works fine which I think is important in recogning the cause of the problem.\n\n1. Open blender startup scene\n2. Make sure Overlays are on\n3. Click on any tool that I mentioned above in the tool panel in object mode or edit mode\n", "Opening a file or clciking on the toolbar crashes blender instantly\nWindows 10 and GeForce 940MX, \n\nBroken: 2.80 b4b8d3ab0e4\nWorked: Yes\n\nOpen Blender and click on the toolbar and /or open a new file (via the splash screen included). This causes blender to crash. Reloading factory settings do not alleviate the issue.\n\nopen blender from the system file where it was extracted to, click on the toolbar or try to open a file and this should crash blender.\n", "crash when clicking on Transform, Grab, Rotate, or Scale icon button on the left tool bar \nOperating system: windows 8.1\ngraphics card: nvidia gtx 750ti\n\nBroken: 2.8 alpha Hash b4b8d3ab0e4 Date 2018-08-11. On this version, it crash with this bug.\nWorked: with the version 2.8 alpha Hash: 0f449541d2e Date 2018-07-31 this bug don't occurs\n\nThe crash occurs as soon as i click on Transform, Grab, Rotate, or Scale icon button on the left tool bar.\n\nDirectly after blender has started, the crash occurs as soon as i click on Transform, Grab, Rotate, or Scale icon button on the left tool bar.\n\n[system-info.txt](system-info.txt)" ]
Keyboard input not working if pen is outside the surface range (Wintab) Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 Drawing tablet model: Huion h950p Broken: version: 2.92.0 Beta Worked: 2.91 Using a drawing tablet, if the pen gets out of the surface range of the tablet, Blender doesn't recognize any keyboard input. If the pen is hovering above the surface the keyboard inputs works normally. This problem doesn't occur with Windows Ink API. [0001-0430.mp4](0001-0430.mp4) - Set the tablet API to Wintab. - Open a default scene. - Try using the keyboard while the pen is in the tablet range (hovering). - Now try using the keyboard with the pen outside the tablet range.
[ "unable to use the workspace tabs or menus if rendering onto a second monitor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nunable to use the workspace tabs or menus if rendering onto a second monitor\n\nSee video below. I reported it previously but it got merged with T71334 which was recently closed. @brecht fixed it the other day, but this bug still remains so just raising a new bug with better info. \n\n[2020-05-02 22-21-54.mp4](2020-05-02_22-21-54.mp4)\n\n\nSet resolutions:\n- Primary monitor 4K, 150% scaling\n- Secondary monitor 1920 x 1080 100% scaling\n\n- Have Blender main window on primary monitor and render on secondary monitor.\n- Render image\nTry to switch workspace - it doesn't work\n\n", "Non-keyboard shortcuts allowed to be set via context menu, but cannot be unset without going to user-preferences\nBroken: 2.79 or latest 2.80 (fa59346c13).\n\nAlthough I can easily (and often accidentally) assign non-keyboard shortcuts to menu items, I cannot easily undo it.\n\nFrom the viewport: View > Frame All [RMB] > Change Shortcut.\n\nAlthough the UI says \"Press a Key\", if you mouse click it (e.g., LBM) will register as the new shortcut.\nNow if you try to change the shortcut again it says it is a Non-Keyboard shortcut and cannot be changed.\n\nTooltip: *\"Only keyboard shortcuts can be changed that way (...)\"*", "Grease pencil stroke partially invisible until mouse-up\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhile drawing in the attached scene the stroke is only partially visible. The full line becomes visible only on mouse-up\n\n* open the attached .blend\n* draw over the area with the 3d geometry behind it, only part of the line will show until you end the stroke (see video below)\n\nScreen recording of the problem: Jehz9YAXmE0\n\nBlend file: [gpdrawbug.blend](gpdrawbug.blend)\n\n", "Transform cursor (patch included)\nRecently LMB-Drag was made to move the cursor *(edit, this has since been reverted)*.\n\nHowever this just moves the cursor under the mouse,\n\nit _could_ be useful to use transform here, it allows.\n\n- Drag, XKey to lock to an axis\n- ... Shift+Y to constrain to a plane.\n- ... Hold Ctrl to snap (snap to verts for example is handy)\n- ... Shift for more precise placement...\n... most other transform keys.\n\n\nOne reservation I have about this, is that you probably would often want to be able to snap to vertices and edges, and not have to depend on the current snap options in the 3d view header.\n\nSo we could override the snap options that transform uses.... but this seems a bit crappy too, since you may want to snap to faces in some cases, or even snap to grid.\n\nAs an alternative, we could just not bother attempting to integrate this with transform, and add snapping to the current modal operator (similar to how we have with the Ruler operator, which shares low level code with transform snapping)\nBut in that case we miss the axis constraints which seem like they would be nice to support.\n\n\nHere is a test patch to show how it works: [P87](P87.txt)\nNote, it crashes if you try to scale and its hard coded to LMB for cursor place, so its mostly a proof of concept.", "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)", "There is a delay when dragging the value sliders while using a Wacom pen.\nOperating system: Windows 10\n\n\nBroken: Blender 3.0\n\n\n\nTrying to drag value input sliders always has an initial friction which makes value dragging not an instant interaction. I do not get this initial friction when I use a mouse instead. \n\nPlease see the movie below. As you can see the values start changing just a little bit after dragging starts with the pen. You cant see the mouse pointer in the recording but you can see that the value box activated then the value changing starts happening.\n\nThis issue happens with all of the value boxes, not just the transform inputs as in the movie.\n\n\n[pzJM3EGql3.mp4](pzJM3EGql3.mp4)\n\n\n\nMake sure you are using a Wacom pen with Windows Ink (although Wintab does not seem to make a diff)\n\nAdd a basic object\n\nOpen the transform panel\n\nTry to slide the values in the boxes.\n", "Enable pen tilt support by default\nThis task keeps track of the tested devices in order to enable pen tilt support by default.\nThe reason this feature was committed as experimental was because it is not clear what devices and OS configurations are supported and what devices we are planning to support. \nRight now the feature can be enabled in alpha builds as a experimental feature and used in some sculpt tools (draw sharp, scrape, clay strips...). \n\n\nWorking:\n- Wacom Cintiq Pro 16 - Ubuntu 20.04\n- Wacom Cintiq Pro 24 - Ubuntu 20.04\n- Wacom Cintiq Pro 24 - Manjaro 19 GNOME \n- Wacom Intuos Pro M - Ubuntu 20.04\n- Wacom Intuos Pro M - Pop OS 20.04\n- Wacom Intuos Pro M - Windows 11\n\n- XP-Pen Artist 13.3 Pro - Windows 10\n- XP-Pen Artist 15.6 Pro - Windows 10\n\n\n\nNot working:\n- Wacom Mobilestudio Pro 16 - Windows 10 (y tilt axis is inverted)\n- Huion Kamvas 13 - Windows 10 (y tilt axis is inverted)\n", "Sample color add to palette, works for mouse click but not key press only\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA GeForce GTX 960M\n\nBroken: 2.80 2019-02-05 23:34\nWorked: (optional)\n\nUsing the **sample color** tool, **add to palette** option does not work properly.\n\n1. Press S+LMB with cursor on any color. The option **add to palette** is checked automatically(at the tool properties panel at the bottom left) and the color is actually added to the palette(tool properties bar at the top > brush).\n2. Press S with cursor on any other color(do not click). The option **add to palette** is still checked(because it remembers the last operation). new color is extracted and is now the foreground color. However it does not add the new color to the palette. Strange.\n3. Press S with cursor on any other colors(do not click). It behaves the same. **Add to palette** is checked but is not working.\n\n**Extra bug**\n1. Press S with cursor on any color(do not click). The option **add to palette** is not checked automatically.\n2. Try to enable the checkbox **add to palette**.\n3. Blender crashes.\n\nMaybe the solution is just to get rid of the checkbox **add to palette**.\nS is sampling color to foreground color, S+LMB is sampling color to palette. Why would we need the checkbox?\nIt is also possible to add the color to palette after sampling(to foreground color). This option doesn't seem necessary to me...\n\n[bug-samplecolortool-addtopalette.blend](bug-samplecolortool-addtopalette.blend)", "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", "GPencil: Brush and stroke size related issues\n**Description**\n\nWhen drawing in grease pencil, control over the brush size and the thickness of the stroke is of course extremely important. Currently, there are some inconsistencies and confusing behavior that need to be addressed. Here is a list of current issues and some new proposals.\n\n - **Brush Radius:** Currently, the brush size can be changed via this slider in draw mode. ![image.png](image.png) The name displays \"Radius\" and the tooltip reads \"Radius of the brush in pixels.\", but this is not consistent with the thickness of the strokes. If the user sets the **radius** to 100px and the *Stroke Thickness* option in the object data properties is set to *Screen Space* the stroke has a **diameter** of 100 pixels. If the *Stroke Thickness* is set to *World Space* the stroke has a **diameter** of 0.1 meters. A simple solution is to change the UI name from \"Radius\" to \"Size\" and clarify in the tooltip that the thickness or diameter of the stroke is meant.\n - **Radial Control:** When the user changes the brush size via the radial control (shortcut {key F}) the control has a **radius** of the given pixel value, not (like mentioned before) a **diameter** of the pixel value set. ![brush_size_overlay.png](brush_size_overlay.png) \n - **Brush size in World Space** When the *Stroke Thickness* in the object data properties is set to *World Space* the displayed thickness of the strokes in that grease pencil object are calculated via the following formula: `((line_change + stroke_thickness) * pressure * pixel_factor) / 1000.0f` E.g. when all adjustment values are set to their default value then **1px (stroke thickness) = 1mm (world space)**. Currently, there is no way for the user to know this. The UI gives no indication of this and the manual also does not mention it. A possible solution is to change the units of the brush from pixels to meters and also do the right conversion so that the size is correctly displayed in the UI.\n - **Drawing in screen space/world space:** The user can change the stroke thickness (screen space/world space) in the object data properties. That means that *all* strokes in the grease pencil object will be either drawn using the screen space thickness in pixels or the world space thickness in meters. But there is currently not a way to choose the brush size to be in screen or world space. In sculpt mode, the user can choose the brush size \"reference\" (Radius Unit). ![brush_size_units.png](brush_size_units.png) This would also be useful for grease pencil. \n # **Brush size indicator:** At the moment there is no visual feedback on how big the current brush is. A solution could be a \"ring\" around the cursor and deactivate it during drawing so it only shows up before starting the stroke.\n\n---\n**Related reports:**\n#83675, ", "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", "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", "Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n", "Blender 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", "gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive\n(reporting from different os, those are copied from system-info.txt generated by blender)\nOperating system: Windows-10-10.0.19043-SP0\nGraphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nWorked: ?\n\n`gpu.types.GPUOffScreen` together with `gpu.state.depth_test_set` causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. if `gpu.state.depth_test_set` is set to `'NONE'` after drawing is finished, problem goes away. this happens on windows, on mac it works.\n\nexample code is from: gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications\n\n- Open text editor in default scene\n- Paste and run the attached code\n```\nimport bpy\nimport gpu\nimport random\nfrom mathutils import Matrix\nfrom gpu_extras.presets import draw_circle_2d\n\nIMAGE_NAME = \"Generated Image\"\nWIDTH = 512\nHEIGHT = 512\nRING_AMOUNT = 10\n\n\noffscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)\n\nwith offscreen.bind():\n fb = gpu.state.active_framebuffer_get()\n fb.clear(color=(0.0, 0.0, 0.0, 0.0))\n \n # one line added here ----------------------------------------------------\n gpu.state.depth_test_set('LESS_EQUAL')\n # ------------------------------------------------------------------------\n\n with gpu.matrix.push_pop():\n # reset matrices -> use normalized device coordinates [-1, 1]\n gpu.matrix.load_matrix(Matrix.Identity(4))\n gpu.matrix.load_projection_matrix(Matrix.Identity(4))\n\n for i in range(RING_AMOUNT):\n draw_circle_2d(\n (random.uniform(-1, 1), random.uniform(-1, 1)),\n (1, 1, 1, 1), random.uniform(0.1, 1),\n segments=20,\n )\n \n - and one line here ------------------------------------------------------\n - gpu.state.depth_test_set('NONE')\n # ------------------------------------------------------------------------\n\n buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')\n\noffscreen.free()\n\n\nif not IMAGE_NAME in bpy.data.images:\n bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)\nimage = bpy.data.images[IMAGE_NAME]\nimage.scale(WIDTH, HEIGHT)\n\nbuffer.dimensions = WIDTH * HEIGHT * 4\nimage.pixels = [v / 255 for v in buffer]\n```\n\n" ]
[ "Cursor jumps to edge of screen when stylus leaves tracking area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce 940M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.93.0 Alpha\nWorked: problem ocurred after other tablet issues were fixed (pen pressure, MMB navigation) end of december\n\nKeyboard shortcuts only work when stylus is registered by the tablet. If not I have to move/ click the mouse or put the pen near the tablet again to get them working.\nSo numpad navigation isn't possible with pen in right hand for example. Same goes for typing in the text editor/python console. \nEntering numbers/text in fields works though, F2 and F3 work too.\n\nThis only happens with my huion h640p. With my wacom (cintiq 21 ux) I don't have these issues.\n\n\n\n\n" ]
The latest 2.80 builds do not run [blender_debug_output.txt](blender_debug_output.txt) {[F6814174](blender_system_info.txt)}Operating system: Windows 10 32-bit Graphics card: Intel(R) HD Graphics Broken: 2.80 See log files. Running as administrator has not yielded positive results/
[ "activate addons via command line does not active it in the preferences\nOperating system: Linux-3.10.0-1127.18.2.el7.x86_64-x86_64-with-centos-7.2.1511-Core 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.36\n\nBroken: version: 2.90.1\nWorked: Never (2.8+)\n\nwhen launching blender with --addons argument, it correctly registered the scripts but do not activate it in the preferences, which makes addon options not available unless checkbox is manually enabled.\n\nfor example, make sure node_wrangler addon is not enabled in userpref.blend, then launch blender with \"blender --addons node_wrangler\". the scripts will be registered but not the addons and its properties.\n\n![addons.jpg](addons.jpg)", "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", "GPUOffScreen example give strange \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.1.2\n\n![image.png](image.png)\n\n1. copy the code from here gpu.html#rendering-the-3d-view-into-a-texture\n2. run it \n\n", "Show error messages in the info editor\nFollowup task to #83237", "Blender 3.0.0 breaks compatibility of rigs with the previous version\nOperating system: Windows 11 Pro 21H2\nGraphics card: Nvidia RTX 3070\n\nBroken: 3.0.0\nWorked: 2.93.6\nBlender 3.0.0 breaks compatibility of rigs with the previous version.\n\n1. Open Agent 327 shot 10_03_B-agent_dodges animation file (10_03_B.anim.blend)\n2. Observe that the rigs are completely broken\n![2.93.6.png](2.93.6.png)\n\n![3.0.0.png](3.0.0.png)", "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n", "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)", "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.", "Assert in debug for dyntopo sculpt\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: Today main.\n\nSee attached stack trace file.\n\nIn debug:\n1. Sculp mode.\n2. Enable Dyntopo option.\n3. Do something.\nSee the crash.\n\n", "Simulation Nodes: bake UI in simulation node\n_No response_\n\n", "Render Error using the HIP backend\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 22.40.51.06.230425\n\nBroken: version: 3.6.0 Beta\nWorked: Unknown\n\nMessed up renders in multiple of the common Blender Demo files. Classroom being the most obvious.\n\nStarting blender and running the render with the HIP or HIPRT backend using the 7900 XTX GPU causes the render errors in the attached \"broken\" images. Running and finishing a HIPRT render targeting the CPU results in a proper render, and fixes this for subsequent GPU renders with both HIP and HIPRT, see \"non-broken\" images.\n\n", "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", "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", "gpu.states.line_width_set doesn't work (on Mac Air)\nOperating system:\nGraphics card:\n(just copy pasted specs here)\n Model Name:\tMacBook Air\n Model Identifier:\tMacBookAir7,2\n Processor Name:\tDual-Core Intel Core i5\n Processor Speed:\t1,8 GHz\n Number of Processors:\t1\n Total Number of Cores:\t2\n L2 Cache (per Core):\t256 KB\n L3 Cache:\t3 MB\n Hyper-Threading Technology:\tEnabled\n Memory:\t8 GB\nIntel HD Graphics 6000:\n\n Chipset Model:\tIntel HD Graphics 6000\n Type:\tGPU\n Bus:\tBuilt-In\n VRAM (Dynamic, Max):\t1536 MB\n Vendor:\tIntel\n Device ID:\t0x1626\n Revision ID:\t0x0009\n Metal Family:\tSupported, Metal GPUFamily macOS 1\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nBlender 3.6\n??\nOn this specific Macbook, gpu.states.line_width_set simply does nothing - Just tested also on WIndows and there it works.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nJust try the 'Operator Modal Draw' Template in Python templates in Blender text editor - the function is used there so it's very fast to check.\n\nAnd yes, I know this is probably outdated hardware, but didn't want to not report bug if I already found one ;)\n\n", "CUDA problem Error: Invalid value in cuMemcpy2DUnaligned_v2(&param)\ndoes anybody know what this error mean (blender 3.5, 3.6, 4.0 win 11):\n\n*Error:Report:\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\n\n\nWe tried two rtx 4070ti video cards and this error came up when we were about to render. If I disable one of the two, the render runs fine, but if I enable both, the render freezes. I see that it starts using both, but it still gives an error.\n\nThanks\n\n" ]
[ "can't run blender 2.8 on my 32 bit windows 7 . It crashes \nOperating system: 32 bit / windows 7 \nGraphics card: Intel(R) G41 Express Chipset\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nAL lib: (EE) UpdateDeviceparams: Failed to set 48000hz, got 44100hz instead win32 Error# (0): The operation completed successfully.\n\nBased on the default startup or an attached .blend file (as simple as possible).I get msg: Blender has stopped working", "can't run blender 2.8 on my 32 bit windows 7 . It crashes \nOperating system:\nGraphics card:\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Blender 2.8 crashes on startup (Intel HD Graphics)\nThe current 32-bit builds available on the buildbot site don't want to work on this system. Blender 2.8 crashes on startup due to an \"EXCEPTION_ACCESS_VIOLATION\" in system32/ig7cd32.dll. An earlier build from January was able to run.\n\nBlender crashes while writing the shader files according to the debug log on the console.\n\nAttached should be the shader cache that was written at the time of the crash as found in the temp folder.\n[blender_a07168.zip](blender_a07168.zip)\n\nAccording to GLview this GPU should support OpenGL 4.0. This system should meet the system requirements. Drivers are up to date.\n\nSystem Specs:\nPC: Asus T-100TA\nCPU: Intel Atom Z3740 @ 1.33GHz\nGPU: Intel HD Graphics (which version is unclear probably Bay Trail?)\nRAM: 2GB\nOS: Windows 10 32-bit Home Edition\n" ]
Wrong instance is being removed Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09 Broken: version: 3.1.0 Alpha When **Remove Index** is set to 0, the last instance(ID 9) in a row is being deleted instead of the first(ID 0). For any other indices deleting works as expected. In Spreadsheet everything seems to be correct. ![image.png](image.png) [bug.blend](bug.blend)
[ "Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n", "Drivers of sub-ID properties do not get removed along with the sub-ID\nBy \"Sub-ID\" I mean things like Modifiers, Constraints (bone & object), custom properties, shape keys, bones, VSE strips, etc. Not sure how to get a complete list of these types of things.\n\nWhen one of these things, such as a modifier, is removed, drivers on its driven properties are not removed. This makes it easy to leave behind broken drivers that now target nothing. These can be cleared up in the Driver Editor UI fairly easily, but the fact that we must do so is annoying. Experienced users end up learning that you can't just remove a modifier or constraint without removing its drivers first - Just to save you a trip to the Driver Editor.\n\nForgetfulness in this habit results in console warnings, which in a production environment trickle down from assets to shot files, and contribute to the users' sense of \"console warnings aren't important, I will ignore them\".\n\nI always thought this was a known issue but @Sergey told me it's fixable and that I should make a report. Here ya go! \n\nThis would be a really, really welcome improvement for the studio and probably the whole world.\n\n", "LibOverride - Update - Fix handling of temp ID\nLiboverride 'update' process (the part applying overrides again over a copy of the linked data, `BKE_lib_override_library_main_update` & co) needs some specific control over its usage of `BKE_id_copy_ex` to create the temp copy of the linked ID: It needs to prevent any potential modification of any other ID in Main.\n\nThis happens e.g. with regular copy of Collections, since the `parents` lists of their children need to be updated with a new pointer to the new copy. There may be a few other similar cases, this needs to be investigated.\n\nThis default behavior prevents from safely using `BKE_id_free_ex` on that same temp ID later on, even if the temp ID is not explicitly linked to any other ID.\n\nWhether this change requires a new specific tag, or could be part of one of the 'no main' cases, remains to be investigated as well. \n\n--------------------\n\n## Original Report\n\n\nOperating system: Linux-5.15.0-10056-tuxedo-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: Unknown, hash: f06a1368\nWorked: -\n\nBlender crashes when appending a collection (twice) from a file where this collection has been linked and overridden.\n\n\n*Note: Using a debug build with ASAN makes this reliable to reproduce.*\n\n 1. Open file `fileB.blend`.\n 2. Go to `File`>`Append`. Browse into `fileA.blend`>`Collections`. Untick the `Localize All` option. Choose `Asset`.\n 3. Blender crashes.\n\n[report_crash_link.zip](report_crash_link.zip)\n\n**ASAN report**\n```\n=================================================================\n==84954==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000267ef2 at pc 0x000002b6fe58 bp 0x7ffc27cb7e40 sp 0x7ffc27cb7e30\nREAD of size 2 at 0x613000267ef2 thread T0\n - 0 0x2b6fe57 in collection_foreach_id /.../blender/source/blender/blenkernel/intern/collection.c:164\n - 1 0xd2a149 in library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:334\n - 2 0xd2a317 in BKE_library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:353\n - 3 0xcce9b3 in BKE_lib_id_clear_library_data /.../blender/source/blender/blenkernel/intern/lib_id.c:224\n - 4 0xcd1d22 in BKE_lib_id_make_local_generic /.../blender/source/blender/blenkernel/intern/lib_id.c:501\n - 5 0xcd2cef in BKE_lib_id_make_local /.../blender/source/blender/blenkernel/intern/lib_id.c:561\n - 6 0xbe3fa23 in BKE_blendfile_append /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1111\n - 7 0x3a49cf1 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:356\n - 8 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 9 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 10 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 11 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 12 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 13 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 14 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 15 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n - 16 0x7fdac84b0e3f in __libc_start_main_impl ../csu/libc-start.c:392\n - 17 0x800e34 in _start (/.../build_linux_debug/bin/blender+0x800e34)\n\n0x613000267ef2 is located 114 bytes inside of 344-byte region [0x613000267e80,0x613000267fd8)\nfreed by thread T0 here:\n - 0 0x7fdac8bf0517 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:127\n - 1 0x1dd70304 in MEM_lockfree_freeN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:117\n - 2 0xce415b in BKE_id_free_ex /.../blender/source/blender/blenkernel/intern/lib_id_delete.c:168\n - 3 0xd254b5 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3793\n - 4 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 5 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 6 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 7 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 8 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 9 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 10 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 11 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 12 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 13 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 14 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 15 0x801b57 in main /.../blender/source/creator/creator.c:585\n #16 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\npreviously allocated by thread T0 here:\n - 0 0x7fdac8bf0a37 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1dd70a49 in MEM_lockfree_callocN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:223\n - 2 0xcd81aa in BKE_libblock_alloc_notest /.../blender/source/blender/blenkernel/intern/lib_id.c:1101\n - 3 0xcd8341 in BKE_libblock_alloc /.../blender/source/blender/blenkernel/intern/lib_id.c:1113\n - 4 0xcd9ac6 in BKE_libblock_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:1274\n - 5 0xcd388a in BKE_id_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:637\n - 6 0xd241f3 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3725\n - 7 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 8 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 9 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 10 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 11 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 12 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 13 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 14 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 15 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 16 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 17 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 18 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 19 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\nSUMMARY: AddressSanitizer: heap-use-after-free /.../blender/source/blender/blenkernel/intern/collection.c:164 in collection_foreach_id\nShadow bytes around the buggy address:\n 0x0c2680044f80: 00 00 00 00 00 00 00 00 00 00 00 fa fa fa fa fa\n 0x0c2680044f90: fa fa fa fa fa fa fa fa 00 00 00 00 00 00 00 00\n 0x0c2680044fa0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fc0: 00 00 00 fa fa fa fa fa fa fa fa fa fa fa fa fa\n=>0x0c2680044fd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd[fd]fd\n 0x0c2680044fe0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680044ff0: fd fd fd fd fd fd fd fd fd fd fd fa fa fa fa fa\n 0x0c2680045000: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c2680045010: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680045020: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n Shadow gap: cc\n==84954==ABORTING\n```\n", "Removing and readding hotkeys adds them in the wrong section of the keymap\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\nWhen you remove let's say the hotkey to call the toolbar in the 3D view, and then readd it, then it gets readded in the wrong section of the keymap. The result is that this hotkey may be troubled now. See example below.\n\nThis behaviour breaks the functionality to manage your hotkeys from within the right click menu of the operators in the UI. This is a showstopper bug for user configured keymaps. \n\n\nOpen Blender. In the View menu of the 3D view remove the hotkey for Toolbar. This hotkey is local, just for the 3D view. It's initally located in the generic section of the 3D view.\n\nNow readd the hotkey. Watch in the keymap where it gets readded. In the Window section. And this section acts global.\n\nNow switch to the Scripting Layout. Press the hotkey that you have readded in the 3D View. You will get a error message now. The hotkey is now global, it is in the Windows section. But the toolbar does not exist in the Text editor. And so we get a error message.\n\n![deleteandreadd.jpg](deleteandreadd.jpg)\n\n![shifttinscripting.jpg](shifttinscripting.jpg)\n\n\n\n\n\n\n\n", "BKE_id_copy: Handle properly case when copying IDs into non-local destination (aka copied ID will belong to a library)\nThis is not used/needed in basic common situations, since duplicated ID from 'user PoV' should always become local data.\n\nHowever, internal ID handling can require duplicating linked data that should remain linked. E.g. depsgraph CoW evaluated IDs should keep their same library as their source ID. LibOverride code also needs to keep copied IDs in their original (or in case of recursive resync, into another) library.\n\nCurrent handling of these cases is fairly fragile and hacky. Think the best way to move forward would be to introduce a 'destination library' parameter in the lower-level part of the API (`BKE_id_copy_ex`). That BKE code can then handle things like making IDs local or not, updating accordingly the status (direct vs. indirect linked etc.) of the other IDs they use, assert that a local ID is never duplicated into a linked one, and so on.\n\n", "The \"Open Recent\" file list ignores external filename case changes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\n\nWhen a .blend file is added to the \"Open Recent\" menu (i.e. upon saving), it seems the filename is stored with the menu entry. If only the casing in the .blend filename is changed (e.g. my_blend.blend -> MY_BLEND.blend), the \"Open Recent\" menu item still opens as expected. However, when the file is opened and re-saved, the original filename is written to disk. There is no way to fix the menu item, besides pushing it out of the \"Open Recent\" queue and re-saving the file.\n\n\n1. Upon startup, save the scene as \"my_blend.blend\"\n2. Exit Blender\n3. In the system file explorer, rename the blend file to \"MY_BLEND.blend\"\n4. Open Blender\n5. From the main menu, click (File > Open Recent > \"my_blend.blend\")\n6. On Windows, observe that the window title reads \"Blender \\[C://.../**my_blend.blend**]\"\n7. Save the scene\n\nActual behavior: The scene is saved as \"my_blend.blend\"\nExpect behavior: The scene is saved as \"MY_BLEND.blend\"\n\n", "Lattice UVW input Glitch\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nClick dragging vertically through the UVW parameters of a Lattice will let you select all 3 parameters (as expected).\nBut, entering a new number will only change the 1st of the 3 selected parameters.\nWeirdly, click drag selecting all three parameters and entering nothing-at-all and then clicking away will somehow enter in the correct number that was entered one attempt back in time.\n\nStart a new General file and delete all objects.\nAdd a Lattice.\nGo to the Lattice Properties.\nClick and drag down through the U, V and W fields.\nEnter a new number.\nNotice that only 1 of the parameters changed (when all 3 should have changed).\nClick and drag down through the U, V and W fields again.\nClick away.\nNotice how the other 2 parameters \"catch up\" to the first 1.\n\n", "Click selecting a keyframe in the Dope Sheet deselects all channels\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: checked until 2.93 and it still was broken\n\nWhen click selecting a keyframe on a summary channel in the Dopesheet (and the Timeline which is basically a Dopesheet),\nit deselects all channels.\nIf you drag select it, all channels of the keys are selected.\n\nClick selecting a keyframe that is not on a summary channel does select the channel as well.\n\nI would expect click and drag select to behave the same on summary channels.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n* open the provided blend file (channels are already selected)\n* click select a keyframe on a summary channel in either the Timeline or the Dope Sheet\n* note the channels are all deselected\n\n", "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)", "When you clear measurements through View > Annotations, they don't vanish immediately\nOperating system: Windows\nGraphics card: GTX-2080\n\nBroken: 3.4.1\n\n\nDeleting measurement annotations appears to be broken because the UI is not refreshed until you change tool.\n\n\n1. Create some measurements\n2. Open View settings Tab\n3. Remove ruler Annotations\n\nExpected behavior: Measurements are removed and action can be undone.\n\nCurrent behavior: The Annotation is no longer visible in the annotation list, but still shown in edit view.\n\nHere is a screen recording: 185530\n\n", "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", "Custom property settings not preserved when changing its type\nBroken: version: 3.0.0 Alpha\n\n- Add integer property to default cube with a custom min/max/default value, and Is Library Overridable enabled.\n![image.png](image.png)\n- `C.object['prop'] = 2.0`\n- The property's settings are all lost.\n![image.png](image.png)\n\nIIRC, before the refactor, an integer property could have floats as its min/max so this would be allowed. Might be a bit of a pain point with the new system, but I think doing a best effort conversion between types would be nice when possible (even if some data is lost going from float to int, losing some data is better than losing all data).\n\n[#91256-2021-09-08_12.54.49.mp4](T91256-2021-09-08_12.54.49.mp4)\n\nTest File:\n[#91256.blend](T91256.blend)", "Sequencer: Driver on any strip property does not invalidate its cache [prefetch frames]\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22\n\nBroken: version: 2.83.9\n\nSequencer: Driver on any strip property does not invalidate its cache [prefetch frames]\nThis can be any driver on any driven strip property:\nDoes not matter which property is the driving property (could be x Location of default cube as well)\n\n\n[#82776.blend](T82776.blend)\n- Open file\n- `driven` strips opacity is driven by Cube 's X location\n- change Cube 's X location --> driven strips opacity value changes, but the cache is not invalidated\n\n---\n\nOriginal report:\n\n Driver on `wipe.effect_fader` doesn't invalidate cache for driven wipe sequences. It's only invalidates the cache of the currently displayed wipe. This leads to display errors.\n\nNB: The issue is the same for any other parameter (e.g angle, blur...)\n\n- Open this file: [Bug_Wipe_Driver.blend](Bug_Wipe_Driver.blend)\n- There are two wipes, the first is the driver, the second one has the `effect_fader` value driven. Prefetch is enabled.\n- Move the `effect_fader` value of the driving wipe, its cache is reloaded, but not the cache of the driven one.\n\n", "Library Override Bug\nOperating system: Windows 10\nGraphics card: MSI 3060 Nvidea RTX\n\n2.6.1 LTS\n\nLibrary Override is bugged in this versión, rigs, mesh and some times materials too, i make library override in this version and the \"Alt+D\" objects or rigs was working well while the file is open but at the momment when i save and close the file and re-open the file most of the objects are broken or was deleted\n\n", "Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\n\n" ]
[ "Geometry Nodes: Delete Geometry deletes wrong instances if their indices form a range starting from 0\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0 Alpha\nWorked: -\n\nThe Delete Geometry node deletes wrong instances if their indices form a continuous range starting from 0. For example, if instances with indices from 0 to 3 should be deleted, instead of deleting the first 4 instances from the beginning of the array, the last 4 are deleted.\n\nBefore deleting:\n![image.png](image.png)\n\nAfter deleting:\n![image.png](image.png)\n\nOther cases work as expected.\n\nThe functionality was introduced in rBa94d80716e688aaa5350b63bd49a952fb1fbca97.\n\nMute and unmute the Delete Geometry node.\n\n[Delete geometry_instances bug.blend](Delete_geometry_instances_bug.blend)" ]
Lagging when rotating the view iMac 4k 2017 Mac OS Mojave Radeon Pro 560 Broken: 2.8 daily build Worked: 2.79 and in render view (cycles) in 2.8 daily build When you rotate the view with the middle mouse button, the view in the blender is slightly jammed. The problem does not occur on daily build 2.79 and when in 2.8 we enable the render view (ctrl + z) but only in cycles.
[ "Path Guiding: Cycles in viewport produce inconsistent results\nOperating system: Windows 11\nGraphics card: Geforce 1660S\n\nBroken: 3.5\n\nJust moving the camera around the viewport gives inconsistent cycles renders. I am not sure if it's directly related to path guiding as the issue is only visible in the mirror caustics.\n\n![Screenshot_12.png](attachment)\n![Screenshot_13.png](attachment)\n\n", "Slow camera view navigation in Cycles rendered shading mode with many instances\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nWhen looking through camera and navigating the viewport (with Lock Camera to View for example), the movement is much slower than a regular perspective view. This happens in rendered shading mode with Cycles, when many object instances are in the scene. Instances can be generated with Geometry Nodes or the old particle system. Also they don't even have to be visible on screen, you could be looking at a single cube somewhere to the side, and the camera navigation will still be slow.\n[camera navigation bug.blend](camera_navigation_bug.blend)\n\n\n - Use the provided file\n - Switch to rendered mode and disable overlays\n - Try looking around\n - Switch to camera view\n # Navigation should be much slower and unresponsive\n\n\n\n", "Text Editor scrolling lag, macOS Metal backend\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThere is a lag when scrolling in Text Editor. (macOS, Metal backend)\n\n- In text editor, open a big text (like `gizmo_custom_geometry.py` from Templates)\n- Try using MMB-drag or try scrolling on the trackpad\n\nMMB-drag: you will see some page lag from the cursor, while with OpenGL the page moves with the cursor.\n\nTrackpad: if you scroll, stop and hold; the text will continue scrolling after you stop your fingers. When using the OpenGL backend it stopped immediately.\n\n", "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)", "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", "GPencil: Materials' preview thumbnails cause heavy lag when updating\nOperating system: Windows 10\nGraphics card: RTX 3070 FE\n\nBroken: 3.2.1 RC\nWorked: n/a\n\n![image.png](image.png)\n\nAny action that requires the refreshing of your Grease Pencil materials' thumbnails (isolate/hide materials, etc.) causes major lag until the thumbnails are finished refreshing. The more materials your GP object has, the longer the lag. Sometimes the lag is so bad, that it makes the sound buffer skip while the thumbnails refresh.\n\n\n**Video Explanation**\nwatch?v=5KAWsJkIeRY\n\n\n**Steps to Reproduce**\nCreate a GP object and add 10-20 unique materials\nClick one of the \"Isolate Material\" buttons, and start drawing/moving strokes. You will notice extreme lag until all of the little circle thumbnails are finished updating. \n\nTest File:\n[#99361.blend](T99361.blend)", "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "Regression: Cycles environment map rotation is much slower in 3.5.1\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.1\nWorked: 3.4.1\n\nEver since Blender 3.5, environment rotation in Cycles is much, much slower. See the attached video.\n\n1. In a new empty scene, add monkey.\n2. Set renderer to Cycles and enable GPU\n3. Set viewport mode to rendered and disable Scene Lights and Scene World\n4. Use rotation slider to rotate the HDRI map\nResult: The rotation is much slower and much laggier than in 3.4.1\nExpected: The performance is same as in 3.4.1\n\nI found out what causes it. The new Light Tree in Cycles appears to be on by default not only in new scenes, but also in older scenes opened in new version. It appears it causes significant performance overhead when transforming the environment map. So you don't even need to test between 3.4 and 3.5, just 3.5 alone with Light Tree ON/OFF.", "Rotate around selection using incorrect center point\nWindows 7 Professional w Service Pack 1\nASUS nVidia GeForce GTX 760 2GB GDDR5 DirectCU Mini\n\nBroken: Blender 2.69 r60995 as well as all current builds\nThere is a fault in the behaviour of the 'Rotate Around Selection' feature found in user preferences.\n\n\n\nNormally, when an item is selected and then the view is localized on that object, by using either 'view selected' ( . ) or 'local view' ( / ) from the keyboard, the selected object is brought into the center of the viewport and the rotation point for view control (MMB) is set to the center of the bounding box of the currently selected object. \n\nHowever, when the 'Rotate Around Selection' feature is toggled it always causes the center of viewport rotation (MMB) to coincide not with the center of the bounding box of the mesh data but rather with the center of the origin point of the currently selected object. This is incorrect and can cause viewing problems in those cases where the origin point of the mesh is located outside of the actual mesh bounding box. This will often cause the selected object to be rotated right out of the viewport.\n\nDo note that when toggled 'on' the 'Rotate Around Selection' feature also overrides the otherwise correct behaviour of 'view select' and 'local view'.\n\nPlease examine the attached .blend file.\n\nToggle 'Rotate Around Selection' in users preferences, select the green object and then use MMB to rotate the view.\n\n[rotate_around_selected_bug.blend](rotate_around_selected_bug.blend)\n\n", "Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n", "Allow View Navigation within Modal Operators\nExcept when there's a good reason to block navigation (such as modal transforms) all modal operators should allow user to navigate the viewport. This includes panning, rotating, zooming, and changing to direct view (top, front, side, etc).\n\nFor example, neither Box Select or Circle Select allow viewport navigation. This severely limits the tools use, often requiring the user to activate the operator multiple times from different angles. \n\n**Operators that need navigation events passed through**:\n - Circle Select\n - Box Select\n - Mesh Bisect\n - Mesh Loopcut and Slide\n", "Slow and laggy transforms using the tool pop-up box after clicking the transform gizmo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 1650 Super\n\n3.5.0 (also same issue in 3.4.1)\n\nWhen I move/rotate the gizmo in the viewport with the mouse it is nice and responsive. However, when I use the rotate and move transform value sliders in the transform pop-up box the values are very slow to update and the viewport object being transformed lags quite drastically. Not only when using the mouse to slide value but using the increment arrows too. This seems to only be when using the TRANSFORM_OT_translate.value / TRANSFORM_OT_rotate.value / TRANSFORM_OT_resize.value \nAs a note the viewport side panel Item-Transform (Object.location, Object.rotation_euler, Object.scale) doesn't seem to have this problem and updates as it should, allowing nice responsive viewport updates as the value slider is dragged.\n\n- Unzip attached file\n- Open .blend file\n- Select any object\n- Rotate it with the help of viewport gizmo\n- Now change values from redo panel (notice slowdown).", "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", "\"View\" settings not refreshing when going out of camera view\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nNot a big bug, but I'm reporting anyway.\n - Open file:\n[viewport_camera_settings_bug.blend](viewport_camera_settings_bug.blend)\n - Use middle mouse button to go out of camera view. Simple click should be enough.\n - Some of the settings in \"View\" will be greyed out until hovered over with mouse cursor:\n![obraz.png](obraz.png)\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" ]
[ "macOS viewport lagging\nOperating system: macOS Mojave\nGraphics card: \nNVIDIA GeForce GT 650M 1024 MB\nIntel HD Graphics 4000 1536 MB\n\nBroken: Blender 2.80 Beta, 2018-12-31\nHash : 4d795cee4938\nBranch : blender2.7\n\nIntense lags (not fluid) when moving, grabbing object, sculpting, on this computer with the 2.8 Blender Beta. Even with only a cube on the scene.\nThese lags doesn't exist on the 2.79 version and on older Macbooks I have. \n\nSculpting, grabbing objet, moving in the scene. Lags (not fluid) pretty much everywhere. ", "Viewports slow (12fps+/- ?) on Mac\nOperating system: MacOS Mojave\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.80 beta, 519982fd3ea0 (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: all previous blender versions\n\n\nthe viewports run slow, already in the default cube startingpoint. seems to be 12 fps around consistently \nmacbook 2015 15 inch 2.2 ghz corei7 16 gb \n\nBased on the default startup or an attached .blend file (as simple as possible).", "Tons of lag\nOperating system: macOS 10.14\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.79b\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nevery time I click Alt-A blender lags so much with like 0.1fps and it takes 5 secs for me to click any tools or options.", "lag problem on blender 2.8 mac os \n\nOperating system: mac os\nGraphics card: Radeon Pro 555 2 GB\n\nBlender Version 2.8\n\ni am getting some lag problem while changing segments on add \"uv sphere\" \ni have no idea how to fix this...\n![Ekran Resmi 2019-04-05 22.55.35.png](Ekran_Resmi_2019-04-05_22.55.35.png)\n\n![Ekran Resmi 2019-04-05 21.07.21.png](Ekran_Resmi_2019-04-05_21.07.21.png)", "Blender 2.8 macOS Mojave - viewport lag in Eevee\nOperating system: macOS Mojave - Macbook Pro\nGraphics card: NVIDIA GeForce GT 750M 2048 MB + Intel Iris Pro 1536 MB\nProcessor: 2,6 GHz Intel Core i7\nRam: 16 GB 1600 MHz DDR3\n\nBroken: 2.80, bf9904ec8018, 2019-03-13\nWorked: Not sure if it ever worked in 2.8 but I noticed first time maybe 1-2 months ago\n\nThe viewport is slow and laggy when in Eevee or workbench, runs smooth when turning off overlays or switching to cycles. \nIt seems to be somewhat related to having an object selected (even if just a standard cube).\nThe smaller the 3D view is the smoother it runs. \n\nI open blender and rotate the view." ]
EEVEE Rendering with a Bezier or Nurbs Curve in Scene results in crash Operating system: Mac OS 10.14.1 Graphics card: Radeon Pro 580 Broken: 2.80 2018-12-14 Works: 2.80 2018-12-12 Blender Crashes when rendering with a Bezier or Nurbs curve in the scene. But works with Render Preview Viewport. Add a Bezier curve Press F12
[ "FBX vertex parent to curve export crash (python acces to matrix_local issue / 'give_parvert' misses curve_cache)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.72\n\nBroken: version: 2.81 release\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nBlender crashes when trying to export mesh that is vertex parented to curve\n\n\n\n1. Create mesh and curve\n2. Vertex parent mesh to curve control point\n3. Export mesh\n[crashb.mp4](crashb.mp4)\n\n\n\n", "MacOS: Eevee render crashes with GPU hang occurred\nLaptop: 2019 Macbook Pro 16\" \nOperating system: Mac OS Big Sur 11.1\nGraphics card: AMD Radeon Pro 5300M / Intel UHD Graphics 630 1536 MB\nProcessor: 2.6 GHz 6-Core Intel Core i7\nMemory: 16 GB 2667 MHz DDR4\n\nBroken: \n2.91.0 and 2.91.1 \n\nRender engine: eevee \nBlender crashes in rendered view or after hitting F12 (Render Image)\n> GPU hang occurred, msgtracer returned -1\n\n\nlast step taken in this file before crashing:\nMath node > function power > right side render tab > render: 64 *sample: 256* distribution: 1000\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- \"Render image\" with render engine Eevee.\n[nebula.blend](nebula.blend)\n\nI'm completely new to blender, so I hope I wrote this down correctly! \n\n\n- adding crash report file \n[crashreport.docx](crashreport.docx)\n", "EEVEE: User preference settings (anisotropy, texture size limit) affect rendering\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n[Viweport texture limit size affects eevee rendering.]\n\nWhen I change the \"texture limit size\" setting it also limits the size of the texture in the render.\nAs the setting is in the \"viewport\" tab I believe it should only affect the viewport, not the rendering.\n![image.png](image.png)\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", "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)", "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", "Unselected nurbs vertices occlude selected ones\nBroken: 2.80 , 2.92\nWorked: 2.79\n\nCan't select Nurbs Sphere's top points with simple left click. It's only selectable with box selection.\n\n\nAdd nurbs sphere\nEdit mode\ntry to left click select the central top points.", "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", "Eevee Light Limitation failing to render at well under light limit\nOperating system: OS X 11.5.2\nGraphics card: AMD Radeon Pro 580\n\nAlso on Intel HD 6000, macOS 10.14.\n\nBroken:2.93.1 (2.93.1 2021-06-23), 2.93.5, 3.0 a217e043be\nWorked:\n\n\nUnder the impression that 128 lights is the limit. My system's render is failing at 11 area lights\nI have an image of what it is doing. It splits the viewport into four areas yellow, red, blue, green\n![Screen Shot 2021-09-22 at 12.59.23.png](Screen_Shot_2021-09-22_at_12.59.23.png)\n\n\n\n- On Default cube scene, add eleven area lights.\n- Set Shadow settings -> both of Cube size or Cascade Size to 4096.\n- Viewport render using Eevee.\n\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)", "Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\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", "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", "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", "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" ]
[ "EEVEE Crash F12 \nOperating system: Windows 10,\nGraphics card: Nvidia GTX 1050\n\nBroken:\n2.80 (sub 37)\nblender2.8, commit date: 2018-12-14 16:29, hash: c7cc97c7b90, type: Release\nbuild date: 14/12/2018, 08:44\n\nWorked: (optional)\n\nBlender close it self when trying to render in EEVEE using F12\nCycles works correctly\n\nTrying to render with EEVEE the following Scene File{[F5957739](Eevee_Crash.zip)}\nWith Cycles, works correctly", "Rendering Curves in EEVEE crashes blender\nOperating system:\nLinux 4.19.2-arch1-1-ARCH #1 x86_64 GNU/Linux\nGraphics card:\nNVIDIA Corporation GP104 [GeForce GTX 1070] (rev a1) ( Driver 410.73-3)\n\nBroken:\nversion: 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-14 16:40, hash: ccc09ec1246, type: Release\nWorked: (optional)\nversion: 2.80 (sub 31), branch: blender2.8, commit date: 2018-11-16 18:26, hash: 2c347ebbba9, type: Release\n\nTrying to render a scene in which a Curve is renderable results in crash.\n\n1. from the startup blend file, create a Bezier curve.\n2. if not in EEVEE renderer, switch to it.\n3. hit render.\n\n[system-info.txt](system-info.txt)\n", "blender 2.8 when use Text Object,EEVEE render crash\nOperating system: Win10\nGraphics card: GTX 1050Ti\n\nBroken:\nblender 2.8 2018-12-16 4488056f3d9\nWorked: (optional)\n\nWhen the scene have one or more Text Object, and press F12 to render image by eevee.Blender will crash.\n\nfont file by:\nhorta\nproject file:\n[战斗系统.blend](战斗系统.blend)\n", "Rendering with present bezier curve in scene crashes Blender\nOperating system: WIN 10 Home\nGraphics card: NVIDIA GTX 1050\n\nBroken: 2.80, 4488056f3d9, blender2.8, 2018-12-16, as found on the splash screen\n\nBezier curves in scene break rendering and crash Blender entirely.\n\n- Use the start up scene\n- Delete the standard cube\n- Place a bezier curve in the scene center\n- Hit the render button\n\nThe crash produces once you hit the render button.\n\nPlease find a very simple file attached which crashes as soon as you hit the render button.\n\n[blender--eevee-render-bezier-curve-crash.blend](blender--eevee-render-bezier-curve-crash.blend)" ]
Blender crashes when saving and opening files, installing plug-ins Operating system: Microsoft Windows 10 Home, 10.0.19042 Build 19042 Graphics card: NVIDIA GeForce GTX 1070 Broken: 2.92, 02948a2cab44, master, 2021-02-24 16:25 Worked: n/a Blender crashes whenever I try to save a new file or open an autosaved file from the temp folder blender crashes. It can open and save a blender file saved on the desktop. Moving the autosaved file to the desktop or another folder allows it to be opened but not saved again. It crashes after creating a NAME.blend1 file. Blender also crashes when installing plug-ins. The crash still happens if I run blender as an administrator. same as above, works with any newly created workspace [blender.crash.txt](blender.crash.txt)
[ "Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n", "Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n", "Crash 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", "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", "GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n", "Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n ![A cube with white and red materials](attachment)\n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 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0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 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0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff 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com.apple.LoginUICore (4.0 - 4.0) <7225326A-7704-362D-B64E-4ABF4A221F88> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore\n 0x7fff33238000 - 0x7fff33238fff com.apple.ApplicationServices (48 - 50) <42B48E32-1918-3178-8DE0-E8126B9EC088> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff33539000 - 0x7fff33539fff libHeimdalProxy.dylib (79) <85526E13-1E48-377A-A700-EE3F5648A6E3> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ec000 - 0x7fff335ecfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8CF768B8-836B-3DA8-9F0A-8CF840348202> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33611000 - 0x7fff33653fff com.apple.StreamingZip (1.0 - 1) <157C7AC0-9F73-3FF5-A276-54EC3CAE958A> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff33696000 - 0x7fff3369bfff com.apple.PushKit (1.0 - 1) <4D0A6539-611C-3B9C-A67D-D45CDEEC8CDC> /System/Library/Frameworks/PushKit.framework/Versions/A/PushKit\n 0x7fff3369c000 - 0x7fff336d2fff com.apple.C2 (1.3 - 569) <817D8F9D-1801-3E6D-846A-7002174B59CB> /System/Library/PrivateFrameworks/C2.framework/Versions/A/C2\n 0x7fff33705000 - 0x7fff33f12fff com.apple.vision.EspressoFramework (1.0 - 256.2.2) <70E23334-A179-3671-A930-A7AB9EC77BDD> /System/Library/PrivateFrameworks/Espresso.framework/Versions/A/Espresso\n 0x7fff33f13000 - 0x7fff33f2afff com.apple.ANEServices (4.52 - 4.52) <50EF6199-93EF-3227-B64A-313BC1DF41AE> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff342c7000 - 0x7fff3458afff com.apple.spotlight.index (10.7.0 - 2150.7.5) <0056D8F9-D6CF-3586-974C-80902DF8952A> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff345a3000 - 0x7fff345f3fff com.apple.ChunkingLibrary (334 - 334) <CBEBDC8A-CCE4-3A21-915C-D2F3FB20B900> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34ebf000 - 0x7fff34ed5fff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <A2E78405-4382-3A23-8638-56E1A5D14543> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff3503b000 - 0x7fff3503efff com.apple.Cocoa (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36482000 - 0x7fff3649dfff com.apple.openscripting (1.7 - 190) <E3815884-A406-3CF6-82C1-BEDC772A9081> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649e000 - 0x7fff364a1fff com.apple.securityhi (9.0 - 55008) <F7E1C957-65AF-39E5-8BBA-9D7C7C9D30B6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a2000 - 0x7fff364a5fff com.apple.ink.framework (10.15 - 227) <E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n", "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)", "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", "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "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", "Blender File Browser Freezes if folder includes an not reachable Alias | MacOS\nOperating system: 13.5.2 (22G91)\nMachine: Apple Macbook Pro M2 Max\n\n3.6.2 - This has been happening before, I'm just reporting it now.\n\nWe have been using an Alias of our flamenco root folder called \"_flamenco\" on our Desktops for a while now. This error is NOT connected to flamenco issues, but I figured I add this for completeness.\n\nAlias is at:\n`/Users/USERACCOUNT/Desktop/\n`\nAlias points to:\n`/Volumes/Files/_flamenco\n`\n\nThis Files server is only reachable in local – physical – network, so if no cable is attached to the machine the connection can not be established.\n\nEvery time I select the Blender File Browser and open the Desktop folder, Blender will hang, freeze or crash. We had quite the trouble figuring out what is happening as we thought it would be connected to the actual contents of the other elements in the folder.\n\nI wonder if it is necessary to evaluate the source of the alias at that stage, or if this can be postponed until I click on the Alias.\n\n\nNo special blend file is needed to recreate this bug.\n\n1. Create Alias to an imaginary/not connected resource to the Desktop\n2. Open default Blender install\n3. File -> Open.. -> \n4. The Blender File Browser will open\n4. The Blender File Browser will still look responsive (hovering over buttons still works) but the next interaction will trigger a freeze\n4. User clicks on anything\n5. The file Browser and Blender will freeze, either for a very long time >3minutes or crash completly\n\n", "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 right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)" ]
[ "Blender 2.9 Crash When I try To Save Project\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.91.0\nWorked: 2.8\n\nHello,\nRecently I Download Blenders Latest Version. Then I Try To Save The Project But It closes Every Time.\nHere is A Video:\n\n[2021-01-20 18-44-27.mkv](2021-01-20_18-44-27.mkv)\n\nIn Blender 2.8 I Didn't face This Problem. Even I Try 2.8 Again & it's Run Perfectly. \n\nHope You Can Give Me a Solution.\nThanks & Regards. \n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Recursive cleanup clears all opened texts Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 2.93.0 Alpha As title say. Open text in text editor, try to use regular cleanup, then try recursive one. [2021-03-25_16-16-51.mp4](2021-03-25_16-16-51.mp4)
[ "Avoid Dynamic Menu Text\nThis tasks proposes that dynamic menu should not be used (with some exceptions, below).\n\nExamples of dynamic menu text include terms generated by blend-file data and text that changes based on the current selection.\n\n\nThis causes the following problems:\n\n- **Visual Noise**\n\n```\nTo take this to some logical extreme, imagine we could do this everywhere:\n```\n\n - `Delete \"Cube\"`\n - `Parent to \"Sphere.001\"`\n - `Save \"my_filename.blend\"`\n - `Revert \"my_filename.blend\"`\n\n```\n... etc.\n```\n\n```\nThis adds more information in the interface in a way that's not very helpful.\n```\n\n```\nWhen using an interface users learn to quickly identify unique terms.\nHaving the text changed based on data-block names means you have the hint that something is changing when you visually scan the menu, when the changes are only based on the selection.\n```\n\n```\nAside from the distraction of changing text, some names are already quite long, adding data / operator names as part of other actions means we will end up with awkwardly cramped text in some cases.\n```\n\n- **Unpredictable Menu Search**\n\n```\nIf data-block names are included in menu item labels, search will give less predictable results as the names of data in the scene will be included in the search too.\n```\n\n```\nSo if you know searching for a short combination of letters can activate a tool, this change means there would be a chance that typing in this sequence will perform a different action based on the current selection.\n```\n\n- **Complicates Documentation**\n\n```\nIf you have to clearly describe steps which include dynamic names, it means you need to\n```\n\n```\n`Edit -> Rename \"{active object or bone name}\"`\n```\n\n- **Complicates Translations**\n\n```\nWe need to take care to handle translations properly, currently this patch doesn't account for this *(translating the operator names but not the data-names).*\n```\n\n- **Complicates Menu Memory**\n\n```\nCurrently popup menus remember the last action based on the text,\nwith dynamic changing text, our menu hashing function `ui_popup_menu_memory` would need to somehow support this too, at least if this is used for menu items in popup menus.\n```\n\n**Exceptions**\n\n- Menus where their only purpose is to list data-blocks,\n```\nthe \"Add -> Collection Instance\" menu for example.\n```\n\n- Undo / Redo may include the name of the action they're operating on.\n\n\n", "Access violation when running multiple quick liquid bakes (Python API)\nOperating system: Windows 10\n\nBroken: 3.3 alpha, 3.3, 3.4 alpha, 3.4\nWorked: Not any recent releases\n\nSeems related to T98427 , but the fix for that issue did not fix this.\nAccess violation when running multiple quick liquid bakes\n\n```lines=18\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF9DE2B9224\nException Module : python310.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000008\n\n\nStack trace:\npython310.dll :0x00007FF9DE2B9220 PyDict_GetItem_KnownHash\npython310.dll :0x00007FF9DE2CF200 PyFrame_GetBack\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430270 PyRun_StringFlags\nblender.exe :0x00007FF64D0F4E60 MANTA::runPythonString\nblender.exe :0x00007FF64D0DAF70 MANTA::~MANTA\nblender.exe :0x00007FF64D0DB340 MANTA::`vector deleting destructor'\nblender.exe :0x00007FF6484EB4D0 BKE_fluid_modifier_freeDomain\nblender.exe :0x00007FF6484EB4A0 BKE_fluid_modifier_free\nblender.exe :0x00007FF648274A00 BKE_modifier_free_ex\nblender.exe :0x00007FF648488760 BKE_object_free_modifiers\nblender.exe :0x00007FF6484834A0 object_free_data\nblender.exe :0x00007FF6487EB890 blender::deg::deg_free_copy_on_write_datablock\nblender.exe :0x00007FF6487ECA40 blender::deg::IDNode::destroy\nblender.exe :0x00007FF6487E1F70 blender::deg::Depsgraph::clear_id_nodes\nblender.exe :0x00007FF6487E21E0 DEG_graph_free\nblender.exe :0x00007FF64D64FA80 BLI_ghash_free\nblender.exe :0x00007FF648450510 scene_free_data\nblender.exe :0x00007FF64846F120 BKE_id_free_ex\nblender.exe :0x00007FF64826E980 BKE_main_free\nblender.exe :0x00007FF6482628F0 BKE_blender_free\nblender.exe :0x00007FF6486F1AB0 WM_exit_ex\nblender.exe :0x00007FF6486F1A60 WM_exit\nblender.exe :0x00007FF6477F1260 main\nblender.exe :0x00007FF64D8788C0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThreads:\nThread : 00004eb4\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000051dc\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004114\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004ab8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033dc\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b3c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000044b0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033f0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000031f8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004aa4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000049b8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005340\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00002654\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004c64\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000024a4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005664\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000048c4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b4c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004eb0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 0000446c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF647680000 3.3.0.0 blender.exe C:\\Users\\ecl25031\\blender-3.3.0-alpha+master.4c3b984b3daa-windows.amd64-release\\blender.pdb \n0x00007FFA49BF0000 10.0.19041.1741 ntdll.dll \n0x00007FFA48380000 10.0.19041.1741 KERNEL32.DLL \n0x00007FFA47810000 10.0.19041.1741 KERNELBASE.dll \n0x00007FFA48E00000 10.0.19041.546 WS2_32.dll \n0x00007FFA499D0000 10.0.19041.1706 RPCRT4.dll \n0x00007FFA47C50000 10.0.19041.1503 USER32.dll \n0x00007FFA47B10000 10.0.19041.1766 win32u.dll \n0x00007FFA373B0000 tbb.dll \n0x00007FFA48790000 10.0.19041.1620 GDI32.dll \n0x00007FFA2BF10000 tbbmalloc.dll \n0x00007FFA47B40000 10.0.19041.1706 gdi32full.dll \n0x00007FFA47310000 10.0.19041.789 msvcp_win.dll \n0x00007FFA473B0000 10.0.19041.789 ucrtbase.dll \n0x00007FFA48EA0000 10.0.19041.1682 ADVAPI32.dll \n0x00007FFA48440000 7.0.19041.546 msvcrt.dll \n0x00007FFA486F0000 10.0.19041.1586 sechost.dll \n0x00007FFA49040000 10.0.19041.1741 SHELL32.dll \n0x00007FFA48F50000 10.0.19041.1706 SHLWAPI.dll \n0x00007FFA2FB80000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFA477C0000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFA15BF0000 14.29.30139.0 MSVCP140.dll \n0x00007FFA43A40000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFA47AE0000 10.0.19041.1023 bcrypt.dll \n0x00007FFA485C0000 10.0.19041.1202 ole32.dll \n0x00007FFA35C50000 10.0.19041.867 dbghelp.dll \n0x00007FFA48A40000 10.0.19041.1741 combase.dll \n0x00007FFA49870000 10.0.19041.546 PSAPI.DLL \n0x00007FFA49B00000 10.0.19041.1741 shcore.dll \n0x00007FFA484E0000 10.0.19041.546 IMM32.dll \n0x00007FFA03B30000 10.0.19041.1741 OPENGL32.dll \n0x00007FF9D3660000 9.0.0.0 openvdb.dll \n0x00007FF9D19D0000 59.18.100.0 avcodec-59.dll \n0x00007FF9F78D0000 59.16.100.0 avformat-59.dll \n0x00007FFA2D720000 59.4.100.0 avdevice-59.dll \n0x00007FF9F8750000 57.17.100.0 avutil-57.dll \n0x00007FFA48970000 10.0.19041.985 OLEAUT32.dll \n0x00007FF9FBCC0000 1.21.1.0 OpenAL32.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFA0FA30000 6.4.100.0 swscale-6.dll \n0x00007FF9F7770000 2.0.20.0 SDL2.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFA41050000 libgmpxx.dll \n0x00007FFA47F10000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFA40FF0000 tbbmalloc_proxy.dll \n0x00007FF9DE1A0000 3.10.2150.1013 python310.dll \n0x00007FFA30660000 6.10.19041.1110 COMCTL32.dll \n0x00007FFA2AB80000 10.0.19041.1 AVIFIL32.dll \n0x00007FFA415D0000 10.0.19041.546 VERSION.dll \n0x00007FFA44B10000 10.0.19041.746 dwmapi.dll \n0x00007FFA2A530000 10.0.19041.1741 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFA29450000 4.3.100.0 swresample-4.dll \n0x00007FFA3D230000 10.0.19041.546 Secur32.dll \n0x00007FFA2EAF0000 10.0.19041.1 AVICAP32.dll \n0x00007FFA39CA0000 10.0.19041.546 WINMM.dll \n0x00007FFA28820000 10.0.19041.1 MSACM32.dll \n0x00007FFA291F0000 10.0.19041.1 MSVFW32.dll \n0x00007FFA37020000 10.0.19041.1 winmmbase.dll \n0x00007FFA47200000 10.0.19041.1586 SSPICLI.DLL \n0x00007FFA45AD0000 10.0.19041.546 kernel.appcore.dll \n0x00007FFA452E0000 10.0.19041.1741 windows.storage.dll \n0x00007FFA46D70000 10.0.19041.1682 Wldp.dll \n0x00007FFA47250000 10.0.19041.844 profapi.dll \n0x00007FFA47610000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFA48510000 2001.12.10941.16384 clbcatq.dll \n0x00007FFA3FB50000 10.0.19041.1503 MMDevApi.dll \n0x00007FFA470C0000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFA3FC00000 10.0.19041.1741 AUDIOSES.DLL \n0x00007FFA468E0000 10.0.19041.546 powrprof.dll \n0x00007FFA46750000 UMPDC.dll \n0x00007FFA44880000 10.0.19041.1620 uxtheme.dll \n0x00007FFA2D140000 10.0.19041.1566 MPR.dll \n0x00007FFA415E0000 10.0.19041.546 drprov.dll \n0x00007FFA45F70000 10.0.19041.546 WINSTA.dll \n0x00007FFA2ED10000 10.0.19041.1566 ntlanman.dll \n0x00007FFA2EB50000 10.0.19041.546 davclnt.dll \n0x00007FFA22F70000 10.0.19041.546 DAVHLPR.dll \n0x00007FFA46500000 10.0.19041.1645 wkscli.dll \n0x00007FFA27030000 10.0.19041.546 cscapi.dll \n0x00007FFA467B0000 10.0.19041.546 netutils.dll \n0x00007FFA46CC0000 10.0.19041.546 CRYPTSP.dll \n0x00007FFA462D0000 10.0.19041.1052 rsaenh.dll \n0x00007FFA46CE0000 10.0.19041.546 CRYPTBASE.dll \n0x000002627AAF0000 3.10.2150.1013 python3.DLL \n0x00007FFA2CA10000 3.10.2150.1013 _bz2.pyd \n0x00007FFA28ED0000 3.10.2150.1013 _lzma.pyd \n0x00007FFA2C980000 3.10.2150.1013 _socket.pyd \n0x00007FFA46770000 10.0.19041.546 IPHLPAPI.DLL \n0x00007FFA40E90000 3.10.2150.1013 select.pyd \n\n# Python backtrace\n\n```\n\nPut this ins a file called test.py\n```\n\nimport bpy\n\nCUBE = bpy.data.objects[\"Cube\"]\nCUBE.select_set(True)\nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n\nbpy.ops.object.select_all(action='DESELECT') \nmesh = bpy.data.meshes.new('Basic_Cube')\nCUBE2 = bpy.data.objects.new(\"Cube2\", mesh)\nCUBE2 = bpy.data.objects[\"Cube2\"]\nbpy.context.scene.collection.objects.link(CUBE2)\nCUBE2.select_set(True) \nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n```\n\nthen, in terminal, run:\n\n```\nblender -b --python test.py \n```", "UI: Headers and status text display\nTask as follow up of: 92844#issuecomment-924488\n\n## Situation\n\nIn 3.0, the order of the header and toolbar was flipped, to follow a more hierarchical order (first mode and top menu items, then tool settings for that mode).\n\nOne issue that arised was that there could be modes on which the header is emptier than the toolbar, so if the header is transparent, there would be dangling icons (image by Harley):\n![image](attachment)\n\nTo fix that (and other issues), the header was removed from \"Region Overlap\", which removes transparency, as mentioned on #92844.\n\nThe other issues have been solved since, so it could be possible to bring transparency back. The issue now is that on transform, the header area gets replaced by certain info on coordinates or settings of the operator being executed (`ED_area_status_text`).\n\n![image](attachment)\n\n## Possible Solutions\n\n1. Do not change the transparency of the header when `ED_area_status_text` replaces its content. Fixed in [UI: Header Status Text Changes #111676](111676)\n2. Move the status text somewhere else.\n\nThe status text could be moved to:\n1. Info text on the bottom-left. Makes sense since it's closer to the area where the redo panel shows up, and (usually) closer to the status bar where instructions are present. Mockup by Julien Kaspar.\n ![image](attachment)\n\n2. Footer (see [attached video](https://projects.blender.orgattachment) for a quick hack demo). This has many issues on its own.\n ![image](attachment)\n\n3. Info Text on top-left. Main argument against this in the past was that the text could be long, but that's no longer the case since long descriptions go to the status bar since 2.8\n ![Screenshot from 2023-04-18 17-56-49](attachment)\n\n4. Near the cursor as you move. Similar to the Measure tool.\n ![Screenshot from 2023-04-18 17-53-00](attachment)\n\n5. Somewhere else in the viewport.\n\nI wish we could quickly prototype some of those options, especially number 3.\n\n\n", "Move To Line Begin and Reset View operators in the console editor conflict when pressing Home key\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\n\nIn the python console editor, both the Move To Line Begin and the Reset View operators have the same shortcut \"Home\", so it is not possible to invoke the Move To Line Begin operator.", "Objects in volumes have dirty noisy object pass AOV\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: : 3.4, 2.93\n\n\n\nSee the image for the dirt Object index AOV\n![image.png](image.png)\n\n- Load the attached .blend\n- Render it\n# Check the Comp tab for the result\n\n[_17082022_2227_24.zip](_17082022_2227_24.zip)", "GN Boolean failure\nOperating system: Linux, Debian (Stable), KDE\nGraphics card: 3090\n\nBroken: 4.0.0 Alpha, branch: main (modified), commit date: 2023-06-29 23:21, hash: f47eed749eaf, type: Release\nbuild date: 2023-07-21, 00:45:10\nWorked: Not sure. 3.6 fails too.\n\nBoolean of a collection of meshes and text objects, in GN, with Realize Instances, fails.\nText objects have a text extrude size set. They all have remesh modifier as well (an attempt to get it to work).\n\n1. Load attached blend.\n2. Examine and see the text objects are not successfully boolean-differenced from the block.\n\n", "Themes: Spreadsheet Editor \"Region Text Highlight\" setting does not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nIn the spreadsheet editor the leftmost element where you can select the different contexts is called \"region\".\n![image.png](image.png)\n\nThe text color is controlled by the \"Region Text\" property.\nThe text highlight color seems to be hardcoded to black, even though there is a \"Region Text Highlight\" setting.\n\n![image.png](image.png)", "Animation: Exiting NLA tweak mode on empty action corrupts entire NLA track\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0, 3.5.0\nWorked: Unknown\n\n\nWhen tweaking a strip on the NLA, if the user deletes all the keyframes of the action being tweaked, when the user exits tweak mode, all other NLA strips on that track will be moved in an unexpected and undesirable way.\n\n[tweakbug.mp4](tweakbug.mp4)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open the attached .blend file\n2. Delete the keyframes on the track being tweaked.\n3. Exit tweak mode by pressing Tab.\n4. Observe that the NLA strips have been moved.\n\n[tweakbug.blend](tweakbug.blend)", "Removing a quick favorite leaves sub-levels of enum menus open\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 3.6.2\n\nRemoving a property while the list is expanding keeps it expanded.\n![gif.gif](attachment)\n\n1. Add to quick favorite a property with an enumeration.\n2. Call it and open it.\n3. Remove a property from quick favorites.\n\n", "Entering names in Object pointer parameter and confirming with the mouse in the right part of the button will clear user input immediately again\nWin 8.1x64, 3x gtx580\n\n2.79a\n\nIn a node's Object parameter, on entering the text manually, after pressing enter to confirm, if the mouse happened to be located where normally the \"X\" button to clear the parameter is, the field gets cleared.\nAlso applies to other object pointer fields.\n\nWhen entering names in Node Editor, (at least for me) it is common to move the mouse slightly sideways, so that the cursor is not over the field being typed in. As a result it happens to be over said clear button quite often. Given that it is currently impossible to undo a single name change #54580 , it turns into either loosing the name and having to search/type it again, or more often - by automatically pressing Undo - losing a whole row of changed fields.\n\n[rename.blend](rename.blend)\n - Click the Object parameter to type manually,\n - Move the mouse to the right side of the field, where the \"X\" was located before starting to type,\n - Enter a new object and press enter,\n - The Object parameter field is empty.", "Geometry nodes/Text Object: negative space character width\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 Alpha \n3.3.1\n2.79b at least with Text Objects.\n\nWhen I have zero word space and character space, the size of space-character is negative.\n{[F13938068](изображение.png) size=full}\n[2022-11-17_23-59-38.mp4](2022-11-17_23-59-38.mp4)", "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?", "Scene strip to cache/prefetching\nOperating system: windows 10\nGraphics card: rtx2060\n\nv2.83.0\n\n\n32:22 - 36:00\nwatch?v=MW-wn9htHFM\n\nI posted a question for \"blender today\" where Pablo Vazquez and @dfelinto reviewed what I was talking about, and at the end, they mentioned to report it as a bug. i put the time stamps for the video above. my original post read: \"i was wondering how to load a scene strip to cache (like prefetch it) in the vse. currently i have to scroll over the clip multiple times, because pressing play and letting it play doesn't load the whole thing to cache.\"\n\njust to reiterate, I am talking about *scene* strips. I'm not sure if this is actually a bug or a feature request, but considering that they were messing around with it and told me to report it as a bug, that's all i wanted to do. thank you!", "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)", "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" ]
[ "Text Data-Blocks get deleted on Recursive Purge\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\n\nRecursive purge deletes all text-datablocks that are not referenced in a custom property\n[text_deletion-2021-04-14_12.41.04.mp4](text_deletion-2021-04-14_12.41.04.mp4)\n\nDo normal purge and recursive purge on this file:\n[text_deletion.blend](text_deletion.blend)\n\n\n" ]
AO broken with GPU-Rendering and Branched Path Tracing Win 7 64 GTX 750TI GPU-Rendering New Build (broken): Hash:e24323e 18.02.2016 Old Build: Hash:5af103f 14.01.2016 In the New Build (Branched Path Tracing): GPU: From a value of 8, the increase of the Samples has no longer any effect on the image quality. Pattern change from Sobol to Correlated Multi-Jitter brings nothing. CPU: Works fine Path Tracing works fine with CPU and GPU. Testfile BMW1M-MikePan_AO 40515 New Build - GPU - Branched Path Tracing ![new_build_GPU.jpg](new_build_GPU.jpg) Old Build - GPU - Branched Path Tracing ![old_build_GPU.jpg](old_build_GPU.jpg)
[ "BLI_path_util_test.cc TODO's\nThis is an area we have some tests setup, so its just a matter of adding remaining tests.\n*This is a relatively easy place to start and good for newer developers*\n\nNote, with these string functions typically the common cases are well tested, but the corner cases can trip us up, so be sure to include tests for empty strings, utf-8 with multi-byte characters, strings containing all path separators - the kinds of cases that may be overlooked.\n\nDone:\n\n- BLI_cleanup_path\n- BLI_path_frame\n- BLI_split_dirfile\n\n\nTODO:\n\n- BLI_split_name_num\n- BLI_make_file_string\n- BLI_path_suffix\n- BLI_path_frame\n- BLI_path_frame_range\n- BLI_stringdec, BLI_stringenc --- check they are compatible\n- BLI_path_abs\n- BLI_path_rel\n- BLI_join_dirfile\n\n- BLI_replace_extension\n- BLI_ensure_extension\n- BLI_ensure_filename\n\n*Note, its probably unreasonable to attempt to test all these functions as a single patch, so fine to submit tests for only a few*", "2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)", "GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\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", "\"No Render\" volume of space with motion blur and GPU render\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.27\n\nBroken: version: 3.4.1\nWorked: N/A\n\nThere appears to be a volume of virtual space where objects do not render.\n\nLoad attached file. Set render frame to 110 and render the scene. Note the progress it makes as the large cube slowly vanishes with each render pass, while the smaller thin cube only partially renders. Set the frame to 50 and it renders fine. The problem starts with frame 106 and gets progressively worse for the large cube, while it seems to somewhat recover for the thin cube in later frames.\n\nThe problem does not repro with CPU rendering, and did not repro with my older graphics card way back when I first made this scene (GeForce 1080Ti). It repros with GPU rendering on both 3.4.1 and 3.1.0. It does not repro with motion blur disabled (hence the viewport render is also fine).\n[GPU Motion Blur Bug.blend](GPU_Motion_Blur_Bug.blend)\n", "Cycles regression testing for GPU devices\n**Background**\n\nThe Cycles automated regression tests so far only ran on the CPU.\n\nWith some environment flags it was possible to execute a script that runs them on other devices, but this is cumbersome. The goal of this task is to add a CMake option to enable running the regression tests on GPU devices in addition to CPU devices.\n\nThe reference images are currently only valid for CPU rendering. Keeping differeing reference images updated will have to wait until we have CI infrastructure for testing GPU rendering. For now we can do a few things:\n* Do nothing and manually check when tests fail\n* Increase difference thresholds for tests that only differ a little\n* Disable failing tests for GPU testing\n\n**Status**\n\n- [x] CYCLES_TEST_DEVICES option to specify devices to test\n- [x] Blacklist failing CUDA tests\n- [x] Blacklist failing OPTIX tests\n- [ ] Verify HIP tests are working\n- [ ] Enable GPU testing on the buildbot", "2x RTX 3090 Bugg\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84 x2\n\nBroken: version: 3.0.0\n\n[PHello so u just got my secound rtx 3090 card its and msi geforce, got the gigabyte rtx 3090 before so now i have 2 cards. When rendering with optix denoising in the viewport i get a light bleed even if i have no lights on. \n\nWhen i open a file from 2.92 and open it in 3.0 and hit viewport render and only have one card active it works fine, if i activate both cards it crashes everytime. ]\n\n[When rendering with optix denoising in the viewport i get a light bleed even if i have no lights on. \n\nWhen i open a file (kate) from 2.92 and open it in 3.0 and hit viewport render and only have one card active it works fine, if i activate both cards it crashes everytime. using optix denoiser ]\n\n\n[Kate.blend](Kate.blend)\n\n", "\"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", "GPU: Mesh Drawing Performance\nBlender performance when working with huge meshes can be improved.\nHere are some ideas and reasoning.\n\n**Research Topics**\n* Selection: how much is wasted when rebuilding selection. Could we rearrange the VBOs to have less overhead?\n* Profile with meshes of different sizes and common tasks. Add performance test cases for the common tasks.\n\n**Technical tasks**\n* Move the display normals to draw module: \n**After reevaluating the modifier stack the display normals are updated (depsgraph update). drawing code could take better decisions when doing it as part of the draw module.** To calculate the display normals a reverse lookup structure is build. This structure isn't kept around. Performance could be improved when geometry doesn't change between recalc.\n**Other buffers can also use this data (adjacency IBO for example).** Does cycles use the display normals? If not we could eliminate it from the DNA/RNA\n\n* Use data streaming optimized data structures in MeshRenderData (do not lookup polies inside a loop). Reduce cache misses by storing data in arrays and only allow sequential access.\n* normals are precalculated, but uses additional memory that can lead to less performance (L2 caches) Check if calculating in inner loop speeds up.\n* Split edit mode/object mode cache: currently the edit mode cache or object mode cache reuses the same memory location. When constructing the VBO/IBO the logic branches of. Would the code quality improve and also the innerloops. Expected tiny speedup. less branching between Mesh and Bmesh evaluation.\n* Migrate to CPP and reduce branching by using template functions and classes.\n* Can we use compute shaders to convert the MeshRenderData. This way we don't need to upload all the data from ram -> GPU.\n**Need to research about the data transfer before and after such a change.** The hair IBO is actually a simple formula. No need to do it on CPU.\n\n\n", "AMD GPU Denoising via \"Radeon Image Filters\" library.\n**Overview**\nThis task is to enable GPU denoising on AMD GPUs. We have a denoising library (RadeonImageFilter) publically available which operates similarly to OIDN, Optix, etc. We would like to use this to enable faster GPU denoising for users on AMD hardware. It should be noted, this library actually works on other GPUs and CPU (the latter via OIDN) but on Nvidia GPUs, the Optix denoiser will most likely be more optimal.\n\n**GPL compliance**\nWe offer the library free under a permissive Apache2 license at the link above. However, it is not open source. A shortly upcoming version of the AMD driver on windows will include this RIF library. Thus we propose to use it similarly as Optix, as a closed source \"system device\" library exception to the GPL.\n\n**Code design** \nWe added a new denoiser type, AMD Radeon Image Filter, with similar options to Optix Denoising to enable usage.\n\nPatch coming soon.", "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", "Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n![gpu.png](gpu.png) \n\nCPU:\n![cpu.png](cpu.png)\n\nCPU+GPU:\n![xpu.png](xpu.png)\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n![untitled.png](untitled.png)\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n", "Clang on windows\nWhile we have supported building with clang on windows for a while, support has deteriorated a little due to it not getting regular exercise also not all features were supported this is a list of outstanding issues with clang on windows.\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- {icon circle color=green} Better documentation on how to build, [the initial commit ](rB81060ff6b26c22331d2066bb83d492bbe61e936c) had instructions but some of those instructions are no longer applicable \n- {icon circle color=green} [D5962: Fix: Building quadraflow with clang on windows.](D5962)\n- {icon circle color=green} ~~Building with clang+ninja is broken~~ fixed:34bd23dbb7\n- {icon circle color=gray} VS2019 IDE support is broken due to the llvm integration addon, VS2017 IDE works, ninja work for both 2017/2019 \n- {icon circle color=green} [D5976: Add support for building with OpenMP support for clang on windows.](D5976)\n- {icon circle color=green} [D6012: Fix: BLI_expr_pylike_eval_test test failing with clang on windows](D6012)\n- {icon circle color=green} Cycles had a broken AVX2 kernel when running the benchmarks on EC2 \n- {icon circle color=green} Too many warnings a full build log is over 1GB \n- {icon circle color=green} cycles kernels get fed clang flags which it does not recognize `-fno-trapping-math`, `-fno-math-errno` , `-fno-signed-zeros`", "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", "Bevel Modifier: Odd amount of segments causes UV propagation issues at seams\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 2.83, 3.4.0 Alpha\nWorked: unknown\n\nAny odd number of bevel segments greater than 1 fails to preserve seams in the propagated UV data on intersections. Instead UV data is interpolated, which can for example cause nasty artefacts when baking.\n[bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4](bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4)\n\nFile:\n[baking_artefacts.blend](baking_artefacts.blend)\n\n" ]
[ "World Sampling in Cycles broken when rendering with GPU\nelementaryOS 0.3.2, GTX970\n\nBroken: 2.76.8 a6eae73\nWorked: 2.76.5, 90250f8\n\nWhen rendering with Branched Path Tracing on the GPU using an HDR the World Samples setting is ignored. \n\nRender the attached file. It has world samples set to 24. Now render with world samples set to 1. It looks the same. If you try it with CPU you get the expected result, 24 samples looking much better than just 1 (also renders much longer).\n[square_samples.blend](square_samples.blend)\n" ]
Joining Surface Nurbs objects odd results. Operating System: Ubuntu 14.04 Blender Version: 2.79 First I create a Surface Nurbs circle with 3Deditor->Add->Surface->NurbsCircle The I duplicate the circle with Shift+D a couple of times, while moving the circle up the z axis and to the right The I select all of the circles in object mode and press "Ctrl+J" and they all collapse instead of keeping their location , and when I go into edit mode, they wont move in the z-axis. join-multiple-nurbs-circles-without-collapsing-circles-losing-positions
[ "Intersect Knife produce wrong results when the faces are coplanar\nOperating system: windows 10\nGraphics card: 1070X2\n\nBroken: 2.83.5\nWorked: 2.79\n\n\nso all the points are on the plane, and I'd make a grid of faces. So i use the knife (self intersect) tool, which i used to use in 2.79, and it produces results that are not correct\n\n![image.png](image.png)\n![image.png](image.png)\n\nFile :\n[untitled.blend](untitled.blend)", "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}", "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.", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "Wireframe modifier strange behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nStrange behaviour from wireframe modifier\n\n\nTook a plane and subdivided, added a wireframe modifier, unsubdivided. Some corner vertices are pushed to the edge of scene.\n[Based on the default startup or an attached .blend file (as simple as possible)][Wireframe.BugReport.blend](Wireframe.BugReport.blend)\n\n", "Mesh tool to 'unsplit' while preserving custom normals\nSome exporter generate split geometry to preserve 'sharp edges' (like Blender used to do not so long ago). However, now that we support custom normals, it would be nice to have e.g. an object-mode 'unsplit' modifier to remove doubles while preserving custom normals.\n\nSee #47540 for a usecase.", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Normal orientation for complex selection work unpredictable\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\n\nHere is simple example with cylinder. Same surface with same normals changes it's normal orientation and scale-cage orientation after rotation.\nIt is unexpected and unpredictable.\n\n[2020-11-21_14-27-41.mp4](2020-11-21_14-27-41.mp4)\n\nIt work as expected only if I deselect one of opposite faces\n[2020-11-21_14-31-14.mp4](2020-11-21_14-31-14.mp4)\n", "Click selection and box selection in 3D view do not work properly in scenes with many objects\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n[In my environment, if there are close to 100,000 objects, the objects can not be selected normally]\n[select_bug.mp4](select_bug.mp4)\n\nUploaded blend file has nearly 100,000 simple cubes\nClick on an object in the 3D view to select a distant object\nEven a box selection can make a crazy choice\nBut lasso selection and circle selection work fine\n[test_file.blend](test_file.blend)\n\n", "Graph Editor Expand/Collapse Channels collapsing happens on all hierarchy levels at once [Outliner doesnt do this, expanding is also one step at a time]\nOperating system: Mac 10.15\nGraphics card: \n\nBroken: 2.90.0\nWorked: never\n\n(This might be considered a feature request, it would be consistent with the Outliner though)\nIn the Graph Editor when working on the left panel and use '+'/'-' keys on Numpad, the '+' is working well, it opens the collapse levels one each time, but the '-' is collapse all the level in one time. It is not convenient when having lots of things in this panel.\n\n[Screen Recording 2020-09-13 at 22.22.54.mov](Screen_Recording_2020-09-13_at_22.22.54.mov)", "Merge by distance produces unexpected results\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.0 Alpha\nWorked: N/A\n\nMerging vertices of a few straight edgeloops produces jagged edgeloop instead of straight one.\n\n1. Open attached blend file\n2. Select vertices of three edgeloops in the middle.\n3. Apply Merge by distance and increase threshold until they collapse into single edgeloop.\n4. Check attached image to compare results of same operation in other editors.\n\n[by_distance.blend](by_distance.blend)\n![merge_by_distance_bug.jpg](merge_by_distance_bug.jpg)", "Connected child bone's nominal location values affected when transformed about 3D cursor\nBroken: 2.79, 2.90.1\nWorked: N/a\n\nAs expected, when moving a single connected child bone, its location is not affected, only the rotation.\nBut it is still possible to affect them accidentally if transforming about the 3D cursor.\nThis is a minor bug, but it's a definite inconsistency.\n\n - Open attached file.\n - Move/Rotate/Scale the child bone about the 3D cursor.\nNote the bone's nominal location values in the side panel.\n\n[Connected Bone Pose Bug.blend](Connected_Bone_Pose_Bug.blend)", "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", "3D cursor sometimes can't do absolute grid snap\nOperating system: windows 10 v2004\nGraphics card: GTX 970\n\nBroken: 2.83.5\nWorked: none\n\n3D cursor sometimes can't do absolute grid snap.\nHere is the link of the bug capture. \n[Bug capture on YouTube](QzOqgiRM97c)\n\n\n\nDon't know how to reproduce from scratch, but many of my blender files has the same problem.\n[base.blend](base.blend)", "Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n" ]
[ "Collapse of surface Curves when CTRL+J\n\nWindows 10 64x - Nvidia GeForce Titan black Z\n\nBroken: 2.79 5bd8ac9 \nWorked: 2.78 any and previous\n \nI try to make a modeling from surface curves, and use different curves with the same resolution and number of points, arranged in space as sections. It is a procedure that I have used many times before, always successfully. At the moment, I select all the curves, and I press CTRL + J (OIN) to turn them into a single object, after this, I change to editing mode and select all the points and pulse F, with which the surface is created.\nThe current problem is that by selecting now the different curves, and pressing CTRL + J the curves are joined, but they are moved to the location of the last one selected, which we can consider as an active element, and therefore, it is not possible to correctly perform the creation of the surface. In addition, the points of the different curves are aligned with the same value and orientation of the active curve.\n" ]
Volumes disappear when Join Geometry is used Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56 Broken: version: 3.4.1 Worked: Unknown In geometry nodes, if Join Geometry node is used to join volumes, the volumes would disappear. (3.3.2 and 3.5 alpha have the same behavior) [D 1.mp4](D_1.mp4) - Default scene then create a Geometry Nodes modifier to the default cube and assign a GN node tree. - Add two Volume Cube nodes then use a Join Geometry node to join them. - The result has no volume. (reproduced) ![image.png](image.png) (In the pic a Transform node is used to distinguish two volumes)
[ "Bevel disappears when vertex group value is less than 0.5\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.1.0 Alpha\n\nBevel modifier disappears when vertex group value is less than 0.5.\n\n\n - Open file and start decreasing weight value of active vertex in N-panel -> see how bevel is shrinking relatively to the weight\n - Go under 0.5 value -> bevel stops working abruptly\n - Invert vgroup influence inside modifier options\n - Go from 0.5 to 0.0 value -> bevel functioning again\n\n[bevel_vgroup.blend](bevel_vgroup.blend)\n\n", "Bevel Bug\nblender-2.80-07765499abee-win64 \n\n**cylinder :**\non the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)\n![Bevel_Bug.gif](Bevel_Bug.gif)\n\n**Cube :**\nThe middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .\n![Screenshot_2.jpg](Screenshot_2.jpg)\n\n[Cylinder_Bevel_Bug.blend](Cylinder_Bevel_Bug.blend)\n\n[Cube_Bevel_Symmetry_Bug.blend](Cube_Bevel_Symmetry_Bug.blend)\n ", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "\"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", "Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n![2022-03-10 01_42_58-Window.png](2022-03-10_01_42_58-Window.png)\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n![2022-03-10 01_42_26-Window.png](2022-03-10_01_42_26-Window.png)\n**.blend file overview**\n![2022-03-10 02_06_30-Window.png](2022-03-10_02_06_30-Window.png)\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n", "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", "sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n![image](attachment)\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n", "New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n", "Eevee: Principled volume shader set on Geonodes Volume Cube node gives unexpected result \nOperating system: Linux 5.10.117-1-MANJARO\nGraphics card: AMD ATI Radeon RX580\n\n**Blender Version** \nBroken: 3.3.0 alpha\n\n\nPrincipled volume shader in eevee creates an additional layer of density on volumes created by Volume Cube node. Volume scatter and Volume Absorption work as expected, as does rendering on cycles. One thing of note is that the unwanted cube maintains its position when changing the bounds of the volume cube.\n\n\nCreate volume on geometry nodes with Volume Cube node, set density to 0. Add principled volume material with non-zero density. With appropriate eevee volumetric settings, the effect should be apparent.\n\n![image.png](image.png)\n[smoke_bug.blend](smoke_bug.blend)", "Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)", "Python API: Geometry Nodes object and collection inputs appear disabled in custom panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nGeometry Nodes object and collection inputs appear disabled when they are shown in a custom panel. Other types of properties do work. The properties can be accessed as follows: layout.prop(modifier, '[\"Input_2\"]').\n\nBased on the attached file:\n\n1. Run the script in the text editor to create a panel into the sidebar into a category called \"Geometry Nodes\"\n2. See that the panel shows the object and collection inputs of the Geometry Nodes modifier of the active cube as disabled\n\n[geometry_nodes_object_and_collection_inputs_disabled_bug.blend](geometry_nodes_object_and_collection_inputs_disabled_bug.blend)", "Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n", "Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n![solidify.png](solidify.png)", "Nodes: Reroute node disappear when pressing `Ctrl H`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\nIf the reroute is not connected to anything, then pressing `Ctrl + H` will make the reroute invisible.\n![2023-09-16_19.00.52.gif](attachment)\n\n1. Add reroute in nodetree using `Shift + A`.\n2. Press `Ctrl + H`.\n\n", "Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles." ]
[ "Volumes incorrectly transform in Geometry Nodes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\nWorked: unknown\n\n----\n\nVolumes can have incorrect transformation in some node setup.\n1: With the node setup below, Transform node is affecting the Volume-to-Meshed geometry (incorrect).\n[D 2.mp4](D_2.mp4)\nAnd setup like this will crash 3.3.2:\n![image.png](image.png)\n\n2: If a volume is brought in using Object Info node, the position of the volume would be incorrect by repeatedly clicking \"Relative\" button.\n[D 3.mp4](D_3.mp4)\n\n----\n\n1:\n[GN Volume incorrect transform 1.blend](GN_Volume_incorrect_transform_1.blend)\n- As the video in case 1, the problem can be reproduced by connecting the same Volume Cube node to both Volume to Mesh node & Transform node then change the translation value, the Volume-to-Meshed geometry shouldn't be moving.\n\n2:\n[GN Volume incorrect transform 2.blend](GN_Volume_incorrect_transform_2.blend)\n![image.png](image.png)\n- Within the file, a volume empty uses a cube object to generate volume by Mesh to Volume modifier. Then the volume object is brought into the GN object via Object Info node.\n- Connect the Geometry output of the Object Info node to the GN group output. Click \"Relative\" button then the incorrect volume position would be reproduced. (The link is not connected by default is because if the file is saved and closed containing incorrect position of the GN volume, reopening the file will make the volume in \"Volume Empty\" incorrect positioning but the volume in \"GN Object\" correct. Disconnecting the link then reopen the file as my test can restore the volume position.)\n" ]
Armatures added using group instance don't run when using 'Run armature' and bone constraints Armatures added using group instance don't run when using 'Run armature' and bone constraints I assume it's because the copy rotation constraints are broken by the action of adding a group (I could be wrong) view?usp=sharing - All rights reserved at the moment until release Just hit P, the group instance ragdoll runs, but not the armature
[ "Animation: Replacing bone layers + groups with bone collections\nThis design describes the replacement of armature _bone layers_ & _bone groups_ with a new _bone collections_ system.\n\nImplementation is in #109976 and #112271.\n\n## Goals\n\n- Named collections, instead of numbered layers, should give a better indication as to what the collection contains / is for.\n- Increased flexibility in number of collections.\n- More similarity to the scene object collections, including features like 'not selectable' which can increase clarity of how to use a rig by animators.\n- Compatibility with library overrides, so that new shot-specific bone collections can be added.\n- Unification of numbered bone layers (for organisation) and named bone groups (for coloring).\n\n## Properties of the System\n\n- Armatures have one or more bone collections.\n - If there is only one collection it cannot be removed.\n- Every bone is in zero or more bone collections.\n- Bone collections **cannot be nested**. At least not for 4.0, can be added later.\n- Bone collections must have a **unique name** within the armature.\n- Library Overrides:\n - New bone collections can be added.\n - Existing ones cannot be reordered / removed.\n- Bone collections have the following properties:\n - Name\n - Selectable: 'set' wins over 'cleared'\n - Visible: 'set' wins over 'cleared'\n - `IDProperties` (aka Custom Properties) for use by add-ons.\n- Bones will get individual color properties.\n - The color system of bone groups will be used, which allows selection of 'default', 20 theme-defined colors, and a custom RGB value.\n - Bones have a color defined as part of the armature data. Here 'default' is the default grey color.\n - Pose Bones have a color defined as part of the object/pose data. Here 'default' means 'uncolored', and will thus show the edit bone color.\n\n## Operations\n\nThese operations can be performed on/with bone collections:\n\n- (De)select one or more collections themselves\n- (De)select all bones in active collection\n- (De)select all bones in collections containing the currently selected bones\n- Create a new collection\n- Delete a collection. Bones in the collection that are now 'orphaned' are assigned to the 'default' collection.\n- Move collection up/down in the list.\n- Move selected bone(s) to a collection.\n- Select Bones of Same Color.\n\n## User Interface\n\nFor Blender 4.0 the UI is kept intentionally simple. I'm thinking of reusing the Bone Groups interface, with the addition of a few per-collection icons (visible, selectable, color palette) as well as an indicator of which collection(s) contain the selected bone(s).\n\n## Conversion from Old to New\n\n- Layers converted to `Layer {NUM}` collections.\n- Bone groups converted to `{name}` collections.\n- Selection Sets converted to `SelSet {name}` collections.\n- Maybe even automatically merge these when they contain the same bones?\n\n## Uses of the Current System\n\n### Bone Layers\n\n- Visibility\n- Logical grouping\n\n### Bone Groups\n\n- Coloring of logical groups\n- Set by rigger\n\n### Edit Mode vs. Pose Mode\n\nThis describes Blender's **current** behavior:\n\n| Property / Action | Edit | Pose |\n|---------------------------------------|------|------|\n| Name Bone | ✅ | ✅ |\n| Set Bone Layers | ✅ | ✅ |\n| See Bone in Group Color | ❌ ¹⁾ | ✅ |\n| Create / Assign Bone Group | ❌ ¹⁾ | ✅ |\n| Select Bones in Group | ❌ ¹⁾ | ✅ |\n| Set Bone Group Color | ✅ | ✅ |\n| Set Armature Viewport Display options | ✅ | ✅ |\n| Set Bone Viewport Display options | ❌ ²⁾ | ✅ |\n\n¹⁾ The new system should allow these in Edit mode too.\n²⁾ Bones can only be hidden, which is separated between edit mode & pose mode.\n\n## Future Work\n\nThese are ideas for future improvements / extensions:\n\n- Nestable bone collections.\n- Integration with the Outliner.\n- Per-collection option whether bones are deforming or not (rather than setting that per bone)\n- Per-collection viewport display mode (octo, line, bbone, etc)\n- Possibly unification of Selection Sets as well.\n\n## Code Location\n\nThis work will kickstart a new module in `source/blender/animrig`. This will become the place for new animation/rigging related code. The intention is that also a subset of the already-existing animation-related code from both `blenkernel` and `editors` is going to move there, to help clean up the API and make it more consistent.\n\n-------------------------\n\n## Ongoing Work\n\n**Targets for 4.0-bcon1: tracked in #109976**\n\n**Targets that could be pushed back to 4.0-bcon2:**\n\n- [x] Add ID Properties support to bone collections, including a UI.\n- [x] Removal of bone group RNA access & UI\n- [x] Ensure that library overrides can add new bone collections & assign bones to them (#112271)\n- [x] Removal of bone groups from the UI, including the Ctrl+G menu\n- [x] Add bone collections to the outliner (replacing the current list of bone groups)\n- [x] Operators to move/add selected bones to a collection:\n - [x] move to collection (similar to 'm' for objects & collections, from viewport)\n - [x] add to collection (similar to 'shift+m' for objects & collections, from viewport)\n- [x] Select Similar operator (by collection, by color) / Shift+G menu\n- [ ] Fixing the Collada I/O, as that also handles bone layers.\n- [x] Make bone collections on linked-but-not-overridden armatures usable. The object itself may be overridden, so changing the active bone collection should work (even when it cannot be saved), and then 'Select Bones' and 'Deselect Bones' operators should work.\n\n**Potential push back to later:**\n\n- [ ] Add selectability toggles to bone collections (only for pose mode)\n- [ ] Add armature-global override to selectability, so that a rigger can still opt to select all the bones, then lock them down for animators.\n- [ ] Managing bone assignments to collections from the outliner.\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.", "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", "Rigid Body Constraints break when copying its empty object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nCopying a rigid body constraint via CTRL+C / CTRL+V breaks it permanently (you have to remove and re-add the constraint to make it work again).\n\n- Create a simple rigid body constraint setup. You can use this file to start: [bug_rigidbodyconstraints_copy.blend](bug_rigidbodyconstraints_copy.blend)\n- Select all objects\n- CTRL+C to copy\n- CTRL+V to paste\n- Move the new objects a bit to avoid clipping, and play the animation - the active object just falls down\n- Fixed by removing and manually re-creating the constraint on the Empty.001 object\n\nThis does not happen when using SHIFT+D to duplicate.\n\n---\n\nSeems like the dependency graph loses the connections between the constraint and the rigid body objects after copying.\n\nWorking (before copy): ![bug_rigidbodyconstraints.svg](bug_rigidbodyconstraints.svg)\n\nBroken (after copy): ![bug_rigidbodyconstraints_copy.svg](bug_rigidbodyconstraints_copy.svg)", "Multi-object mode support (parent task)\nThis is a parent task to manage to todo's for multi object editing.\n\nThere are many small todo's.\n\n### Reference Patches:\n\nFor anyone interested in helping out, here are some example commits which can be used as a reference.\n\n- Edit Mesh Face Poke - 3a9669bfff *Committed without indentation, so you can see lines changed more easily.*\n- Edit Mesh Flip Normals - 4704f2687a\n- Pose Mode: Flip Quaternions - 7560aabf71\n\n\nOther commits may be useful too.\n\n### Object Loops\n\nThere is some duplicate code for looping over objects.\n\nWe'll keep the option of having a way of simplifying the looping open.\n\n----\n\nNote: to collect operator ID's.\n\n- this script helps copy them from menus: [P656](P656.txt)\n- this is a more efficient version that watches the x11 clipboard so you can hover over items and press Ctrl-C: [P657](P657.txt)", "Incorrect rotation using driver or constraint\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n2.79, 2.80, 2.81, 2.82, 2.83\n\n\nBone \"target\" is animated on y-axis.\n\"Target\" turned close to gimbal lock gives the wrong result for Transformation constraint, Copy Rotation constraint, Driver.\nUsing the driver, you can see how the radian (degrees) value jumps and does not match the value of the target object.\nOnly using the driver via copy data path creates the correct result.\n\n[rotation.blend](rotation.blend)\n\n[rotation_.mp4](rotation_.mp4)\n", "Armature X-Mirror inconsistencies\nCertain bone properties are not affected by the X-Mirror setting. Which properties were and which weren't affected used to be extremely random and terrible, but a lot of improvements have been made, and now you could sum up the remaining unaffected properties as \"bone properties which have no immediate visual effect in the 3D viewport.\" So, although a lot better than before, it is at least a little bit confusing, since the criteria is so specific and unintuitive.\n\nThese properties are:\n```\nenvelope_weight\nuse_envelope_multiply\nuse_deform\nconnected *\nlock **\nuse_local_location\nuse_endroll_as_inroll\ninherit_scale\nuse_inherit_rotation\n\nbbone_handle_type_start\nbbone_custom_handle_start\nbbone_handle_type_end\nbbone_custom_handle_end\n```\n\n*: Even if you argue that the Connected checkbox itself shouldn't be mirrored, the checkbox has the potential to change the bone's transforms, and these transform changes don't get mirrored until the bone is interacted, and the interaction is finished(not cancelled)\n** Is this option anywhere in the UI? It seems useful, but I only found it by looking at the pyAPI.\n\nSo I think there are a few options:\n- Accept that these options are not affected by X-Mirror and document it in the wiki, either listing them out one by one or using the hopefully accurate description of \"properties that don't show up in the viewport\".\n- Make X-Mirror affect these options.\n- Add another checkbox next to X-Mirror along the lines of \"Include ALL bone properties\".", "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", "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.", "Node group assets in add menu do not work with quick favorites\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nNode groups assets in the add menu was introduced in 3.4.\n\nRight click on node group assets in the add menu brings up `Add to Quick Favorites` operator but they don't work with quick favorites.\n\nIf you register a submenu it just shows an empty box in quick favorites. If it's a node group asset, it does not add the asset.\n\nAlso all of the group assets and menus try to use the same quick favorite slot.\n\n- In Geometry Nodes editor's add menu, right click on Hair menu or the assets under it\n- Add to Quick Favorites\n- Bring up Quick Favorites, and try to use the item just registered\n\n", "Cryptomatte: Are instanced objects handled correctly.\nIt is unclear what the current logic is and if it is desired. This task is there to investigate and propose a solution and implement it.", "Copy Rotation [world -> world] dosen't work properly with Spline IK chain\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\n\nBroken: version: 2.80 (sub 75)\nWorked: version 2.79 and below\n\n\nThe \"Copy Rotation\" constraint with both 'target' and 'owner' set to 'world', dosen't seems to work as expected, when used on Spline IK chain.\nIt copies rotation when the target bone is rotating, however it also rotates with the parent bone, even though the Copy Rotation constraint is set to world -> world.\n***The expected behavior is present in the old versions of blender (2.79 and lower).***\n\n\n\n - Create Spline IK rig with 'root' and 'tip' hook controllers\n - Set Copy Rotation constraint to bones to copy world rotation of the 'tip' controller\n # Rotate 'root' controller of the chain and see how bones don't follow rotation of the tip controller\n\nOld version of Blender (2.79)\n![spline_ik_twist_old.jpg](spline_ik_twist_old.jpg)\n\nNew version of Blender (2.80)\n![spline_ik_twist_new.jpg](spline_ik_twist_new.jpg)\n\nVideo demonstration\n[bug_demo.mp4](bug_demo.mp4)\n\nTest rig (saved in 2.79)\n[spline_ik_twist.blend](spline_ik_twist.blend)", "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.", "Node groups' new method doesn't throw errors at inputs and outputs collections\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.1.0 Alpha\n\n\nNode groups' new method doesn't throw errors at inputs and outputs collections\n\n1. Create a geometry nodes modifier, get node group:\n\n```\nnodes = C.object.modifiers[0].node_group\n```\n\n2. Add new input or output by command \n\n```\nnodes.outputs.new(\"RGBA\",'new')\n```\n3. Note that there are no errors, but a new socket hasn't been created. \n![image.png](image.png)\n\n\n", "Running scripts on append/link\n(I mentioned this at lunch and @dr.sybren said I should make a design task here c: )\n\n# Problem\nMost production rigs come with their own scripts, whether it's just for UI purposes or have actual functionality. It's standard practice for riggers to make these text datablocks a dependency of the rig to make sure that it's brought along when the rig is appended or linked somewhere. However, such scripts will not run on append or link.\n\nThis introduces a piece of poor UX for animators, which in my experience results in a huge amount of confusion. The animator would have to save and reload the file, or open a text editor and run the script file, but they have no reason to know that they have to do either of these, unless the rigger tells them so. @Hjalti and @PabloFournier probably remember running into this on many occasions.\n\n# Proposal\nMy idea is to add a piece of functionality to the append and link operators; A \"Run Scripts\" bool param, enabled by default, with a tooltip like \"Execute scripts which are set to register on file load after appending/linking\". Can probably come up with better wording, but I guess you get the idea; Appending or linking(directly or indirectly) a text datablock with the register checkbox enabled(`use_module==True`), will also execute it.\n\nIf the user has Auto-Run Python Scripts user preference disabled, it should throw up the usual pop-up to request permission to run the script.\n\nAn example file with a rig and rig UI script, all ready to be linked/appended:\n[custom_rig_ui.blend](custom_rig_ui.blend)\n\nThoughts? Are there other use cases? Are there any scenarios where this would cause problems?" ]
[ "duplicated armatures added from hidden layers seem to effect the next added copy\nwatch?v=MRMyS86qGmw\n\nStep 1 =\nold = scene.objects \n\nstep 2 = add ragdoll group\n\nstep 3 = compare \nnew = set(scene.objects)-old\n\nstep 4 = add armature\n\nstep 5 = for constraints in armature , for ragbones in new , if constraint name == ragBone name-> set constraint target\n\nstep 6 = for tags in original armature, for ragbones in new -> if tags string = ragbone name -> orient ragbone to tag\n\n\n\nso this adds a ragdoll, adds a armature, then targets the bone constraints in the armature to the ragdoll bone objects\n\nthen it rotates the ragdoll bone objects to match the actor's 'bone tags' orientations \n\n(the ragdoll matches the pose of the dying actor)\n\nthen I delete the 'Original' actor leaving the ragdoll physics objects and ragdoll armature.\n\n\n\nAdding another armature copy introduces flickering in the first ragdoll and the new armature\n\nI will try and make a simple demonstration, but this is how I found the issue.\n\nI am not instancing the armature, I am adding a duplicate so I don't understand why one would even effect the other\nas I am adding a new ragdoll, and a new armature, and only searching through the new items to bind the constraints, not scene objects,\nso the new armature is not targeting the old ragdoll, as it' does not know anything about it......\n\n", "Run Armature actuator not working with DupliGroup object.\n2.70a f93bc76 --> group and DupliGroup **working**\n2.71 9337574 --> group and DupliGroup **broken**\nActual build 2.71 698a9a2 --> group **working**, DupliGroup **broken**\n\nThe \"Run Armature\" actuator is not running (duplicated) for DupliGroup objects in the actual builds.\n\n[Run_Armature_broken.blend](Run_Armature_broken.blend)\n" ]
topbar displays nothing when there is no space to display it all Operating system: mint 19 Graphics card: Nvidia 860M Broken: 2.80 build from feb. 21rst topbar displays nothing when there is no space to display it all * display default template for 2D animation for example, where there is lots of stuff to display * Resize your screen (I mean all Blender window), or having a small resolution * Nothing is displayed in topbar * In header of editors, if there is not enough space, only what can be displayed are displayed, and you can scroll to display what missing
[ "Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.", "Object/Collection Previews: Which Render Settings to Use?\nWhen rendering an object without full materials (as we do for object previews, for performance & compatibility reasons), there are two basic object colors we can use: The material and the material's viewport one.", "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 card only showing a default cube when open even the file size is 100 mb\nI am working on a blender file on my pc . The file size is almost 100mb . I saved the file. But when i opened it again the file is just showing a single default cube. No layers no anything. Just default interface. My file was just having the room interface . It consists of some free models also which i downloaded from the internet. Like free 3d website like sketchfab. \nThis thing happened with me 1 week ago. But then i made the file again and get my pc hard disk and windows changed. And now it happened with me again. I dont know what to do. Please tell me what to do to recover my file and to prevent this issue next time.\n\ni was able to recover it through .blender1 format but still i know this will happen again. please guide me on this, i have not added anything in my addons also \n\nblender 3.6 version \ngraphic card 750 Ti \nWindows 10 \nnew hardrive of 250 gb\n\n", "Show Emitter toggle still hides object after Particle System has been deleted.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: version: \n- 2.92.0 Alpha\n- 2.91.0 Release\n\nWhen you delete a particle system with show emitter unchecked under Viewport Display the object stays hidden. You have to re-add the particle system and check Show Emitter.\n\n- Add Particle System to default cube.\n- Uncheck Show Emitter under Viewport Display\n- Delete Particle System. \n\n", "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", "For ID blocks, move + and x buttons into popover\nWith our ID blocks in the top right of the window, the little + and x icons make the Blender UI overly busy and complex. There's also the problem that, at least on Windows and Linux, the close button is in the top right corner of the display, creating this clumsy configuration of two X's. \n\n{[F5673488](Screenshot_2018-11-22_at_01.50.52.png), size=full}\n\nWe could change these ID blocks to work as popovers instead, creating a much simpler top level interface. When opened, we can display the controls to add, remove or rename items inside the popover, similar to what we already do for the presets:\n\n![Screen Shot 2018-11-08 at 19.39.45.png](Screen_Shot_2018-11-08_at_19.39.45.png)\n\nThis would result in a cleaner top level UI, and avoid the double X on some OS's:\n\n{[F6622971](Screenshot_2019-02-16_at_01.19.50.png), size=full}", "Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n![2019-04-14 00_59_29-Window.png](2019-04-14_00_59_29-Window.png) \n![2019-04-14 00_59_54-Window.png](2019-04-14_00_59_54-Window.png)\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n", "VSE 2.0: The Big Picture\n**Status:** Final designs and planning is being made. relevant tasks are being created\n\n---\n\n**Team**\n\n**Commissioner:** @fsiddi\n**Project leader:** @Sergey\n**Project members:** @fsiddi, @Sergey, @iss\n\n**Description**\n\n**Big picture:**\n\nThe goal is to make VSE usable for typical tasks done here at the Blender Animation Studio, making it so artists are happy using VSE tools.\n\n**Use cases**:\n\n* Working on a movie project edit, starting with story-boarding, ending with a final edit of the movie.\n* Editing tutorial videos.\n\n**Design:**\n\nOverall design is simple: VSE should just work :)\n\nMore concrete designs are written up in the specific milestones, as they are covering different aspects, some of them are purely technical, some of them are mainly UI/UX.\n\n**Work plan**\n\n**Milestone 1 - Playback performance and reliability (for videos and images)**\n\n* - [ ] Baseline: Realtime playback stack of two videos 1080p at 60fps\n* - [x] Moving a clip under the playhead should refresh the viewer in realtime\n* - [x] Improved caching\n\nRelevant task: #78992\n\nTime estimate: `TBD`\n\n**Milestone 2 - Tools and UX**\n\n* - [x] Default media display (letterboxed in the view #78987)\n* - [x] Improved default media fitting: adding a video or image to the sequence should \"scale to fit\" at the edit resolution (currently it stretches)\n* - [x] Make media transform (scale, position, anchor point, crop) relative #78988\n* - [ ] Improved retiming tools\n* - [ ] Snapping\n* - [ ] Zoom controls for viewers (Fit -default-, 200%, 100%, 50% etc)\n* - [ ] Easier to use fades\n* - [ ] Titling tools improvement\n\nTime estimate: `TBD`\n\n**Milestone 3 - Media Management**\n\n* - [ ] List media (video, audio, images) added to a project #78990\n* - [ ] Bins (and smart bins)\n* - [ ] Preview support (slide to review)\n\nTime estimate: `TBD`\n\n**Milestone 4 - I/O Workflow**\n\n* - [ ] Clip preview\n* - [ ] In and Out marks\n\nTime estimate: `TBD`\n\n---\n\n[Demo file ](vse_production_example.zip) from the actual production video created here at the Blender studio.\n\n[Small file ](vse_simplified_example.zip) to test playback on simple setup and encoding performance.", "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", "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)", "Python Operator.report does not show in status bar when overriding context\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.2.0 Alpha\nAlso broken all the way back to 2.79.\n\nAn operator's `report()` call does not show a message in the status bar or info editor when the operator is not invoked by the user. This is expected.\nHowever, overriding the execution context to `'INVOKE_DEFAULT'` or even a specific area does not make it work either. This part seems like a bug.\n\n**Simple reproduction file**\n[no_reports.blend](no_reports.blend)\n- Run the script and notice Warning reports in the stdout but not in the status bar\n- Same when saving the .blend file\n- As expected, running the operator manually (F3 search) works as intended\n - Alternatively, modify the `invoke` function to require user input (such as via `context.window_manager.invoke_confirm`), then the timer/save handler calls also work\n- The override_context makes no difference here\n\n**Reproducing from a blank startup file**\n- Create an operator that calls `self.report` on execute\n- Call the operator from e.g. a timer or application handler\n- Even when overriding the context, the report only shows in stdout, but not in the user interface\n\n", "No projection onto empty object types\n(This is was coming from a discussion with @ideasman42 )\n\nThere are Tools and Operators that will take empties into account, even though this is very counter-intuitive in most workflows.\nOne example of this is the 3D Cursor being projected onto image empties. In the workflow of creating characters and props it's common to import images as references, especially turntable drawings.\nIn Blender 2.8 These these need to be imported as empties and set up to be visible in the background from different angles.\n![Selection_010.png](Selection_010.png)\n\nIt is very anoying to try to place the 3D Cursor to add new objects and have it projected onto one of the empties. The empties are reference. They should not be taken into account for the tools (Except for snapping to an empty origin).\n\nAnother example is when drawing a curve and using the surface depth method for drawing. This way it will draw the curve onto surfaces instead of around the 3D Cursor.\nIf there's an empty in the way, it will take the wires & surfaces of the empty also into account, which really has no use.\n\nThis needs to be further discussed if this functionality should be completely changed or made optional if there are any workflows that benefit from this.", "Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Opening preferences while rendering causes rendering not to be finished (but computing continues)\nOperating system: W10\nGraphics card: 980Ti\n\nBroken: 2.80 19-03-31\nWorked: (optional)\n\nWhile rendering in a separate window, you can go back to main window, open preferences and boom, preferences are opened in the render window. You can see the progress bar on windows taskbar still going on, everything is being computed, but you are not going to get the full image. You can open the Rendering tab and see your render as 'finished' even though it's still computing. After it finishes - it does not update the image. It's in the state from the moment of opening settings.\n\n1. Click F11 to open rendering window\n2. Start rendering\n3. Minimize/switch windows to the main blender window\n4. Open preferences from the menu\n5. No profit, see desciption." ]
[ "Top Bar still disappears when info doesn't fit window\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80, a280867ac2ed\nWorked: none that I know of\n\nThe tool information in the Top Bar disappears when it can't all fit inside. Instead, an arrow on the side appears, which doesn't have any function. What I would expect is the information to remain, and that MMB can be used for scrolling.\n\n![image.png](image.png)\n\nThis depends on your screen resolution, but the issue happens faster with the following:\n- higher Resolution Scale (I use 1.30)\n- smaller blender window size\n- using the Fill tool in Draw mode (it has the most info in the top bar)", "Grease pencil FILL breaks the display options bar near the top - like tolerance.\nOperating system:\nwin 10\nGraphics card:\nrenderer:\t'Intel(R) UHD Graphics 620'\nvendor:\t\t'Intel'\nversion:\t'4.5.0 - Build 23.20.16.4973'\n\nBroken:\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\nI select the GP filll command and the bar near the top clears and no options for the tool is displayed (i believe tolerance for gaps should show) and then when I select draw again (the pencil) no options for that are displayed in that bar anymore either. I have to restart Blender.\nthank you\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Top bar hides everything when there isn't enough space to draw it's contents\nOperating system: Windows 10, intel core i7\nGraphics card: GeForceGTX 1060\n\nBroken: 2.80, Hash 4488056f3d9, date: 2018-12-16 00:27\nWorked: (optional)\n\nWhen working with a grease pencil object in the draw mode, the tools in the top bar disappear when the application window is reduced in width. I noticed this when I reduced the width of the application window to 1280 pixels for recording the window in a standard 720x1280 format. It appears that when there is not enough room horizontally, the tools in the top bar disappear rather than allow for scrolling, as when working in other workspaces.\n\nOpen a new file with the 2D animation workspace preset, or add a grease pencil object in the default workspace. Select the draw mode inside the grease pencil object, select the fill tool option, then reduce the application window horizontally. The tools in the top bar disappear when the window is narrower than the width required to display them fully. And neither scrolling nor clicking the plus sign at the left seem to have any effect to bring them back." ]
Bug in UVs display and crashes. Operating system: win7/win10 Graphics card: Geforce GTX 770 **Blender Version** 2.81 Windows 64 bit August 21, 23:13:44 - 189aa32a3ac0 When i load a mesh with Uvs or when i open a mesh created in Blendre 2.80 official release, the Uvs in the Uv editor are red/orange like they were pinned or selected although they are not pinned nor selected I've got random crashes when i enter edit mode and when the Uv editor is open. It happens with this free curtain file : 1137011 When i merge this model with the default cube, i get rid of the display bug
[ "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", " Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.", "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", "Default theme: Data types corresponding with modes\nFor the release of Blender 2.83, we have removed the use of the crosshair cursor for Edit Mode, because it was conflicting with tool cursors. \n\nInstead, we can use other things to help clarify to users which mode is active. \n\n{[F8383208](Screenshot_2020-03-02_at_11.07.10.png), size=full}\n\nCurrently, selection in all modes is orange. But, as you can see above, we already color code different kinds of data in Blender. Object data (mesh, curve etc) is set to green, so we could use that as the edit mode selection color.\n\n\n## Examples:\n\nVertex:\n{[F8383329](theme_vertex.png), size=full}\n\nEdge:\n{[F8383332](theme_edge.png), size=full}\n\nFace:\n{[F8383334](theme_face.png), size=full}", "Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n", "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)", "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", "Python API: Mesh editing: Editing uvs after normals with a previously assigned variable doesn't work\nBroken: 3.5.1\nWorked: 3.4.1\n\nCaused by 6c774feba2\n\nHolding on a variable referencing the uv layer data for later uv editing, doesn't work when normals are edited in between\n\nRun the attached python script in Blender 3.5.1\nThis creates three objects, all should have all their loop uvs as 0,0:\n\n- no_set_normals (should have default normals, sideways)\n- with_set_normals_and_reaccess_uv (should have upwards +z normals)\n- with_set_normals_but_no_reaccess_uv (should have upwards +z normals)\n\nGo in edit mode on each generated object, look at the normals and uvs\nThe results are only correct for no_set_normals and with_set_normals_and_reaccess_uv\nFor with_set_normals_but_no_reaccess_uv, neither the uvs nor normals are correct. Both appear to be defaults\n\nIn Blender 3.4.1 this works as expected, i.e. with_set_normals_and_reaccess_uv and with_set_normals_but_no_reaccess_uv are identical\n\nAttached are also screenshots in 3.5.1 of the normals and uvs of each object\nAnd a screenshot in 3.4.1 showing the expected results\n\n**Guess at what's happening**\nOn more complicated cases (actual meshes with hundreds of triangles), the normals are messed up (seemingly random instead of defaults) and Blender is prone to crashing. This leads me to believe holding on the uv layer data after normal editing accesses freed memory or something like that?\n\n", "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).", "Find solution to unify color picking methods with options for sample space\nReopened as, though the initial issue is invalid, the current solution, as it is, is problematic.\nThe sample_color paint operator {key S} has a problem with discoverability and is separate from both the general UI color picker and the sample tool. This needs a better design solution.\n\n**Old Description** (resolved by sample_color operator)\n\nRight now all color picking is using the display space, which usually makes it (almost) impossible to accurately pick colors from an image that is not sRGB for texture painting.\nSimilarly, for texture painting in the 3D viewport the picked color is that after shading and display transformation. This can be useful, but it should be optional. In a lot of cases the user wants to pick and draw a color from within the same image texture, without any additional color space conversion.\n\nThe View mode of the image editor already has a sample tool, which has the functionality to show the color data in image space without additional color management. So simply using this tool in paint mode for picking color with the option to select the color space would already be a huge benefit.\n\nFurther, having a similar tool for 3D texture painting would be even better, but I assume that this might have more difficult implications for the implementation. Tackling this for the image editor first using the Sample tool, might me a good trade-off for investing a small amount of work for maximum impact.\n\n[color_picker_behaviour-2021-03-02_15.50.34.mp4](color_picker_behaviour-2021-03-02_15.50.34.mp4)\n[non-color_picker.blend](non-color_picker.blend)", "Missing visual representation of multiple selected color channels (`Blender Light` theme)\nOperating system: win10 64\nGraphics card: 1050ti\n\nBroken: (example: 2.91, default light theme)\nWorked: (2.79b)\n\nThis is how it was in 2.7x when selecting multiple RGB channels:\n![select.jpg](select.jpg)\n In recent versions it misses visual representation of how many channels are selected until changing values to see if slider has been updated (left - nonselected, right - all channels are selected):\n![non_sel.jpg](non_sel.jpg)\n\n\n - Open default scene\n - Go to material tab\n - Left mouse click any color slot\n - Left mouse click first color channel and hold it\n # While holding, slide cursor below to cover all channels\n\n\n", "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", "Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.", "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n", "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)" ]
[ "Auto Smooth option conflicts with uvs\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 3)\n\nThe bug appear only when -Auto Smooth- is turned on.\nPart of the UVs are marked such as they are pinned and also there is not visual feedback on what is selected and what is not.\nTurn on -UV Sync Selection- solve the problem of showing what is selected and what's not, but still mosto of the vertices look pinned.\n\nturn on and off the -Auto Smooth- option to see the difference.\n\nThank you\n\n\n[uv_error.blend](uv_error.blend)\n![uv_display.jpg](uv_display.jpg)\n\n\n\n" ]
Sculpt brush stroke ignores key-modified rebinds on left mouse button. Operating system: Win10 Broken: 2.80rc3 Sculpt brush stroke ignores key-modified rebinds on the left mouse button. 1. Rebind Pan View (view3d.move) to "Left Mouse Press" with Key-modifier "E". 2. Go into sculpt mode and try to pan the view by holding "e" and pressing LMB. It will make a brush stroke instead. If "Ignore Background Click" is enabled in "sculpt.brush_stroke" bind and no mesh is under cursor, everything will work correctly.
[ "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", "Bug when opening a file in sculpt mode, making N strokes, and undoing N times\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\nI know it says branch: master (modified), but the changes are just some print statements in build_files/utils/make_utils.py; nothing involving the actual Blender source code.\n\nAfter opening a blend file in sculpt mode, making one stroke and pressing undo causes an error. The same happens after N strokes and N undos(back to the original file state).\n\nThe following is a video showing what happens: [[ nRUn6EFqNlA ]], and I've also attached [sketch0.blend](sketch0.blend)\n\nsince I'm not able to reproduce it on a simple file. Note in the video that in addition to the obvious visual glitch, the \"dyntopo\" check mark in the top right gets cleared.\n\n1. Open the given file (it is saved in sculpt mode, with dyntopo and symmetry turned on).\n2. Make any stroke anywhere, and then press Ctrl-Z to undo.\n3. The same will happen if you make N strokes and undo N times.\n\n", "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", "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)", "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", "Grease Pencil: Erasing/Cutting does not auto-key layers\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.5.0 Alpha\n\nUsually whatever edits are done in Edit, Sculpt or Draw mode result in creating a new keyframe, if auto keying is enabled in the timeline.\nThe issue is that the Eraser brush and the Cutter tool in Draw Mode do not result in auto-keying.\nThis is easily resulting in lost work.\n\nNote: This is the same issue with the Annotate tools\n\nOn the other hand if \"Use Additive Drawing\" (Snowflake icon) is enabled in the header, erasing will result in correct auto-keying behaviour.\nThis inconsistency doesn't seem intentional.\n\n- Create a grease pencil object\n- Enable auto-keying in the timeline\n- Switch to draw mode\n- Go to the next frame and draw a stroke (It will correctly create a new keyframe)\n- Go to the next frame and erase part of the stroke (No new keyframe was created)", "Symmetry on sculpt mode won't work with auto masking topology enabled\nOperating system: Windows-11\nGraphics card:Quadro RTX 3000/PCIe/SSE2\n\nBroken: Blender 3.5.0\nWorked: N/A\n\nSymmetry on sculpt mode won't work with auto masking topology enabled.\n\n\n- Have a mesh that has two disconnected parts across a symmetry axis.\n- Enter sculpt mode, turn on \"Advanced -> Topology\" (topology auto masking).\n- Turn on X symmetry for sculpting brushes.\n- Sculpt on one part of the mesh, the opposite side doesn't change.\n", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "alt brush doesn't work in image editor -> paint\ni think this should be fairly easy to reproduce so i wont bother sharing system info. i was able to reproduce this on 3.3.0 and 3.3.1.\n\nalt brush doesn't work in image editor -> paint\n\ni have a different colour on my brush but when i press ctrl and try to paint the primary colour is painted onto the canvas", "Sculpt brush with texture breaks sculpt tiling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.93.0 Alpha\n\nIf the sculpt brush has a texture enabled with mapping set to *Area Plane*, then tiled strokes break up and do not match properly at the seams.\nIn this example the original stroke is on the right.\n![tiling_bug.jpg](tiling_bug.jpg)\n\n1 Add texture to a brush\n2 Set mapping to area plane\n3 Enable tiling in the Symmetry drop-down menu\n4 Try sculpting at the seams\n\nOr use the file\n[tiling_bug.blend](tiling_bug.blend)\n\n", "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", "GPencil: Stroke not working with Holdout\nOperating system: Windows 10\nGraphics card: GeForce GTX 970\n\nBroken: 2.82a, as found on the splash screen\nWorked: Never\n\nSetting a collection as holdout in view layer options in cycles works as expected on grease pencil objects in the viewport render preview, but does not work on grease pencil objects when rendering. The entire grease pencil object is visible in the renders, whereas in the viewport render preview the parts of the grease pencil obscured by foreground objects set to holdout is alpha. \n\nCreate a grease pencil empty behind the startup cube. \nDraw some stuff. \nPut the startup cube in a collection and set the engine to cycles. \nFrom the view layers options for the new collection containing the startup cube, set it to holdout. \nTurn on render preview from the viewport shading options. Notice that the cube is invisible, along with the parts of the grease pencil that had been obscured by the cube.\nPress F12\nNotice in the rendered image that all of the grease pencil is visible, even the parts we had expected to be alpha masked from the startup cube holdout.\n\nSee the attached blend file.\n[HoldoutTrouble.blend](HoldoutTrouble.blend)\n", "2.91 - Undo in Sculpt Mode switches tool to inflate brush (specific to attached file)\nOperating system: Win 10 64-bit\nGraphics card: Nvidia GFX 1060 6GB\n\nBroken: \n - 2.90.1\n - 2.91.0, from steam, seems *file specific*\n - 2.92.0\nWorked: 2.91.0, same version, fresh file\n\nWith attached file: In sculpt mode calling undo changes the tool to \"Inflate\" besides undoing.\n\nAdditionally, when undo is called via menu, the undo operation happens only when undoing so far back sculpt mode was entered. On reentering Sculpt Mode, tool is set to \"Inflate\". \n\nThis issues seems to be tied to this specific file, as it's not reproducible in a fresh file. The file was created with blender 2.91.0. I sculpted multiple objects using both Dynamesh and Remesh in Sculpt Mode. I deleted the sculpts to keep the file size small and since the same behavior persisted with newly created geometry (in this case a cube). I don't know how to debug this any further, any hints appreciated. As a workaround I will try to reimport the geometry into a new file.\n\nBased on the attached .blend file [SculptModeBug.blend](SculptModeBug.blend)\n\nUndoing with shortcut:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - hit ctrl + z\n - tool switched to \"Inflate\"\n\nUndoing via menu:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - modify mesh with tool\n - call \"undo\" from menu \"edit/undo\" - this has no effect\n - call \"undo\" from menu \"edit/undo\" until the point object goes back to Object Mode - changes get undone\n - On entering Sculpt Mode again, the active tool has switched to \"Inflate\"\n", "ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n![image.png](image.png)\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n", "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" ]
[ "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "[Keymap] Modifier key doesn't work consistently.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 5GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: All versions\nWorked: None\n\n![image.png](image.png)\n\n![image.png](image.png)\nThere must be something wrong with the priority of modifier key. For example, if I bound a command to Space+A, it wouldn't work. Because the A key had been bound to another command (Select All). It seems like the modifier key was ignored. Apparently it's not reasonable. As I know, this bug had been existing for decades. Really hope this can be fixed soon. Modifier key could've been very very useful.\n\n", "Custom Navigation is not working in Sculpt Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nCustom Navigation is not working in Sculpt Mode\n\nI use custom navigation in viewport (Numpad 1 + Left Mouse for Zoom and Numpad 2 + Left Mouse for Pan), emulate Numpad option is enabled in preferences. This navigation work fine in Object and Edit Mode, but if I change mode to Sculpt - navigation not working. I don't know why, but there is a conflict with a command \"sculpt.brush_stroke\" which is assigned to Left Mouse in hotkey editor (Sculpt (Global)), if I uncheck this command navigation start working but I can't sculpt, sculpt stroke not working. This problem also with Texture Paint, Vertex Paint, Weight Paint modes. Below is video of this problem. I also tried to assing another hotkey for navigation - it's also not working, it's working only with default Blender navigation.\n\nVideo:\nkJQnqxboHy8\n\n\n" ]
Crash after adding texture with node open button Operating system: Linux-5.6.8-arch1-1-x86_64-with-arch-Arch-Linux 64 Bits Graphics card: Radeon RX 570 Series (POLARIS10, DRM 3.36.0, 5.6.8-arch1-1, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.6 Broken: version: 2.82 (sub 7) Worked: (optional) Blender crashes after adding texture in a node tree with open button. I noticed that it doesn't happen if I just drag-n-drop texture in shader editor. It writes Segmentation fault or Buffer overflow depending of debug option I use. I tried all experimental versions and bug still exists there as well. The last version of blender where everything are stable is 2.80rc3 (from official site). ~~After a while I tried to install blender 2.82a from arch repository to test and it is actually not crashing. So it only affects steam version and blender from official site. ~~ I want to confirm that crashes occur on arch repository version too. It just takes longer time. I'm not sure if I should write about this bug here so it can be something with my OS. 1. Open blender default scene 2. Go to a Shading tab 3. Add a texture with Image Texture node using Open button [system-info.txt](system-info.txt) [blender.crash.txt](blender.crash.txt) [2020-05-01 15-05-41.mkv](2020-05-01_15-05-41.mkv)
[ "Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)", "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", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.", "Blender 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 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)", "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", "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)", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Blender 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)", "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```", "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 to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "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", "Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n![Barrel02 NOR.png](Barrel02_NOR.png)\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)" ]
[ "Crash when loading image texture\nOperating system: Manjaro Linux, 5.5.19-1 kernel\nGraphics card: AMD Radeon RX 5700 XT\n\nBroken: Blender 2.82 (sub 7), Commit date: 2020-03-12 05:06, Hash 375c7dc4caf4\nWorked: 2.80rc3\n\nI am new to Blender. In any file (including the default scene) I am unable to load images as a texture, but Blender doesn't seem to have any trouble loading textures that are part of an imported obj file's materials which is all I've used up to this point. My main installed version is 2.82, but I have tried this on both the latest beta and alpha. Both do the same exact thing. I have attached /tmp/blender.crash.txt.[blender.crash.txt](blender.crash.txt)\n\n1. Open Blender.\n2. Go to Shader tab.\n3. Add an image texture node\n4. Open any image\n5. Crash" ]
Crash when loading image texture Operating system: Manjaro Linux, 5.5.19-1 kernel Graphics card: AMD Radeon RX 5700 XT Broken: Blender 2.82 (sub 7), Commit date: 2020-03-12 05:06, Hash 375c7dc4caf4 Worked: 2.80rc3 I am new to Blender. In any file (including the default scene) I am unable to load images as a texture, but Blender doesn't seem to have any trouble loading textures that are part of an imported obj file's materials which is all I've used up to this point. My main installed version is 2.82, but I have tried this on both the latest beta and alpha. Both do the same exact thing. I have attached /tmp/blender.crash.txt.[blender.crash.txt](blender.crash.txt) 1. Open Blender. 2. Go to Shader tab. 3. Add an image texture node 4. Open any image 5. Crash
[ "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 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n![Screenshot_20200429_085959.png](Screenshot_20200429_085959.png)\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n", "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", "Crash when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!", "Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n", "The image node in GeoNodes can't use UDIM tiles\nOperating system: Windows 11\n\nBroken: 4aac5b92c1bb\n\n\nIt seems like the image texture node is not able to access the UDIM uv range properly. As you can see in the image the objects have proper UDIM tiles that the regular textures can utilize . The image texture node of the geonodesseems to bound the UVs within 0-1 range and cant access the tiles.\n\nPassing the UVs from the modifier does not seem to help with it.\n\n![blender_iNPDODeGlS.jpg](blender_iNPDODeGlS.jpg)\n\n\nload the attached .blend file\n\nselect the NOUDIM object\n\nopen the geometry nodes graph of the object's modifier\n\nenable the viewer node\n\n[_01122022_2239_12_02_2022.zip](_01122022_2239_12_02_2022.zip)\n", "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 RtlUserThreadStart\n\n\nThread : 00008b38\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005884\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003334\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 : 00008c60\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a2e8\nntdll.dll :0x00007FFF41D2C020 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 :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ace0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ada4\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFF3012457B Symbols not available\n\n\nThread : 00009dbc\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 : 00005f9c\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 : 00009dac\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 : 0000405c\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 : 0000834c\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 : 000099e8\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 : 00006284\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 : 00005ec8\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 : 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 :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000196c\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 : 00004374\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 : 00007dec\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004294\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000559c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a90\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004cc8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000055f8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------", "bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n", "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Re-saving 16bit PNG image with straight alpha multiple times corrupts the image\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.1\nWorked: ?\n\n\nRe-saving 16bit PNG image with straight alpha multiple times corrupts the image.\nAs far as I can tell it's broken only for 16/32bit images and works for 8bit\n\n[Texture.zip](Texture.zip)\n1) Open the file, paint something half-transparent (optionally)\n2) Press \"Save image\"\n3) Press \"Reload image\"\n4) Image should look different than before saving", "Blender has froze my Manajro Linux, which has corrupted my root Btrfs filesystem, rendering the machine unable to boot\nOperating system: Manjaro Linux\nGraphics card: Radeon RX 5500/5500M / Pro 5500M\n\nBroken: Blender 2.90.0, 2.90.1, 2.91.0 Alpha\nWorked: none yet\n\nWhen doing a very specific thing in Shader editor using Eevee rendered, my system froze. I've rebooted and tried again. It froze again, only this time when I rebooted it I was greeted by an emergency shell. My root Btrfs filesystem is unmountable. I'm currently performing disk imaging, and will attempt to fix the FS or restore the system from backup.\n\nHere's the screen that I saw after rebooting my laptop after the second lock-up:\n![f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg](f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg)\n\n\nI have a specific .blend file that when loaded on Manjaro Linux will freeze the system. I've tried again booting a fresh Manjaro 20.1.1. However it's a confidential client project and I cannot share it publicly.\n\nI wasn't able to reproduce the problem on Windows 10 running on the same laptop.\n\nI suspect the problem could be in an AMD GPU driver - it's the only thing that I believe has enough system access to mess up a roo t filesystem that was involved. And it's clear the problem was triggered by a certain material in Blender, while rendering with Eevee.\n\nNote that the system won't freeze until I turn on Rendered view. Using Material Preview is fine.\nTwo first time when it happened it was immediately after I have added a mix node to add another texture to an existing image path in an Eevee material.\nI thought that maybe texture sizes could be the problem, as I've been using 3 8K textures, and maybe the laptop's GPU can't handle that, but filesystem corruption should never be the result of that.", "Crash when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)", "Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n" ]
[ "Crash after adding texture with node open button\nOperating system: Linux-5.6.8-arch1-1-x86_64-with-arch-Arch-Linux 64 Bits\nGraphics card: Radeon RX 570 Series (POLARIS10, DRM 3.36.0, 5.6.8-arch1-1, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.6\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nBlender crashes after adding texture in a node tree with open button. I noticed that it doesn't happen if I just drag-n-drop texture in shader editor. It writes Segmentation fault or Buffer overflow depending of debug option I use. I tried all experimental versions and bug still exists there as well. The last version of blender where everything are stable is 2.80rc3 (from official site). \n\n~~After a while I tried to install blender 2.82a from arch repository to test and it is actually not crashing. So it only affects steam version and blender from official site. ~~\n\nI want to confirm that crashes occur on arch repository version too. It just takes longer time.\n\nI'm not sure if I should write about this bug here so it can be something with my OS.\n\n1. Open blender default scene\n2. Go to a Shading tab\n3. Add a texture with Image Texture node using Open button\n\n[system-info.txt](system-info.txt)\n\n[blender.crash.txt](blender.crash.txt)\n\n[2020-05-01 15-05-41.mkv](2020-05-01_15-05-41.mkv)\n" ]
Blender 2.80 crashes when texture paint is being selected **Windows 8.1 pro** Operating system: Windows-8.1-6.3.9600 64 Bits Graphics card: GeForce GTX 960 4GB **Blender 2.80** Broken: version: 2.80 (sub 53) Worked: [Blender quits when i select texture paint from menu.mov](Blender_quits_when_i_select_texture_paint_from_menu.mov) **Blender quits when i select texture paint from menu**
[ "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "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", "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", "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", "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", "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", " 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)", "Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n![Paint.gif](Paint.gif)\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n", "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)", "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)", "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 when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "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)" ]
[ "Solid + Texture crash Blender\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 53)\nWorked: 2.80 builds from before yesterday\n\n\nWorkbench + texture crashes Blender instantly, even without any geometry or texture in the scene\n\n- Switch to \"Solid\" mode\n- Set the \"Color\" to \"Texture\"\n- Crash\n", "-texture paint- workspace makes blender crash.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22\n\n\nBroken: version: 2.80 (sub 53)\nWorked: git.a813e259d630\n\n\ngoing in texture paint workspace make blender crash.\n\nopen the attached file and go in texture paint workspace\n\nthankyou\n\n[tpaint_crash.blend](tpaint_crash.blend)" ]
Memory overload with HDRI thumbnails in File Browser Blender 2.91.2 and 2.92 Beta Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09 RAM 32GB Broken: version: 2.91.2 Broken: version: 2.92.0 Beta When opening a folder containing a lot of HDRI's, especially high resolution ones, like 14K, and in thumbnail preview. Blender overflows the memory trying to generate thumbnails. It's like a memory leak. [2021-01-29 06-55-26.mp4](2021-01-29_06-55-26.mp4) [2021-01-29 06-58-29.mp4](2021-01-29_06-58-29.mp4) [2021-01-29 07-00-48.mp4](2021-01-29_07-00-48.mp4)
[ "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", "Image Editor displays stretched pixels on large images since 2.91\nOperating system: Linux-4.19.0-16-amd64-x86_64-with-debian-10.9 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.181.07\n\n**Blender Versions**\nBroken: 3.0.0 Alpha\nWorked: 2.90.1\n\nThis is either a regression or a compromise for performance.\nAs you know, large images display much faster since 2.91 as stated in the [2.91 release notes ](More_Features), (I didn't find associated commit).\nHowever, since that version, when opening a large image in the Image Editor, the displayed resolution can get lower. This doesn't affect the render, only the display in the editor.\nWhether this is related to the performance improvement or not is only my guess.\n\nBelow is a comparison of a zoomed area between versions 2.90 and 2.91:\n2.90 : ![2-90.png](2-90.png)\n2.91 : ![2-91.png](2-91.png)\n\nAs you can see the second image has its pixels stretched horizontally (2 to 3 pixels become one long pixel)\n\n[#89244.blend](T89244.blend)\n\nOpen file, and issue is immediately visible. \n\nOriginal pattern looks like this\n![untitled.png](untitled.png)\n\n", "Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)", "Persistent data –> Out of GPU memory (macOS)\nOperating system: MacOS 12.6.6\nGraphics card: M1\n\nBroken: 3.6.1\n\nIf \"Persistent data\" checkbox is on, after a couple of frames rendering, Blender is quits or just says \"Out of GPU memory\" (a MacOS bugreport and screenshots are attached)\n\nIf I turn OFF persistent data switcher, animation rendering is working fine. It seems, the data is persistent, but the BVH loading happens on all frames, so the memory filling up.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "Blender saves malformed png files that can't be opened by exiv2 library\nOperating system: Windows-7/10\n\nBroken: version: 3.6.0 - 3.6.2\nWorked: 3.4.1 for sure, most probably 3.5\n\nBlender saves malformed png files that can't be opened by exiv2 library.\nMore in-depth analysis: 2745\n\n> There are actually 2 (identical!) eXIf chunks in this PNG file, but very short so might not carry any significant metadata:\n\n>Btw, exiftool -v3 also warns about overlapping TIFF directories, so at least that should be reported to Blender as well\n\n>Ok, so the TIFF signature 4d 4d 2a 00 is invalid for this eXIf chunk. For big-endian encoding, it must be 4d 4d 00 2a.\n>This is a Blender (or whatever library they use to write PNGs) bug.\n\n1. Render image\n2. Save as png\n\n", "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).", "iMac CRASH through Blender 3.6.0 ASSET.\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.6.0 Alpha\n\niMac CRASH through Blender 3.6.0 ASSET.\n\nMacOS 13.4\nBlender cause bad memory leak through ASSET open.\ndemo-files/\n\nClick ( Cube Diorama )\nthen\nOpen Cube Diorama.alend\ncause bad memory leak cause iMac crash.\n\n\nSee my youtube. A2d0Wu8ig-w", "Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Can't display .blend thumbnail in the Windows explorer\nwindows 7 64 bit\n\nBroken: blender 2.75a c27589e\n\nCan't display .blend thumbnail in the Windows explorer!\n\nboth v2.75 and 2.75a all can't display .blend thumbnail in the windows explorer! I have install and uninstall again and again ,it's still don't display thumbnail. \n", "EEVEE: Blender Crashes when rendering specific File\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.93.0\nWorked: (N/A)\n\nBlender crashes when rendering specific file. It only seems to happen with this file - when I render other (even larger) files with the same inputs it works fine, but with this one it crashes every time. The error message is EXCEPTION_ACCESS_VIOLATION, but I received the data from an open source website and it is placed in a folder on my computer that I have full access to. Debug report: [blender_debug_output.txt](blender_debug_output.txt)\n\nSave NZ_Compressed40pc.jpg to desktop ![NZ_Compressed40pc.jpg](NZ_Compressed40pc.jpg)\nOpen Dev.blend\nIn the shader editor for the plane, ensure the image texture has NZ_Compressed40pc.jpg linked as input.\nRender>render image\n\nTest File:\n[Dev.blend](Dev.blend)\n", "Render with negative color values results in broken .hdr file (possible underflow error)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.3\nWorked: ?\n\nWhen rendering an HDR image that contains negative color values (for example from a world shader with negative values), the saved .hdr file has visual artifacts and does not look correct at all when opened in any external software (e.g. RenderDoc, any online HDR viewer, or even as input for [cmft](cmft) for creating SH coefficients for irradiance).\n\nWhen clamping the shader's output values to [0, 1] (or any other number > 1 instead of 1), the .hdr file looks correct, so my guess is that there is an underflow error somewhere that leads to invalid values in the HDR file. As far as I'm informed, radiance HDR files don't contain negative lighting information, so the output should be automatically clamped to non-negative values.\n\n**Render without clamped values:**\n![render_unclamped.png](render_unclamped.png)\n\n**Render with values clamped to above 0:**\n![render_clamped.png](render_clamped.png)\n\nPlease note that the displayed render output in Blender looks the same in both cases, this issue is about the exported file.\n\nExample file:\n[HDR_negative_values.blend](HDR_negative_values.blend)\nRender the image and save as `Radiance HDR`.\n\nThe incorrect .hdr file:\n[test.hdr](test.hdr)\n\n", "Eevee motion blur with cryptomatte pass causing memory leak during rendering\nOperating system: Windows 10 x64 and windows 11 x64\nGraphics card: GTX 1660 TI and Intel UHD Graphics 630\n\nBroken: 3.5, 3.3.7\nWorked: Stopped trying after 3.3.7\n\nWhen rendering from command line there is a memory leak reported if you enable motion blur with a cryptomatte pass.\n\nGo to Render properties, make sure Eevee is the engine and include motion blur. Go to view layer properties and enable object cryptomatte. Render first frame of animation via command line: \n\n\"C:\\Program Files\\Blender Foundation\\Blender 3.5\\blender\" -b minimumBug.blend -x 1 -s 1 -e 1 -o delete -a\n\nlast line says:\n\n\"Error: Not freed memory blocks: 3, total unfreed memory 0.002747 MB\"\n\nMore memory wasted as you add more complexity to project.\n\n", "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.", "Subdiv of certain model causes huge memory consumption and crash (regression bug)\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\n2 guys from 3d-chat also checked it too and caught the same memory leak and crash.\n\nBroken: version: 2.82 (sub 1)\nand 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e\n\nWorked: 2.79 (sub 0), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b\n\nBlender 2.80+ consume a lot of memory and crashes (before memory filled), when I try to subdivide this certain model. \n[2019-11-18_17-17-06.mp4](2019-11-18_17-17-06.mp4)\n\nOpen file with 2.80+, press Ctrl+1 to subdivide.\n[killsubdivdragon.7z](killsubdivdragon.7z)\n" ]
[ "Heavy EXR images use too much memory when loading them (e.g. multi-threaded thumbnail generation causes swapping)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 13)\nWorked: (optional)\n\n\nFolder full of .EXR Environment maps that are 20 to 70 mb each\nThe thumbnail generation of these freezes my PC for 10 - 20 min as it generates them.\nWindows doesn't freeze when generating them though.\n\nin Blender 2.79 it crashes. \n\nI'm not sure if this can be helped. \n\n\n\nOpen Blender 2.81 or 2.80 \n\nShader editor > World > Environment Texture > Open > Browse to a folder containing around 10 .exr images of 20 - 70 mb each > Switch to Thumbnail view. \n\n*PC slows down and eventually freezes for 10 - 20 min as it generates the thumbnails. \n\n" ]
Wrong connected proportional editing behaviour Operating system: Windows-10-10.0.14393-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.3.1 The issue was not present in 2.90.1. First version I know that has this issue is 3.2 Strange behaviour of connected proportional editing on a cylinder mesh. When moving a ripped off edge of a cylinder with connected proportional editing, falloff curve breaks in the middle. It's hard to describe in text, so I recorded a video showing this issue: _A5hSb3srwA This issue happens with all falloff modes except constant and random. I tried to reproduce this with circle, sphere and plane meshes with cuts in different places, but it worked fine. 1. Create a cylinder. 2. Rip one edge off. 3. Move that edge with enabled connected proportional editing. EDIT: Actually i managed to reproduce this with a plane. It matters if you subdivide it with right-click->subdivide or with loop cuts. The latter one causes the issue, the first one doesn't. Also this happens if you move any other edge of the loop cut. Also I noticed that that break point appers to be exactly 1 unit far from seelcted edge.
[ "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)", "Bevel modifier. Incorrect behavior on vertexes where three or more edges with a bevel converge.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe bug is noticeable when the number of segments is greater than 1 and the profile value is greater than 0.5. There is a violation of flatness on convex vertexes. The outer loops of the bevel are correct, but the filling of the angle inside is incorrect.\nThe same bug appears if you use the bevel operator instead of the modifier.\nThe bug is also observed in previous versions of the Blender, at least after 2.93.\nOn concave vertexes, the bug is also present, but less noticeable.\n\nExtrude a cube face, scale it and shift it to form convex and concave vertexes. Add a bevel modifier with 2 or more segments and a profile from about 0.5 to 0.99(9).\n\n", "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.", "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", "Wrong UV after Vertex Slide or moving mesh with Correct Face Attributes\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 535.98\n\nBroken: version: 3.5.1\nWorked: unknown\n\nAfter Vertex Slide with \"Correct UV\" checked, or after moving mesh with \"Correct Face Attributes\" UV mapping is wrong. Vertices in UV get split and wrongly offset.\n\n\nExample 1\n1) Open attached Blend file\n[wrong_uv.blend](attachment)\n2) Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position.\n![image](attachment)\n3) Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with \"Correct UV\" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide\n![image](attachment)\n4) now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON \"Correct Face Attributes\" and \"Keep Connected\" in Tool Settings/Option - see picture. Now UVs are wrong in both cases\n![image](attachment)\n\nExample 2:\n1) Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position.\n![image](attachment)\n2) Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and \"Correct Face Attributes\" + \"Keep Connected\" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01\n![image](attachment)\n\n", "Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n", "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", "VSE: Select more/less functionality breaks on certain conditions\nOperating system: Linux Mint 20\nGraphics card: NVIDIA G92 [GeForce 9800 GT]\n\nBroken: 2.93.1 / 2.92.0\nWorked: Unsure\n\nThe functions sequencer.select_more and sequencer.select_less get stuck when the newly selected strip reaches an edge, or when number of selected strips becomes zero.\n\n[blender-bug__select-more-less.mp4](blender-bug__select-more-less.mp4)\n\nThe attached video shows the functions [select_more]/[select_less] will break when the following conditions are met:\n```\n a) Any strip chain selection reaches the edge of the row of strips with [select_more]\n i) either when it starts from an edge and reaches the other edge\n ii) or when it starts in the middle and expands from both sides, the side of whichever edge is met will get stuck\n b) Any strip selection becomes empty with [select_less], i.e. the selection won't grow again with [select_more]\n```\n\n\n\nI think it's unlikely this is intended behaviour?\n\nSorry I didn't get visual keypresses set up for the video, but I'm just using CTL- [x] and CTL- [x] on num pad as per default. \n\nDavid", "Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n", "Area resizing sometimes activates neighboring area scrolling\nOperating system: Linux-5.7.10-201.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nwhen resizing windows, it will trigger the verticle slider some times\n\n[resize bug.mp4](resize_bug.mp4)", "Curve draw tool: taper setting can lead to wrong handles / random tilt behavior\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\nWorked: never\n\nCurve draw tool: taper setting can lead to wrong handles / random tilt behavior.\n\n[#103879.blend](T103879.blend)\n- open .blend\n- draw quick roundish strokes (all should be good at this point)\n- change Taper Start to something non-zero (I set it to 0.05)\n- draw quick roundish strokes again\n- notice \"wrong\" handles\n\nIf I draw a curve like this\n{[F14175937](image.png) size=full}\n\nthen looking at to neighbors (and their handles)\n{[F14175942](image.png) size=full}\n{[F14175944](image.png) size=full}\n\nMakes me think that while the placement of the points are OK, their computed handles are wrong.\n\nTesting more, it seems this is caused by the `Taper Start` being non-zero:\n[#103879.webm](T103879.webm)\n\n**Original report**\n\nCurve Tilt seems to be broken when using tilt. It could be the configuration of the Tool that's being used and the object settings.\nThese may be changes that were added/ done to 3.2 to 3.4.1. Honestly, I have no idea, that's why i am here.\n\n- What I expected to happen? *Draw with the draw tool and the stroke face the viewport so I can see the thickness of the strokes*\n- What happens instead? *Stroke draws randomly miss-aligned to the view randomly giving the appearance of not drawing the stroke*\n- Why's that bad? *Because the user is forced to correct Blenders miscalculation.* \n\nThe objective is to have the 3D curve face front view without any tilt of the points when drawing using the \"Draw Tool\" in edit mode\". Zup method works best for this in the object settings in 3.2.\n\n1. Create is 3D curve \n**Curve Settings:**\n![image.png](image.png)\n\n2. Edit curve delete point.\n\n3. Front view.\n\n4. Select the drawing tool.\n**Drawing Tool Settings:**\n![image.png](image.png)\n\n5. Draw freely in any direction \n6. 3.2 should be no twisting happening with the tilt of the curve. 3.3 twist method is happening twisting is an issue on every setting when using the draw tool. The twisting happens when using the drawing capability. sometimes giving the impression the stroke is not drawing at all\n\nThings to pay attention to working between the tool and the object.\n1. Pen pressure setting on and off.\n2. The twist method seems more consistent in 3.2 working with the current tool settings. Changing this setting of corrected tilt issues that was thought previously to be 3.2 of the Twist (Curve Tilt) method of the object.\n3. in the Tool settings.\n4. The scale of the stroke when drawing.\n5. When there is a floating window the stroke misbehaves in really extreme ways.\n6. Having the stroke in a poly setting mode help the stroke behavior become more consistent\n7. Setting the stroke to bezier can be really unpredictable\n\nFinally, I am going to share this file around with a few communities to see if someone knows why this problem keeps coming up\n\n**Blend File:**\n[Curve Title Broken.blend](Curve_Title_Broken.blend)\n\n**Demo:****Audio is available** in this file. At around **2 minutes 40 seconds**, you can see the random tilt happen. It looks like i draw a stroke and nothing happens. I then rotate the camera and switch mode to **Z Up to show that it doesn't fix the twist**. This behavior seems to happen from any view. Top, bottom, left, right it doesn't matter.\n[Tilt Issue.m4v](Tilt_Issue.m4v)\n\n", "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK", "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.", "Node frame grid alignment issue\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nNode frames shift contents out of grid alignment when transformed.\nMy understanding is that the frame borders are not multiples of the grid spacing, so whenever the frame is transformed and snapped to the grid, its contents are yanked out of alignment with the grid. Moving the contents back into alignment on their own works, but any further transforming the encompassing frame will yank them out again. Perhaps making the frame border an exact multiple of a grid unit could fix this.\n\n1. Try moving the convex hull node. Observe that it stays aligned with the grid\n2. Try moving the frame around it. Observe that it snaps to the grid, and the convex hull node is now unaligned with the grid\n\n", "Hair Dynamics Strange Behaviour\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0\n\nI have not seen hair behave this way before. For this example file, I have simply used the default hair dynamics settings. I have a bake in the file attached, and you can try bake yourself to replicate the issue. The hair will fly all over the place, it is not colliding with anything and I cannot figure out what is causing the issue. It was recommended by a developer that I post the issue here for others to have a look, many thanks.\n[HairProb.blend](HairProb.blend)\n\n" ]
[ "Regression: Strange crease when using proportional editing with the \"connected only\" option turned on (edge selected)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nPretty sure this is caused by 21b9231d7f\n\nWhen using proportional editing, there is a strange pinching/creasing that is going on where it should be smooth. It seems to only happen when \"Connected Only,\" is turned on\n\n1. Open new file\n2. Add plane\n3. Add a whole bunch of edge loops\n4. Enable proportional editing + \"Connected Only,\" option\n5. Grab one edge and move it up || down\n\n![ex.png](ex.png)\n\nTest File:\n[#89968.blend](T89968.blend)" ]
Blender does not show Vertex Color Groups in viewport beyond group no. 8 Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.2.0 This is a silly one. In Blender you can assign any number of Vertex Color groups to an object. You can then paint each of these groups as you wish. When you have multiple Vertex Color groups in one object, you can view and modify a singular Vertex Color group by clicking on it in the Color Atributes panel. However, only the first eight groups in this list will be visible in the viewport when selected active, and any group beyond the eight one will not be shown in the viewport, even if you selected it. You can, however, still add more groups to the list and even paint on them, but they will not show up in the viewport, making editing these groups effectively impossible. If you delete groups before the one you have selected, so that the selected group will become the 8th group (at most), only then will it be visible in the viewport. Also, while you are at it, could you please add the small arrow buttons to Color Atributes list as well so that the user can sort it to their liking. Thanks! 1. Create an object 2. Create 9 or more Vertex Color groups for this object 3. Select any of the first 8 groups and you should see change in the viewport, and you should be able to paint to it in realtime 4. Now select the 9th (or any later) group and you should notice that the viewport does not update to show the 9th group colors See the attached blend-file with 9 Color Groups. [vertex-color-bug.blend](vertex-color-bug.blend)
[ "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", "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", "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", "Viewport shading solid mode not displaying geometry nodes color attributes correctly\nOperating system: Win10\nGraphics card: 960m\n\nBroken: 3.5\nWorked: never\n\n\nWhen using geometry nodes to add color attributes, there are several situations where the viewport solid mode attribute option does not display the color attributes correctly.\n\nAs can be seen by this example. The first image shows a cube with a color attribute added. The geometry nodes setup adds a red color to the \"Color\" attribute. This all works as expected as can be seen in the viewport and the spreadsheet. \n\n![color_attr_1.jpg](attachment)\n\nIf a GN cube is added instead of the standard mesh cube (which has been bypassed by the switch node) then the color attribute is added as expected. This can be seen in the spreadsheet as to be the same as the previous screenshot for the color attribute. However, it is not being displayed in the viewport.\n\n![color_attr_1a.jpg](attachment)\n\nThis is a problem seen with any procedural geometry made with just nodes. As a workaround, you can have a single vertex as the only \"real\" geometry and use a join node to join with any nodal procedural geometry. Strangely though, this has to be the first connection in the join node, and won't work if it is second. This can be seen by the next 2 images:\n\n![color_attr_2.jpg](attachment)\n\n![color_attr_2a.jpg](attachment)\n\nA similar related case is that some mesh nodes will also make the viewport lose the displayed attribute. For instance, if you create a cube, add a GN modifier and add a dual mesh node to the chain, the color attribute is still there, but no longer displayed in the viewport. This happens with some nodes (like mesh to volume and back to mesh) but not others (like subdivide or extrude).\n\n![color_attr_3.jpg](attachment)\n\nThere is also a related issue that when exporting to obj or gltf the color attributes are not exported if they are not displayed in the viewport. If apply the GN modfier, you have to actually click on the color attribute in the properties panel to see it in the viewport or to be able to export it. \n\nOddly, the fbx exporter seems fine without applying the modifier. It also doesn't matter if the color attribute is on the vertices, or face corners, or if the color is float or byte color. The same issues happen regardless.\n\n", "Knife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges)\nWin7 32bit\n\nBroken: 3.4\nBroken: 2.78\n\nKnife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges)\n\n- create a plane\n- subdivide once\n- add a vertexgroup (all vertices with 1.0 weight)\n- use the knife tool (or Knife Project operator)\n- notice where existing edges are split, vertex weights are added/interpolated to new verts on that edge\n- newly created verts inside faces are not added to vertex groups though\n[#50604.webm](T50604.webm)\n\n\n**Original Report**\nLast cutting was done by simple Knife to show the difference\n[0001-0324.mp4](0001-0324.mp4)\n\nIn .Blend hit *Knife project*\n[Knife_project.blend](Knife_project.blend)\n", "Alembic export animated vertex color exports only first frame vertex color\nDebian, Nvidia GTX 1080ti\n\nBroken: 2.78-58a0c275464 and the newest ones\n\nWhen you create an animated vertex color on a mesh with dynamic paint for example, you expect it to be written into alembic while exporting it with vertex colors checked, but instead you have only first frame vertex color baked in it.\n\n1. Open attached blend file\n2. Bake dynamic paint\n3. Export abc with vertex colors checked\n4. Import that abc file and have no animated vertex color\n\nI'm also attaching that abc file.\nDon't know if it's a bug or a thing to do, sorry.\n[alembic_anim_vertex_color.blend](alembic_anim_vertex_color.blend)\n[alembic_anim_vertex_color.abc](alembic_anim_vertex_color.abc)", "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 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", "Graph Editor: Curve list background color\nProblem: the Bone Groups as they are shown currently in the GE interface create visibility problems as shown in this image:\n\n![01 current-bonegroupscolors.png](01_current-bonegroupscolors.png)\n\n- Hard to read the text\n- Hard to see the icons\n\nProposal 01:\n\n- Moving bone group color to a small strip on the right side of the curve channel.\n\n- Adding the color of the curve to the text, making it more easy to find\n\n![02 Solid.png](02_Solid.png)\n\nProposal 02:\n\nSame, but using a gradient instead\n\n![03 Gradient.png](03_Gradient.png)\n\n Combined Proposal:\n\nSybren suggested this idea in #68972 (Graph Editor: Curve channel colour) so I tried to combined both of them to check how it looks. I think it makes the interface more clean and readable.\n\n![04 CombinedwithT68972.png](04_CombinedwithT68972.png)\n\nAlso recreated with the light theme, to check if it generates problems.\n\n![05 LightCombinedwithT68972.png](05_LightCombinedwithT68972.png) \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: Missing functionality in Vertex Paint mode Selection tool (left-click-select)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nWhen Points select is enabled in Vertex Paint mode, the Selection tool doesn’t behave like in Edit mode:\n- it cannot select a single vertex,\n- a left click away from points doesn’t deselect them.\n\nAdditionally there is no color picker when this tool is selected, so if you select some points to use the Set Color Attribute operator on them, you can’t see the current color or choose a different color, unless you switch to a different tool.\n\nMake sure you use Left Click Select in Preferences > Keymap\nAs shown in video, open any stroke in Vertex Paint mode, enable Points select and select the Selection tool.\n- You can box select points but can’t left click on a point to select it and you can’t click away to deselect points.\n- There is no color picker.\n<video src=\"attachment\" title=\"Selection Bug-1.mp4\" controls></video>\n\n", "Keyed particles work on viewport but not in render, also they are not affected by force fields\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.\n\nSee the link for screen recording and the sample file.\n\nThe problem shows in blender 2.80 and 2.81 but not in 2.79.\n\nI think this might be a bug in blender 2.8 but I hope you can help me to solve it.\n\nscreencast\n\nview?usp=sharing\n\n**Steps to reproduce:**\n[#69238.blend](T69238.blend)\n\n- Open file\n- Render animation\n- Compare output to viewport\n\n\n\n\n\n", "Improve custom shader AOVs\n- [ ] Autocomplete AOV names in the AOV output node\n- [x] Unique naming and adding .001 does not work correctly in all cases\n- [ ] Add vector AOV output type\n- [ ] View layer level material or shader node group that can be set to output AOVs for all objects\n- [ ] Viewport display of custom shader AOVs\n- [ ] OSL support\n- [ ] Add filtering options (mainly to use either transparency or not, min, max, ..)", "BLENDER DISPLAYS INCORRECT NUMBER OF VERTICES, TRIANGLES AND FACES IN VIEWPORT\nOperating system: Windows 11 Pro 10.0.22621 Build 22621\nGraphics card: NVIDIA RTX 2070 SUPER\n\nBroken: 3.5.1\nWorked: Do not recall, however, I first posted this issue in the Blender 3D Artists FB Page on Sept. 8, 2022.\n\nIn the 3D VIEWPORT, with STATISTICS turned on, Blender 3.5.1 (and many previous versions) randomly show the incorrect number of VERTICES, FACES and TRIANGLES ( most often it is something like 10 or 20 BILLION). This SAME error occurs OVER and OVER during my repeated \"daily\" blender usage. I estimate that I have seen it now at least 30 times since I first reported it. I CANNOT SAY WHICH ACTION TRIGGERS IT. Many others have acknowledged that they have seen the same thing. It is very annoying because I OFTEN have large scenes and TRULY need to know how large my scene is, but often cannot. SOMETIMES restarting blender helps, but then it happens again within the newly opened session.\n\nIT IS POSSIBLE that this only happens with fairly large scenes, but since my scenes are usually very large, I cannot say for sure.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nThe blender files where I KNOW it has definitely happened are too large, detailed and proprietary. Sorry, I cannot provide. If I happen to see it in smaller, unimportant blender file, I shall add it to this bug.\n\n", "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" ]
[ "Vertex Paint mode can edit only 8 color attributes\nOperating system:\nGraphics card:\n\nBroken: 3.2.0 Stable (e05e1e369187)\n\nVertex Paint mode allows editing only first 8 color attributes - when selecting any with index > 7, the data of the attribute of index 7 are shown and painting doesn't work.\nAs Sculpt Paint doesn't have such limit and being able to use more than 8 layers is great advantage (especially for game artists working with complex shaders), I suggest improving Vertex Paint to handle more attributes, instead of getting back the limit of 8 color attributes max (like with vertex colors in 3.1 and older).\n\nEnter Vertex Paint and try to paint Color.008 attribute - the painting doesn't work and it shows the data of Color.007 (index 7).[vertex-paint_max-8-layers-limit.blend](vertex-paint_max-8-layers-limit.blend)" ]
Click at close button up right adds instances of the file has not been saved confirmation dialog Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35 Broken: version: 2.80 (sub 69) Worked: (optional) When you have unsaved changes, and try to close Blender with the close button up right, then every click at this close button up right adds a new instance of the "file has not been saved confirmation dialog. Open Blender, move the cube a bit, click at the close button up right. Move the dialog a bit away. Click again at the close button up right ... ![multiple.jpg](multiple.jpg)
[ "Asset Browser: Instance option shifts objects from the nested collection to the world origin\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5\nWorked: unsure\n\nIf we have a collection as a asset which contains nester collection, after spawning such collection with instance unchecked will keep \nobjects from nested collection at world origin\n\n- Download zip\n- Open default scene add set this as asset library path; `Example/Asset Browser`\n- Open asset browser -> select `User Library`\n- Drag & drop `Example_Object`\n- Uncheck `Instance` from redo panel. \nNotice collider objects shifts to World origin\nFound this issue by @JelSadones while discussing #103216 (Linked objects only count once towards the triangle count)\n- - - \n**Additional Info**\n- Open Prop_Example.blend\n- Remove `BoundingBox` and `CustomColliders` collection and move all objects under single collection (i.e. `Example_Object`)\n- Save file then open a default file.\n- Now drag & drop this asset and uncheck Instance option (all objects will be at the instanced position)\n\n[Example.zip](Example.zip)", "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.", "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", "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", "After opening File explorer with export shortcut the window doesn't ignore the first click from selecting something behind it\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 0)\nBroken: version: 2.82 (sub 7)\n\n\nAfter you open the file explorer and the first click you do will select an object behind the window if there is any. Annoying if you use selected objects to export. Seems to only happen if you use a shortcut to export to any file type. Couldn't reproduce with selecting file -> export -> any file type.\nEdit: If there is no objects behind where you click you will deselect everything.\n\nWith default scene. Short cut some export file type. File -> export -> filetype -> assign shortcut. hit the shortcut and if you click in the file explorer window where the default cube is you will select it.\n\n", "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)", "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)", "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}", "Undo/Redo shortcut still active in the Blender File View window\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 Beta\n\nUndo/Redo shortcut still active in the Blender File View window\n\n* Open Blender with the default cube.\n* Move the cube a few times.\n* Open the “Preferences” window in the menu “Edit | Preferences...”\n* Then do Ctrl + Z to undo. The undo shortcut still works. It is the same for the redo shortcut.\n\nThe undo/redo is also active from any other windows of the “File” menu like “Open”, “Link”, “Save”, “Append”, etc. All links showing the “Blender File View”.\n\nIn the “Blender File View” window, I noticed that the buttons at the bottom disappear when doing the undo shortcut.\n\nI tried a few other shortcuts like Tab to go to edit mode and G to move the cube. They do not seem to be active when the focus is on the “Preferences” or “Blender File View” window.\n\nThe undo/redo is also active when the “Blender Render” has the focus.\n\nAs a consequence, someone accidentally hitting the undo shortcut will get his work being modified behind the window and probably will not notice.\n\n\n{[F9111517](BlenderFileView_Open.jpg) size=full}\n\n{[F9111519](BlenderFileView_AfterShortcut.jpg) size=full}", "Disabling/enabling in viewport a sub collection doesn't make the instances of the collection disabled/enabled unless you save and re-open the file\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 you disable/enable in viewport a sub collection of Collection then the instances of the parent collection \"Collection\" is not disabled/enabled in viewport unless you save and re-open the file.\n\n**Wanted result**\nThe wanted result is exactly like when you save and re-open the file, because for example if you enable/disable the cube which is child of child of Collection, then the instance of cube is enable/disabled. And just like that, SubCollection is child of Collection and if it's enable/disabled then the instance should be enabled/disabled too.\n\n![SubCollection_ViewportEnableDisable_refresh_bug.jpg](SubCollection_ViewportEnableDisable_refresh_bug.jpg)\n[SubCollection_ViewportEnableDisable_refresh_bug.blend](SubCollection_ViewportEnableDisable_refresh_bug.blend)\n1. Open the provided file.\n2. Disable in viewport the collection named \"**SubCollection**\" to unreveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not hidden.\n3. Save the file.\n4. Press Ctrl+N and click General.\n5. Reopen the same file. Now the two collection instances before are hidden, but before they were not hidden, it's a bug about refreshing.\n6. Enable in viewport the collection named \"**SubCollection**\" to reveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not shown.\n7. Save the file.\n8. Press Ctrl+N and click General.\n9. Reopen the same file. Now the two collection instances before are shown, but before they were not shown, it's a bug about refreshing.\n\n**Steps for others to explain the logic of the viewport visibility of Collection and Collection Instance, this is not a bug, it's a useful feature that you should keep**\n- Don't forget to enable the \"SubCollection\" if you didn't do it yet, you've already save and re-open the file.\n- Disable in viewport the collection named \"**Collection**\" to unreveal it (not SubCollection). Now the two collection instances \"Instance of '**SubCollection**' (1) & (2)\" are not hidden. Now Enable back the \"Collection\", the enablement of the 2 collection instances \"Instance of 'SubCollection' (1) & (2)\" don't depend on the viewport enablement of the collection named \"Collection\".\n\n**Description of the last steps**\nIt's very useful when you build a model in a .blend file at the origin (0, 0, 0), and its collection name is \"_MODEL_\", and you want to place a collection instance of it at other location (not origin), and you want to disable the model at the origin by disabling the parent collection of the collection named \"_MODEL_\", and you want to keep enabled (visible) the collection instances.\n![Monkey.jpg](Monkey.jpg)\n\n**People will adapt the non-logic bug but they will see weird things**\nThis is a big problem because if people don't know the bug then they think that it's the logic of viewport enablement of collection instances, and all their projects depend on that, but once they save and close and then re-open the file, they will see weird things.", "Using a File Picker element in a popup window causes the popup to go away\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 471.96\n\nBroken: version: 2.93.4\nWorked: Not sure if it has, at least not for a while.\n\nIf I put a string property with a subtype of \"DIR_PATH\" or \"FILE_PATH\" to have the folder/file picker show up for a user to easily select a folder/file in an operator's props and then call it with a window manager invoke_props_dialog (or any of the other popup panel ops), after the user has selected a folder/file the file window goes away but so does the panel without executing the operator.\n\n1. Open included blend file\n2. Run 'Popup File Picker Test' script in text editor\n3. In the Object section of the Properties area, under \"Popup File Picker Test Panel\" click 'Test Popup'\n4. In the popup window use the folder picker button to select a folder and hit \"Accept\"\n5. If it worked, the popup should still be there for you to continue to change other props. If it ran execute instead there should be a statement in the info area and in the console window saying \"Ran execute\". Otherwise it most likely made the popup to disappear without running the operator\n\n[popup_file_pick_test.blend](popup_file_pick_test.blend)\n\n", "After `save as` operation with non-default options of Image, simple `save` operation does not use previous settings, but default settings again.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\n**Description**\n\nWhen re-saving a modified imaged (from Texture Painting for example), the newly saved file appears to lose all settings used during the original \"Save As\" operation. For file types such as OpenEXR that were saved as 16-bit using Zip compression, this can result in a file that was roughly 800KB becoming *64MB* in size. This wastes quite a large amount of disk space and bandwidth when using version control.\n\nImage files should remember the settings applied when loaded or from Save As. There does not appear to be a way to set global file-type defaults to reduce some of this behavior.\n\n\n* Switch to the Texture Paint workspace.\n* Click \"New\" to create a new texture. Set Width/Height: 2048x2048, 32-Bit Float: Checked\n* Switch to the \"Paint\" mode if needed and draw a circle.\n* Click Image / Save As. File Format: OpenEXR, Color: RGB, Color Depth: Float (Half), Codec: ZIP (lossless)\n* Open a File Explorer window and note the saved file size is roughly 300KB.\n* Click Image/ \"Save\" (not Save As) to re-save the file. Note the image file is now roughly 1MB. (It appears Blender has now forgot the file should be Float (Half)\n* Close Blender and Save the scene.\n* Open Blender and the saved scene.\n* Click Image/ \"Save\" to re-save the file again. Note that the image file is now roughly **50MB** as Blender appears to have lost the Codec setting and the Float (Half) setting.\n\nThis bug occurs on other file types as well such as PNG where the compression settings are lost.", "Handler save_pre doesn't get called for session recovery save\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe Python handler `save_pre` does not get executed when Blender saves the session recovery file on exit. When add-on's are actively using this handler, they are very likely generating or finalizing data that will be saved along with the file. Skipping over this event while such add-ons are active is likely to cause data loss or strange bugs that will be difficult to track down.\n\nWrite a simple script that prints something to the console when `save_pre` is called, then exit Blender with it active. You can launch Blender from a console window to keep the window open after it exits.\n\n[#71506.blend](T71506.blend)", "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", "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)" ]
[ "Multiple Save Prompts\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n\nWhen you repeatedly attempt to close Blender with an unsaved .blend file, multiple copies of the save pop-up appear.\n![grafik.png](grafik.png)\nYou can drag them accross the screen and it looks pretty broken.\n\n(see above)\n\n" ]
GPU hang occurred while eevee rendering MacBook Air (13-inch, 2017) processor- 1.8 GHz Intel Core i5 memory- 8 GB 1600 MHz DDR3 startup disk- Macintosh HD graphics- Intel HD Graphics 6000 1536 MB Broken: Version 2.90 (2.90 2020-05-14) Blender crashes when trying to render in evee Go to render preview or render file [blender broken.blend](blender_broken.blend)
[ "Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Eevee Light Limitation testcase T91611 crashes on Win11 Intel Arc GPU \nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n(note: also tested on driver .4032 latest stable, which also crashes)\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 3.3.2, 3.4.1\n\n![lights2.png](lights2.png) \n\nWhile tracking down another bug (direct lights not appearing in Eevee), I found that the test case for #91611 hard crashes blender.\n\nAnalyzing the code, the crash happens because the GPU module cannot create a 3D texture with dimensions `4096x4096x576`. The result is `nulltptr`\n```\nif (!success) {\n delete tex;\n return nullptr;\n}\n```\n\nbacktrace:\n\n```\n>\tblender.exe!blender::gpu::Texture::attachment_type(int slot) Line 257\tC++\n\n \tblender.exe!GPU_framebuffer_texture_attach_ex(GPUFrameBuffer * gpu_fb, GPUAttachment attachment, int slot) Line 316\tC++\n \tblender.exe!GPU_framebuffer_texture_layer_attach(GPUFrameBuffer * fb, GPUTexture * tex, int slot, int layer, int mip) Line 331\tC++\n \tblender.exe!EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, int cube_index) Line 203\tC\n \tblender.exe!EEVEE_shadows_draw(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, DRWView * view) Line 316\tC\n \tblender.exe!eevee_draw_scene(void * vedata) Line 247\tC\n \tblender.exe!drw_engines_draw_scene() Line 1111\tC\n \tblender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1767\tC\n \tblender.exe!DRW_draw_view(const bContext * C) Line 1637\tC\n \tblender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1552\tC++\n \tblender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1587\tC++\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 960\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1127\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1385\tC\n \tblender.exe!WM_main(bContext * C) Line 648\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n \t[External Code]\t\n\n```\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Download and open any of the test cases bellow\n- Click Render Preview in viewport\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)\n[lighttest2.blend](lighttest2.blend)", "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "Crash 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 guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Evee Render crashes [2.80] Beta\nOperating system: Win10\nGraphics card: 980ti\n32GB memory\nSSD\n\nBroken:\n2.80 2019-02-10\n\nHard disk storage overflow occurring\n\nParticle simulations\n\n1000's particles\nover 10's of thousands frames\n\nIt seems Evee renderer is built around rendering baking viewport to file, in certain situations auto saving a large temporary baked file leads to a system running out of memory when the file exceeds available storage with large bakes.\n\nAutosaves with large bakes to any available memory on this, this can be replicated with high memory commit states.\n\nI also suspect when the memory commit exceeds the remaining memory on the computer, saving attempts to write to disk and subsequently crashes a number of background programs whose telemetry attempts to use disk space to hash the reports.\nThe target file attempting to be saved is corrupted if it is being overwritten.\nI haven't confirmed whether the project file or autosave file corrupts in the process of saving, but it is very easy to lose a project and or backup when the bake commit is disproportion large to available memory on the machine.\n\nautosave : Enabled (default 2min)", "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", "MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n![System.jpg](System.jpg)\n", "CUDA problem Error: Invalid value in cuMemcpy2DUnaligned_v2(&param)\ndoes anybody know what this error mean (blender 3.5, 3.6, 4.0 win 11):\n\n*Error:Report:\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\n\n\nWe tried two rtx 4070ti video cards and this error came up when we were about to render. If I disable one of the two, the render runs fine, but if I enable both, the render freezes. I see that it starts using both, but it still gives an error.\n\nThanks\n\n", "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)", "3d viewport High memory usage--MacOS intel--\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.5.0 Alpha\n\nhigh memory usage of the factory settings startup file.\n\n- Open latest macos blender build 3.5 for MacOS 13.2 Intel\n- Perform selection operation (box select, click select, etc.)\n[Screen Recording 2023-02-07 at 2.27.06 amsmall.mp4](Screen_Recording_2023-02-07_at_2.27.06_amsmall.mp4)\n![System.jpg](System.jpg)\n\n![Screenshot 2023-02-07 at 2.33.10 am.jpg](Screenshot_2023-02-07_at_2.33.10_am.jpg)", "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", "EEVEE-Next Volume Rendering\nUnified volume rendering will first be ported before adding any other feature. Fixing the flickering and object bounds are still major targets for the 4.0 release but are considered nice to have and could be made during Bcon2\n\nHere is a breakdown of the tasks:\n- [x] Needs compute shader based pipeline for world and geometry.\n- [x] #107176 Port current unified volume rendering as-is using compute shaders.\n#### Milestone: Volume Rendering minimum-viable-product for 4.0 release.\n\n- [ ] Correct bounds.\n- [ ] Fix flickering by changing the sampling scheme.\n#### Milestone: Extended feature for 4.0\n\n#### Extended targets\n- [ ] Support shadow casting onto opaque surfaces.\n- [ ] Support irradiance.\n- [ ] Support in bake.\n- [ ] Support per pixel volumes.\n- [x] Optimize by skipping unseen tiles.\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" ]
[ "Eevee: Crash upon expanding material preview\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.83 (sub 6). This is same as `ed29ff944a` in master but with little changes in `CMakeLists.txt` for ccache. \n\nExpanding this Preview hangs the system, & returns \n```\nGPU hang occurred, msgtracer returned -1\nGPU hang occurred, msgtracer returned -1\n(lldb) \n```\n![image.png](image.png)\n\n\nopen the file, click on preview to open it.\n\n\n**notes**\n- Mac + intel issue, it seems\n- eevee specific. \n- https:*pastebin.com/CiRUzzWQ > https:*pastebin.com/uX7eZAgE > https:*pastebin.com/JQD4a0j1 > https:*pastebin.com/WpiL9wdM > https:*pastebin.com/PU43Gx16 > https:*pastebin.com/4HBeb4sU > https:*pastebin.com/ZZV7J6h6 > https:*pastebin.com/xcNMXjfV > https:*pastebin.com/Khyu77tw > https:*pastebin.com/11SBNW3W > https:*pastebin.com/FKBbCRyE > https:*pastebin.com/n4dyYxFS > abort & kill etc. \n- some experimentation with @mano-wii in everyzone. commented the function `DRW_uniformbuffer_update` in `eevee_shadows.c` etc. \n- related & resolved for some/many users: #74174\n[twitter ehader test-2.blend](twitter_ehader_test-2.blend)\n [system-info.txt](system-info.txt)" ]
Graph Editor Channel colors conflict with eye icons The source list inside the Graph Editor currently combines the curve color with the show/hide toggle. This causes a visual clash, making the eye icons hard to read: {[F7104894](Screenshot_2019-05-26_at_20.16.02.png), size=full } To solve this, we could move the color indicator away from the show/hide toggle, as illustrated above.
[ "Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n![vertex_color_mask_problem1.jpg](vertex_color_mask_problem1.jpg)\nBanding of vertex color is also visible when using it as a color for shader. \n![vertex_color_mask_problem2.jpg](vertex_color_mask_problem2.jpg)\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n![vertex_color_mask_problem3.jpg](vertex_color_mask_problem3.jpg)\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)", "Improve usability of Group Colors in animation editors\nProblem:\n\nWithout going into much detail, as it stands in the animation editors for the right contrast to be achieved between the white text and the colours they have to be dim but to be useful in the view port they need to be bright (again for contrast).\n\nBlender's default colors unselected in the viewport:\n![2020-10-27 10_37_17-Blender.png](2020-10-27_10_37_17-Blender.png)\n\nOriginal Group Colors selected in the viewport:\n![2020-10-27 10_38_12-Blender.png](2020-10-27_10_38_12-Blender.png)\n\nBrightly colored bones are especially important in the 3D Viewport when they have thin shapes. Dimmer bone colors are hard to see over Blender's dark wireframe and dark background.\n\nIt's really hard to tell apart the selected ones from the non selected ones.\nIf i didn't show you the first picture and you only looked at the second picture you wouldn't have a clue whether any bone is selected or unselected.\n\nThe Rigify add-on uses bright bone colors to aid visibility in the 3D Viewport. However, this makes the channel list unreadable, as can be seen in the image below.\n\nFor optimal readability in the Channel List the colors would have to be darker, which conflicts with the requirements for the 3D Viewport.\n\n![2020-10-27 10_58_27-Blender.png](2020-10-27_10_58_27-Blender.png)\n\nThis method has 1 great side and very important for animation which is making very obvious and clear which bones are selected, unselected and active.\n\nAnd the downside is that the dope sheet/graph editor gets even more unreadable when you expand the channel's attributes:\n![2020-10-27 11_00_28-Blender.png](2020-10-27_11_00_28-Blender.png)\n\nLeaving us in at a point of: bright groups will give us the readability we need in the viewport but mess completely the animation editors and on the default colors improving the readability in the animation editor but making it really hard on the eyes in the viewport.\n\nSo currently the existing solution\nHere comes: \n![2020-10-27 11_02_07-Blender.png](2020-10-27_11_02_07-Blender.png)\n\nAn option that has been there for ages and has proven not only useful but for anyone that works with character rigs is the first button they press every time they go to the graph editor posing a new problem: the option is local to the file, so every new shot, every new animation you need to un-tick this box in every animation editor.\n\nSo there are a few things here we propose which \n\nFirst: **Move the option to the Animation preferences panel**\nPros: you as user chose how do you like it to stay, even if it its on by default you turn it on once and that's it.\nCons: it's still on by default.\n\nSecond: **Redesign the way the bone group colors are presented in the animation editors**\nPros: done well means we could eventually get rid of the option to turn on/off if we come to a solution that is non intrusive a-la outliner, taking full advantage of all the ideas that at this moment seem to be playing against each other.\nCons: longer process to design and implement correctly.\n\nIn adition to the presentation of the bone group colors in the animation editors we also can see that creating and editing group colors can be time consuming and way more complex than we want it to be, we'll propose a simplified yet powerful version that will be more clear and faster to setup.\n", "Partial UV selection working incorrectly with Metal backend\nOperating system: macOS-13.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0 Beta\n\nUsing hide unselected in the UV editor seems to randomly 'explode' the UVs around the map.\n\nOpen [file](https://projects.blender.orgattachment), go to edit mode.\n\nUV is very messy, but when everything is selected, it's OK. Works fine with OpenGL backend\n", "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)", "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", "Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n", "Curves Interactions in the Graph Editor\n**Curves manipulation in the graph editor**\n\nThe aim of this design task is to write everything related to the changes that should be added in the graph editor regarding curves selection and manipulation. The functionalities described here are only some initial ideas that need to be debated.\n\n**Goal**: to allow the users to manipulate keyframes more easily by the use of the computed curves themselves. \nThe actions performed through curves are nothing but quicker and more efficient ways to accomplish actions on the curves' keyframes.\n\n**Box selection (box, lasso, circle):**\n- Box selecting a curve selects all the keyframes of the curve.\n- Ctrl + box selecting of the curve deselects all the keyframes of the curve.\n- Shift + box selecting of the curve extends the keyframe selection, adding all the keyframes of the curves that were just selected to the selection.\n(I'm less sure about the usefulness of these twos:)\n- Alt + box selecting (this shortcut isn't mapped to anything yet) of curves OR keyframes restricts the visibility of the currently visible channels to only those that were selected (like if the user selects the curve and the presses h).\n- Alt + shift + box selecting of curves OR keyframes restricts the visibility of the currently visible channels to only those that were NOT selected (like if the user selects the curve and the presses shift+h).\n\n\n**Click selection:**\n- Clicking a curve selects all the keyframes of the curve.\n- Shift + clicking a curve should behave the same way as the shift + click select of keys:\n\t- If the curve currently has at least one keyframe that is not selected, then select all the unselected keyframes of that curve (a curve should be considered selected, in the sense of this operator, only if all its keyframes are selected).\n\t- If all the keyframes of the curve are already selected, then unselect them all.", "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).", "Cleanup: Explicit Colors\nAnnotating colors in `BLI_color.hh` with the goal that it becomes more clear in the code what color and alpha association is used.\n\nSee proposal-explicit-colors/\n\n- Changes to BLI_color.h + migration of existing code (Function + Geometry nodes): [D10978: Blenlib: Explicit Colors.](D10978)\n- Compostor: Is already CPP and some operations use color space conversions.\n- Color picker: There is an effort to move more UI code to CPP Color picker is one that would benefit in readability.\n- Draw manager: Although this is in limited places.\n- Blenkernel: blenkernel (colorband, gpencil, image_gen, studiolight) seems like small tweaks.\n", "MacOS, Metal: Banding artefacts in viewport when using curves in color management\nOperating system: macOS-13.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro Vega 64 1.2\nScreen: iMac 27 inch Retina 30bit\n\nBroken: version: 3.5.0\nWorked: same version with openGL viewport API\n\nIn the \"wanderer\" demo file you get white lines in the bright parts of the scene. They are visible in rendered view as well as in the final render (but only inside blender). \nWhen \"Use Curves\" in \"Color Management\" is turned off, they dissapear. \nWhen switching back to openGL api everything looks ok.\n\nOpen the demo file wanderer wanderer.blend\n\n", "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)._", "Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.", "In orthogonal view, XYZ axis overlay toggle doesn't work with axis aligned views\nBroken: 2.8x\n\nIn orthogonal view, XYZ axis overlay toggle doesn't work\n\n- press numpad 1/3/7\n- toggle xyz axis from overlays panel, they won't hide.\n\nVideo: [F8571714](2020-06-02_20-18-29.mp4)", "Default theme: Data types corresponding with modes\nFor the release of Blender 2.83, we have removed the use of the crosshair cursor for Edit Mode, because it was conflicting with tool cursors. \n\nInstead, we can use other things to help clarify to users which mode is active. \n\n{[F8383208](Screenshot_2020-03-02_at_11.07.10.png), size=full}\n\nCurrently, selection in all modes is orange. But, as you can see above, we already color code different kinds of data in Blender. Object data (mesh, curve etc) is set to green, so we could use that as the edit mode selection color.\n\n\n## Examples:\n\nVertex:\n{[F8383329](theme_vertex.png), size=full}\n\nEdge:\n{[F8383332](theme_edge.png), size=full}\n\nFace:\n{[F8383334](theme_face.png), size=full}", "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" ]
[ "Animation channels list UI\nThere are various problems with the animation editor's channel list. Many affordances from the Outliner are missing here, making it difficult to select, navigate and see clearly what is selected. We can also optimize how you switch between visible F-curves, which currently requires users to manually enable or disable visibility toggles.\n\n**List of changes**\n\nFunctional changes:\n- - [ ] Add an option, on by default, to only show the selected channel curves. When enabled, don't show the eye toggle, since it becomes redundant. \n- - [ ] Update the channel list to behave like the Outliner:\n - Hold Shift to do range selections (Ctrl to do normal extend)\n - Highlight the entire row on mouse-over.\n - Use arrows for walk-selection, also in combination with Shift to extend\n - Filter the icon columns like the restriction columns in the outliner. For example, not everybody uses modifiers, so having a column of buttons to disable modifiers can be useless.\n- - [ ] Replace box-select with click-drag (like buttons). This will give more immediate feedback of which channels are selected, rather than seeing that feedback only when releasing the mouse.\n- - [ ] Auto-scroll the list back into view when all the list entries are outside the view (happens when changing selections)\n- - [ ] Auto-scroll the channel list when drag-selecting.\n\n\nVisual changes:\n\n- - [x] Separate the eye toggle from the Graph Editor curve color indicator ([D5882](D5882))\n- - [ ] Use alternating lines (see Outliner)\n- - [ ] Highlighted row should use solid colored background (see Outliner)\n- - [ ] Rolling over rows should highlight them (see Outliner)" ]
Cycles produces glowing artifacts around the alpha clipped area of the texture Operating system: Windows 10 Graphics card: Nvidia Geforce 1080, Nvidia Geforce 1070 Broken: 3.3.1 Worked: Hi! I have stumbled across a weird rendering artifact in Cycles while exporting assets for a project I'm working in. I think it might be a bug, so I thought it might be beneficial to report it. Whenever I assign a .TGA texture that has both RGB and Alpha channels to a Principled Shader and render it with Cycles I have this weird glowing edges effect upon rendering and in the viewport, it works fine with Eevee though. Here's a screenshot to demonstrate what I'm talking about: ![glow around edges_alpha mask.jpg](glow_around_edges_alpha_mask.jpg) As you can see there's these white glowing edges appearing whenever Cycles is used. To replicate the issue do the following: 1 - Have a tga Texture with Color and Alpha mask data 2 - Plug the texture to Color and Alpha inputs of the Principled Shader 3 - Turn on Cycles rendering 4 - Observe the weird glowing artefact P.S. It might be the case with other file formats, or it might be just TGA related, or it might be another reason, I'd appreciate the help on how to get rid of it.
[ "Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n![rtc.png](attachment)\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n", "Cycles: Light leaks through objects in certain situations.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\nWorked: I don't know\n\nUnder certain circumstances, light will leak through objects. This might be a precision issue and thus might be related to the ray offsetting changes made in version 3.1.\n\n![Light Leaking through cube.png](attachment)\n\n1. Change the render engine to Cycles.\n2. Remove all lights from the scene.\n3. Add a cube to the scene.\n4. Make the top face on the cube a high strength emissive.\n5. Underneath the cube add a plane.\n6. Render the scene, notice how some light is leaking through the cube and lighting up the plane.\n7. If you change the rendering backend (E.G. CPU vs GPU) the pattern/brightness that the light leaks in is different. Also if you adjust how the top face of the cube is constructed (E.G. Subdivide it), then that also changes the pattern. This is why I believe it is a precision issue.\n\nHere is a file with steps 1-5 done:\n[Light Leaking through cube.blend](attachment)\n\n", "Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: ![cycles_bug_report02.jpg](cycles_bug_report02.jpg)\n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: ![cycles_bug_report02.png](cycles_bug_report02.png)\n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)", "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", "Normal Baking Inconsistence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha\nWorked: unknown\n\nNormal baking result is different from original.\nAs below, a texture is baked to be used as normal map. Using \"Normal\" bake type the result is inconsistent with the original normal. A baking result using \"Emit\" type is used for comparison.\n\nDiffuse shader :\n[Correct (Diffuse).mp4](Correct__Diffuse_.mp4)\n[Incorrect (Diffuse).mp4](Incorrect__Diffuse_.mp4)\n\"Emit\" bake type has identical result to the original one, while \"Normal\" bake type has a little dimmer color.\n\nGlossy shader :\n[Correct (Glossy).mp4](Correct__Glossy_.mp4)\n[Incorrect (Glossy).mp4](Incorrect__Glossy_.mp4)\nDue to image resolution, the result of \"Emit\" type has acceptable differences at the edges of the squares. The result of \"Normal\" type has areas that shouldn't be brighter/dimmer (check from multiple view angles in the file below).\n\n[Bug Report.7z](Bug_Report.7z)\n![image.png](image.png)\n\n - This is the node setup to generate the texture : ![image.png](image.png)\nThese nodes simulate the kind of texture that will connect into \"Normal Map\" node so that it can also be baked using \"Emit\" type.\n![image.png](image.png)\n\n\n - Use the \"Material Output\" nodes to view the differences : \n![image.png](image.png)\n\n\n - If re-bake, use 16-bit color depth can help to get the similar result from original nodes.", "Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.", "Ambient Occlusion node with image texture\nOperating system: macOS 12.6.8 – 16GB\nGraphics card: Apple M1 8/4-4\n\nBroken: 3.6.3 RC\n\nWhen I mix an image texture (here a PNG) with Ambient Occlusion node, its not working, or results a weird render at least.\nIn the render-preview the image is disappearing, but in the final render is there but partially and broken (i think).\n\nAttached a screenshot and a very simple blend file.\n\nI hope I am the idiot and doing something wrong, but after a full week I didn't find the answer to this strange behavior.\n\n**Edit: it seems an earlier resolved problem is back:** [#94050](94050)\nIf I switch to CPU-rendering, its working fine... :(\n\n", "Sculpting produces weird shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen sculpting a low poly mesh, weird shading artifacts appear. \nIf you remove them with a modifier, then over time they reappear when sculpting\n[X9Tkiufd2w.mp4](X9Tkiufd2w.mp4)\n\n|.blend file showing in the video:|[test.blend](test.blend)\n| -- | -- |\n\n- In a clean scene with no objects, Add a cylinder (or any low poly object, preferably with N-gons)\n- Enable Shade Smooth on the object. {nav Object > Shade Smooth}\n- Go to Sculpt Mode\n- Use a brush anywhere - the affected vertices will have their normals updated and change their look\n\n|![Screenshot_2022-03-08_10-59-39.png](Screenshot_2022-03-08_10-59-39.png)|![Screenshot_2022-03-08_11-00-01.png](https://archive.blender.org/developer/F12906842/Screenshot_2022-03-08_11-00-01.png)\n| -- | -- |\nIf you undo or do any operation that affects the entire mesh it will change the shading everywhere\n|![Screenshot_2022-03-08_11-00-11.png](Screenshot_2022-03-08_11-00-11.png)\n| -- |\n", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "Realtime compositor: Texture node output textures with artifacts\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nTexture node support was introduced in 151a53110c\n\nIn realtime compositor, Texture node outputs textures with artifacts.\n\n![TextureNodeTest.png](attachment)\n\nIt happens with most procedural textures I tested. This does not happen when a custom image is used, or when Blend texture is connected from the Value output (instead of the Color output) of the node. (With other textures it happens with both outputs.)\n\nThis does not happen when running Blender with a single thread (`blender -t 1`)\n\nFile for quick test: [TextureNodeTest.blend](attachment)\n\n", "Path Guiding: Cycles in viewport produce inconsistent results\nOperating system: Windows 11\nGraphics card: Geforce 1660S\n\nBroken: 3.5\n\nJust moving the camera around the viewport gives inconsistent cycles renders. I am not sure if it's directly related to path guiding as the issue is only visible in the mirror caustics.\n\n![Screenshot_12.png](attachment)\n![Screenshot_13.png](attachment)\n\n", "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", "Grid lines showing up when origin is far from mesh\nOperating system: Win 10 Home\nGraphics card: GTX 1070\n\nBroken: (example: 3.2.1, a2d59b2dac9e, master, 2022-07-05, as found on the splash screen)\n\n\nGrid lines showing up when origin is far from mesh but only when bumping out the normals in the shader editor, more testing required. (only happens in cycles regardless of optix/cuda or cpu rendering)\n\nopen the attached blend file and go to camera view, then switch to viewport shading or render an image. you will notice a grid on the surface of the plane in certain areas. And the grid goes away when origin is set to centre of mesh. Or you disable the bump node in the shader editor. Seems to be a rendering bug.", "UI BUG: Icons in the property editor \"flicker\" when you hover them or click on them\nOperating system: Windows 10, 64 bits\nGraphics card: Geforce 1080 8gb, Geforce 1070 8gb\n\nBroken: blender-2.90.0-874af5301cdf-windows64\nWorked: 2.83.0 LTS\n\n\nIcons in the property editor annoyingly flicker, they change border thickness 1-2 pixels upon hovering over or clicking on them.\n\nThin:\n![image.png](image.png)\n\nThen they get thicker:\n![image.png](image.png)\n\nIt's very visible if you use Icon border settings in your theme and many monochrome themes dop use that setting, because not everyone wants to see distracting rainbow colors in their UI.\n\n\nGo to Blender Preference, Themes.\nOpen Icon colors tab and set icon border to 1.\nEssentially use any bright theme as it is very visible when your theme is bright and icons have borders.\n![image.png](image.png)\n\nHover over icons in the property editor, see the flickering.\n\nHere's the video of the bug:\n\n[2020-06-22 01-18-44.mp4](2020-06-22_01-18-44.mp4)\n\n\n", "3D Texturing: Limit Eevee samples to 1 during paint stroke.\nGhosting effects appear when painting. We should limit the number of samples to improve the performance and reduce the ghosting effect." ]
[ "Discrepancy in Cycles rendering result appears when \"Pack Resources\" on tga file\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 Alpha\nWorked: 3.2.1 release\n\n![shine.jpg](shine.jpg)\nThe 3.3 Alpha version has a trouble to correctly render the tga texture, unless it is packed into the blend file.\n\n\n![not shine.jpg](not_shine.jpg)\nAfter packing the external tga file, the rendering result becomes correct (see above).\n\n1, Open the sample file and load the tga texture;\n2, File -> External Data -> Pack Resources;\n3, File -> Save as;\n4, Open the new saved file\n\nThe tga file and the sample Blender file are included.\n![piece.tga](piece.tga)\n[Should not shine_3.blend](Should_not_shine_3.blend)\n\n" ]
Fluidsimulation stops without error Windows 7 **Blender Version 2.71** **simulation stops and no fluid flows???** **just start the baking and you will see** [wasserbecken_mit_Rührer_mit_Stromstörer_6.blend](wasserbecken_mit_Rührer_mit_Stromstörer_6.blend)
[ "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", "Blender 2.83 smoke or liquid simulation not showing up when switching to Modular mode\nOperating system: Windows 10pro 64 bit\nGraphics card: Nvidia GTX 960\n\nBroken: 2.83, v2.83.0 \nWorked: 2.82\n\nWhen I'm simulating smoke or liquid. If I switch to modular mode, the bake the simulation. I do not see any smoke or liquid after it has run the bake. I can see the domain moving as if particles are filling the domain, but during play back nothing is there.\nIf I change the mode to replay mode. I can see the smoke or liquid as it is simulating. But I don't get this in modular mode\nI have a youtube video link that shows the problem. \n\nIoqbkzs7h5w\n\nI like modular mode, because baking the simulation this was takes less resources by not updating the view port.\n\n- Create a box.\n- Duplicate the box. \n- In physics tab... Make one for the emitter and the other as domain.\n- Scale domain as necessary.\n- By default Blender is in Replay mode. Change it to modular to get the Bake buttons. \n- Bake simulation. \n- Then change scale of emitter and bake simulation again.\nor\n- open attached file\n- Try see simulation with Replay (it should work)\n- Then try with Modular\n[Name_animationV2.blend](Name_animationV2.blend)", "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", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "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)", "FLuid Manta Flow Bug\nOperating system: Windows 10\nGraphics card: RTX 3070\n\nBroken: 2.9.1 / 2.9.2 / 2.9.3\nWorked: (newest version of Blender that worked as expected) 2.8.3 / 2.9.0\n\nCaused by 55fd7f55bd\n\n\nUnable to make fluid work properly inside a containiser let say a sphere. I need to make fluid to fill completely the sphere but i am unable to do that. On version 2.9.0 and 2.8.3 it works perfectly... on version 2.9.1 and beyond it does not work....\n\nToo much step to describe but to resume :\n\n1 spehere is fluid > flow\n1 sphere is fluid > colision\n1 cube is fluid > domain\n\nI refresh the cache multiple times, i invert normals on the sphere and so on but liquid don't go inside the sphere or pass through but if i put the fluid source inside the sphere no fluid goes inside...\n\n[fluide.blend](fluide.blend)", "Persistent data –> Out of GPU memory (macOS)\nOperating system: MacOS 12.6.6\nGraphics card: M1\n\nBroken: 3.6.1\n\nIf \"Persistent data\" checkbox is on, after a couple of frames rendering, Blender is quits or just says \"Out of GPU memory\" (a MacOS bugreport and screenshots are attached)\n\nIf I turn OFF persistent data switcher, animation rendering is working fine. It seems, the data is persistent, but the BVH loading happens on all frames, so the memory filling up.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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 : 00006820\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 : 00001738\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 : 00003c44\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 : 00004984\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 : 00006c48\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 : 0000389c\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 : 00002d68\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 : 00002f90\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 : 00007248\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 : 00005010\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 : 000027d8\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 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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)", "Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)", "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)", "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", "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)", "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", "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", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake." ]
[ "Fluid Simulator Stops in Complex Scene\n - System Info\nuname -a output: Linux iceraven 3.14-2-amd64 #1 SMP Debian 3.14.15-2 (2014-08-09) x86_64 GNU/Linux (jessie)\nCPU: Intel i7-4700MQ\nGPU: NVIDIA 780M\nDesktop Environment: GNOME 3 (latest)\nGPU Driver: nvidia-driver package on jessie repo (340.29)\nCUDA Driver: nvidia-cuda-toolkit package on jessie repo (5.5; just stopped working as support for pre-6.0 just dropped)\n\n - Blender Version: \nBroken: Latest Dev Version (2.71.6, Hash: 24ea3ab)\nWorked: None yet. Testing 2.71 stable as I'm typing.\n\n - Description\nI have a complex scene where a bullet impacts a coffee cup, with coffee inside, that goes everywhere. It involves a large domain, high resolution fluid simulation, and hundreds of collision objects that are keyframed from a Rigid Body simulation.\n\nAt one point this worked flawlessly. However, now it merely stops once reaching enough complexity. Here's what I've been able to gather:\n\n - Lowering the resolution makes the simulation continue baking a bit longer, but only the lowest resolutions (120-) actually complete.\n - top tells me that the CPU is being used plenty. The RAM usage is well within what should work.\n - Blender's memory usage is never above 600M, according to itself. top agrees; however I'm using GPU for rendering, so this could have been an issue.\n\nIt probably means nothing, but I uncommented the Experimental GPU features in kernel_types.h before compiling Blender.\n\n - Reproducing the error:\n1. Load file.\n2. Set offset in the fluid simulation to 25.\n3. With the resolution at 425, attempt a bake.\n4. The bake should, without any kind of error, simply stop, uncompleted, after 50 frames\nNOTE: In this file all the keyframing has been moved back 27 frames, so you don't have to wait more than neccessary for a complex high-res bake.\n\n - Filesize: 25MB. uc?id=0Bx0YaKfeuWSrUnFScDAtLVdtU2s&export=download\n\nThank you in advance!" ]
Crash rendering animation Operating system: macOS 10.15.3 Graphics card: Intel Iris Pro / NVIDIA GeForce GT 750M I'm on Cycles, CPU rendering, 8 rendering threads (4 core machine / 8 threads). Broken: Version 2.82 (2.82 2020-02-12) Worked: ? Blender crashes when trying to render my animation using Cycles. The crash is after a couple of frames, different number every time, most often within about 40 frames (20 seconds on my pretty average machine). I'm on CPU rendering. Eevee works fine. * Load this file: [blender-2.82-crash.blend](blender-2.82-crash.blend) * "Render Animation" For me this crashes Blender within about 40 frames (20 seconds on my pretty average machine). I'd say that if it doesn't crash for you within 200 frames, you were unable to repro.
[ "Error baking particles in OSX\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.135\n\nBroken: version: 2.83.1\n\nI have two particle emisor and when I try to bake it crash.\nI try it in Linux and work perfectly!\n[TEST_ERROR.crash.txt](TEST_ERROR.crash.txt)\n\n[TEST_ERROR1.blend](TEST_ERROR1.blend)\n\n- Open file\n- Bake particles\n\n", "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 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)", "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", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : 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Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```", "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", "Render crash when using Python API to modify object Attribute data in frame_change_pre handler\nOperating system: Windows 10 Home\nGraphics card: GTX 1070 8GB\n\nBroken: Blender 2.93.0 84da05a8b806 (2021-06-02 11:21)\nWorked: n/a\n\n\nThis issue was discovered during development of an addon that generates procedural meshes in a `frame_change_pre` handler. When adding attributes to these meshes in the `frame_change_pre` handler, Blender can crash during render on random frames.\n\nThe `Render → Lock Interface` option is enabled as per the note in the [handlers documentation ](bpy.app.handlers.html#note-on-altering-data).\n\nI have created a simplified script that reproduces this crash during render, typically within a minute of starting the render. This script randomly generates triangles and attribute values in a frame change handler:\n\n```lines=5\nimport bpy, random\n\n\ndef frame_change_pre(scene):\n n_triangles = 10000 # number of triangles to generate\n n_attributes = 10 # number of attribute 'layers' to generate\n \n tsize = 0.1\n vertices = []\n triangles = []\n for i in range(n_triangles):\n xshift, yshift, zshift = random.uniform(-3, 3), random.uniform(-3, 3), random.uniform(-3, 3)\n vertices.append((-tsize + xshift, -tsize + yshift, zshift))\n vertices.append((tsize + xshift, -tsize + yshift, zshift))\n vertices.append((0 + xshift, tsize + yshift, zshift))\n triangles.append((3 * i, 3 * i + 1, 3 * i + 2))\n\n object = bpy.data.objects[\"Cube\"]\n object.data.clear_geometry()\n object.data.from_pydata(vertices, [], triangles)\n \n for i in range(n_attributes):\n attribute_name = str(i)\n try:\n object.data.attributes.remove(object.data.attributes.get(attribute_name))\n except:\n pass\n \n attribute = object.data.attributes.new(attribute_name, \"FLOAT\", \"POINT\")\n for value in attribute.data:\n value.value = random.uniform(0, 1)\n \n \nbpy.app.handlers.frame_change_pre.append(frame_change_pre)\n```\n\nIncreasing the number of triangles and/or number of attribute layers seems to increase the frequency of crashes. The crashes do not seem to occur when rendering from the command line.\n\nThis is the error reported after the crash:\n\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7736C6490\nModule : blender.exe\nThread : 00000814\n```\n\nAttached is the crash log: [attribute_crash_example.crash.txt](attribute_crash_example.crash.txt)\n\n\nAttached is a .blend file including the script that reproduces this issue.\n\n1. Open the .blend file\n2. Press 'Run Script'\n3. Begin rendering the animation (Blender > Render > Render Animation)\n\n[attribute_crash_example.blend](attribute_crash_example.blend)\n\n-----\nSeems easier to reproduce on a debug build since it hits an assert (although i'm not sure who is at fault there, could be the script, could be blender, @HooglyBoogly will likely know since he worked in this area recently) \n\n1) Make a debug build\n2) Load up the .blend above\n3) Hit the Play button on the Python script\n4) Rather than render, just his play on the timeline\n5) Boom!\n\n```lines=10\nBLI_assert failed: K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361, BKE_mesh_vertex_normals_ensure(), at 'CustomData_has_layer(&mesh->vdata, CD_NORMAL) || mesh->totvert == 0'\n\nStack trace:\nblender.exe :0x00007FF783355EA0 bli_windows_system_backtrace_stack_thread K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:233\nblender.exe :0x00007FF783354F30 BLI_windows_system_backtrace_stack K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:320\nblender.exe :0x00007FF783354900 BLI_system_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:386\nblender.exe :0x00007FF783359730 _BLI_assert_print_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c:50\nblender.exe :0x00007FF777848300 BKE_mesh_vertex_normals_ensure K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361\nblender.exe :0x00007FF7778467E0 BKE_mesh_calc_normals K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:475\nblender.exe :0x00007FF77951DC80 ED_mesh_update K:\\BlenderGit\\blender\\source\\blender\\editors\\mesh\\mesh_data.c:1106\nblender.exe :0x00007FF77885B520 Mesh_update_call K:\\BlenderGit\\2022_full_with_tests\\source\\blender\\makesrna\\intern\\rna_mesh_gen.c:7350\nblender.exe :0x00007FF778528720 RNA_function_call K:\\BlenderGit\\blender\\source\\blender\\makesrna\\intern\\rna_access.c:7336\nblender.exe :0x00007FF778A024F0 pyrna_func_call K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_rna.c:6304\npython310_d.dll :0x00007FFA32E09B40 _PyObject_MakeTpCall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:215\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:112\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4232\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E0EAC0 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:114\npython310_d.dll :0x00007FFA32E0ED10 method_vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\classobject.c:53\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:115\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4183\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E07FD0 PyVectorcall_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:255\npython310_d.dll :0x00007FFA32E086F0 _PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:290\npython310_d.dll :0x00007FFA32E07680 PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:318\nblender.exe :0x00007FF778A12F20 bpy_app_generic_callback K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_app_handlers.c:354\nblender.exe :0x00007FF776ECF220 BKE_callback_exec K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:51\nblender.exe :0x00007FF776ECF400 BKE_callback_exec_id K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:67\nblender.exe :0x00007FF7776D5C60 BKE_scene_graph_update_for_newframe_ex K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2648\nblender.exe :0x00007FF7776D5C10 BKE_scene_graph_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2712\nblender.exe :0x00007FF778A46A10 ED_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_edit.c:1729\nblender.exe :0x00007FF778A70B30 screen_animation_step_invoke K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_ops.c:4754\nblender.exe :0x00007FF777D74A30 wm_operator_invoke K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:1339\nblender.exe :0x00007FF777D6FE10 wm_handler_operator_call K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2340\nblender.exe :0x00007FF777D72F10 wm_handlers_do_keymap_with_keymap_handler K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2693\nblender.exe :0x00007FF777D720D0 wm_handlers_do_intern K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3020\nblender.exe :0x00007FF777D70B70 wm_handlers_do K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3161\nblender.exe :0x00007FF777D6A440 wm_event_do_handlers K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3775\nblender.exe :0x00007FF777D3EB60 WM_main K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm.c:642\nblender.exe :0x00007FF776EB2C60 main K:\\BlenderGit\\blender\\source\\creator\\creator.c:564\nblender.exe :0x00007FF7837A1B00 invoke_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7837A18B0 __scrt_common_main_seh d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7837A1890 __scrt_common_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7837A1BC0 mainCRTStartup d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFAE8F27020 BaseThreadInitThunk\nntdll.dll :0x00007FFAE9062630 RtlUserThreadStart\n\n```\n\n", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "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)", "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.", "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", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Blender 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", "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." ]
[ "Persistent Images causes crash while rendering animation\nOperating system: Win10 x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82a, 2.83 Alpha 85de07e64c96\n\nTurn on Persistent Images and render animation. Crashes every time after random number of frames, sometimes on the first frame. I suspect it's a race condition.\nMy Blender doesn't create crash logs for some reason, so the only info I got is this:\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6FDB05854\nModule : C:\\Blender 2.82\\blender.exe\n```\nTried CPU and GPU with same result.\n\nOpen .blend file\nRender Animation\nCrashes within 100 frames (fast)\nTurn off Persistent Images and crashing stops\n[crash.blend](crash.blend)" ]
weight paint mode not show color Operating system: i5 8400 Graphics card: intel hd 630 Broken: blender-2.80.0-git.196dbc0f314e-windows64 Worked: (optional) mode weight paint not show color of vertex groups (bone) as red , green tree, .... , it only show 1 green ,, Based on the default startup or an attached .blend file (as simple as possible).
[ "Color attributes in sculpt mode not showing in instance objects\nOperating system: Linux-5.15.0-47-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.226.00\n\nBroken: version: 3.4.0 Alpha\n\nWhen sculpting an object its instance reflect the changes after the stroke, but not with color attributes, you have to go out of sculpt mode to see the color attributes.\n\n1. Open a new sculpt file.\n2. Make and instance in object mode with Alt D\n3. Enter sculpt mode of the original object.\n4. Paint some color attributes\n5. Sculpt with clay brush to see the expected behavior.\n\n[Grabación de pantalla desde 17-09-22 16:08:53.webm](Grabación_de_pantalla_desde_17-09-22_16_08_53.webm)\n\n\nOne funny thing is that if you give the original object a mirror modifier, the changes to the instance are in real-time, not after the stroke, both for sculpt and for paint. But not when you sculpt or paint in the one without the modifier.\n\n\n[Grabación de pantalla desde 17-09-22 16:22:16.webm](Grabación_de_pantalla_desde_17-09-22_16_22_16.webm)\n\n", "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", "Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)", "Support socket icons in the Group Sockets Input/Output type enum\n{[F10225900](image.png), size=full} (crude mockup)\n\nThe issue is that the socket colors are not icons, but maybe they should/could.", "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", "Can't get vertex color in index layer of \"Particle Instance\" modifier\nOperating system: Mac OS ventura 13.1 \nGraphics card: Apple M1\n\n\nBroken: version: 3.5.1. 3.6.1\nWorked: 2.80.75\n\n\nI define a vertex color named \"test color\" in \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for a general plane mesh. Then I add a \"Particle Instance\" modifier for the mesh. In the \"layers\" section of the modifier, I want to assign the previous \"test color\" to the \"index\" field. However, I get an empty list prompted when tapping the field area. And I can't enter the name manually either.\n\n1. build a plane mesh\n2. Create a vertex color. \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for the plane\n3. Add a \"Particle Instance\" modifier for the plane\n4. Go to \"index\" field in \"layers\" section of the modifier.\n\n", "Improve upon the automatic weight paint assignment by using Bone Glow\nBlender currently uses the *Bone Heat*algorithm to automatically assign bone weights to a mesh.\n\nThe proposed *Bone Glow* algorithm improves over *Bone Heat* by fixing cases where it behaves poorly.\n\ndownload?doi=10.1.1.156.4787&rep=rep1&type=pdf\n\nThe provided example images should look very familiar to anyone that has used Blender's Bone Heat.\n\n![image.png](image.png)", " Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.", "Curve tool in draw mode doesn't show number of points in the stroke \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\n\nCurve tool in draw mode doesn't show number of points in the stroke while DRAWING IT\n\n- Switch to 2D template\n- Select curve option from toolbar\n- Draw a curve in viewport \n(After drawing end points of curve, point count will disappear from status bar. This doesn't happen with other methods)\n![image.png](image.png)\n\n\n", "Quick Smoke does not assign color attribute to Principled Volume\nOperating system: Windows 10 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.90.1\n\nWhen running the Quick Smoke effect on something, the resulting automatic volume material does not have the color attribute assigned. Thus, any change of smoke color from the physics tab will not manifest by default: All smoke will simply be grey. You can manually fix this problem by typing \"color\" in the color attribute field of the Principled Volume node.", "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", "Instanced objects get their viewport display color ignored (by design)\nBroken: 022ad416702d\nWorked: 022ad416702d~\n\nInstanced objects get their viewport display color ignored.\n\nThis is by design, as you can see in 022ad41670:\n```\nDRW: use object color from instancer\n\nOtherwise it's impossible to set the color of instanced library objects.\nFollows convention of instancer controlling draw options.\n```\n\n[viewport-display.blend](viewport-display.blend)\n\n**My issues with the design**\nThe original commit seems like a workaround for the fact that the override system is not implemented yet.\nI find this too arbitrary and I would favour the flexibility of having a per-object granular viewport display object color instead (i.e., revert the mentioned commit).", "Blender Interface Does Not Respect Windows Colour Profiles\nOperating system: Windows 10 Home 1909\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.83.0 on Windows\nWorked: 2.83.0 on OSX\n\nBlender's interface shows incorrect colours on high colour gamut monitors in Windows 10. Any monitor over 100% sRGB is showing colours to be incorrectly vibrant in every panel, including image viewer, 3D view and compositing.\nThis is believed to be due to Blender failing to reference the OS's installed ICC/ICM profile, or the interface entirely lacking any colour management that respects monitor profiles.\nSince OSX has system-wide colour management, this issue is not apparent. Windows does not have system-wide colour management, and apps must perform their own referencing of the installed ICC/ICM profile.\n\nOpen Blender on a high-gamut monitor in Windows 10. Compare to sRGB 100% monitor or OSX.\nError initially produced on a Dell UP2516D high-gamut monitor.", "Object/Collection Previews: Which Render Settings to Use?\nWhen rendering an object without full materials (as we do for object previews, for performance & compatibility reasons), there are two basic object colors we can use: The material and the material's viewport one.", "Cannot set the Color attribute to display an object through Geometry Nodes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: version: 3.4.1\n\nbehavior changed in 6514bb05ea\n\nUsing the \"Store Named Attribute\" node setting the Attribute \"Col\" in geometry nodes, no longer sets the Vertexcolor of an object procedurally. When the Curve is converted to mesh and then the created \"Col\" Vertexcolor attribute is clicked, the colors show up.\n\nIn 3.4 and below this would override the vertexcolor attribute in \"realtime\" without converting the curve to mesh.\n\nOn a Curve Object, add a geometry node\n- create \"Store Named Attribute\"\n- set the \"Name\" to \"Col\"\n- change the color\n- Set the Viewport shading to color \"Attribute\" (seeattached Images) to view the result\n\nAttached file with example setup that used to overwrite the vertexcolor in 3.4.1, but no longer does in 3.5.1\n\n" ]
[ "\"Weight paint\" interaction mode provides no feedback on painting\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\n\nBroken: version: 2.80 (sub 60)\nWorked: version: 2.80 (sub 60)\n\n\nWhen I change the interaction mode to \"weight paint\" and I paint on the object, the color does not change (remains blue). However it seems that my weights are changed because I have a scene with the weights driving particles instancing and the distribution on particles change when I paint. Just no visual feedback.\n\n- Open Blender\n- Change interraction mode from \"object mode\" to \"weight paint\"\n- Try to paint on a corner of the default cube, it remains blue instead of turning red.\n\n", "Weightpainting doesn't work anymore\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\n**Blender Version**[PBones01.blend](PBones01.blend)\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\n****Weight paint mode shows only the blue color. Weightainting does affect the vertices but doesn't show the colors. I run the two days older blender version and there it does work! So I suppose in this new release is something wrong?**\n\n\n\n", "weight paint doesn't work and can't find \"remove doubles\"\nOperating system: Windows 10 Pro 64-bit\nGraphics card: Intel(R) HD Graphics 4600\n\nBroken: blender-2.80.0-git.427c75e4c20b-windows64,2019-5-10,as found on the splash screen\n\nWorked: (optional)\n\n**Weight Paint of error**\n![bug1.png](bug1.png)\n![bug2.png](bug2.png)\n**Cant find \"remove double\"**\n![bug3.png](bug3.png)\nBased on the default startup or an attached .blend file (as simple as possible).", "Weight paint mode with Bones in pose mode won't work\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 60)\nWorked: Blender 2.79\n\n\n[When you hawe applayed an mesh to a rig and is in pose mode, you cannot select he mesh in Wight paint mode]\n\n1. Open a ned file and exstude the startup cube and make a model.\n2. Add a bone and make the amature rig.\n3. Pres Ctrl + P to parent the rig to the mesh.\n4. select the rig and use Pose Mode.\n5. Now you cannot slect the mesh and withpaint tool will not work{[F7024607](WightPaintBug.blend)}\n[WightPaintBug.blend](WightPaintBug.blend)\n", "Weight Painting Broken, and Eyedropper Crashes\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nGood evening. Weight painting is completely blue, even for a single bone that controls an entire cube (should be red). Furthermore, using the weight painter's eyedropper on the clearly incorrect weight-paint can crash Blender without warning.\n\nSelect bone in object mode. Then select cube. Go into weight paint mode. It's all blue.\nThen, try to use eyedropper on the blue cube while staying in weight paint mode. If you do it 2-3 times quickly enough, Blender will crash.\nThis is using the newest, may 10th blender 2.8. This also applied to the previous blender 2.8 build.\n\n[002 cube what.blend](002_cube_what.blend)", "Weight Paint colours not visible \nIn the latest version from this night and last night the Weight Painting colours are not visible. The skin itself is applied and works.\n\n![Blender2.8_NoVisualWeights.png](Blender2.8_NoVisualWeights.png)" ]
Asset Browser Crash(2) Operating system: Win10 x64 Graphics card: rx460 2gb Broken: (example: 3.2.1 , a2d59b2dac9e, master, 2022-07-05) Worked: (3.0.0, f1cca3055776, master, 2021-12-02 18:35) **The program closes after selecting the item (User library) in the browser, approximately this happens at the stage of checking / loading assets. And also when marking new assets!** **you need to make or add an existing, custom asset on version 3.0.0, and open it in the browser asset window version 3.2.1** I will not attach the blend file, because this problem also works on the standard window after a reset. There may be an error in the asset browser, but at the same time it works fine on version 3.0.0, I also can’t throw off the entire asset, it’s very large. Thank to help!
[ "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", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "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", "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", "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", "Files don't appear in File Browser while Asset Browser loads assets\nOperating system: Linux-5.8.0-59-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 3.0.0 Alpha\n\nLinux: When opening a file or import a file while the Asset Browser loads assets, the files do not shown up in the File Browser. Only after all assets were loaded. This happens with at least the 4 lasts builds.\n\n\nOpen an Asset Browser with an asset library that takes a moment to load, open >File > Open , then the directory contents do not appear in the File Browser\n", "Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.", "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", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "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", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n" ]
[ "Crash 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 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BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------" ]
Simulation nodes loosing materials Operating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI Graphics card: NVIDIA GeForce RTX 4070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.116.04 Broken: version: 3.6.0 Expected result with a pseudo loop (just repeat N times a block of nodes) on wall + window ![image](attachment) Obtained result with simulation node as loop on wall + window ![image](attachment) Interesting result when using a viewer node inside the simulation loop (thus proving the loop is "aware" of materials) ![image](attachment) Here is the simulation loop (with the activated viewer) ![image](attachment) I know you are aware of this problem since there is this "fix" : Fix: remove materials from simulation state in all cases #108411 But as you can see this is not a fix I my use case unless there is a workaround I dont know of.
[ "Library overrides get reset when the linked file changes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1 Release Candidate\n\n\n1. Link a collection from a different file\n2. Override everything (selection & content & data etc down to the materials, so that materials have an O in front of them)\n3. Replace a few materials on some objects with new materials\n4. Go into the originally linked different file and make some changes to a mesh (and perhaps move some meshes to a different collection that's not linked)\n5. Open the files with the link in it\n\nResult:\n\nAll material changes have now been reset\n\nExpected:\n\nThe overriden materials should of course stay the same!\n\n", "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", "Metaball particles are handled inconsistently in Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: (n/a)\n\nMetaball rendered via particles are handled inconsistently in Geometry Nodes. It seems only mesh related nodes are generally working well with them.\n\nI wasn't sure about reporting this as a bug, because I assume that compatibility with the particle system is probably not intended use case. I guess ability to access metaball particles at all is an unintended bonus from eaa87101cd5a? I'd argue that if this can be easily \"fixed\" it will open up some interesting use cases before actual simulation/physics nodes arrive, but this is a borderline feature request and I guess developers will decide if this is worth to look at at this point.\n\n\n[MetaballParticles.blend](MetaballParticles.blend)\n[MetaballParticles.mp4](MetaballParticles.mp4)", "The image node in GeoNodes can't use UDIM tiles\nOperating system: Windows 11\n\nBroken: 4aac5b92c1bb\n\n\nIt seems like the image texture node is not able to access the UDIM uv range properly. As you can see in the image the objects have proper UDIM tiles that the regular textures can utilize . The image texture node of the geonodesseems to bound the UVs within 0-1 range and cant access the tiles.\n\nPassing the UVs from the modifier does not seem to help with it.\n\n![blender_iNPDODeGlS.jpg](blender_iNPDODeGlS.jpg)\n\n\nload the attached .blend file\n\nselect the NOUDIM object\n\nopen the geometry nodes graph of the object's modifier\n\nenable the viewer node\n\n[_01122022_2239_12_02_2022.zip](_01122022_2239_12_02_2022.zip)\n", "Resample Node Deletes All Curves.\nWindows\n\n3.2-3.4\n\nThe ResampleCurve node deletes curves it their lengths are less than the length of the ResampleCurve node. I expect it will leave Lines at least. In Houdini a resample node doesn't delete curves. Could you please check it out?\nProbably you could add a checkbox to leave curves with less length.\n\nMy Blend file:\n[tmp_1.blend](tmp_1.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\nOpen my blend file and mute/unmute the CurveResample node.", "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)", "bevel node is making entire material appear rough even when roughness == 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\n\nbevel node is making entire material appear rough even when roughness == 0\n\n[bevel breaks roughness.blend](bevel_breaks_roughness.blend)\n\nroughness == 0, bevel node attached\n![image.png](image.png)\n\nroughness== 0, bevel node not attached.\n![image.png](image.png)\n\nroughness ==0, bevel node attached but samples turned up crazy high\n![image.png](image.png)\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", "Timeline scrubbing is laggy when Preview tab is open in Material Properties\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.0\nWorked: N/A\n\n![image.png](image.png)\n\nHaving the little preview tab open in Material Properties when scrubbing the timeline causes heavy lag, noticeable even on the default cube file. \n\nThe material can be a mesh material or a grease pencil material, but the result is the same.\n\nVideo example: watch?v=1Fw6Y-XzMyE\n\n", "File Output nodes output gets overwritten by \"standard\" output (if the same filename is used)\nI have a scene with simple animation. \nI'm rendering muilti-layer open exr with an composite output node with the passes as in them. \nThe standard file 5 year old output bug is still here, where your file saves twice, once from the main file output tab and again on your composite output, normally I don't care whatever, it will just overwrite and I'll end up with one file. \n\nAfter setting up my render output with all the layers I want, normally I just let the overwrite button on regular output be set and it's fine. However all my passes in the exr file were changed to VeiwLayer.(pass), and I'm missing passes like image and alpha or others I might composite into the composite output node. \n\nMy work around is to make the file name something different than my composite output vs the normal file output name. \nBut now I'm saving twice and having to deal with deleting 100s of gigs of junk EXR files from the main file output tab. \n\nIf you render one frame from the file I uploaded, then drop it into a compositor like nuke, fusion or cough cough AE, you'll see the passes are different. \nP.S. You can kill the textures, sorry I didn't pack them for size sake\n\nThank you\n\nblender 3.6 \nFile SYS - (although it seems to be the case on multiple machines, so I thinks it's just an overlook bug): \nryzen 9 5950x\n128 gigs ddr4\nrtx 4090\n\nAnd \nM1max 64 gig integrated\n\n", "Geometry Nodes: Support materials in simulation state.\nCurrently, the simulation state in geometry nodes cannot contain materials. The main reason is that those separate IDs which are not serialized as part of simulation baking. Ideally, baking materials would just work, at least in the most common circumstances.\n\nWhile this task is about materials, the same thoughts also apply to other referenced IDs like object/collection instances.\n\nThere are two main possible solutions:\n1. Serialize materials as part of the simulation state.\n2. Only store a reference to the material in the simulation state.\n\n### 1. Serializing Materials\n\nSerializing materials has the benefit that it could just work. We'd have to store all the materials for every geometry in the simulation state in cached frame. Though, it's possible to deduplicate this to some degree of course. Serializing materials would also involve serializing the node graph and potentially even more referenced data like images. At some point we most likely want things to stay referenced, so the problem is just moved to a different place. Another problem is that the materials are essentially recreated on every frame. Blender does not really have the ability to work with materials that are not in `Main` currently.\n\n### 2. Storing References\n\nStoring a reference to the material mainly means storing a material name and an optional library name in the simulation state. Then, when loading the simulation state, the materials available in the .blend file are mapped to the loaded geometry. Conceptually, this is also very straight forward. Materials can still be edited like they always have been. A potential problem is that if materials are renamed or removed, they can not be linked correctly anymore. However, that is somewhat expected with linking already. While this approach is easy design wise, there are some technical difficulties: The main problem is that we only know which materials are used by the baked data, once the data is loaded. And, to make matters more difficult, we might only know which baked data to load once depsgraph evaluation has started. That can happen when e.g. the file path to the data on disk is dynamically build/choosen during evaluation (this is not supported right now, but likely will be at some point).\n\nThe problem with knowing which materials will be used by the geometry is that materials are part of the dependency graph. As such, all materials we wish to use for rendering have to be added to the dependency graph *before* evaluation starts. As of right now, it's not possible to lazily add materials to the depsgraph once it becomes known that it is required.\n\nThere are a couple different possible solutions with different trade-offs:\n* A. Always add all materials to the depsgraph. This would be a simple solution, but it's obviously not scalable. Even less so if we wish to use the same solution for other kinds of referenced data like objects.\n* B. Only support linking baked data with materials that are referenced by material slots on the object or original geometry. This means that if the simulation state happens to contain materials used by e.g. other imported objects, those will not be linked correctly.\n* C. Detect all materials \"reachable\" from an object and always add those to the depsgraph. This might have noticeable overhead when potentially large parts of `Main` have to by scanned by many objects. It also wouldn't work in all cases. For example, if the simulation has been baked, and then the .blend file changes in ways that the material is not reachable from the object anymore. Then the material would not be linked correctly.\n* D. Store a name-to-material mapping on the modifier. This mapping could be created/updated automatically when baking or at other points in time. Only materials in this mapping can be linked when loading simulation state. If the simulation state contains a material name that is not in the list, we could show a warning and automatically add it to the list with the press of a button in many cases. With this approach, the user also has the ability to replace a material after baking easily. The mapping could also have per simulation zone overrides for more control.\n\n-----\n\nCurrently, my preferred solution is referencing the materials by name in the simulation state and use option D to do the linking at evaluation time.\n\n", "Nodes: Reroute node disappear when pressing `Ctrl H`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\nIf the reroute is not connected to anything, then pressing `Ctrl + H` will make the reroute invisible.\n![2023-09-16_19.00.52.gif](attachment)\n\n1. Add reroute in nodetree using `Shift + A`.\n2. Press `Ctrl + H`.\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", "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", "RAM fills up when switching scenes\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: 3.0.0\n\n\nIf the user switches from one scene to another the systems RAM fills up.\n\n1. open a task manager or something to watch RAM usage\n2. Create Suzanne and subdivide it to get a somewhat heavy object\n3. Duplicate Suzanne several 100 times to get a somewhat complex scene so that you can see your see RAM usage increase\n4. Click the \"New Scene\" Button and hit \"Linked Copy\"\n5. Repeat step 4 a couple of times and note that RAM usage will increase\n6. If RAM usage exceeds the available system RAM Blender will crash\n\nBlender apparently fails to clear the RAM from unused scenes when switching to or creating a new scene.\n\n\n" ]
[ "Geometry Nodes: Simulation are losing material of geometry\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 4.0.0 Alpha\n\n| Viewport render: | F12 render: |\n| -- | -- |\n| ![Screenshot from 2023-05-23 12-41-07.png](attachment) | ![Screenshot from 2023-05-23 12-41-20.png](attachment) |\n\nExample file:\n[simulation_nodes_losing_material.blend](attachment)\n\n" ]
Blender crashes in Rigid Body Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11 Broken: version: 3.0.0 Alpha Worked: blender-3.0.0-alpha, branch: master, Hash: `4891da8ae2` Blender crashes when I try to apply rigid body and when I Shift D the object it runs and when I tries to remove rigid body after applying it crashes - Open .blend file - Select a bullet - Add RigidBody Test File: [#90339.blend](T90339.blend)
[ "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n", "blender 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n", "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 when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "Rigid body doesn't work when collision is set to mesh, deform and deforming\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Radeon RX Vega M GH Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.37.04 30.0.13037.4001\n\nBroken: version: 3.2.1\n\nThe rigid body simulation doesn't work with objects using collision with mesh, deform and deforming.\n\n* Make a plane, subdivided\n* Give it a wave modifier\n* Set up the rigid body type: dynamic, active, animated; collision: mesh, deform and deforming.\n* Use another object make it rigid body active\n* Run simulation\n* Sometimes works and when changing rigid body substeps per frame doesn't work at all (well sometimes works but when it does things jump out of control not like in Blender 2.79)\n\nIn Blender 2.79 works perfectly\n\n\n[Wave simulation 3.2.blend](Wave_simulation_3.2.blend)\n\n[Wave simulation 2.79.blend](Wave_simulation_2.79.blend)\n\nBlender 3.2\n\n![image.png](image.png)\n\nBlender 2.79\n![image.png](image.png)\n\n", "Crash undoing in certain scenario (disabling Global Undo)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.82a\n\nCrash undoing in certain scenario (disabling Global Undo)\n\nFrom the default startup file (order of operations is important here):\n- move the cube (could be any objectmode operator) {key G Z 3}\n- disable `Global Undo` in Preferences {key F4} > `Preferences` > `System` > uncheck `Global Undo`\n- add an armature {key Shift A} > `Armature`\n- go to pose mode\n- select bone\n- move bone\n- Undo {key Ctrl Z}\n - > crash\n\n```\n1 BKE_scene_object_base_flag_sync_from_base scene.c 2914 0x35b41a9 \n2 BKE_scene_set_background scene.c 2125 0x35b2957 \n3 setup_app_data blendfile.c 386 0x4b63950 \n4 setup_app_blend_file_data blendfile.c 416 0x4b639e4 \n5 BKE_blendfile_read_from_memfile blendfile.c 524 0x4b63e38 \n6 BKE_memfile_undo_decode blender_undo.c 88 0x4b62cc0 \n7 memfile_undosys_step_decode memfile_undo.c 193 0x486eb47 \n8 undosys_step_decode undo_system.c 214 0x4bb97ec \n9 BKE_undosys_step_load_data_ex undo_system.c 809 0x4bbb2df \n10 BKE_undosys_step_undo_with_data_ex undo_system.c 870 0x4bbb4a4 \n11 BKE_undosys_step_undo_with_data undo_system.c 880 0x4bbb4d3 \n12 BKE_undosys_step_undo undo_system.c 889 0x4bbb511 \n13 ed_undo_step_direction ed_undo.c 278 0x486c907 \n14 ed_undo_exec ed_undo.c 489 0x486d214 \n15 wm_operator_invoke wm_event_system.c 1332 0x3a17b06 \n16 wm_handler_operator_call wm_event_system.c 2161 0x3a198e3 \n17 wm_handlers_do_keymap_with_keymap_handler wm_event_system.c 2486 0x3a1a617 \n18 wm_handlers_do_intern wm_event_system.c 2782 0x3a1b591 \n19 wm_handlers_do wm_event_system.c 2914 0x3a1bafc \n20 wm_event_do_handlers wm_event_system.c 3445 0x3a1d2a3 \n```\n```\n \n```\n\n\n", "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", "Rigidbody crash undoing while animation plays (which was started at frame 1 or below)\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[animation_john2.blend](animation_john2.blend)\n\nOperating system: Windows 10\nGraphics card: Nvidia 2070 Super\n\nWorked: -\n\nBlender crashes when object is rotated to a steep vertical angle and animation player is run.\n\nFor animation_john2.blend\n- Play Animation\n- Select a bone (could be any other operator as well I think)\n- Undo (this will also jump back to frame 0 -- where we started -- which is the important part, starting animation at frame 2 or higher does not result in the crash)\n- Redo\n\nRepeat until crash. Occurs between 2-5 repeats.\n\nAlso occurs at other similar high angles.", "Blender 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)", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n", "Crash 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", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 0x118884fdf +org.blenderfoundation.blender (2.93.0 - 2.93.0 2021-04-01) <76DA024A-23A9-360A-9B4D-17E1FFF3C70F> /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n 0x11f240000 - 0x11f2acffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender 2.93/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11f81a000 - 0x11f9affff com.apple.audio.units.Components (1.14 - 1.14) <D7C7C00C-202E-3F6B-A395-129A1A69A233> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x121431000 - 0x121435ffb com.apple.audio.AppleHDAHALPlugIn (282.54 - 282.54) <207D25F0-B094-3569-AA6D-09B4EDD72861> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x123231000 - 0x123234ff7 +_opcode.cpython-39-darwin.so (0) <B301C79A-62B7-387B-8FF2-1AA125557218> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_opcode.cpython-39-darwin.so\n 0x123241000 - 0x12325eff3 +libRprSupport64.dylib (0) <E10A8DBC-2DAE-3C5D-A670-E95122180BDF> /Users/USER/Library/Application Support/Blender/*/libRprSupport64.dylib\n 0x123a67000 - 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64490.38.1) <9FDCC98D-5B32-35AD-A9BF-94DF2B78507F> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff59b22000 - 0x7fff59b2effb com.apple.TCC (1.0 - 1) <E3691073-7284-35E4-94F3-16587A7F380F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff59d94000 - 0x7fff59e5cff3 com.apple.TextureIO (3.8.4 - 3.8.1) <7CEAC05A-D283-3D5A-B1E3-C849285FA0BF> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff59f12000 - 0x7fff59f13fff com.apple.TrustEvaluationAgent (2.0 - 31.200.1) <15DF9C73-54E4-3C41-BCF4-378338C55FB4> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff59f19000 - 0x7fff5a0d1ffb com.apple.UIFoundation (1.0 - 551.5) <A0FDC3A4-45C6-3C87-B77F-7DC394374C08> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff5ad4d000 - 0x7fff5ae26fff com.apple.ViewBridge (406 - 406) <3CC6AE31-2CD7-30CA-982C-47EF242EFA30> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff5b5fe000 - 0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 0x7fff5c02cff3 libFosl_dynamic.dylib (18.3.4) <1B5DD4E2-8AE0-315E-829E-D5BFCD264EA8> /usr/lib/libFosl_dynamic.dylib\n 0x7fff5c07d000 - 0x7fff5c09cfff libMobileGestalt.dylib (645.270.1) <99A06C8A-97D6-383D-862C-F453BABB48A4> /usr/lib/libMobileGestalt.dylib\n 0x7fff5c09d000 - 0x7fff5c09dfff libOpenScriptingUtil.dylib (179.1) <4D603146-EDA5-3A74-9FF8-4F75D8BB9BC6> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff5c1dd000 - 0x7fff5c1deffb libSystem.B.dylib (1252.250.1) <C7A55258-8EB2-3202-82B5-AA56E53EE2DA> /usr/lib/libSystem.B.dylib\n 0x7fff5c25a000 - 0x7fff5c25bfff libThaiTokenizer.dylib (2.15.1) <ADB37DC3-7D9B-3E73-A72A-BCC3433C937A> /usr/lib/libThaiTokenizer.dylib\n 0x7fff5c26d000 - 0x7fff5c283ffb libapple_nghttp2.dylib (1.24.1) <6F04250A-6686-3FDC-9A8D-290C64B06502> /usr/lib/libapple_nghttp2.dylib\n 0x7fff5c284000 - 0x7fff5c2adffb libarchive.2.dylib (54.250.1) <47289946-8504-3966-9127-6CE39993DC2C> /usr/lib/libarchive.2.dylib\n 0x7fff5c2ae000 - 0x7fff5c32dfff libate.dylib (1.13.8) <92B44EDB-369D-3EE8-AEC5-61F8B9313DBF> /usr/lib/libate.dylib\n 0x7fff5c331000 - 0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff 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/System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. " ]
[ "Adding Rigid Body to an object with linked copies crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: Not sure. Never tried it before.\n\nIf an object has 'Linked' copies in the scene, then adding Rigid Body to it crashes Blender. I'm not sure if Rigid body would even work with Linked Copies. Probably don't .. but in any case, it should not be crashing the program.\n\n1. Create a Cube.\n2. Make a linked copy with Alt +D\n3. Add 'Rigid Body' to main cube.\n4. Crash.\n\n", "Crash adding Rigid Body to object with shared mesh data\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nCaused by 956c539e59\n\nAdding a Rigidbody sim to an object with shared mesh data causes Blender to crash.\n*(objects with single-user mesh data seem to work fine)*\n\nTo repro from scratch:\n- Open default scene\n- Select cube then {key Alt D}\n- Select the \"Cube\" and add RigidBody\n\nIn the attached .blend, select one of the red books and add a Rigid Body sim.\n\n[rb_bug.blend](rb_bug.blend)\n\n[#89487.crash.txt](T89487.crash.txt)" ]
Shadow artefacts in WorkBench shadows Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.80 (sub 74) Worked: (optional) Appearing and dissappearing shadow artefacts can be seen in models. Can this be fixed somehow? I have noted that adjusting the viewport camera clipping distances can make the shadow artefact appear or dissappear, as can zooming in and out. ![image.png](image.png) I don't feel like this is a big issue, but using Workbench as the render engine isn't viable if shadows behave "irrationally". Here's another artefact that appears if I change the shadow angle: ![image.png](image.png) I cannot quite pinpoint why and at which state this visual artefact appeared, but I know it doesn't appear in Eevee or Cycles. I'll leave the file just in case it helps in any way. [scifigun.blend](scifigun.blend)
[ "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)", "Strong emissive materials bleeding through grease pencil objects\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1\nWorked: N/A\n\nExact steps to reproduce the error:\n\nGive default cube an emissive material with strength ~50 or so and put any grease pencil object in front of it in Rendered view. This artifacting carries over into the actual renders. \n\n\n(I think it's an opacity issue, because creating a duplicate of the grease pencil on top of itself (Array modifier with 0,0,0 offset) covers the emission glitch up.)\n\n**Steps to Reproduce**\n- Open .blend file\n- Render in viewport\n\nTest File:\n[#94004.blend](T94004.blend)\n![image.png](image.png)\n![image.png](image.png)", "Edit mode. Wire become non-selectable dependent on resolution (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n", "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`", "Incorrect interaction glass with visibility of other objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.3\n\nIncorrect interaction glass with visibility of other objects. I have objects which disappear if I look at them at a certain angle through the glass.\n\nGif of the trouble \n![7gIQ2Oim1B.gif](7gIQ2Oim1B.gif)\n\nTest file:\n[#91424.blend](T91424.blend)\n", "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)", "EEVEE: Material update does not trigger shadowmap update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nModify procedural does not update real time in view port shading in EEVEE \n\nJust a cookie with procedural noise in front of a point light in EEVEE (remove hdri if it's missing), I could not see changes while modify noise texture, also with viewer\n\nAttached blend file and video\n[studio-light-v1.blend](studio-light-v1.blend)\n[studio-procedural-gobo.mp4](studio-procedural-gobo.mp4)\n", "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", "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)", "Unexplained reflection logic (artifacts) on water shader with bump mapping\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Probably never\n\nUnexplained reflection logic (artifacts) on water shader with bump mapping.\n\n* Open the sample project in attachment.\n* Test the rendering in Cycles in the viewport.\n* Test the different shaders (Shading tab) with the tests cases in the object “Water_Large” in the “Water” collection.\n* Try to vary the height of the camera from 0 meter to many meters to see how it affects the artifacts.\n* You can also enable the “Test - Torus” collection for extra testing.\n\nThe object “Water_Large_SimpleReflection” shows the result without any bump mapping. The reflection is accurate. The object “Water_Large” shows the result with bump mapping applied. Naturally, the reflection is distorted because of the angle of the waves created on the reflection. That is normal, but the reflection of a portion of the rectangles is offset with wrong placement.\n\n**The problem:**\nFor a reason that I really cannot explain, the rectangles of 45 degrees are reflected vertically on the water surface from a precise horizontal position. Without expecting perfection, the reflection should have been displayed with an average of 45 degrees on the water. It is like a threshold where the reflection logic changes See the screenshot and check where the red arrow is for an indication.\n\n* On the screenshot “Camera 1 - 2 meters high”, we can see the reflection making a steep angle at a precise horizontal position on the water.\n* On the screenshot “Camera 2 - 20 meters high”, we can see the problem not being as present as on camera 1. There are still some artifacts.\n\n**Observations:**\n* The problem tends to disappear as we increase the camera distance from the water surface.\n* Furthermore, the problem is less apparent when the noise scale of the texture node used to create the height factor of the bump mapping is lower. You can play with the parameters of the “Water\" shader.\n* The objects closer to the camera are lower in the image height and also show are a more natural reflection (the rectangle at the right for example).\n\nAs you can see on the screenshots, a part of the far objects is being reflected correctly on the water surface, but the majority of the color is not aligned with the angle of the object. Strangely, the objects are being reflected at 45 degrees from the far horizon line and suddenly, from a virtual horizontal line, they start reflecting vertically as if the objects were totally vertical. And that happens at a precise vertical height on the water surface. This is exactly where the problem happens.\n\nFor years, I have never seen any issues with reflections. If you have a scene with a city skyline in the horizon, you are less likely to see that kind of artifacts. In the present case, we have the equivalent of skyscrapers, but at 45 degrees.\n\nI also tried with Blender version 2.93 and the problem is the same.\n\nBefore reporting this bug, I looked at the scene setup. To validate the nature of the problem, I decided to take into account the following factors. \n* The bump height and the distance are relatively low. Nothing exaggerated here to mess up the results.\n* The height of the camera is at 2 meters from the water surface, which is about the height of a human. Nothing exaggerated once again.\n\nI was not sure if that was a bug in Cycles or a limitation. I relied on the definition that has been given to me, “if it works as expected”, and clearly it is not working as expected. Therefore, I decided to report it.\n\n[ReflectionBug.blend](ReflectionBug.blend)\n\n![Camera 1 - 2 meters high.jpg](Camera__1_-_2_meters_high.jpg)\n\n![Camera 2 - 20 meters high.jpg](Camera__2_-_20_meters_high.jpg)\n\n![Water_Large_SimpleReflectiony.jpg](Water_Large_SimpleReflectiony.jpg)", "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>", "Sun light shadows in Eevee disappear when emitter particles become very distant from the camera.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken version: 3.4.0 Alpha, branch: master, commit date: 2022-10-27 21:09, hash: 454dd3f7f0a3\nBroken: version: 3.3.1\nWorked: unknown\n\nIn Eevee, the sun light shadow is effectively disabled when particles(and perhaps other objects) become very distant.\n\n\nIn the attached test file, if the viewport shading is set to rendered and the timeline is scrubbed to frame 10, you can observe the sun light is no longer casting shadows, as if they've been disabled. In this scene, some particles shoot off very fast and far into the distance which seems to cause the shadow bounds/volume to become unreasonably large. Alternatively, at frame 10, you can toggle the visibility of the emitter object named 'Particle Emitter with drag - BROKEN' and watch the shadows turn on/off. The value set in the sun light shadow->cascade shadow map->max distance setting seems to have no effect. It doesn't seem like that max distance parameter does anything, or that particles aren't getting filtered by that value.\n\n[Particle Drag and Sun Shadow Bug.blend](Particle_Drag_and_Sun_Shadow_Bug.blend)\n\nMore info available in the text editor of the attached blend file, item #3. Thanks!\n\n\n\n\n", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "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)", "Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n" ]
[ "Blender 2.8. Shadow glitch in viewport (and same in Workbench render at once)\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80, 936014ea8c74, 2019-03-12\n\n[UPDATE in LAST comment]\nShadows looks broken and have \"traced path\" in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport). \n8cd3fe6b41c4bf9a7d810804bbc73b40.mp4\n\nHard to explain step by step, sorry. I will just put here file. But main idea when vertexes of two edges (of one side) placed in same coordinates.\n[broken.blend1](broken.blend1)\n\n[broken.blend](broken.blend)" ]
Curve resample causes crash (Geometrynodes) Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 3.0.0 Alpha Resampling a curve when the curve is in the same position causes crash. ![Curve Crash.PNG](Curve_Crash.PNG) - Have a curve line with both ends at 0,0,0 then use a resample curve node - Edit the count for a crash [Resample curve crash.blend](Resample_curve_crash.blend)
[ "FBX vertex parent to curve export crash (python acces to matrix_local issue / 'give_parvert' misses curve_cache)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.72\n\nBroken: version: 2.81 release\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nBlender crashes when trying to export mesh that is vertex parented to curve\n\n\n\n1. Create mesh and curve\n2. Vertex parent mesh to curve control point\n3. Export mesh\n[crashb.mp4](crashb.mp4)\n\n\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 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)", "Geometry Node: New Sample Curve\nAdding support for a random attribute to the sampling node exposed the problem of attribute evaluation ignoring the calculated curve. This design variant is intended to treat the sampling of values from calculated curves as a new attribute-based сontext.\n| [2022-08-01 14-00-56 (video-converter.com).mp4](2022-08-01_14-00-56__video-converter.com_.mp4) | ![image.png](image.png) ![image.png](image.png) ![image.png](image.png) |\n| -- | -- |\nThe crux of the problem is that a random attribute, when sampled, must be able to have a position behavior. Other behaviors are not covered yet, but may be added later.\nSampling attributes do not belong to the curve and have their own size. Their interpolation may not be linear, but based on the type of curve, which increases the speed for large objects.\n\nExample: sampling a random vector from curve points. You want the vector to keep its length. But even the original implementation of normals kept the length just because of the normalization. Nonlinear interpolation in spline space for a vector has the ability to rotate it without loss of length and incorrect deformations.\n\nOr you want to sample a color. You can set the color for the breakpoints and... Whoa, those are just linear transitions! Handles cannot be used. They are not a domain and this design does not violate that. Simply by sampling an attribute, you can sample it not only from breakpoints, but from handles!\n\nAlso, in addition to entering an attribute as the domain of the sampled curve, a segment data node is offered. This low-level node is for primary access to cache data. The sampled attribute input node uses this as its signature. But it can also be useful for the user to be able to use this data, for example, to visualize the operation of a bezier curve.\n\nWhen sampling, 3 types of values must be present in the scope of the context:\n - Curve data obtained from the visible version of the curve\n - Curve data sampled from its points and handles\n - Sampling destination data. To keep things simple, if multiple post-sampling values are going to be used with geometry definitions, it's best to do this before the sampling node to keep the output of the node to a minimum.\n\nAlso sampling features:\n1. The option of sampling a vector in normal/target space + sample position can be used as a variant of the curve mesh deformation\n2. Sampling at an arbitrary point creates freedom to obtain information about the curvature of the surface.\n\n---\nCurve Input:\n - Spline type (Select current type curves / index of type)\n - Select Spline By Type (By type index)\n\n---\nChanged Nodes:\n - Sample Curve\n - Input:\n - Curve\n - Factor / Length\n - Curve (Index)\n - Attribute (Random type) (use SampleCurveContext)\n - Output:\n - Value (Random type)\n```\n\n```\n - Position:\n - In SampleCurveContext return evaluated_positions\n - Normal:\n - Same Position\n - Curve Tangent:\n - Move TangentFieldInput to Fields Input and add it in SampleCurveContext same position\n - Index:\n - Same position. Index in sampling input index of current curve\n - ID:\n - Same Index. ID is index of current sample. Sampling no has order ad id make sence only for random and same things\n - Spline Length, Parameter, Resolution, Cyclic:\n - Data of spline same changed. Data of point internolated by sampling\n\n- Context Add:\n - Sample Signature Input:\n - Curve Index\n - Curve Type\n - First Point\n - First Factor\n\n---\nAdd Nodes (Valid only in SampleCurveContext):\n - Sample Attribute on Curve:\n - Input:\n - Attribute (Random type)\n - Hadles type ? left/right position : Weight\n - Output:\n - Value (Random type)\n - Sampling Attribute:'\n - Input:\n - Attribute (Random type)\n - Output:\n - Value (Random type)\n - Sample Segment:\n - Output:\n - Previous Point of original curve\n - Factor for interpolatin in current segment\n\nFirst test version: P3114", "Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\n\n", "\"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", "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", "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", "Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n", "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "EXCEPTION_ACCESS_VIOLATION when 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", "Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n", "Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)", "Boolean modifier: Self Intersection fails when mesh object is same for both operand types\nOperating system: Win10 (21H1 19043.1348)\nGraphics card: GeForce 1080Ti (496.76)\n\nLatest 3.0 (December 02, 02:20:21 - 9cec9b4d6e33)\n\nOperand type `collection` did not consider `self intersection` with certain condition.\nIt fails when mesh object is same for both operand types\n\n- Open .blend file\n- Change operand type to `Object`\n- Uncheck `Self Intersection`\n- Switch back to `Collection\n\nTest File:\n[boolean.blend](boolean.blend)\n[2021-12-03 13-50-41.mp4](2021-12-03_13-50-41.mp4)" ]
[ "Geometry Nodes: Curve Primitive Circle zero radius crash\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Beta\n\nBlender crashes when manipulating points from \"Curved Circle\" with zero radius\n\n- Create \"Curved Circle\"\n- Connect output to \"Curve to Points\"\n- Change Radius to 0m in \"Curved Circle\"\n- Change something in following nodes like Count in Curve to Points\n(Sometimes i crashes immanently, sometimes after some other change)\nTest File:\n[#92552.blend](T92552.blend)\n[curvecirclezero.mp4](curvecirclezero.mp4)\n" ]
Knife fails to work when used between single mesh geometry. Ubuntu 13.10 GeForce GT 640 Broken: 2.69.11 10f4c62 Worked: 2.69.0 r60991 If a single object mesh has geometry behind the viewport the knife tool fails to function properly. Problematic for making a cave or other enclosed things that aren't meant to be seen from the outside. Step 1. Enter edit mode for default cube. Step 2. Move the viewport, in perspective mode, inside the cube. an easy way would be to just scale the cube or move the camera inside and swap to camera view. Step 3. Try to use the knife tool. Step 4. Delete a cube face Step 5. Rotate viewport so there is no geometry behind it Step 6. Try to use the knife tool again and it works.
[ "Eyedropper in object selection box doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 920M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nBroken: version: 2.83 (sub 17)\n\nBroken: version: 2.90 (sub 2)\n\n\nI click on a specific eyedropper and then it doesn't work. Other eyedroppers that I know seem to work fine.\n\n3D Viewport > Sculpt Mode > Top Header Panel > Options > Orientation > Eyedropper in object box selection > Click on it\n\n[Based on the default startup]\n\n[2020-05-17 13-21-02.mp4](2020-05-17_13-21-02.mp4)\n\n", "Make Instances Real doesn't work for geometry instances\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0\n\nWhen I want to make instances real on object that has geometry nodes, blender create duplicate of whole mesh, togather with instances, on each place (point) where single instance mesh should be. I have attached screenshots and test scene that reproduces the bug. \n\nOpen .blend file I sent you, hover with mouse over 4 instaced spheres, and pres ctrl+A... select make instances real. You will see that geometry nodes instances are not created properly (whole geometry is duplicated on each geometry node point).\n\nSimilar thing happens when instancing collections, and trying to make them real - the parent relationship/hiararchy is not working. So there is a bug there also.[geom_nodes_bug.zip](geom_nodes_bug.zip)\n![blend01.jpg](blend01.jpg)\n\n![blend02.jpg](blend02.jpg)\n\n![blend03.jpg](blend03.jpg)", "Spin gizmo doesn't work when viewed exactly side-on\nOperating system: win 10 64 bits\nGraphics card: GTX 970\n\nBroken: 2.80 beta\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen I try to use Spin nothing appears on the screen, only the descriptor of it with the amount of steps that I must give and the angle. There is no way to use the mouse to do the rotation, you must know the angle field. When you fill in the angle field, p. ex. 90 °, the selected object rotates according to the number of steps indicated, but the rotated object images are not together, but separated.\n\na) select the cube;\nb) go to edit mode\nc) selects spin (shift 6 does not work) using space key\nd) from the user's perspective the spin works, the handle appears and it is possible to do the rotation\ne) In the orthographic perspective, the spin does not work, the handle does not appear and you can only rotate the object by changing the angle in the tool descriptor\nf) f) the resulting form is not as expected, instead of all sections (according to the number of steps) join in a graceful curve, we have a series (in this case) of overlapping cubes, forming steps instead of a curve{[F6712665](spin.blend)}", "Support geometry node in glTF exporter\nThis should be possible when API will manage it.\nCurrent code used by glTF exporter:\n\n```\ndepsgraph = bpy.context.evaluated_depsgraph_get()\nblender_mesh_owner = blender_object.evaluated_get(depsgraph)\nblender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)\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)", "Freestyle - marked freestyle edges do not work on objects with the boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: Unknown\n\nEdges marked as freestyle do not work on objects with the boolean modifier\n\n\n1. Create cube object, add some edge loops and mark any edge as **\"Freestyle Edge\"**2. Create a second cube, and use it as a \"cutter\" using the**\"Boolean\"** modifier\n3. Activate **\"Freestyle\"**and check the**\"Edge Markt\"** in the \"Line Set\" area\n4. Make a render - the edge marked as **\"Freestyle Edge\"** will not be visible\n\n\nFile in attachment.\nThank you\n\n[Boolean Freestyle bug.blend](Boolean_Freestyle_bug.blend)\n\n", "Cut brush - curve sculpting\nSee #96259.\n\nThis initial implementation doesn't need yet to have the Knife overlay control (similar to mesh edit knife).", "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?", "Blender 2.80 Canceling of visibility actions during opened panel with object default parameters.\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80 beta, 1df6a98b176f, blender2.8, 2019-03-05\n\n**Error description**\nLooks like a small flaw. Panel with default parameters(radius, etc..) of standard objects if objects just created - will be canceling your actions with outliner panel (visibility actions) if you dont close it and continue changing parametrs after that\nDemo: 0876b975cd74ce4d9400b6556e5cbe14.mp4\n\n**Steps to reproduce**\n\n- Open new general template\n- Add mesh - circle\n- Hide cube in outliner\n- In Adjust Last Operation panel change radius\n\nCube is no longer hidden", "Fade Geometry state changes selectability\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 10)\n\nWith Fade Geometry enabled, other objects can not be selected while in pose mode.\nWith Fade Geometry disabled, other objects can be selected while in pose mode.\n\n[#70907.blend](T70907.blend)\n\n- Open file\n- Try clicking on bone and cube - selected item and interaction mode should be changed\n- With the bone selected and in pose mode: in Viewport Overlays, check Fade Geometry\n- Repeat step 2 - once in pose mode, cube can not be selected\n\n\n", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.", "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", "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.", "Transfer shape key is only working for meshes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: Never\n\nTransfering shape keys is option in panel menu, but it only works for meshes. This is not mentioned in documentation and only evident after running the operator.\n\n\nDuplicate object in provided file and try to transfer shape keys.\n", "Intersect (Knife/Boolean) - Exact: triangulate faces and merges double vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\n\nIntersect (Knife) with Exact method triangulates some faces (not flat faces - idn how their call exactly)\n\n* delete default Cube\n* create Suzanne\n* enter edit mode\n* create plane\n* with the plane selected, run {nav Face > Intersect (Knife or Boolean)} - Exact method (by default)\n* look at the faces near Suzanne nose, they turns to triangles\n* ![Intersect (Knife) Exact.png](Intersect__Knife__Exact.png)\n* add a Subdivision modifier\n* look at the vertex near Suzanne eyes, because vertices on eye and on cheek are at the same coordinates, they became merged together\n* ![Intersect (Knife) Exact 2.png](Intersect__Knife__Exact_2.png)" ]
[ "Knife tool completely non-functional on interior geometry\nWin 7 64 bit, i7 Ivy Bridge CPU, ATI 7xxx GPU, 16 gigs of RAM\n\nBroken: Latest build tested was done at hash 2038eb1, I don't know if the knife tool ever worked right in this situation.\n\nOpen the attached .blend file, press 'K' and try to make a cut, any cut. Notice how Blender acts like the knife tool does not exist, as it's completely unable to do so much as draw the cut line after a segment is confirmed (not to mention being unable to actually 'cut' the geometry). It seems to be that any ray-casting the knife tool does to determine cuts is dependent on exposure to the infinite space outside of the scene, ideally though, you'd think this could be based on exposure to the current position of the view itself. The normals have also been calculate to point inward to show it's not at all related to mesh normals.\n\nAlready mentioned above.\n\n[BrokenKnife.blend](BrokenKnife.blend)\n\nIf this can be fixed before 2.70 is released, then I think anyone who does interior modeling work will be very grateful.\n\nThanks.\n" ]
Blender doesn't detect GPU Windows 7x64 GeForce GTX 560Ti Broken: the latest build 5389964 Worked: Blender 2.79a 8928d99270f **Render->Device->GPU Compute** is inactive and **Blender User Preference->System->Cycles Compute Device** has only the one button **"None"** [system-info.txt](system-info.txt) ![screen.png](screen.png)
[ "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", "Scene Proxies in the Video Sequence Editor\nWindows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary)\n\nBroken: (2.79a) Official builds\nWorked: (2.79) Official builds\n\n\nTo cut a long story short @ideasman42 disabled Scene proxies in the Video Sequence Editor because:\n\n> In #54048#485268, @ideasman42 wrote:\n> Looked into this and for now **building proxies doesn't support anything besides movie, so disabling support for this.**\n> \n> 6535f668b4\n\n\n*This shocked me, have I been using Blender wrong?* Because I've been happily doing this for months.\n\nI don't quite understand the rationale behind the removal of is.\n\nThe main problem for me is that I have projects (made in 2.79 and earlier) that rely on scene proxies and when opening them up in 2.79a viewing or creating them doesn't work.\n\nNow there *are* issues with Scene Proxies most notably the aforementioned (#54048) one and it can be really bad:\n\n[0001-2565.mkv](0001-2565.mkv)\nand\n**Other proxy issues**\n - Skipping frames whilst rendering.\n - Properties side panel scrolls up after changing proxy location in the File Explorer.\n - Overwrite don't have the same behaviour as Overwrite does in the render setting (in the properties editor)\n - and [inconsistent functionality ](F2418236).\n\nBut I've always treated this as an incomplete feature, (same way I treat NetRender, it's somewhat stable but is inconsistent. e.g. blender/blender-addons#52502) throwing in a bug report due to just crashing (#53792) and have been fine.\n\nBut now with the update, the [Proxy/Timecode Panel ](proxy.html) is still there and does nothing. and as I said in my query to @ideasman42's decision to disable this:\n\n> In #54048#485618, @ChristopherAnderssarian wrote:\n> So, @ideasman42 does this invalidate my bug report? #53792\n> Also, is it a good idea to disable this considering the Proxy/Timecode Panel option still there (or are you still working on this)?\n> \n> With no information or feedback in the Blender Manual or when trying to create proxies (nothing happens), `you are going to get users confused on a essential feature that worked` (works fine in cycles for me (not the file names the crashing)) in 2.79 `and now doesn't with no apparent reason why. `\n\n___\n\n> In 6535f668b4, @ideasman42 wrote:\n>>...generating proxies currently only works for movies...\n\n*No... they don't. They worked for Scenes before. (and they work for images for that matter)*\n>>...cancel until other types of sequence strips are supported...\n\n*What do you mean by this? That it's officially 'supported', documented?* \n___\n\nNow that I've been trying to research around a bit, is this an incomplete feature or has it slowly gotten broken in time?\nThere's #43857 which uses a scene proxy. So there must be other uses who uses this right? Or was this just an example?\nI would love to use this with Eevee; having the proxies rendered in no time and my GPU not getting taxed.\n___\n\nWhat I think to be good next steps:\n\n - Having the functionality back as it was before.\n - An open task to deal with the *Other proxy issues.*\n___\n\nZipped folder with a working Blender file and proxy:\nTested in Ubuntu VM both 2.79 and 2.79a with reproducible behaviour.^\nTested on a separate laptop with both 2.79 and 2.79a with reproducible behaviour.^\n(Note: In my Ubuntu VM I had to toggle Textured Solid button in the Scene Preview/Render Panel to get the proxy showing in 2.79.)\n(^ Reproducible behaviour being: fully working in 2.79 and not working at all in 2.79a)\n[Blender_VSE_Testing_Scene_Proxy.zip](Blender_VSE_Testing_Scene_Proxy.zip)\n\n\nI'm sure this was just a misunderstanding.\nYours,\nA passionate Blender user", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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", "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", "PyGPU: Deprecate shader creation through direct GLSL code input\nWith new backends implemented (Metal, Vulkan), an alternative for creating shaders that is compatible with them was required.\n\nFor this we have [gpu.shader.create_from_info](gpu.shader.html#gpu.shader.create_from_info) and [gpu.types.GPUShaderCreateInfo](gpu.types.html#gpu.types.GPUShaderCreateInfo).\n\nBut we need to make this clear to users. So it's important:\n- [ ] a deprecate message\n- [ ] a better documentation\n\nRefs:\ngpu.html#examples\n#106304\n#107332\n\n", "Shader node float precision issue cause different results on CPU and GPU\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\nCPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz\n\nBroken: version: 2.80rc2 (2.80 (sub 74))\n\nWhen rendering a mandelbulb volumetric thing on cycles using CPU and GPU, the two have very different ideas on how the scene should look like, making the individual tiles clearly visible. \n\n**Render**\n![t3-rc2.png](t3-rc2.png) \n(most tiles are GPU-rendered, note the stray red CPU-rendered tile to the left)\n\n**Blend**\n[mandelbrot.blend](mandelbrot.blend)\n\n**Potentially useful information**\n* #50193 may be the same bug; I opened a new one because that bug doesn't report differences within a single frame, and is from 2016.\n* Since most of this object is endless math nodes, it may be some sort of floating-point thing that works differently on CPUs and GPUs. \n* I was following this tutorial: watch?v=WSQFt1Nruns\n* I noticed that some operations for which I expected single inputs (namely the sines) had two inputs. In the tutorial, the dude said the second input doesn't do anything, but then, that's from the alpha. Maybe taking a 0.5th sine of a value does something strange?", "Inconsistencies in GPU subdivision info message\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThis feature is introduced with 4d3bfb3f4195ac879b7330e981829122b2633e93\n\n1. Message does not update accordingly when...\n\n1-1. enabling and disabling GPU Subdivision in the preferences\n\n![GPUSubdivisionMessage01.gif](attachment)\n\n1-2. changing modifier visibility\n\n![GPUSubdivisionMessage02.gif](attachment)\n\n1-3. enabling and disabling auto smooth\n\n![GPUSubdivisionMessage03.gif](attachment)\n\n2. I don't know the technical details, but I feel that \"Using both CPU and GPU Subdivision\" contradicts to what the tooltip for GPU Subdivision says (\"Enable (...) for the last subdivision subsurface modifiers in the stack\").\n\n(On a related note, I think [documentation](viewport.html#subdivision) could be more descriptive about GPU Subdivision than just \"Under certain circumstances\".)\n\n", "Support MinGW\nWe have some patches in MINGW-packages to make blender build on MinGW.\nWe already have it for Windows ARM64.\nIs it OK to upstream those patches?", "Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n![gpu.png](gpu.png) \n\nCPU:\n![cpu.png](cpu.png)\n\nCPU+GPU:\n![xpu.png](xpu.png)\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n![untitled.png](untitled.png)\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\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", "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.", "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", "Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : 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Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```" ]
[ "Missing CUDA Computing Device\nWindows 10 FCU, Nvidia GTX 635 M (Laptop)\n\nBlender 2.79.4 \nHash: 3eaa408\n2018-03-11 10:26 Build\n\n\nHi devs, the current build is missing CUDA Computing Device even the CPU only listed as None\n\non startup and checking the user preferences \n\nso far I tried:\n- default settings \n- deleted files on Users>...>Blender Foundation\n- update GPU drivers\n", "nVidia GPU not detected\nEVGA GTX 560 Ti is not detected in Windows 10 x64.\n\nblender 2.78 / 2.78c / 2.79b:\nUser Preferences/Cycles Compute Device: None | CUDA\n\nblender-2.79.0-git.f28aec1 / 2.80.0-git.5b45d32:\nUser Preferences/Cycles Compute Device: None\n\nLooks like this issue mostly happens to people with AMD Radeon because of dropped GCN 1.0 support, but I have an nVidia.\n\nIf you guys tell me where I can download earlier daily builds, not just the latest ones at download, I might be able to pinpoint where the change happened.\n\nThank you." ]
unable to drag out new wires from nodes that are inside of a frame node. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.92.0 Alpha Worked: 2.92.0 Alpha [frame broken.blend](frame_broken.blend) [2020-12-16 23-42-45.mp4](2020-12-16_23-42-45.mp4)
[ "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", "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)", "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)", "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", "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", "Nodes: Reroute node disappear when pressing `Ctrl H`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\nIf the reroute is not connected to anything, then pressing `Ctrl + H` will make the reroute invisible.\n![2023-09-16_19.00.52.gif](attachment)\n\n1. Add reroute in nodetree using `Shift + A`.\n2. Press `Ctrl + H`.\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)", "Graph Editor - Multiple Windows Problem\nOperating system: Windows 10 - 64\nGraphics card: Radeon RX 5500 XT\n\nBroken: 2.93.0\n\nI split my single Blender window to two Graph Editor/Node Editor & 3D Viewport for my multiple screens. If my mouse hovering anything but node editor(Include Graph editor or 3D Viewport) and I press play that timeline cursor like starts twitching.\n\nCreate two different windows. Graph Editor and 3D Viewport. Than press play on 3D Viewport window selected.\n\nTest file:\n[Bugfile.blend](Bugfile.blend)\n\nVideo:\n[2021-06-10 15-35-41.mp4](2021-06-10_15-35-41.mp4)", "Can not selection Armature in MacOS Backend Metal.\nOperating system: Macbook pro 14\nGraphics card: Apple M2\n\n3.6.2\n\n\n\nCan not selection wire Armature in MacOS Backend Metal.\n\nrecorded video\n\nview?usp=sharing\n\nWhen Macos' Backend is set to Metal and the Armature object Viewport Display is wire, objects cannot be selected in bone areas other than the root bone at the location of the origin point.\n\n- Open attached .blend file\n- Try to select any bone in wireframe mode", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "Add feature to insert nodes on existing links based on search\nThe node link drag search feature allows for an efficient workflow when extending node-trees with new connections. A workflow that is based more on inserting nodes on existing connections does not benefit from this.\n\nThere should be a design to bring the same context based search functionality to a node insertion based workflow.\n\n\nThere have been different solutions proposed:\n\n- Replace {key Shift RMB} Drag to insert reroutes with node search\n\n- Drag from socket onto connected link to initialize search\n\n- Allow typing directly after {key Shift A} to place node on link afterwards (#94108)\n\n- After regular link drag search: Holding a modifier key to insert a node on a link ", "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)", "Links persist invisibly after their source sockets are removed\nBroken: Probably forever (e.g. 3.0, 3.1)\nWorked: N/A\n\nIf the output socket of a node is removed, the input socket it was connected to does not show a button to input a value. It acts like it's still connected.\n\n**Detailed replication**\n1. Go into the Shader Editor\n2. Create the *Voronoi Texture* node and a *Math* node\n3. Set the *Voronoi Texture* node to 4D, and plug its new W output into the *Math* node\n4. Set the *Voronoi Texture* node to 3D. Observe that the input on the *Math* node still acts like it's connected\n5. Click and drag from that input on the *Math* node. A bogus wire will appear from the *Voronoi Texture* node, coming from where the W output used to be.\n\nYou can then plug this wire into another socket. It will disappear again once you let go. If you set the *Voronoi Texture* node back to 4D, the wires will re-appear.\n\nVideo example:\n\n[XwBMq60aMI.mp4](XwBMq60aMI.mp4)\n\n**Another example:**\n\n{[F13079601](free-socket.blend), size=full}\n\nIn this case you can even save the file in this state where you can't see or edit the value of the node until you disconnect it.\n\n![image.png](image.png)", "Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n> ![Code.png](Code.png) \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n", "Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n" ]
[ "Node editor (shader): framed node do not allow drag route from slot.\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 and up to blender-2.92.0-23233fcf056e-windows64\nWorked: blender-2.92.0-4797c13e8f3a-windows64\n\nframed node do not allow drag route from slot.\nFactory startup checked too\n[2020-12-18_04-42-22.mp4](2020-12-18_04-42-22.mp4)\n\n" ]
Blender 2.77+2.77~rc1~1456489967 Ubuntu 14,04 LTS x64, Intel HD Graphics 4600 Broken: Blender 2.77 b594b25, see splash screen Worked: Blender 2.76b f337fea Segfault (core dumped) more in anex file generated after error [blender.crash.txt](blender.crash.txt) only opening blender and onli one click right mouse button on mesh
[ "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", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "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", "Segmentation fault when using eigen library in addon\nOperating system: Linux-5.15.5-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.0.0\nWorked: -\n\nI'm currently working on an addon that integrates a physics engine, written in c++ that heavily depends on eigen library. This engine also uses swig to create python bindings.\n\nThe problem is that this library crashes blender with segmentation fault.\n\nI tried to compile the engine with the eigen version from blender repo, but with no luck.\n\nI can run the same python code without blender with no issues.\n\nI assembled the minimal example that can show the same issue.\n\nI also supplied crash.txt from the original addon; blender.crash.txt from the minimal example and console output from minimal example\n\nExtract cpp_test.zip, it should have the following directory structure\n\n- cpp_test\n - cpp\n - build.sh\n - example.cpp\n - example.i\n - __init__.py\n\nEdit paths to includes in build.sh\n\nrun build.sh from cpp directory(you should have swig, eigen and python headers installed in your system for this to work)\n\nInstall cpp_test as an addon and try to enable it.\n\nIt will crash blender with segmentation fault\n\n[cpp_test.zip](cpp_test.zip)\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_output.txt](blender_output.txt)\n\n[original.crash.txt](original.crash.txt)", "USD: Crash when loading the Intel Moore Lane demo asset (related to Color Attributes)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nCrashes during import of the Intel 4004 Moore Lane asset. Seemingly related to Color Attribute processing though the stack traces for the crash are not related.\n\n- Download the \"4004 Moore Lane v 1.1.0\" asset: 4004-moore-lane/\n- Attempt to import the `USD\\4004MooreLane_III_03_ASWF.usd` file with default settings --> observe crash\n- Attempt to import the same file but with the \"Color Attributes\" option unselected --> works\n\nOddly, the crashing stack occurs inside tbbmalloc and while seemingly dealing with mesh normals...\n```\n...\ntbbmalloc.dll!00007ffd7fa29f4e()\tUnknown\nblender.exe!MEM_lockfree_mallocN_aligned(unsigned __int64 len, unsigned __int64 alignment, const unsigned char * str) Line 310\tC\n[Inline Frame] blender.exe!blender::GuardedAllocator::allocate(unsigned __int64) Line 47\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::allocate(__int64) Line 425\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::get_buffer_for_size(__int64) Line 419\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::{ctor}(__int64) Line 122\tC++\nblender.exe!blender::bke::mesh::mesh_normals_loop_custom_set(blender::Span<blender::VecBase<float,3>> positions, blender::Span<blender::VecBase<int,2>> edges, const blender::offset_indices::OffsetIndices<int> faces, blender::Span<int> corner_verts, blender::Span<int> corner_edges, blender::Span<blender::VecBase<float,3>> vert_normals, blender::Span<blender::VecBase<float,3>> face_normals, const bool * sharp_faces, const bool use_vertices, blender::MutableSpan<blender::VecBase<float,3>> r_custom_loop_normals, blender::MutableSpan<bool> sharp_edges, blender::MutableSpan<blender::VecBase<short,2>> r_clnors_data) Line 1368\tC++\nblender.exe!blender::bke::mesh::mesh_set_custom_normals(Mesh * mesh, float[3] * r_custom_nors, const bool use_vertices) Line 1642\tC++\nblender.exe!blender::io::usd::USDMeshReader::process_normals_face_varying(Mesh * mesh) Line 797\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh_sample(blender::io::usd::ImportSettings * settings, Mesh * mesh, double motionSampleTime, bool new_mesh) Line 853\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh(Mesh * existing_mesh, USDMeshReadParams params, const char * * __formal) Line 1094\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_object_data(Main * bmain, double motionSampleTime) Line 249\tC++\nblender.exe!blender::io::usd::import_startjob(void * customdata, bool * stop, bool * do_update, float * progress) Line 288\tC++\n\n```\n\n", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)", "crash when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n", "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n", "Crash when 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." ]
[ "Blender crashes when I select an object (right click)\n%%%Hi, as I said Blender crashes on object selection.\nThe terminal says Core dumped segmentation error.\nI remember this error already happened before (many months/years ? back).\n\nI tried all the latest build on graphicall and my own svn build.\n\nOnly the r50890 works without problems.\nThe crash happens even if I only start with an empty scene, create a cube and select it...\n\n-----------------------------------\nUbuntu 12.04 LTS 64bits\nIntel core i5 3210m (ivy Bridge)\nIntel HD 4000 graphics\nNvidia GTX 680m (4Go)\n8Go ram%%%" ]
Import/Export in Collada(.dae) with Shape Keys Operating system: Windows 10 Pro x64 Graphics card: Nvidia GeForce 960M Broken: 2.80, c6cbcf83d015, blender2.8, 2019-02-14 Didn't see the Shape Keys after exporting in Collada(.dae) format, for software like XCode SceneKit, Unity etc. I have model with Shape Keys and I want to export this model in Collada(.dae) format for special software witch didn't support .fbx or .obj format (for example XCode SceneKit) - Select object with Shape Keys - File > Export > Collada(.dae) - Select in export settings > Selection Only, Include Children, Include Shape Keys - Import current .dae file to SceneKit or just for fun in Unity (I know that for Unity is better .fbx format but...) - Didn't see shape keys in software that mentioned before P.S. When import exported before Collada file in Blender 2.8, the Shape Keys is actually there. Assuming - Blender 2.8 actually packs Shape Keys into Collada file, but no one except Blender couldn't see them after importing :)
[ "Support geometry node in glTF exporter\nThis should be possible when API will manage it.\nCurrent code used by glTF exporter:\n\n```\ndepsgraph = bpy.context.evaluated_depsgraph_get()\nblender_mesh_owner = blender_object.evaluated_get(depsgraph)\nblender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)\n```", "Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" ", "GeoNodes: Getting animated/driven Curve Radius doesn't work if curve has shape key\nOperating system: Linux-6.2.2-gentoo-x86_64-Intel-R-_Core-TM-_i9-9900K_CPU_@_3.60GHz-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.6.0 Alpha\nWorked: Likely never\n\nThis is a pretty specific set-up on the old Curves, so I'm not sure if it's something that needs to be fixed or if this datablock is getting replaced anyways, but I thought it would at least be good to be aware of.\n\nIf a curve has a shape key, the GeoNodes \"Radius\" node seems to fail to return the correct radius value.\n\nI don't know for sure if this is really a GeoNodes issue, though, because from my testing, the way the Radius value works with shape keys just seems pretty weird. It makes a fair amount of sense until the Radius value gets a driver. At that point, the shape key seems to take on whatever value the Radius had when leaving edit mode.\n\n- File: [radius_driver_not_working.blend](attachment)\n- Scale the bone; The curve point's radius is hooked up to be driven by the bone's scale, and the sphere is created by GeoNodes based on that curve point's radius. So, when you scale the bone, the sphere gets bigger.\n- Add 2 shape keys to the curve\n- Scale the bone again; Sphere doesn't scale any more.\n\nFor my use case, I don't actually need shape keys on my curve, so this won't be an issue for me at all, I just ran into it because I happened to have a temporary shape key on there and I thought I would report it.\n\n", "Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n", "Tools: Per-tool Todo List \nThe new unified toolbar and gizmo system in Blender 2.8 will make Blender more powerful, and allow us to reach new audiences. \n\nHowever, to make this tool system successful, we must follow through and do a good job of actually implementing each tool, to make sure it works as expected, in a consistent and sensible way. \n\nHere's a todo list which explains for each tool, what needs to be changed to make them work well. Each item is now in a subtask.\n\n\nOrder of importance:\n\n {icon circle color=red} **Very Important** - *needs to be addressed in order for the system to be in a workable state*\n {icon circle color=yellow} **Somewhat Important** - *We really should add these features before we ship*\n {icon circle color=green} **Less Important** - *things that would be nice to add, which would make tools feel better, or give them more capabilities*\n `?` **Incomplete** - *Tasks needing more details before implementing.*\n\n\n## 2.80\n - {icon circle color=red} #57233 UV Editor Tools Todo\n - {icon circle color=yellow} #57203 Transform gizmo: Scale handles and rotation handles overlap\n\n## 2.81\n - {icon circle color=red} #57202 (Support Undo for tweaking Gizmos)\n - {icon circle color=red} #57210 (Add Object Tools Todo)\n - {icon circle color=yellow} #57846 (Use toolbar for Clip Editor)\n - {icon circle color=yellow} #57234 (Extended Controls for Camera Gizmo)\n - {icon circle color=yellow} #69550 (3D Cursor tool todo)\n\n## Other nice tools-related issues\n\n - {icon circle color=green} #57204 (Move Tool Todo)\n - {icon circle color=green} #57208 (3D Cursor Tool Todo)\n - {icon circle color=green} #57209 (Circle Select Tool Todo)\n - {icon circle color=green} #57213 (Loop Cut Tool Todo)\n - {icon circle color=green} #57214 (Spin Tool Todo)\n - {icon circle color=green} #57218 (To Sphere Tool Todo)\n - {icon circle color=green} #57219 (Bisect Tool Todo)\n - {icon circle color=green} #57220 (Bend Tool Todo)\n - {icon circle color=green} #57221 (Curve Extrude Tool Todo)\n - {icon circle color=green} #62249 (Support Curve Smooth Tool)\n - {icon circle color=green} #69661 (Measure Tool Todo's)\n - {icon circle color=green} #57226 (Grease Pencil Shear Tool Todo)\n - {icon circle color=yellow} #57231 (Sculpt Mode Border Mask Tool Todo)\n - {icon circle color=yellow} #57232 (Sculpt Mode Border Hide Tool Todo)\n - {icon circle color=red} #57754 (Sculpt Mode Simplify Tool)\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.", "Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.", "Graph Editor generator for angles works in Radians while the graph editor displays the result in degrees.\n**System Information:**\nN/A\n\nBroken: Blender 2.80 Beta (18e5540a48b6) and Blender 2.79 (e290a0b0568e)\n\n**Short description of error:**\nIf you use the \"generator\" modifier in the graph editor for an angle, the generator will work in radians while the graph editor will display the output in degrees.\n\n1. Open the startup file.\n2. Select the default cube and key frame one of the rotational axis.\n3. Open a graph editor and give the \"key framed rotation\" an \"generator\" modifier.\n4. When entering values into the modifier such as 0 and 1 so your polynomial is y=x, the result shown on the graph editor is y=57.3x. This is because the values input to the generator is read as radians while the scale in the graph editor is read in degrees.\n\n![Screenshot from 2020-05-17 17-11-35.png](Screenshot_from_2020-05-17_17-11-35.png)", "Export filеs in DAE the animation plays from the last frame\nHello!\nFrom Version 2.8 to this day, the problem has not been resolved: when exporting animation to the DAE extension, the animation is played in the Blender browser and stops at the last frame. Thus, when starting the animation in the employer's program, the animation plays from the last frame and jumps sharply to the first frame.\nExample: animation has 10 frames.\nThe animation starts from in the following sequence: 10, 1, 2, ... 10.\nIt is necessary that it was: 1, 2, ... 10.\nIn versions earlier than 2.8, there is no such problem. I have to keep Blender 2.79b and save the animation. Therefore, in this version, the animation is not played in the browser upon saving and does not stop at the last frame.\n\nP.S.\nwhen exporting to DAE in versions 2.8+, you will see that the animation will play in the browser window and stop at the last frame. in 2.79b - there is no such thing.", "New Icons: Global Menus & Animation Editors\n**Big Picture**\nThese 37 new icons provide functionality and visual feedback for menu commands primarily found in the Graph Editor, but some of the icons would be used in other parts of Blender. They adhere to the visual language of the current icons and are pixel-perfect where possible for greater UI contrast & clarity at small sizes.\n\n**Use cases**\n* Users trying to understand text-only commands (e.g. Jump to Keyframes, Sample Keyframes)\n* Commands can be identified by one symbol as opposed to long strings (e.g. Bind Cameras to Markers, Revive Disabled F-Curves)\n* Disambiguating commands (e.g. Duplicate [Keyframe] / Duplicate Marker)\n* Providing Blender community & Add-On developers more icon options\n* With Blender-wide icons, users can quickly understand tools' functionality (e.g. Box Select, Circle Select)\n\n**Design**\nHere is the latest design with User Interface feedback incorporated\n![New_Icons.jpg](New_Icons.jpg)\n\nAnd here they are in context:\nGraph Editor - View\n![Graph_Editor_View.jpg](Graph_Editor_View.jpg)\n\nGraph Editor - Select\n![Graph_Editor_Select.jpg](Graph_Editor_Select.jpg)\n\nGraph Editor - Marker\n![Graph_Editor_Markers.jpg](Graph_Editor_Markers.jpg)\n\nGraph Editor - Channel\n![Graph_Editor_Channels.jpg](Graph_Editor_Channels.jpg)\n\nGraph Editor - Key\n![Graph_Editor_Keys.jpg](Graph_Editor_Keys.jpg)\n\n3D Viewport - Select\n![View3D_Select.jpg](View3D_Select.jpg)\n\nImplementation patch:\nD14662", "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\">", "Keyed particles work on viewport but not in render, also they are not affected by force fields\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.\n\nSee the link for screen recording and the sample file.\n\nThe problem shows in blender 2.80 and 2.81 but not in 2.79.\n\nI think this might be a bug in blender 2.8 but I hope you can help me to solve it.\n\nscreencast\n\nview?usp=sharing\n\n**Steps to reproduce:**\n[#69238.blend](T69238.blend)\n\n- Open file\n- Render animation\n- Compare output to viewport\n\n\n\n\n\n", "Graph Editor: Link Visible and Selected states\nWorking with many curves in the GE currently requires animators to often toggle the visibility of curves and then select the newly visible curves.\nLinking 'visible' and 'selected' would make it faster to use the GE. However, having those two always linked would remove the feature of having certain curves visible \"in the background\", i.e. visible but unselected. We do not want to lose this feature.\n\n**Proposal**: Add a user preference to link 'visible' and 'selected'. When this mode is enabled:\n- The visibility icon can be removed from the graph editor UI.\n- Selection state determines visibility.\n\nWe think a user preference is best for this, as we suspect it's a personal preference and not so much something you want to manage per GE editor.\n", "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", "Sculpt Mode TODO tasks\nThis task keeps a list of approved tasks related to Sculpt Mode that can be considered as TODOs or missing functionality in the current design.\n\n**Gesture tools**\n\n - Make Hide Box tool use the new sculpt API and gesture operator\n - Face Set Line Gesture\n - Color Fill Gestures\n - Line Trim Gesture\n - Normal Orientation for trimming tools\n - Poly line gestures\n - Mask Gradient Gesture tools\n - Lasso, Line and Poly line hide tools\n\n\n\n**Sculpt Vertex Colors**\n\n - Sculpt vertex colors gradient Tool\n - Combined Color Coords Undo step\n - Pick Sculpt Vertex Color from other object with the sample color operator\n\n\n**Transform tool**\n\n - Transform Tools TODO: #80392\n\n\n\n**Brush tools**\n\n - Expose minimum size and size pressure smoothness for all brushes\n - Implement area normal/center stabilizer \n - Make Grab active vertex grab from original coordinates instead of PBVH deformed coordinates\n - Pinch perpendicular mode for crease\n\n\n\n**Viewport**\n\n - Update matcaps to include a separate specular pass\n - Render Face Sets as contour lines\n\n\n\n**Elastic Deform**\n\n - Pinch elastic deform mode\n - Multi scale twist-scale-pinch for elastic deform\n\n\n\n**Filter tools**\n\n - Support textures in mesh filter\n - Unify filter strength with brush strength \n\n\n\n**Cloth Sculpting**\n\n - Expose solver properties as Sculpt properties (iterations, delta...)\n - Make use collisions options global\n - Implement SDF collisions\n - Implement collisions plasticity\n - Elastic Deform cloth brush\n - Support cloth deformation target with dynamic area in all brushes\n - Support cloth deformation target for the transform tool\n\n\n\n**Boundary brush**\n\n - Split the internal and boundary falloff into two different falloff\n - Let boundary falloff offset be smaller than 1\n\n\n\n**Sculpt Mode options**\n\n - Store radial and tiling symmetry in meshes\n - Enable \"Delay Viewport Updates\" by default\n - Add a separate property to meshes to store if they should use flat/smooth shading in sculpt mode, without modifying their normals\n\n\n\n**Multires**\n\n - Multires Delete Lower\n - Multires refit/rebase\n - Key map changes to support switching up/down subdivisions\n - Hide remeshers and Dyntopo when multires is active\n - Preview the current/total number of subdivisions in the viewport\n - Optimize Unsubdivide dissolve operation when creating the base mesh\n\n\n" ]
[ "Collada Export should create <instance_controller> elements for Blender Shape Keys on nodes without armature\nmacOS Sierra 10.12.3\n\nBroken: 2.76, 2.78\nWorked: Unknown, most likely never.\n\nIf there is no armature applied to a node that has shape keys, Blender's Collada export will create an <instance_geometry>. Instead we should create an <instance_controller> of the morph type for the shape keys. \n\nFor a Collada node to use a morph controller (roughly mapped to a Blender shape key) it needs to have a <instance_controller> child. Blender writes such an element for a skin controller (roughly equivalent to armature). It does not write <instance_controller> elements for shape keys. \n\nThe reason why we don't probably relates to T42197\nWhen both an armature and a shape key apply to a node, Collada would like us to chain them. Blender doesn't support this, so we don't have a good way to express this situation in Collada format. \n\nHere's what we do now:\nBlender only exports <library_controller> elements for shape keys. This is all Blender needs, because Blender shape keys apply to a geometry globally, not a node. Collada morph controllers are bound to geometry, but need to be explicitly bound to nodes. \n\nIn the absence of armature, we should export an instance controller for shape keys. \n\nHere's a collada test case sample that shows the correct format for a simple morph (aka shape key): morph_one_target_normalized.dae \n\nCON: This can be considered a partial fix. Instead of always failing to correctly export instances of morph controllers, we fail only when we have both armature and shape key. This may be more confusing than the current behavior.\n\nPRO: These people can finally use Blender to create a simple morph and import it into Apple's SceneKit:\n62426\nhow-do-i-load-scnmorpher-targets-from-a-collada-dae-files-morph-controllers-in\n\nThe issue for the Apple SceneKit users with Blender's current behavior is that their (primitive) tools don't allow them to access either library_geometries or library_controllers directly. Currently, they can't access shape key / morph controllers in Blender exported .dae at all.\n\n\n1) Delete starting elements.\n\n2) Import \"adjusted_cube_with_shapekey.dae\" - It contains xml like \"Expected\" below.\n\n3) Verify that blender displays a new startup cube. - Note: Blender import has handled the fact that we have an instance controller not an instance geometry. Presumably, this is because the code for converting skin controller to armature covers the morph controller as well.\n\n4) Select File, export, Collada. \n\n5) After export inspect the <visual_scene> element in the dae file. The cube node will contain a <instance_geometry> instead of an <instance_controller>.\n\nCurrent:\n\n```\n\n\n<visual_scene id=\"Scene\" name=\"Scene\">\n <node id=\"Cube\" name=\"Cube\" type=\"NODE\">\n <matrix sid=\"transform\">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>\n <instance_geometry url=\"#Cube-mesh\" name=\"Cube\">\n <bind_material>\n <technique_common>\n <instance_material symbol=\"Material-material\" target=\"#Material-material\"/>\n </technique_common>\n </bind_material>\n </instance_geometry>\n </node>\n </visual_scene>\n```\n\nExpected:\n```\n<visual_scene id=\"Scene\" name=\"Scene\">\n <node id=\"Cube\" name=\"Cube\" type=\"NODE\">\n <matrix sid=\"transform\">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>\n <instance_controller url=\"#Cube-morph\" name=\"Cube-morph\">\n <bind_material>\n <technique_common>\n <instance_material symbol=\"Material-material\" target=\"#Material-material\"/>\n </technique_common>\n </bind_material>\n </instance_controller>\n </node>\n </visual_scene>\n\n```\n[adjusted_cube_with_shapekey.dae](adjusted_cube_with_shapekey.dae)\n" ]
Blender 3.2 faces center issue with subdivision modificator When using several modificators along with Subdivision modificator, with On Cage option enabled and when Subdi modificator is not last in the stack, in Edit mode Blender shows the faces centers as if they are already subdivided. Eg - if there was one cented point for a face - it will show 4 points on level 1, and so on, which makes using faces center points useless. This issue works when with Subdi modificator are used the Mirror, Curve and Displace at least. [Face centrer subdi issue.mp4](Face_centrer_subdi_issue.mp4)
[ "Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\n\n", "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.", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n", "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", "Surface Deform modifier always updates when selecting objects\nOperating system: Windows 10\nGraphics card: NVidia GTX1080\n\n2.93.1, 2.93.3\n\nSurface Deform modifier causes click lag even if object or/and the modifier is disabled in viewport. It doesn't affect camera panning or rotation.\nWhile I'm at it, it also seems to keep unnecessary data in saved file. I wanted to provide an example file, but it turned out to be over 1 GB. I don't see why it keeps the deformed mesh in the file rather than recalculating it when we enable it or open the file.\nIt seemed to me to be the best way of making a chainmail, but I can't work with the lag.\n\n1. Subdivide the default cube with 7-10 cuts (7 enough for my PC, if in the end it doesn't lag, try more divisions).\n2. Duplicate the cube.\n3. Add subdivision modifier (level=6) to 2nd Cube, then add Surface Deform, set the source to 1st Cube, bind.\n4. Disable both objects in viewport, you can even disable the modifiers.\n5. Add a new Cube to the scene. Try selecting and deselecting in in the viewport. There's a lag. Camera panning and rotation works fine. The only way to fix the lag is to apply or remove the Surface Deform modifier.\n6. Save the file. Our file is just 396 faces with modifiers applied. It's over 1GB in size.\n\nVideo: hEQnVVvPEGU\n\nor\n- Open .blend file\n- Bind mesh to the target\n- Try to select the Cube.001 in viewport\n[#90985.blend](T90985.blend)\n", "Vertices will always merge when \"Clipping\" is checked on a mirror modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: Not sure\n\nDespite \"merge\" being unchecked, if you have clipping checked on a mirror modifier it will behave as if merge is turned on.\n\n1. Scale down the default cube to 0.1. Apply scale.\n2. Add a loop cut down the middle and delete half the mesh\n3. Add a mirror modifier and turn off merge\n4. Select the edge loop you just created and move it very slightly off center (so there's a gap)\n5. Turn on clipping (but leave merge off)\n6. In edit move move the edge loop again and you'll see it auto-merge the vertices close to the edge. If you reduce the merge distance it will not merge them, showing that when clipping is enabled it will auto merge verts despite that being unchecked.\n\nAttached example:\n[clipping demo.blend](clipping_demo.blend)\n\n", "Redo causes pointy mesh artifacts in Multires\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.90 (sub 0)\n\nIn the new multires, if I sculpt on a level, then subdivide, sculpt on that layer again, then undo to the base level and redo back to the higher levels, it creates a pointy mess in the place of where I'd sculpted.\n[bad undo redo multires.blend](bad_undo_redo_multires.blend)\n[2020-05-02 01-39-06.mp4](2020-05-02_01-39-06.mp4)\n1. Remove default cube, add UV sphere. Go to sculpting workspace. \n2. Add a multires modifier and create a few subdivision levels.\n3. Sculpt on those levels and undo back to the lowest level.\n4. Redo back to the higher levels. Some of those steps would have pointy shapes.\n", "Subdivision Surface modifier performance issues\nOperating system: Xubuntu 18.04\nGraphics card: Nvidia Titan X (Pascal)\n\nBroken: 2.80 26d5a3625ed\nWorked: Before the new \"Quality\" setting was introduced in the Subdivision Surface modifier\n\nThe Subdivision surface modifier has slowed down significantly, especially noticable with multiple Subdivision Surface modifiers on the same object.\nCreating the same setup in the builds before the new setting is as fast as 2.79.\n\n- Create Monkey object\n- Add Subdivision Surface modifier\n- Add Wireframe Modifier\n- Add second Subdivision Surface modifer\n[slow-subsurf.blend](slow-subsurf.blend)", "Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n![Screenshot 2022-07-13 175154.jpg](Screenshot_2022-07-13_175154.jpg)\n\n![Screenshot 2022-07-13 175147.jpg](Screenshot_2022-07-13_175147.jpg)\n\n![Screenshot 2022-07-13 175140.jpg](Screenshot_2022-07-13_175140.jpg)\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n", "GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n", "How to handle edit-mode face/edge select-modes without any face/edges.\nBased on this report #41562,\n\n----\n\nSimple example of the problem:\n\n- Add a Circle\n- Enter EditMode\n- Select Face Mode\n- Select All (AKey)\n- Grab *(Nothing happens)*\n\n----\n\nIf you have a mesh without faces in edit-mode and use face-select for example,\nQuite a lot of tools don't work usefully.\n*(same for edge select-mode on a mesh containing only vertices, but for purpose of discussion - just talking about faces for now).*\n\nLists of tools which fail when edges/vertices are selected but no faces exist.\n\n- Transform Grab/Rotate/Scale does nothing.\n- Extrude does nothing.\n- Inconsistent de-select-all verts and edges (AKey) - *(but border/circle/mouse select dont work).*\n- *...Likely others exist, off hand these are the ones I can find...*\n\nThere are some possible solutions.\n\n- Automatically switch out of face mode *(when entering edit-mode - doesn't solve problem completely since you can remove all faces while editing)*\n- Make tools support this configuration *(need to check how to support for each tool).*\n# Make tools report a warning when its not supported (or add support when it makes sense), *otherwise - assume users know what they're doing and not attempt to second-guess their actions.*\n\nFor this design issue, Id like to come to some agreement on a good way to handle this case.\n\n----\n\nSome things to consider regarding automatic select-mode switching:\n\n- Users may temporarily remove all faces, so changing select-modes automatic for the users could disrupt their workflow.\n- Switching modes automatically could break scripts (and generally give unpredictable behavior).\n- Checking if the mesh has faces isn't really reliable since you may have hidden faces which is like having no faces from the users POV.", "Bevel modifier. Incorrect behavior on vertexes where three or more edges with a bevel converge.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe bug is noticeable when the number of segments is greater than 1 and the profile value is greater than 0.5. There is a violation of flatness on convex vertexes. The outer loops of the bevel are correct, but the filling of the angle inside is incorrect.\nThe same bug appears if you use the bevel operator instead of the modifier.\nThe bug is also observed in previous versions of the Blender, at least after 2.93.\nOn concave vertexes, the bug is also present, but less noticeable.\n\nExtrude a cube face, scale it and shift it to form convex and concave vertexes. Add a bevel modifier with 2 or more segments and a profile from about 0.5 to 0.99(9).\n\n", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "snap to face broken with mirror modifier\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\n(same behavior on Windows 8.1)\n\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\nAlso broken in 2.80 stable\n\n* open demonstration blend file with no config dir\n* note that snap-to-face (target:closest, affect:move) is already enabled\n* select small cuboidal in lower left\n* G, then X, to move along X, and attempt to snap to broad side of nearby horizontal cuboidal\n* see that the object flashes erratically, alternately assuming its original position, and alternately assuming an incorrectly snapped position\n* if instead the cuboidal we are trying to move is moved a bit first, without snapping, and then we again try to snap to the face, it doesn't flicker any more, but it still snaps incorrectly (and actually still does flicker on the overlapping face but doesn't jump around in position)\n* if the mirror modifier on the cuboidal we are trying to move is disabled, it snaps correctly\n\nStarting position: ![starting_position.png](starting_position.png)\n\nIncorrect snap result: ![result.png](result.png)\n\nCorrectly snapped result: ![desired_result.png](desired_result.png)\n\nDemo blend file: [snapbug.blend](snapbug.blend)", "Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n" ]
[ "3.2 regression: deforming modifiers have stopped displaying original faces with on cage option enabled.\nOperating system: Linux-5.13.0-52-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: 3.2.0. Caused by 8c25889bb6\nWorked: 2.80-3.1\n\nIn this example, we have subsurf and curve modifier. Since 2.80 curve modifier displays original faces like if only subsurf is enabled:\n\n![image.png](image.png)\n\nBut after 3.2 there was a regression which makes on cage behave like 2.79:\n\n![image.png](image.png)\n\n\n\n\nOpen the file:\n[untitled2.blend](untitled2.blend)\n\n" ]
Blender keeps crashing whenever my PenTablet software is installed! Operating system: Windows Graphics card: UHD Graphics 620 Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.79b Worked: (optional) after i reinstall my pen tablet software blender crashes on minimize, touch in taskbar, or anything really. iv'e tested it by uninstalling the pen tablet software multiple times Link for software: download-298.html Based on the default startup or an attached .blend file (as simple as possible). just install it and run it, you might need to restart your pc for it to work
[ "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)", "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", "Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n", "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", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)", "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", "Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n", "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.", "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "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" ]
[ "Blender crashes when i click on it from task bar and when i open from minimized or go back to the application\nOperating system: Microsoft Windows 10 (build 17134), 64-bit\nGraphics card: Intel(R) UHD Graphics 620\nProcessor: Intel(R) Core(TM) i5-8250U CPU @ 1.60GHz\n\nBroken:\n 2.79b release\n\n\n(ive been using blender for a couple years and i stopped for like 4 months and when i came back to it, this happened, i tried reinstalling and removing files but nothing has worked..)\n\nBlender crashes when i click on it from task bar and when i open from minimized or go back to the application\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[2019-01-23 18-45-54.flv](2019-01-23_18-45-54.flv)" ]
Texture Paint Mask Not Visibly Updating in Viewport Operating system: Linux-5.4.0-120-generic-x86_64-with-glibc2.31 64 Bits Graphics card: AMD VEGAM (DRM 3.35.0, 5.4.0-120-generic, LLVM 12.0.0) AMD 4.6 (Core Profile) Mesa 21.2.6 Broken: version: 3.2.0 Worked: 3.1.2 When using "Face selection masking for painting" the mask in the texture paint screen does not update when changing the mask. I was not able to duplicate this with a simple cube and 1024x1024 texture. [BodyOnly.blend](BodyOnly.blend) - Open the attached file. - Switch between "Select all" and "Select None" in 3D viewport select menu Face selection mask is not visible. In Image editor, where the texture is laid out, one can see it is actually selecting either all or none of the faces.
[ "Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.", "The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n![screenshot.png](screenshot.png)", "New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n", "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", "VSE: adding scene stripe resets animation of colour stripe with mask\nOperating system: Linux-5.13.0-41-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.41.0, 5.13.0-41-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.8 (git-813ee839be)\n\nBroken: version: 3.1.2\nWorked: none tested\n\nI have added a colour channel and applied a mask to it. I have created and animated a clock as UI element.\nWhen I add the clock as scene stripe to the scene with the masked colour stripe, the mask of the colour strip is not applied correctly.\n\nI have no idea what really causes the issue or how I could reproduce it. See the attached blend file and video files.\n\n**Notes**\n- When the clock strip is muted in the VSE overview, the problem does no longer exist. So I guess it's some weird interaction between the mask and the scene strip\n- The bug can be solved when you create a new scene and add the colour strip as scene strip and on top of that the clock strip. It works, but performance is incredibly bad.\n\n**Files**\n - The actual output: [bug 01.mp4](bug_01.mp4)\n - How it should look like: [bug 02.mp4](bug_02.mp4)\n - blend file: [bug.blend](bug.blend)", "Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\n\nAs title said. Hiding works with modifier but not work simultaneously as «hide masked»\nFor example, edit mode work well with mirror and hiding, hiding by faceset works well too...\n\n**Steps to Reproduce**\n- Open .blend file\n- Paint with mask brush\n- {nav Sculpt > Hide Masked} \n\nTest File:\n[#92372.blend](T92372.blend)\n[2021-10-20_18-49-00.mp4](2021-10-20_18-49-00.mp4)\n", "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", "Particle edit mode - Hide hairs doesn't work\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 50)\nWorked:\nThe \"hidden\" hairs can't be selected or edited\n\n\nThe hidden hairs are still visible.\n\nAdd a hair system to the default cube \nSwitch to particle edit mode and then switch to point display/select mode\nSelect any number of particles, press H to hide\n- >The hairs are only locked, not hidden\n\n\n", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "Regression: Image Editor Texture Draw Stops Updating\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0 (probably introduced by {f663a1dc09}?)\nWorked: 3.0\n\nthis was actually exposed with 507a4deef1 (but we have seen before that that commit is not the real cause for a couple of issues -- @lichtwerk)\n\nImage on Image Editor -> Paint does not update when being drawn on at certain close view levels until the viewport is moved ![Blender Draw Bug.gif](Blender_Draw_Bug.gif)\n\nLoad default scene\nSwitch to Texture Paint tab\nCreate new image\nZoom in 7 or 8 times (for reference I am using a scroll wheel that has steps)\nDraw on the image\nIt will sometimes update fine, sometimes stop updating when it passes over a what looks like a UV boundry, that extends off the screen\n\nSee gif where I added a material to it\nSorry if this has already been reported, haven't been able to find a public bug tracker\n[image_paint_bug.blend](image_paint_bug.blend)\n\nThis is the file I (-- @lichtwerk) used on linux to bisect/reproduce on a 1920x1080 display (since this seems to depend on monitor/zoom etc):\n[image_paint_bug_repro.blend](image_paint_bug_repro.blend) ", "Image syncing between Editors via active image canvas \nThis is related to [D16811](D16811) and similar improvements.\n\n## Issue\n\nThe purpose of this design is to avoid unintended syncing of images between the image editor, 3D viewport and shader editor.\nThe syncing is currently tied to the last active image texture node in the material. But since this is triggered with selection it leads to many accidents.\nThis has lead users to avoid using the syncing all together by pinning images and not using the \"Material\" texture selection in the 3D viewport.\n\n## Solution\n\nThe goal is to make the syncing an explicit action by\n- Using the active texture paint slot/canvas, instead of the last active image texture node\n- Indicating the active image canvas on any image texture node that uses it with an icon (Eye icon for example)\n- Changing the active image canvas in the node editor via an explicit action (Clicking the icon)\n- For faster use, add a shortcut (like double clicking on an image texture node) to make the image canvas active\n- For reference, add a context menu entry with the used shortcut\n\n![image.png](image.png)\n\nThis also affects other areas where currently the active image texture node is being used:\n\n- General Image editor display\n- 3D viewport solid shading with color set to Texture\n- Baking target texture\n- UV editing image aspect ratio\n\nThis wouldn't contradict current cases of icons in the top-right corner.\n\n![image.png](image.png)", "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)", "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", "ParticleEditSettings not updating when choosing tool from toolbar\nNot working Hash 1944bca49a\n\nBranch 2.8\n\nStep to reproduce:\n\n1. Open [hair_weight.blend](hair_weight.blend) you should see weights.\n2. Select another tool.\n3. You should not see weights but you still see them.\n\nThe display batch is reconstructed if ParticleEditSettings->brushtype changes but this only works if you change the brush type in the toolsettings panel.\n\nMust be a missing notifier/deg update.", "\"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)" ]
[ "Regression: GPU subdivision: paint mask selection not visible when mesh is smooth shaded\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\nBroken: 3.2\nWorked: 3.0\n\nGPU subdivision: paint mask selection not visible when mesh is smooth shaded\n\nfrom the default startup file:\n- {key w} > `Shade Smooth` the default cube\n- {key Ctrl 1} to add a subdivision modifier\n- make sure Preferences > Viewport > Subdivision > GPU subdivision is turned ON\n- go to any mode supporting mask (weightpaint, vertexpaint, texturepaint)\n- enable Face selection masking for painting\n- >> no mask overlay is visible\n(not talking about the wireframe of the paintmask (this has its own report)\n\ne.g. in vertexpaint, should look like this:\n![image.png](image.png)\nlooks like this atm. (no difference between selected and unselected faces):\n![image.png](image.png)\n\n" ]
viewport visibility can't be animated Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13 Broken: version: 2.80 (sub 60) Worked: (optional) The visibility property in the outliner has no animation properties it says -no active keying set - if I try to insert a keyframe via I shortcut.
[ "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)", "Missing UV Islands / Image Editor / Some generative modifiers (bevel, skin, triangulate, wireframe)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro M2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIf geometry has the Bevel Modifier applied and the Realtime Display is on, the UV islands do no display in the Image Editor.\nIf you turn off the Realtime display (Display in Viewport) and then adjust the view in the Image Editor, the UV Islands will appear.\nIf you turn On the Realtime display and then adjust the view in the Image Editor, the UV Islands will vanish.\nYou can still paint in the Texture paint on the geometry and it will appear in the Image Editor.\n\nCreate a Cube\nAssign a Bevel Modifier - turn Realtime display ON (for me it is on by default)\nSet interface to Texture Paint mode.\nThere will by no UV Islands displayed in the Image editor\n\n[UV_Island_Bevel.blend](UV_Island_Bevel.blend)\n\n\n\n", "Custom Properties within PropertyGroups cannot be animated when attached to a PoseBone\nUbuntu Linux 14.04 (64-bit)\nNVIDIA GTX 960 (NVIDIA Driver Version 367.35)\n\nBroken: 2.77a abf6f08\nWorked: N/A\n\nI've found that custom properties stored within PropertyGroups and/or CollectionPropertys cannot actually be animated if they are associated with a PoseBone (Error returned when inserting keyframe is \"Failed to resolve path to property, try manually specifying this using a Keying Set instead\"). (If the exact same custom properties are associated with an Object, they can be animated by inserting keyframes normally.)\n\nIt's possible that I'm mistaken and it is possible to manually specify the property within a CollectionProperty/PropertyGroup using a Keying Set in a more straightforward manner (or at all), but to manually add a Keying Set for every potential instance of a property within a CollectionProperty for every PoseBone that uses the custom properties is an unrealistic for any use case involving a CollectionProperty (and honestly I'm doubtful whether this is even possible, I was unable to successfully create a Keying Set for keyframing a property within a CollectionProperty/PropertyGroup, getting error 'Keying set failed to insert any key frames', although I can't deny the possibility I got the path to the property wrong somehow).\n\n1. Open the provided .blend file\n2. Install/Enable the provided add-on\n3. Select a bone in the armature in pose mode.\n4. Go to the Bone panel. At the bottom, you'll see a new section called 'Custom Properties Bug'.\n5. Try to insert a keyframe for 'Animatable PropGroup Property'. It will fail.\n6. Click the 'Add Collection Item' button to add an item to a CollectionProperty.\n7. Try to insert a keyframe for 'Animatable Collection Property' (a property within the Item you just added to a collection associated with the PoseBone). It will fail.\n\n[bug_report.zip](bug_report.zip)", "mask animation is not undoable\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: tested 2.79, 2.80\nWorked: non\n\n\nmask animation is not undoable\n\ncreate a mask and make an animation keyframe\npress ctl+Z or edit->undo : nothing happens!\n", "Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n", "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", "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). ", "Hidden objects still affect viewport performance when they are hidden as collection\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\nAfter ac20970bc208 hidden objects do not affect viewport performance but they still do when hiding the collection that they are belong to.\n\n(I've wondered that this might not be a bug but a complication from the fact an object can belong to multiple collections. If then I guess this can be marked as a known limitation or something, because I think many users would expect this to work with visibility of collections.)\n\n* Use file from the patch: [F13435936](slow_object.blend)\n* Hide \"Collection\" instead of the object itself\n* Play animation, the object still affect viewport performance\n", "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", "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", "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", "Dopesheet Display Hidden doesn't work property combined with Only Selected.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: Version 2.79b\n\n\nIn version 2.79 with the \"Selection Only\" option active in the dope sheet screen, after animating the appearance or disappearance of the object, you had the possibility to edit the keyframes, now it is possible only if the Only Selected option is deactivated, it is rather uncomfortable compared to the previous one because that option is useful to avoid having a max dopesheet window and to avoid errors in complex animations.\n\nFrame 1:\nTurn off the object then Animate Disable in viewport,\nFrame 2:\nTurn on the object and animate Disable in viewport.\nOpen dopesheet window, Click Selection only and Display Hidden option at frame 2, go to frame 1 the frames disappear.\n\n[Dopesheet_280.blend](Dopesheet_280.blend)\n[Dopesheet_279b.blend](Dopesheet_279b.blend)\n\n\n", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "Force keyframe with “insert only needed” option on\nBroken: 2.80\n\nI suppose this was intended not a bug, but from an animator perspective it seems like a bug.\n\nWhy when \"insert only needed\" options is ON I can't insert keyframes manually? I only get \"Keying set failed to insert any keyframes\" info\n\nInserting manually only works if you do it outside the current range of animation, but then it removes the key frames next to it. I know there were flat, but it's frustrating when the software deletes keys from my animation. Is it possible to disable this option?\n\nI usually put keys on all available attributes so I don't accidentally change the pose, but on the in-betweens I like to have only keys on changed attributes\n\nIs there a possibility to forcefully insert a keyframe? or just set Autokey to insert only modified attributes? \n\nI somewhat got the functionality I wanted using KeyinSets with overriding the ION option but that worked only when Target ID-Block was set for a specific object. But creating & switching specific keyingsets for all animated object is way to troublesome while animating\n\nCheck the \"insert only needed\" in Preferences > Animation.\nManually add 2 keys for an object e.g. frame 0 & 10. Then try the same keyframe on frame 5. -> Keying set failed to insert any keyframes\" \nAlso later try setting keyframe on frame e.g 15 - > Keyframe on 10 disappears ", "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" ]
[ "Unable to insert a hide_viewport keyframe via the UI\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro M1200\n\nBroken: 2.80 beta Windows 64-bit e795dd4a20a1 March 01, 2019\nWorked: 2.79b\n\nI'm unable to create a hide_viewport keyframe via the UI\n\nOpen a new scene with a default cube\nIn the scene hierarchy, right click on the \"eyeball\" icon for the cube\n\"+ Insert Keyframe\" does not appear in the list of options", "2.8 outliner no active keying set for hide object in viewport\nOperating system: windows 10\nGraphics card: nvidia GTX880m 8GB\n\n**2.8**\nBroken: outliner issue, no active keying set for hide object in viewport. \nWorked: (optional)\n\n**\"no active keying set\"**\n\n**I hover over the eye moniker for visibility in the viewport, press \"I\" and get the error \"no active keying set\", it works for the render moniker**\nBased on the default startup or an attached .blend file (as simple as possible).", "Regressionn in 2.80 : Restrict view keyframe\nOperating system: Linux-4.15.0-48-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 415.27\n\n\nBroken: version: 2.80 (sub 59)\nWorked: (optional)\n\n\nRestrict view keyframe in 2.79 appear as \"hide 0\" and not working at all in 2.80\nAlso in 2.79 you could add this keyframe with hover the eye in outliner and hit i, this doesn't work anymore\n\n[test_restrict_view.blend](test_restrict_view.blend)\n2.79 blend file to open with 2.80, Cube have a Restrict view keyframe attached.\n\n\n" ]
Camera can't see anything even if creating a new one Operating system: windows 10 1909 Graphics card: GTX 1080ti Broken: 2.90.1 stable I don't know what causes this, just set an active camera using eyedroper and lock this camera to view. Then I can't see anything with this camera. The camera setting is default. I discovered that using local camera and press numpad 1 to turn the view into front view, it shows the unit of the scene is kilometer. But my scene unit is meter. I pressed shift c to recover the view and press numpad 1 again. The scene unit turned back to meter. But the camera still can't see anyting and can not move. I don't know how to reproduce it, but I can provide my project file. [weird camera.blend](weird_camera.blend)
[ "Cycles doesn't render smoke properly with adjusted clipping distances\nWindows 10 / AMD Radeon 6800 Series \nBroken: 2.79.1 1802d14\n\nI need to render a cross section of a smoke simulation. I set up the simulation and adjust the start/end clipping distances of the active camera to the desired values and in OpenGL viewport it works fine, renders exactly the cross section I want. ![screeCap.gif](screeCap.gif) \nHowever, when I go into cycles and render it out, I get nothing: [*The second camera next to the active one is just for the convenience sake, mimicking the clipping values. Cycles behaves the same without it.*] ![cycles_camera_empty_render.png](cycles_camera_empty_render.png)\nI know that the materials are working fine because I can render it outside the camera's view: ![cycles_outside_camera_render.png](cycles_outside_camera_render.png)\nIf it helps, here's something else that I've found. When the end clipping distance goes beyond the Flow mesh (emitter) I get this weird result: ![cycles_clippingEnd_beneath_emitter.png](cycles_clippingEnd_beneath_emitter.png)\nAnd when it (end clipping distance) goes even outside the adaptive domain box, then it renders the smoke: ![cycles_clippingEnd_beneath_adaptiveDomain.png](cycles_clippingEnd_beneath_adaptiveDomain.png)\n[smoke.blend](smoke.blend)", "Armature Object's \"Display As\" does nothing\nOperating system: Linux-5.3.0-26-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.79 release.\n\nWhen I add an armature and change the Viewport Display Mode, nothing happens.\n\n\nOpen the blender;\nDelete the default objects;\nAdd an Armature, single bone;\nIn the Properties Panel, Object Properties, Viewport Display:\nChange 'Display As' to anything, it doesn't work.\n\n![image.png](image.png)\n\n", "Tracking: Selecting camera maker in 3D-View with other active camera\nWhen fixing #72162 (Crash when selecting camera maker in 3D-View when different camera is active) we came into uncharted territory. This task is for the expedition to this territory.\n\nIn the setup where you have a track connected to a camera, but have activated another camera, the selection logic is not working.\nIt is expected that when selecting a marker in this case, it would select the camera where the marker belongs to and select the marker that is under the mouse button.\n", "(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n", "bump map off/wrong for panoramic camera\nMy apologies if I overlooked a bug report while searching for an existing one. I wasn't able to find one about the problem described below however, so here goes:\n\nWindows 7/CPU and Windows 10/GTX 1060\n\nBroken: 2.79b and build 9d59851ca3d\n\n\nWhen using a bump map with a panoramic camera, the bump map looks like a an overlay of itself with a shifted copy. See image below, which is just a plane with a bump map texture to simulate engraving.\n![panoramic.png](panoramic.png)\n\nWith a perspective camera, the bump map looks as expected:\n![perspective.png](perspective.png)\n\nSee attached .blend file.[bump_pano_perspective.blend](bump_pano_perspective.blend)\n\nRender the scene or turn on rendered preview, with the fish eye camera selected. The result is the first image. \nThen switch to perspective camera in the scene tab and render again or see the preview. The result is the second image. \n\nThanks a lot for looking into this!\n", "Bump node results are affected by camera angle in Cycles\nOperating system: Linux-5.6.10-3-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GT 525M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.132\n\nBroken: version: 2.83 (sub 17)\nWorked: Never (2.80+)\n\nBump node result is affected by camera angle in Cycles, seems to work well in Eevee\n\nOpen Blender\nGo to Shader Editor\nCreate a Bump Node and connect its normal output to the normal input of Principled Shader(or any shader)\n[BumpBug.blend](BumpBug.blend)\n\n", "Denoise + Pixel Size + Render Region = Artifacts in Viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: \nNVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84, \nNVIDIA GTX 1080.\nOptix is used.\n\nBroken: version: 3.2.0 Alpha\nWorked: Don't know.\n\nWhen the pixel size for render preview is increased, (2X, or 4X), Render region is set, and viewport denoiser is turned on, the viewport render gives weird artifacts.\n![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", "Render will not load anything but a cube silhouette in a new untouched file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.14830 Core Profile Context 21.09.04 27.20.20904.1\n\nBroken: version: 3.6.2\n\nSo, when I open in a new file, new to blender and following a tutorial, I go to render the cube immediately, but instead of a gray cube with shading, it is a transparent silhouette. I have touched nothing, just installed from steam, and opened. Then that, IDK what's going on with it.\n\nIDK what to put here, since I didn't do anything.\n\n\n", "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)", "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", "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", "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", "Parented camera not animated when switching view with markers and collection is disabled\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.5.0 Alpha\nBroken: version: 3.4.1\nBroken: version: 2.83.9\nWorked: probably never\n\nIn a scene with multiple cameras and markers used to switch between them, if the collection containing the cameras is disabled (hidden with the monitor icon) and the cameras have an animated parent, only the camera active at the start of playback will be animated. The animation works fine when the collection is shown.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n[bug_report_marker_cam_anim.blend](bug_report_marker_cam_anim.blend)\n- Open the attached blend file\n\n- Play the animation\n - The result is staggered because only one camera is animated\n- Show the Cams collection and play\n - The result is smooth because both cameras are animated—this is the expected behaviour.\n\nWhen the collection is hidden:\n![bug_report_hidden.gif](bug_report_hidden.gif)\n\nWhen the collection is shown:\n![bug_report_shown.gif](bug_report_shown.gif)", "Object cryptomatte is not respecting the camera Dof\nOperating system: Windows 11\n \n\nBroken: 3.0, 3.6\nWorked: never?\n\n\n\nCycles object cryptomatte is not respecting the camera depth of field while the material one respects it properly. See the image for comparison\n\n![image](attachment)\n\n\nload the attached .blend (it already has the object and the material cryptomattes enabled)\n\nrender\n\ncompare the current cryptomatte types in the compositor\n\n", "Viewport view resets after navigating within the Camera view\nOperating system: Pop!_Os 20.04\nGraphics card: Nvidia GTX 1080ti\n\nBroken: 3.0 Beta, 7a5b8cb20284, master, 2021-11- 05, 2.83, 2.79... etc\nWorked: Has never worked\n\nWhen navigating in camera view, if the user goes back to Viewport view it will reset the Viewport back to the world origin\n\n- New File\n- Add Camera\n- Navigate anywhere in Viewport view\n- Go into Camera view\n- Navigate again inside Camera view (use walk navigation)\n- Go back into Viewport view\n- Viewport will reset back to world origin\n\nNOTE: this only happens if you navigate inside the camera, if you go back to Viewport view using the middle mouse button it wont happen\n\n| Blender 3.0 | 2.83.16 | 2.79 |\n| -- | -- | -- |\n| [Peek 2021-11-07 04-54.mp4](Peek_2021-11-07_04-54.mp4) | [Peek 2021-11-07 05-05.mp4](Peek_2021-11-07_05-05.mp4) | [Peek 2021-11-07 05-09.mp4](Peek_2021-11-07_05-09.mp4) |\n" ]
[ "Blender 2.8. Bug with camera (blind)? (I'm not sure)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: (optional)\n\n\n\"Blind cameras\". I don't sure that this is bug. Because in new files all ok. But in this current file all cameras that I create don't show anything. Like blind. If it's not a bug I will really appreciae if you told me how to rid or fix it.\n[file.blend](file.blend)\n\nOpen file. And press Num0 - to see from camera. It will show all in gray (just one gray color)\n\n" ]
Experiencing "CUDA error: Launch failed in cuCtxSynchronize()" with current Blender/Windows/CUDA Hi - I'm experiencing a "CUDA error: Launch failed in cuCtxSynchronize()" error with the [.blend ](attachment.php?attachmentid=297482&d=1395468047)posted at the following BA thread: showthread.php?331149-The-new-Cyles-GPU-2-70-Benchmark&p=2605009&viewfull=1#post2605009 Information copied here for convenience: 3x GeForce GTX Titan (Driver 335.23 WHQL latest as of this post) Windows 8.1 64 bit Blender 2.70 64 bit (Official released) GPU SLI Disabled (how I normally render) When I open and press F12, render finishes in 1 second with blank render output When I which to Rendered view in the 3D View, "CUDA error: Launch failed in cuCtxSyncronize()" GPU SLI Enabled (for troubleshooting) Hard system lock up requiring a reset - This is the first time I have seen this behavior CPU Render: Render completes in 5:34.77 with only Tiles setting change to 16 335.23 is the "stable" tested driver release. I don't see a later beta release at this time. I've not seen any problems with GPU rendering otherwise. GPU render of same file using different PC and Blender 2.70 64 bit and video different driver works fine. Apologies if this is actually unrelated to the parent bug report
[ "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "PBVH task scheduler performance issues\nThis is a task to investigate a possible issue in the PBVH task scheduler. \n\n**Issues**\n - Some users report bad performance in sculpt mode, while others can work without problems on really high poly meshes with similar hardware.\n\n - On my main computer, brush strokes with TBB disabled feel more responsive regardless the mesh vertex count. When TBB is enabled, strokes usually stop generating new samples in the middle of the stroke or take a fraction of a second to start. I know this is happening to some other users. \n\n - Simple operations that need to loop over all vertices on high poly meshes are extremely slow for no specific reason. (doing x = 1.0f - x on a 25M elements array often takes up to 5 seconds). When the operation is more complex (like updating the normals or updating the nodes on the GPU), this can take minutes to finish. \n\nWe are not getting the reports of people that may be affected by this issue because most of them assume that Blender sculpt mode performance is just bad by default, so I can't tell if this is a problem with a specific configuration of hardware/software or a general problem in how the scheduler works. It would be nice to have more data from this test (and sculpt mode performance in general) on different hardware/software configurations to have a better understanding of how we can improve it. \n\n**How to test:**\n\n - Apply this patch: [P1202](P1202.txt)\n - Add a cube, subdivide N number of times and apply\n - Enter Sculpt Mode\n - Run \"Invert Mask\" (press A + drag left)\n\n\n**My results**\n\nOperating system: Linux-5.4.2-1-MANJARO-x86_64-with-glibc2.29 64 Bits\nCPU: Intel i7 6700K @ 4.00GHz x 8\nRAM: 32GB\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nSubdivide default cube N number of times:\n\n| N Subdivisions | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|--------------|----------|------------|------------------|-------------------|---------|\n| 11 | 25165826 | 7596 | 2.474073 | 0.571511 | 432.90% |\n| 10 | 6291458 | 1920 | 0.307948 | 0.159395 | 193.20% |\n| 9 | 1572866 | 464 | 0.111459 | 0.096845 | 115.09% |\n| 8 | 393216 | 112 | 0.002289 | 0.007297 | 31.37% |\n\n\nSubdivide default cube 6 times, use multires to N level.\n\n| Level | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|-------|----------|------------|------------------|-------------------|---------|\n| 6 | 26763264 | 3696 | 1.076635 | 0.322183 | 334.17% |\n| 5 | 7102464 | 912 | 0.074586 | 0.113303 | 65.83% |\n| 4 | 1990656 | 232 | 0.012938 | 0.048273 | 26.80% |\n| 3 | 614400 | 56 | 0.004059 | 0.012778 | 31.77% |\n\n\nAs you can see, a simple loop over all vertices in the mesh is way faster on my setup with TBB disabled.\n\nIf I change the ##LEAF_LIMIT## in ##pbvh.c## to 100000 (x10) in order to increase the amount of work each node has and reduce the number of total nodes: \n\n| N Subdivisions | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|--------------|----------|------------|------------------|-------------------|--------|\n| 11 | 25165826 | 760 | 0.106868 | 0.210985 | 50.65% |\n| 10 | 6291458 | 184 | 0.029088 | 0.105376 | 27.60% |\n| 9 | 1572866 | 56 | 0.007168 | 0.029653 | 24.17% |\n| 8 | 393216 | 8 | 0.002261 | 0.006321 | 35.77% |\n\nIf we compare the two results with TBB on:\n\n| Vertices | 1000 LEAF_LIMIT (default) | 10000 LEAF_LIMIT (new) | Perf. gain |\n|----------|-----------------|------------------|------------|\n| 25165826 | 2.474073 | 0.106868 | 2315.07% |\n| 6291458 | 0.307948 | 0.029088 | 1058.68% |\n| 1572866 | 0.111459 | 0.007168 | 1554.95% |\n| 393216 | 0.002289 | 0.002261 | 101.24% |\n\nIt seems like if we avoid starting TBB with a large number of nodes the performance improvement is huge. Increasing the leaf limit makes these kinds of operations up to 23 times faster, but that would be like disabling multithreading for small brush strokes.\n\n- Is there a way to fix this in the scheduler?\n- Can we do something like sending small chunks of nodes to TBB instead of starting the loop with 7000 nodes at the same time?\n- Can we find a better optimal leaf limit to get a better workload per core suitable for modern processors by comparing the results on different hardware? Dyntopo leaf limit is in 100 elements, which I think it does not make much sense. ", "Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.", "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", "Fill limited and unuspported GPUs list\nAfter [D5955: GPU: Platform Support Level](D5955) we have a mechanism to show one-time warnings for some GPUs on startup.\n\nHowever we still need to fill in this list. #61936 (EOL GPU problems tracking report) provides a starting point, along with other reported bugs. It may be most reliable to test for the driver version when possible, since often the bugs are in the driver, and old cards don't work with new drivers.\n\nWe will need to parse the driver version which can get tricky, need to look at a lot of OpenGL strings to figure out the patterns.\n\n- [x] Intel Windows\n- [x] Intel Linux (no known issues with OpenGL 3.3 drivers I believe)\n- [ ] AMD Windows\n**Latest GCN 1st gen drivers: 19.Q3.1 (pro), Adrenalin 2019 Edition 19.9.3** Latest Terascale 3 drivers: 15.201.2401.1010 (pro), 16.2.1, 15.7.1\n** Warn for driver version 16 and older. Or 18 and older?\n- [ ] AMD Linux\n** No obvious way to distinguish between Terascale and GCN. Maybe just don't warn as drivers are still being maintained for both.\n- [ ] NVIDIA: official driver\n**Latest driver for GTX 2xx: 342.01** Latest driver for NVIDIA Quadro Tesla: R340 U14 (342.00)\n** Warn for 341 and lower.\n- [ ] NVIDIA: nouveau driver unsupported\n** Always warn.\n- [ ] macOS\n** Test if operating system is 10.12 or newer.", "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", "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", "Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)", "just activating osl, without using it, makes any render 3 to 4 times slower\nWin7 x64\n\nBroken: 2.76b\n\nTake any prodution render with CPU, just activate osl in the render tab, it will render \" to 4 time slower, without using it in the scene. Compared to GPU render wich is already 5 times faster than a cpu render, it is = 15 to 20 times slower. OSL is unusable with this bug. Note that other renderer with OSL don't have this speed hit.\n\nWith CPU and 16x16 tiles, render this scene: pabellon_barcelona_v1.scene_.zip\nthen just activate osl, render again and compare times. although there isn't any use of OSL in the scene, the render times crawls down.\n(you can also lower the samples to 10 to make it faster for both render)", "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.", "Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n", "Segfault in CustomData_blend_read\nOperating system: Debian Linux, Stable\nGraphics card: GTX970\n\nBroken: 3.6.0 Alpha, branch: main (modified), commit date: 2023-04-05 18:55, hash: 92c9c1d4003e, type: Release\nWorked: Unsure. Old blend I loaded and worked on for a while. Errors on open now.\n\nSegfault on load.\n\n1. Load blend, or open blender and load blend\n\n(No idea what the gvfs error is.)\n```\nFailed to open dir (No such file or directory): /run/user/6001/gvfs/\n[New Thread 0x7fffe3ae9700 (LWP 2310937)]\n...\n[New Thread 0x7fffdb9fe700 (LWP 2310945)]\nRead blend: \"/tmp/segfault.blend\"\n\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x0000000001009af9 in CustomData_blend_read (reader=0x7fffffffd498, data=0x7fffd9c471f0, \n count=5002)\n at /opt/src/blender-git/blender/source/blender/blenkernel/intern/customdata.cc:5194\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n(gdb) l\n5189\n5190 int i = 0;\n5191 while (i < data->totlayer) {\n5192 CustomDataLayer *layer = &data->layers[i];\n5193\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n5195 layer->flag &= ~CD_FLAG_IN_MEMORY;\n5196 }\n5197\n5198 layer->flag &= ~CD_FLAG_NOFREE;\n(gdb)\n```\n\n" ]
[ "MIS in World settings on 3 GPU system causes Cycles render fail\nWindows 8.1 64 bit\nNVIDIA GeForce GTX Titan x 3 (SLI is disabled)\nNVIDIA Driver 335.23 (latest as of this post)\n\nBlender 2.70 64 bit (Also experienced on 2.69 64bit)\n\nBlender fails Cycles render on 3 GPU systems when Multiple Importance Sampling is enabled in World settings after a previous render with this setting disabled (default). Others also seeing the issue in [this thread ](showthread.php?331667-Multiple-Importance-Sampling-in-World-settings-Cycles-GPU-render-fail) appear to indicate the issue is independent of OS, video driver version, and Blender version.\n\nIssue reproduction steps:\n1) Open Blender 2.70 default scene\n2) Switch to Cycles render engine\n3) Switch from CPU to GPU Compute in Scene Render settings\n4) Press Shift-Z – Render of cube works OK\n5) Switch to World settings and check Multiple Importance Sampling under Settings\n6) Press Shift-Z, render fails with the following Console output:\n\nCUDA error: Launch failed incuCtxSynchronize()\nRefer to the Cycles GPU rendering documentation for possible solutions:\nGPU_Rendering\nCUDA error: Launch failed incuMemcpyDtoH((uchar*)mem.data_pointer + offset,(CUdeviceptr)((uchar*)mem.device_pointer + offset), size)\nCUDA error: Launch failed incuMemFree(cuda_device_ptr(mem.device_pointer))\nCUDA error: Launch failed incuMemFree(cuda_device_ptr(mem.device_pointer))\nCUDA error: Launch failed incuMemAlloc(&device_pointer, size)\nCUDA error: Launch failed incuModuleGetGlobal(&cumem, &cubytes, cuModule, name)\nCUDA error: Launch failed incuMemcpyHtoD(cumem, (void*)&ptr, cubytes)\nCUDA error: Launch failed incuMemAlloc(&device_pointer, size)\nCUDA error: Launch failed incuModuleGetGlobal(&cumem, &cubytes, cuModule, name)\nCUDA error: Launch failed incuMemcpyHtoD(cumem, (void*)&ptr, cubytes)\nCUDA error: Launch failed incuMemAlloc(&device_pointer, size)\nCUDA error: Launch failed incuModuleGetGlobal(&cumem, &cubytes, cuModule, name)\nCUDA error: Launch failed incuMemcpyHtoD(cumem, (void*)&ptr, cubytes)\nCUDA error: Launch failed incuMemAlloc(&device_pointer, size)\nCUDA error: Launch failed incuModuleGetGlobal(&cumem, &cubytes, cuModule, name)\nCUDA error: Launch failed incuMemcpyHtoD(cumem, (void*)&ptr, cubytes)\nCUDA error: Launch failed incuMemAlloc(&device_pointer, size)\nCUDA error: Launch failed incuModuleGetGlobal(&cumem, &cubytes, cuModule, name)\nCUDA error: Launch failed incuMemcpyHtoD(cumem, (void*)&ptr, cubytes)\nCUDA error: Launch failed incuModuleGetGlobal(&mem, &bytes, cuModule, name)\nCUDA error: Launch failed incuMemcpyHtoD(mem, host, size)\n\n\nWhen swapping steps 5 and 4 above to perform first render with MIS World setting enabled, render completes without issue. If Blender is configured to utilize less than three video cards (e.g. 1 or 2), the render completes without issue.." ]
error imagenes png cycles windows 7 nvidia ion la versión 2.78 no acepta imágenes png en el cycles. la misma configuración de nodos funciona bien en 2.77a pero en 2.78 no se ve nada.
[ "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)._", "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", "2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)", "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", "Pixel Smearing in Compositor when using image node (image node lacks interpolation setting [in comparison to texture nodes])\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 2.79b , v2.83.8\nWorked: none known\n\nWhen an image is brought into the compositor and mixed with the scene, the result can be \"half pixel smeared\" depending on the even/odd pixel relationship between the image and the scene. It appears that some interpolation is happening on the image node's result in order to reconcile it with the center of the scene size, but this is undesirable as it breaks images that are intended to be pixel-perfect. \n\nAttached is a very simple, lightweight example .blend file (2.8) that contains 4 small example images (these images have dimensions 16x16 pixels, 15x16, 16x15, and 15x15).\nThese images exist as image nodes in the compositor.\nRender the scene, and then move the viewer node to the various outputs indicated to see how the resulting images have been smeared.[PixelError.blend](PixelError.blend)\nWhen these images are mixed with the scene, the resulting pixels from the small images will be smeared if there is a mismatch between the even-ness and odd-ness of the number of pixels in the image, and the number of pixels in the scene.", "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`.", "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", "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)", "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...", "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", "CUDA problem Error: Invalid value in cuMemcpy2DUnaligned_v2(&param)\ndoes anybody know what this error mean (blender 3.5, 3.6, 4.0 win 11):\n\n*Error:Report:\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\n\n\nWe tried two rtx 4070ti video cards and this error came up when we were about to render. If I disable one of the two, the render runs fine, but if I enable both, the render freezes. I see that it starts using both, but it still gives an error.\n\nThanks\n\n", "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", "PNG Thumbnails not showing in Asset Browser and Addons --MacOS--\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.6.0 Alpha\n\nThumbnails that are .png files are not getting displayed in Addons && Asset-Browser (when applying custom preview to an asset) \n\nI checked each addon thumbnail and custom previews for file specification & it turns out only .png files get ditched.\nI tried to open and \"re-save\" some png files with different applications with no difference.\n\n", "Add option to show an image in black & white in image editor.\nCurrently we have channel sizzling in the image editor.\n\nAlthough this sounds an easy task I would prefer to have a color transform function for this OCIO. But that would need some discussion with Brecht + Troy.", "Error code in NodeShader Color default_value\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\ncode in files\nthe color default_value require a 3-dimensional array , but when specified as a 3-dimensional array, the red channel is missing\n\n\n" ]
[ "Blender 2.78 can't load .png textures\nWindows 7 Home 32bit ATI Mobility Radeon 4500 series\n\n2.78 32 bit\n\nWhen I try to apply .png texture to any material in Cycles I get pink image as if texture is not found. All .jpg textures work fine.\n\n\nStart new project, switch to cycles render, create default material for the default cube, add image texture node with .png texture in node editor. Switch to render in viewport.![bug.png](bug.png)\n", "T49454 simple texture png image format error in cycles issues on my computer (blender 2.78)\nWindows 7 Ultimate Service Pack 1 (32-bit)\nGeForce GTX 560 Ti\n\nBroken: 2.78 (sub 0), branch: master, commit date: 2016-09-26 12:42, hash: 4bb1e22, type: \nbuild date: Mon 09/26/2016, 08:21 AM\nWorked: 2.77a\n\nI have the same type of error like in \"#49454 simple texture png image format error in cycles\".\nTextures in png format not displayed correctly (only flat pink color) in 3D viewport (object mode, edit mode, and others set to Rendered preview). If I use display preview to Material then png image is displayed correctly. Full render scene in cycles causes this error too!\nIf I change image to jpg type everything is ok. \nAll my projects created with blender previous versions lost possibility render with using png images as textures correctly. \nSwitching rendering on GPU or CPU - no effect.\nI apologize for not being word-perfect in English and for posting in this place.\nI don't know how correctly confirm the presence of error previously reported by another person.\n![v278CyclesPNGerror.jpg](v278CyclesPNGerror.jpg)\n\n", "simple texture png image format error in cycles\nOS:\nWindows 7\nGPU:\nnVidia ION\n\nBlender version rc 2.78\n\nnodes for a simple texture png image format in cycles.\n\nconsole error messsage:\n\nlibpng warning: Application build with libpng-1.6.21 but running with 1.5.10\n\nblend file [simpleTextureImage.blend](simpleTextureImage.blend)\nimage ![pngImageFormatError.jpg](pngImageFormatError.jpg)" ]
String Properties of Path Subtypes Will Not Open Blender's File-Chooser When Placed in a Dialog Operating system: Windows 10 Pro Graphics card: (2x) GeForce GTX 1070 Broken: 2.80, c13e10a7404d, 2019-06-04 This issue may be related to my other bug report, #65511, where invoking the file-chooser from a dialog caused a crash. When a string property of subtype `FILE_PATH` or `DIR_PATH` is placed in a dialog box, clicking the folder icon (see image below) does not open the file-chooser as expected. Instead, the button toggles, but causes no further action. I have included a simple Python script and Blender file below for ease of reproduction and demonstration. ![image.png](image.png) Based on the default startup or an attached .blend file (as simple as possible). - Download and open the Blender file included below. - Click the "Run Script" button in the text editor. # When the dialog appears, click on the folder icon next to the string property and observe that it does not open the file-chooser as expected. Blender File: [2019_06_05_string_prop_file_chooser_bug_b2_80.blend](2019_06_05_string_prop_file_chooser_bug_b2_80.blend) Demo Script: ``` import bpy from bpy.types import Operator from bpy.utils import register_class, unregister_class - a demonstrational dialog that contains a path related string - property that should be able to open the file chooser class DEMO_OT_filepath_dialog(Operator): bl_idname = "demo.filepath_dialog" bl_label = "Filepath Dialog" - filepath can be replaced with a string prop of subtype - 'DIR_PATH' and the same issue will occur filepath: bpy.props.StringProperty(subtype='FILE_PATH') def draw(self, context): layout = self.layout layout.prop(self, 'filepath') def execute(self, context): print(self.filepath) return {'FINISHED'} def invoke(self, context, event): wm = context.window_manager return wm.invoke_props_dialog(self) # Register classes register_class(DEMO_OT_filepath_dialog) # Call the filepath dialog operator bpy.ops.demo.filepath_dialog('INVOKE_DEFAULT') ```
[ "Inharitance for `ShaderNodeCustomGroup` is broken\nOperating system: Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen a custom node class is inherited from a base class, it breaks the base clas.\n\n```\nclass MyNodeBase(bpy.types.ShaderNodeCustomGroup):\n ... \n\nclass FooNode(MyNodeBase):\n bl_idname=\"my.foo\"\n bl_label = \"foo\"\n\nclass BarNode(MyNodeBase):\n # this get broken if any derved class exists\n bl_idname=\"my.bar\"\n bl_label = \"bar\"\n\nclass BazNode(BarNode):\n # this works but breakes BarNode\n bl_idname=\"my.baz\"\n bl_label = \"baz\"\n\n```\n\nAttempt of creating `BarNode` results in:\n\n```\nWARN (bpy.rna): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/python/intern/bpy_rna.c:8164 bpy_class_call: unable to get Python class for RNA struct 'my.bar'\nTraceback (most recent call last):\n File \"/home/qmax/Heap/3d/test.blend/nodes.py\", line 23, in execute\nRuntimeError: Error: Cannot add node of type my.bar to node tree 'Shader Nodetree'\n```\n\n\n\n - open attached file and execute packed nodes.py\n - call operator 'add bar' in shader editor\n\n[test.blend](test.blend)\n\n**Workaround**\n\nRegister classes in reverse order: derived first, then base.\n\n```\nclasses = (BazNode, BarNode, FooNode)\n\nfor c in classes:\n bpy.utils.register_class(c)\n```\n", "I18n: many keymap sections cannot be translated\nOperating system: 'Linux-5.19.0-35-generic-x86_64-with-glibc2.36'\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2\n\nBroken: 3.5.0 Beta, branch: blender-v3.5-release (modified), commit date: 2023-03-07 16:08, hash: 8f1136e018cf, type: Release\nWorked: ?\n\nIn the keymap user preferences, shortcuts are grouped according to a hierarchy of topics. Many of these topics can be translated, but not all, as some are not extracted at all to the .po files. The first of those in the hierarchy is “3D View -> Mesh -> 3D View Tool: Edit Mesh, Extrude Region”, seen here in the French translation:\n\n![image](attachment)\n\n- Open the user preferences\n- Switch the translation language to a complete one (e. g. French)\n- Go to the keymap preferences\n- Open the 3D View -> Mesh hierarchy (in French, *Vue 3D* -> *Maillage*)\n- Scroll down\n- The translations stop at 3D View Tool: Edit Mesh, Extrude Region\n\n-----\n\nSo the problem with this is that not all of the keymap topics get extracted by the i18n script. The issue there happens in `walk_keymap_hierarchy()`. If the item in the hierarchy is not a string, it is skipped. This happens for tools defining their own keymap, because they use a function instead of a string as the name.\n\nIn turn, the issue is in `keymap_hierarchy.generate()`. If run in the interface, the hierarchy will contain only strings as topic names. However, if run in the background, some of them will still be functions, presumably because it relies on there being a window manager.\n\nTo verify this, run:\n```\nblender --background --python-expr \"import bpy; from bl_keymap_utils import keymap_hierarchy; from pprint import pprint; pprint(keymap_hierarchy.generate()[5][3][1])\"\n```\nversus:\n```\nblender --python-expr \"import bpy; from bl_keymap_utils import keymap_hierarchy; from pprint import pprint; pprint(keymap_hierarchy.generate()[5][3][1])\"\n```\nThe background version prints:\n```\n ('3D View Tool: Object, Add Primitive (fallback)', 'VIEW_3D', 'WINDOW', []),\n (<function _keymap_fn_from_seq.<locals>.keymap_fn at 0x7f3948a5b2e0>,\n 'VIEW_3D',\n 'WINDOW',\n []),\n```\nWhile the foreground version prints:\n```\n ('3D View Tool: Object, Add Primitive (fallback)', 'VIEW_3D', 'WINDOW', []),\n ('3D View Tool: Edit Mesh, Extrude Region', 'VIEW_3D', 'WINDOW', []),\n```\n\n**TL;DR** `keymap_hierarchy.generate()` doesn’t return a usable keymap hierarchy when run in the background.\n\n", "Text Object -> Edit Mode, Many Short-cuts Showing Here & There, But Not Working \nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (Probably Never)\n\n\nFor Text Object -> Many Short-cuts are showing in e.g. menus but not working. e.g. T (Tool Shelf), N (Numeric Pane) e.t.c\n\n\n![Shortcuts not working.gif](Shortcuts_not_working.gif)\n\n*Wait:* I am checking a list the all short-cuts which are not working...", "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", "WARN (bpy.rna) current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n```\nWARN (bpy.rna): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1339 pyrna_enum_to_py: current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\n```\nwhen first time run the script below, it will get error`item.attr = val: enum \"MATERIAL\" not found in ()`\nbut when the property panel is exist (run the second time), it works. \nIt is an updata bug for the panel? How can I solve this problem or skip it?\n\n\n```\nimport bpy\n\narea_props = bpy.context.window_manager.windows[-1].screen.areas[-1]\narea_props.type = 'PROPERTIES'\nprint(area_props.spaces[0].context)\narea_props.spaces[0].context = \"MATERIAL\"\n```", "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", "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)", "File selector dialog: long file extension filtering does not work\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 615 Intel 4.5.0 - Build 27.20.100.8854\n\nBroken: \nversion: 3.0.0 Beta\nversion: 2.93.5\nWorked: probably never\n\nIf you try to filter files inside the file selector with filter_glob, this only works for extensions with a max. length of 15 chars including `*.`\n\nBecause today some file extensions are much longer, I would suggest to increase the maximum allowed file extension length.\n\nCreate a file with the extension `.12345678901234567890`\nLoad the attached script and navigfate to the folder where you created the file.\nIt will not displayed in the file selector.\n![Screenshot.PNG](Screenshot.PNG)\n[operator_file_import_test.py](operator_file_import_test.py)\n\n**Solution**\nIn [path_util.c ](path_util.c) in the function `BLI_path_extension_check_glob` the search pattern is limited to 16 chars.\nI would suggest to increase this value to 33 chars.\n", "Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n![Peek 2019-07-09 10-48.gif](Peek_2019-07-09_10-48.gif)\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related.", "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)", "Context in Timers\nCalling operators in [timers ]] is difficult currently, because very few attributes of `bpy.context` are initialized (which is expected and not a bug). The issue is, even when you [[ https:*docs.blender.org/api/blender2.8/bpy.ops.html#overriding-context | override the context ](https:*docs.blender.org/api/blender2.8/bpy.app.timers.html), problems remain. This task exists to keep track of these problems and to discuss solutions.\n\nProblem 1: Incomplete operator `poll` functions\n****\n\nMany operators have `poll` functions that are supposed to check if the operator can run in a given context. The issue is that many poll functions are incorrect, because they assume that `CTX_wm_window(C)` and `CTX_wm_screen(C)` don't return `NULL` (maybe some more like `CTX_wm_workspace(C)` are missing here). Those context variables are almost always initialized, but not in timers. This is the main source of crashes when dealing with operators in timers.\n\nTo reproduce the issue, run this script:\n```lang=python\nimport bpy\n\ndef add_object():\n```\n bpy.ops.mesh.primitive_uv_sphere_add()\n```\n\nbpy.app.timers.register(add_object, first_interval=1)\n```\n\nThis results in a crash, but it should throw an exception due to incorrect context. The issue is that this operator internally calls `ED_object_editmode_exit` in `make_prim_finish`, which calls `CTX_data_edit_object` which returns `NULL`, because `CTX_data_screen(C)` is `NULL`.\n\nThe script can be fixed as follows:\n\n```lang=python\nimport bpy\n\ndef get_base_context():\n '''Create a minimum context override that is necessary to avoid crashes.'''\n wm = bpy.data.window_managers[0]\n window = wm.windows[0]\n context = bpy.context.copy()\n context[\"window\"] = window\n context[\"screen\"] = window.screen\n context[\"workspace\"] = window.workspace\n return context\n\ndef add_object():\n context = get_base_context()\n bpy.ops.mesh.primitive_uv_sphere_add(context)\n\nbpy.app.timers.register(add_object, first_interval=1)\n```\n\nSolution 1\n---------\n\nTry to find all the incorrect `poll` functions and fix them individually. This will definitely solve the issue, but might require a lot of effort (maybe it's also easy, I haven't tried yet).\n\nSolution 2\n----------\n\nDefine some \"minimal context\" that is required to run operators. For example, we could say that in order to run an operator the context must have a window and a screen, otherwise the `poll` function of the operatoris not even checked. It's fairly easy to implement such a check in `WM_operator_poll`. The downside is that there might be some operators that can run without any context. To mitigate this downside, we could add a flag that can be added to operators that don't require any context.\n\nProblem 2: Context Override\n****\n\nWe do support context overrides when calling operators from Python already. However, there is one severe limitation when calling a operator that is defined in Python that itself calls other operators. The issues is that the context override only applies to the immediately called operator, but not to the indirectly called operators. \n\nTo see this issue in action, run the following script and check the terminal output:\n\n```lang=python\nimport bpy\n\ndef get_base_context():\n```\n '''Create a minimum context override that is necessary to avoid crashes.'''\n wm = bpy.data.window_managers[0]\n window = wm.windows[0]\n context = bpy.context.copy()\n context[\"window\"] = window\n context[\"screen\"] = window.screen\n context[\"workspace\"] = window.workspace\n return context\n \n```\ndef custom_operator():\n```\n context = get_base_context()\n bpy.ops.object.my_operator1(context)\n \n```\nclass MyOperator1(bpy.types.Operator):\n```\n bl_idname = \"object.my_operator1\"\n bl_label = \"My Operator 1\"\n \n def execute(self, context):\n print(1, context.screen)\n bpy.ops.object.my_operator2()\n return {\"FINISHED\"}\n \n```\nclass MyOperator2(bpy.types.Operator):\n```\n bl_idname = \"object.my_operator2\"\n bl_label = \"My Operator 2\"\n \n def execute(self, context):\n print(2, context.screen)\n return {\"FINISHED\"}\n \n```\nbpy.utils.register_class(MyOperator1)\nbpy.utils.register_class(MyOperator2)\n```\n \n```\nbpy.app.timers.register(custom_operator, first_interval=1)\n```\n\nIn my case it prints:\n```\n1 <bpy_struct, Screen(\"Scripting\")>\n2 None\n```\n\nSolution 1\n---------\n\nApply this patch:\n```\ndiff --git a/source/blender/python/intern/bpy_operator.c b/source/blender/python/intern/bpy_operator.c\nindex 4b2b5f129a7..b599242219c 100644\n - a/source/blender/python/intern/bpy_operator.c\n+++ b/source/blender/python/intern/bpy_operator.c\n@@ -227,7 +227,9 @@ static PyObject *pyop_call(PyObject *UNUSED(self), PyObject *args)\n \n```\n context_dict_back = CTX_py_dict_get(C);\n```\n \n- CTX_py_dict_set(C, (void *)context_dict);\n+ if (context_dict != NULL) {\n+ CTX_py_dict_set(C, (void *)context_dict);\n+ }\n```\n Py_XINCREF(context_dict); /* so we done loose it */\n```\n \n```\n if (WM_operator_poll_context((bContext *)C, ot, context) == false) {\n```\n```\n\nWith this change the python context override is not reset when an operator is called without an explicit context override. This fixes the example above, and might even work in general. One issue is when someone overwrites the context without calling `context.copy()` first, because then the underlying context might suddenly change in unexpected ways.\n\nSolution 2\n------------\n\nRefactor `bContext` to properly support \"context override stacking\". The pattern that parts of the context are temporarily overridden is quite common in Blender. We could change `bContext` so that it supports multiple layers of overrides natively. The API could look like so:\n```lang=c\nCTX_override_push(\"area\", area);\n/* ... */\nCTX_override_pop();\n```\n\nAn \"override\" could be a single overridden property, or a python dictionary or something else, that we do not know yet.\n\nWhile this refactor is a larger project, it seems doable to me, because `bContext` is fairly well encapsulated.\n\nWith this system, we could also support doing context overrides with a [[ context_managers.html | context manager ]] in python, instead of copying the entire context and passing it to the operator call.\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", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n", "Implement Driver Workflow Changes\nFollowup task to #54653 to work on implementing the workflow changes proposed.\n(Note: This is currently a lower priority item than fixing bugs to get 2.8 into a usable state for Spring team. But, I'll be working on this when I get time). \n\nThere are the following sub-tasks:\n* ~~**Create operator for \"Open Drivers Editor\" functionality.**~~ c685c19df9\n * ~~Basic opening functionality~~\n * ~~Filtering support to get driven property under mouse at the time the \"active\" driver~~\n * Abstract out the \"Setup Drivers Editor\" and \"Show this channel\" functionality\n * Sub-editor mode for drivers in the mode selector\n\n* **Eyedropper support for clicking in 3D view and getting menu of common properties to drive, based on item under mouse.**\n * Basic object support\n * Investigate possibility of bone support too. (NOTE: Last time this was tried, it turned out being too complex to accomplish)\n * Restore cursor feedback when eyedropper is active (#55147)\n * Solve context/src button problems preventing eyedroppers from working in the popover\n\n* **Clean up drivers editor ui** - 57b47ebb28 (and followup commits)\n * ~~Add more space for expressions box~~\n * ~~Remove \"Show Debug Info\" checkbox - it's always needed~~\n * ~~Remove \"Update Dependencies\" button by making it redundant~~ - Should be ok now without out. It's still in the UI, but will be removed soon\n * Remove \"Use Self\"? Or rename?\n * Add optional display of useful hints about syntax for expressions and/or what can be used\n\n* **New persistent floating panel UI for editing driver settings**\n * ~~Basic layout~~ - 7e7680e33b - Use a modified version of the existing drivers editing panel, and make it a popover\n * ~~Floating panel~~ - 7a88a7742b - This makes the panel a popover. But, it doesn't stay open, or let you open the drivers editor\n * ~~Make floating panel stay open~~ - b11a1d5da2\n * ~~Get \"Open Drivers Editor\" button working in the popup (i.e probably missing button context info for source property)~~ - 1ff28c2650\n * ~~Get Copy/Paste dvar operator buttons working (currently always greyed out)~~ - 3e086af79c\n * ~~Fix issues where popover still goes away too easily sometimes~~ - Seems to be fixed with 17ee4836ab now. It may still happen, but it happens a whole lot less now.\n\n* **Reduce friction of adding new driver variables / setting up basic single-target drivers**\n * ~~Replace 'Add Drivers' Menu with Popover Panel ~~ - 4605e57b0f\n * Remove old (menu-based) operator\n * \"Mapping\" settings properties (see proposal)\n * ~~Make setting driver input-target easier~~ (i.e. no more need to change default expression first) - 9ab26bec27\n * Eyedropper for populating input variable settings (see above)", "Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" " ]
[ "Filepath property won't open filebrowser from a popover\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 24.20.100.6136\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nWhen you register a custom active tool, that has a popover panel with a filepath property the folder icon won't open the filebrowser. It does work when it's just in the toolbar, but not in the panel.\n\n[filepath_bug.blend](filepath_bug.blend)\n- Run the script\n- Select the active tool\n- Open the popover panel\n- Try opening the filebrowser by clicking the folder icon\n\n" ]
Audio mixdown ignores curves Debian Broken: 2.72.b+dfsg0-3 Worked: (optional) When rendering the audio strips to a file using the audio mixdown capability, the curves controlling volume are ignored. When playing back the scene in the Blender UI, the curves are respected and the volume of each audio strip sounds correct. Problem observed using both FLAC and Ogg-Vorbis output. Create a scene in VSE Add one or more audio strips Add some keyframes setting the volume at different levels throughout the audio strips. Go to the render properties panel. Click the Audio button. Specify a filename. Click the Mixdown button. Play back the audio file, observe that sound is audible even for those periods where the volume was 0. The issue is also discussed here, I am not the only person who has observed this: showthread.php?178371-Audio-Mixdown-Issues-in-2-5
[ "Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.", "Dither affects 'File Output' image even when \"save as render\" is disabled \nThe dither option in the Post Processing tab affects images saved through the file output node in the compositioner even when \"save as render\" is disabled, when disabled it should not touch the output image, when \"save as render\" is enabled it makes sense to dither.\n\n![image.png](image.png)\nnoise in output file\n![image.png](image.png)\n\n- Open attached file\n- Optionally change the Dither in {nav Output Properties > Post Processing}\n- hit render\nIt will generate an image in the directory pointed to by the node `File Output`.\nNote that Dither also affects this image.\nMaybe the fileoutput node needs his own dither value, it really is bad when generating raw pixel data.\n\n[gradient.blend](gradient.blend)", "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", "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)", "VSE autokeying transforms in preview dont respect keyingsets\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never since autokeying came in ffd1a7d8c8\n\nVSE autokeying transforms in preview dont respect keyingsets\n\n(this report was split from #98015 (VSE strip transforms do not animate correctly and persist after clearing the animation) since multiple issues came up in that report)\n\n[VSE_keyframing.blend](VSE_keyframing.blend)\n\n- open .blend\n- create a keyframes for Position X/Y on frame 1\n- for **Position X** only: {key RMB} Add To `Keying Set`\n- in Scene Properties, Keying Sets panel, verify only `transform.offset_x` is in the Keying Set\n- in the Timeline, Keying popover, verify that that Keying Set is used\n- turn ON autokeying\n- in the Timeline, autokeying popover, enable `Only Active Keying Set`\n- go to frame 10\n- translate the image in the `Preview` again and confirm the translation\n- notice keyframes are created for **Position X as well as Position Y** (only Position X should be keyed though)\n\n\n\n", "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.", "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", "Baking Procedural Wave Textures\nOperating system: Win10\nGraphics card: Nvid 2080ti / 3090 \n\n3.4 (and others)\n\nCannot bake these textures correctly. \n\nCreate an object. \nAdd a wave texture, set it to uv, and scale it to show many even lines. \nAdd a color ramp to tighten those lines, setting it to constant. \nPlug this into the bump/normal to make raised lines. \nNow bake this. \n\nThe lines will be a broken mess most of the time. I have tried almost every trick I can find/think of, and nothing makes this better. \n\nI am not sure it's a bug, but it is certainly a problem.\n\n", "VSE: Select more/less functionality breaks on certain conditions\nOperating system: Linux Mint 20\nGraphics card: NVIDIA G92 [GeForce 9800 GT]\n\nBroken: 2.93.1 / 2.92.0\nWorked: Unsure\n\nThe functions sequencer.select_more and sequencer.select_less get stuck when the newly selected strip reaches an edge, or when number of selected strips becomes zero.\n\n[blender-bug__select-more-less.mp4](blender-bug__select-more-less.mp4)\n\nThe attached video shows the functions [select_more]/[select_less] will break when the following conditions are met:\n```\n a) Any strip chain selection reaches the edge of the row of strips with [select_more]\n i) either when it starts from an edge and reaches the other edge\n ii) or when it starts in the middle and expands from both sides, the side of whichever edge is met will get stuck\n b) Any strip selection becomes empty with [select_less], i.e. the selection won't grow again with [select_more]\n```\n\n\n\nI think it's unlikely this is intended behaviour?\n\nSorry I didn't get visual keypresses set up for the video, but I'm just using CTL- [x] and CTL- [x] on num pad as per default. \n\nDavid", "Cycles Volume Scatter Density broken in \"complex\" node setup\nOperating system: Linux-4.12.14-lp151.28.87-default-x86_64-with-glibc2.17 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.27.04\n\nBroken: version: 2.91.0\n\n\nWhen constructing this node setup, the density-slider of the second volume scatter node seems to suddenly only act in a binary way, making the volume either transparent or taking on the density-value of the other volume scatter node. The point at which this happens can be influenced by changing either the colour of the node or the factor-value of the second mix shader. The settings of the other nodes seem to have no effect on this.\n*Edit: After further testing, the Volume Absorbtion and first Mix Shader Nodes are not needed.*\n\n\n*Load attached .blend\n*change density of the second (marked in image) Volume Scatter node (here, the switch happens somewhere between .003 and .004)\n\n[volume_bug_simplified.blend](volume_bug_simplified.blend)\n\n{[F9550433](blender_volume_bug.png), size=full}\n\nThanks for taking a look!\n", "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)", "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)", "Hair Curves Select>Random randomizes a second time, ignoring operator settings\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.6 and 3.6.0 Alpha\nWorked:\n\nHair Curves Select>Random (`SCULPT_CURVES_OT_select_random`) randomizes all selection values a second time after the first randomization loop and does so in a way that ignores the operator settings.\n\nThe second randomization loop has an overall effect of always reducing the existing selection values unless the first randomization loop deselected everything, in which case every selection value is set to a random float.\n\nIt looks like there could be old or WIP code that was accidentally left in that should have been replaced by the code immediately above it: curves_sculpt_ops.cc#L439\n\nAttached is a .blend (authored in 3.3.6) that has some simple hair curves already open in sculpt mode with the selection mode set to `Control Point` and where all the curves have already been selected with `Select`>`All`.\n1. Create or open existing hair curves in sculpt mode\n1. Set the selection mode to `Control Point`\n * This is to show that `Constant per Curve` does not work properly. The `Curve` selection mode also has issues.\n1. Run `Select`>`All` (`bpy.ops.sculpt_curves.select_all(action='SELECT')`)\n1. Run `Select`>`Random` (`bpy.ops.sculpt_curves.select_random()`)\n1. Observe that `Constant per Curve` does not work properly\n1. Adjust the settings so that the `Probability` is `1.0`\n1. Observe that even with `Partial` disabled, some of the Control Points are now partially selected\n1. Adjust the settings so that `Partial` is enabled and `Min` is `1.0`\n1. Observe that some of the Control Points are now partially selected instead of all being `1.0`\n\nAnother test that can be done is to set the `Probability` to `0.0` and observe that every Control Point gets set to a random value that is the same as if `Probability` was instead `1.0`.\n\n![image](attachment)", "Volumetrics Doesn't Apply to other meshes created with the Array Modifier\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\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn evee, I have a cube with an array modifier and a volume scatter node in its material. The volume scatter only applies to the original object, not the objects created by the array modifier. However in cycles the volume scatter works as expected.\n\nCreate Cube with Fog material *see attached blend\nObserve where the volume scatter takes effect when switching between evee and cycles.![lighthouseEveeVolumetrics.png](lighthouseEveeVolumetrics.png)\n\n![lighthouseCyclesVolumetrics.png](lighthouseCyclesVolumetrics.png)\n\n[FogBug.blend](FogBug.blend)\n\n", "VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n" ]
[ "Audio animation bug (fcurves)\nFCurves fail on mixdown sequencer audio.\n\nThe attached file has 2 sequencer channels alternating\n\n`[noise/tone/noise/tone/noise]` - each ~40 frames.\nWhere the **tone** is a single strip using an fcurve to fade out during the second noise strip.\n\nCurrently there is a bug. Open this file and play the sound, it works as expected.\n\nBut when the audio is mixed down, frames (41 -> 78) contain silence (`out.wav` in attached file)\nStrangely however the second half of `TONE` strip does play.\n\nThis bug happens even when the *accuracy* value is set to `1`.\n\nNote that the first `NOISE` strip also has an FCurve, and this works correctly (without initial silence).\n\n[mixdown_bug.zip](mixdown_bug.zip)" ]
Blender 2.80: Loop select shortcuts missing in latest version? Operating system: Ubuntu 18.04 Graphics card: GTX 970 4GB i7-8700k Broken: (example: 2.80, d40bffa17f6, blender2.8, 2018-12-06, as found on the splash screen) Worked: (2.80, d59c4c9d61a, blender2.8, 2018-12-05) The new (and pretty useful, like double clicking) shortcuts for loop select are missing in the latest blender build. I was using this extensively in the last days, I found it pretty useful, to double click instead of alt + click to select a loop, please bring it back to default again, if not a bug? Add a cube > Edit Mode > Double left click to select loop ![Captura de tela de 2018-12-07 19-09-50.png](Captura_de_tela_de_2018-12-07_19-09-50.png) ![Captura de tela de 2018-12-07 19-10-00.png](Captura_de_tela_de_2018-12-07_19-10-00.png) ![Captura de tela de 2018-12-07 19-09-06.png](Captura_de_tela_de_2018-12-07_19-09-06.png) ![Captura de tela de 2018-12-07 19-09-22.png](Captura_de_tela_de_2018-12-07_19-09-22.png)
[ "Tool with Dragmenu is hard to select using Stylus\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.32 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: (long time ago if ever)\n\nThe tools in the tools panel on the left, which have mutliple tools assgined to on button, are really hard to select using a tablet. This is because they open the menu on a timer and on even tiny drag input. (The timer seems to interact strangely with the tooltip timer, causing it to open immediatly sometimes, but that is not part of this report). The drag threshold for detecting a drag seems to be not influenced by the settings in the preferences (#92995, #84726). Also the drag causes the selection to be canceled on release leaving it not selected, while on normal tool buttons it is finished on release, meaning they will be selected. That is IMO the real bug here.\n\nI checked that the correct drag threshold is used by `WM_event_drag_threshold` on my device and it is! But the tool in the toolbar which is explicitly mentioned here seems to be not using it.\n\n![Peek 2022-02-02 16-14.gif](Peek_2022-02-02_16-14.gif)\n\nself explanatory, just drag the toolbar buttons and observe. Also play with the setting \"Tablet/Mouse Drag Threshold\" to see that it in fact doesn't change anything.", "Autoscroll not working in lists that can be text searched (template_ID), works in others (e.g. template_node_view)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.4.0\n\nUnlike other similar places in Blender, the Scenes list does not autoscroll when hovering the mouse over one of the direction triangle icons.\n![image.png](image.png)\n\n\n\n", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "Loop Cut preview not showing\nBroken: 2.80 \nWorked: all prior releases\n\nThe cut preview only shows the centre line of the cut, if the number of cuts has been increased then the preview used to show all the cuts.\n\n", "Circle Select and Border Select malfunction when their shortcuts are set to Mouse4 or Mouse5\nOperating system: Windows 10\nGraphics card: RTX 2080 Ti\n\nBroken: 3.0.0\nWorked: 2.93.5\n\n**Bug Description**\nWhen called using a shortcut set to \"Button4 Mouse\" or \"Button5 Mouse\", Circle Select and Border Select in the 3D Viewport will act as if the left mouse button is being held down continuously (The circle is continously selecting / a selection box will be drawn). \n\nPressing the Middle mouse button does not deselect, pressing the left, middle or right mouse button will instead end the Circle/Border Select. \n\nIf the shortcut is set to a keyboard button or the tool is activated through left-clicking a menu, the tools work as intended.\n\nOn a fresh install of Blender 3.0 with default settings, \nset the shortcut for Circle Select or Border Select to \"Button4 Mouse\" or \"Button5 Mouse\", \nthen press the assigned button", "No way to distinguish enum buttons that support shift-click to select multiple\nBlender has some buttons that allow shift-click to select multiple, but no way to show the difference. eg:\n\nTransform Tool, Gizmo's (Move / Rotate / Scale)", "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", "Data-block Selector Design Changes (latest iteration)\nNOTE: This task does **not** cover the search menu of the data-block selector. There were ideas for this in the past, but they are not covered here.\n\n## Motivation\n\nThis initially was motivated by the addition of library overrides. Data-block selectors need a way to show library override operations.\n\nThere are a few other issues the following proposal addresses:\n* **Scalability**: The current solution of adding little icon buttons next to the data-block name field doesn't scale well. It only works if there's a small number of operations. We need to be able to place more items for better data-block management. Especially with the introduction of library overrides.\n* **Discoverability**: It's not obvious what some of the icons do. They appear and disappear, but it's not clear why some are available at times and others not.\n* **Unclear Status**: Currently their library status (linked, indirectly linked, broken link, library override) isn't really clear.\n* **Unusual behavior**: Some of the icon buttons allow Shift or Ctrl clicking to invoke alternative behaviors. This is not a usual pattern in Blender.\n* **Misleading/incorrect terms and icons**: The current design mixes \"Duplicate\" and \"New\", as well as \"Delete\" and \"Unlink\". So it's unclear what a click on the duplicate-icon does for example.\n\nThere is a conflict here: Many of the data-block selectors have little space, but users want to see many things at once: Fake user status, user count, name with sufficient space for long ones, often used operations (duplicate, unlink), etc. And there needs to be access to a data-block search box and advanced operations.\n\n## Proposal\n\n[TODO properly explain this] ![Screenshot 2021-01-08 at 02.08.14.png](Screenshot_2021-01-08_at_02.08.14.png) ![Screenshot 2021-01-08 at 02.26.25.png](Screenshot_2021-01-08_at_02.26.25.png) ![Screenshot 2021-01-08 at 02.07.34.png](Screenshot_2021-01-08_at_02.07.34.png)\n\n**Operations Menu**\n\n**Necessary Changes**\n\n**Remaining Issues**\n\n* Space is still an issue. The proposed design may be an improvement in some regards, but only slightly reduces needed space.\n* For now, this design won't display the library status icon (linked, indirectly linked, broken link, overridden, is-asset). There is just too little space for this. What other ways could we communicate this?\n\n## Higher Level Issues\n\nThere are at least two higher level issues, which are not addressed in this proposal, but can be addressed in a more or less orthogonal way:\n* Fake user is an ancient concept that should probably go (see #61209). Once that is done we don't need to show the fake user status icon. Maybe we can show the library status icon instead then.\n* Data-block selector is \"abused\" for general data-block management, because there is no proper place for that. E.g. the data-block could visualize the data-block relations (e.g. see <2.5 OOPS schematic) and provide better tools for managing them. A data-block selector should really just be used for managing a simple data-block user.", "Operators for visibility on active face set missing from menus\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe default hotkey to show or hide the active face set does not appear in the menus.\n\n\n- Open Blender\n- Switch to Sculpt Mode\n- Use the Draw Face Set brush to create some face sets\n- Use the shortcut `H` and `Shift H` to control the visibility of the active face set\n- Search for the mneu entires of these shortcuts", "Option to lasso-select using geometry instead of object centers.\nCurrently lasso-select in object mode uses object centers,\n\nThis can have the option to select using the geometry (like box select does already).\n\nSee #64251", "Blender Selection Lag\nOperating system: Windows 8.1 64bit\nGraphics card: Intel(R) HD Graphics 4400\n\nBroken: \nblender-2.83-39aa122a0e6d-windows64\nblender-2.90-4f622c9a080b-windows64\nblender-2.90-5254ffa17bf0-windows64\nWorked: \nblender-2.79b-windows64\nblender-2.80-windows64\nblender-2.81a-windows64\nblender-2.82a-windows64\n\n\nBlender's selection tool started to lag noticeably behind the mouse. \n\nSteps to reproduce:\n1. Open Blender 2.83 / 2.90 Beta and Alpha\n2. Select Circle select or Box select\n3. Move around the mouse to see the lag\n\nNot sure if this is intended or a new known issue.[SelectionLag.avi](SelectionLag.avi)", "Undo/Redo shortcut still active in the Blender File View window\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 Beta\n\nUndo/Redo shortcut still active in the Blender File View window\n\n* Open Blender with the default cube.\n* Move the cube a few times.\n* Open the “Preferences” window in the menu “Edit | Preferences...”\n* Then do Ctrl + Z to undo. The undo shortcut still works. It is the same for the redo shortcut.\n\nThe undo/redo is also active from any other windows of the “File” menu like “Open”, “Link”, “Save”, “Append”, etc. All links showing the “Blender File View”.\n\nIn the “Blender File View” window, I noticed that the buttons at the bottom disappear when doing the undo shortcut.\n\nI tried a few other shortcuts like Tab to go to edit mode and G to move the cube. They do not seem to be active when the focus is on the “Preferences” or “Blender File View” window.\n\nThe undo/redo is also active when the “Blender Render” has the focus.\n\nAs a consequence, someone accidentally hitting the undo shortcut will get his work being modified behind the window and probably will not notice.\n\n\n{[F9111517](BlenderFileView_Open.jpg) size=full}\n\n{[F9111519](BlenderFileView_AfterShortcut.jpg) size=full}", "Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)", "Sculpt mode. Switching back to tool with brushes from tool without brushes rolls to next brush.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken 2.83.*, 2.91,\nBroken: version: 2.92.0 Alpha\n\nSculpt mode\nCreate 2 grab brushes 1 and 2, that can be switched with G\nSelect Grab 1\nSwitch to mesh filter.\nPress G.\nNow you switched to Grab2 instead Grab1, that was selected before.\nExpected: return to same brush, that was selected before.\n\nIssue appears with:\nLine project, [Box] mask, Box hide, [Box] faceset, [Box] trim, Mesh/Cloth/Color filters, Mask by color, Edit faceset, all transform tools, annotation.\nAffects all tools, who can have few brushes.\nTested with factory startup too.\n\n[2020-12-10_03-13-39.mp4](2020-12-10_03-13-39.mp4)\n[grabroll.blend](grabroll.blend)", "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" ]
[ "Double click to select edge loops doesn't work anymore\nOperating system: Windows 10\nGraphics card: Radeon R290X\n\nBroken: 2.80, 6a5e8096973-windows64, 2018-12-27, 18:28\n\nWorked: earlier builds ( max 1 week )- can't say exactly which as they are on my work PC so I have no way to check until Monday\n\nDouble click to select edge loops doesn't work anymore\n\nTo recreate this > open up the latest build of Blender 2.80, create Suzanne or any other mesh, enter edit mode > edge > double click on an edge does not select the entire edge loop anymore. Still works with Alt+Click. Not sure if this is intentional. Same behavior with both Right and Left click select. Same behavior on both my home and work PC.\nI have 2 older builds on my work PC - one is not older than a week, the other is from Alpha. It works in both.\nThank you\n" ]
Render Preview showing disabled colllection Operating system: Windows-10-10.0.18362 64 Bits Graphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069 Broken: version: 2.81 (sub 14) Worked: (optional) The cycles render preview, is showing the mesh in a collection whose render visibility Is turned off from the view port. Only way fully disable this, is to uncheck the entire layer 1. open up blender 2. open a scene I was working on in 2.80 (main release) 3. go into render preview mode in one window, and the hidden collection shows up. see screensht taken here: open?id=1kt86LcEagUkSeDwP2XRzjvsMRqiH2QP_
[ "Mesh to Volume modifier is recalculated even if the volume object is disabled/hidden\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nI'm disabling the volume object in the viewport to move the origin mesh, but the viewport is lagging until I turn off the \"Mesh to Volume\" modifier.\nMaybe it is better to not compute the \"Mesh to Volume\" modifier while the volume object is hidden/disabled?\n\n- Open attached file\n- hide the volume object\n- move the origin mesh\n[H.blend](H.blend)\n\n", "\"Material preview\" shows always eevee mat branch / never cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 6)\nWorked: never, I think\n\n\"Material Preview\" shows always the material output assigned to eevee, but I want the cycles branch. Changing renderengine or the active material output node doesn't change anything.\n\nOpen the blendfile and try to preview the material with \"cycles\" image - without going to rendered viewport. The material preview seems to always use the node tree going to the Eevee material output node, even when the render enging is set to Cycles.\n[specific_material_output.blend](specific_material_output.blend)\n\n\n", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "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", "Error \"Gizmos hidden in this view\" when trying to delete with measure tool and gizmos disabled\nOperating system: Windows 10 64 bit\n\nBroken: 2.83 release, 2.90 ec776f18ff70\nWorked: blender-2.82a-windows64\n\nIf the \"Measure\" tool is selected AND gizmos are turned off (\"Show Gizmo\", in the top right next to \"Overlays\"), trying to delete with the X Shortcut will result in the error \"Gizmos hidden in this view\".\nIf either\n* another tool is selected, or\n* gizmos are enabled\ndeleting works as expected.\n\n[delete_without_gizmo.blend](delete_without_gizmo.blend)\nOpen the file.\nHit the X key.\n\n", "Loop Cut preview not showing\nBroken: 2.80 \nWorked: all prior releases\n\nThe cut preview only shows the centre line of the cut, if the number of cuts has been increased then the preview used to show all the cuts.\n\n", "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\">", "Cycles: Motion blur artifacts\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.88\n\nBroken: version: 3.2.2\n\n\n**description of error**\nWhen rendering an animated rigged model on cycle **with motion blur** ; if the model has **auto smooth enable AND a subdivision modifier**, then it is possible that strange artefact will appear during the render. (doesn't happen in the viewport) \n- This bug do not happen if auto smooth is disable or doesn't have a subdivision modifier. \n- The bug also only appear during some specfic poses. So this is mainly noticiable when rendering an animation.\n- Those artefact often appear near sharp edge.\n- Only happen on Cycle, Eevee render seem fine.\n- [Edit] changing the shutter values of the blur will sometime remove the bug on some frames OR make the bug appear on frame that was fine before.\n\nHere 2 Render exemple with and without autosmooth , both has motion blur enabled :\n![AutoSmooth Enabled.png](AutoSmooth_Enabled.png) ![AutoSmooth Disable.png](AutoSmooth_Disable.png)\nAnd here an animation where you can notice the bug.\n[Animated0035-0318.mp4](Animated0035-0318.mp4)\n\n\n[MotionBlurCycleArtefact.blend](MotionBlurCycleArtefact.blend)\nIn this blender file, rendering the frame 302 will make the bug happen. \n- If you disable auto smooth on the model (the main body and not the cloth) then the render will be fine.\n- If you disable the subdivision modifier on the model then the render will be fine.\n- If you disable the subdivision modifier AND the auto smooth on the model then the render will be fine.\n\nThank\n", "Particle hair with density influenced by texture is (partially) invisible with cycles CUDA backend\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 up to latest (version: 3.3.0 Alpha)\nWorked: 2.9.3 (from memory since these blend files can no longer be opened)\n\nThe particle hair in the given example file does not show up properly when switching to rendered preview using GPU compute and CUDA specifically. Switching to Optix, or CPU render makes the hair appear shaded. With not showing up properly I mean that the grid lines behind the hair does get obscured (only very faintly visible in the screenshots), but they are clearly not shaded. Disabling texture density influence also makes the hair appear in the GPU compute and CUDA combination.\n\nI understand that the particle system is deprecated, but figured I might as well report this issue so it does hopefully not occur in the replacement.\n\n 1. Open the attached blend file. \n\n [hair_invisible.blend](hair_invisible.blend)\n 2. Make sure that CUDA is used as the GPU compute backend, and that the device is set to GPU compute.\n 3. Switch to rendered view.\n 4. Observe that the hair is only obscuring the grid lines, but not shaded. Next there are several possibilities.\n![gpu_render_broken.png](gpu_render_broken.png)\n 5. Switch to CPU backend for cycles and observe that the hair appears.\n 7. Or, disable texture density influence and observe that the hair appears.\n![cpu_render_works.png](cpu_render_works.png)\n 8. Reduce the children to 23 and observe that some part of the hair appears within some bounding box. Further reducing the children makes it appear and disappear occasionally until everything appears (as above) at 9 children.\n![reduce_children_partially.png](reduce_children_partially.png)\n", "VDB slowing down animation playing even when visibility is turned off\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\n\nVDB loaded even if visibility is turned off\n\nI have an explosion VDB in my scene. Even if I turn off the viewport visibility, it still loads it in memory and playback is slowed down like crazy. It shouldn't be the case. I should be able to turn it off so I can have fast playback and just have it visible at render time.\n\n", "New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n", "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", "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", "Objects do not retain View State when turning Collections Off then back On\nOperating system: Linux-5.8.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\n\nIf an object has been hidden within a collection, after turning the collection off and then back on the object becomes visible again. It's \"hidden\" state is not retained.\n\n\n- Drag the cube into a new collection\n- Disable `Hide in viewport (eye button)` option for cube\n- Disable `Exclude from view layer option (checkbox)` for collection.\n- Enable checkbox, now cube is visible (it should not)\n\nResult = the cube is visible, it should remain hidden.\n\nN.B. This does not affect whether the cube is hidden from renders - the render view state is retained.\n\n", "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?" ]
[ "Hidden collections are still rendered by Cycles in the Viewport\nOperating system: Linux-4.15.0-65-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\nBroken: version: 2.81 (sub 14)\nWorked: (2.81 (sub 14)\n\nWhen rendering with Cycles in the viewport it takes into account which objects are hidden with the eye icon. Since today this doesn't seem to be the case anymore with hidden collections.\n\n- Create a couple collections in an empty file with any object in each.\n- Switch to rendered view mode with Cycles as the render engine.\n- Toggle the eye icon in the outliner for the collections.\n" ]
Pixels in colours Operating system: Windows 10 Pro, 64bit Graphics card: GeForce GTX 1060 Blender version: 2.81 Hello everyone Yesterday I was working on my 3D model and the computer was working a bit slow, so I updated the drivers of the graphic card. But then when I opened the blender file again, it started to do weird things. Some white pixels appeared on the screen in Layout, then I went to Shading and Layout again and everything was fine, but after a short time they appeared again. When I went to the camera view, this is what I saw (attached files). ![IMG-20200404-WA0031.jpeg](IMG-20200404-WA0031.jpeg) ![IMG-20200404-WA0032.jpeg](IMG-20200404-WA0032.jpeg) I don't know what to do, I don't know it it's because of the graphic card, or the software (it only happens when I'm in Blender, and it happens with all the blender files i have tested). Please help! Carmen Rodríguez
[ "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", "GPU Hair Rendering Bug - \"Glitter\" with particular Root to Tip sizes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn a perfect storm of GPU rendering + Hair with Radius Root size smaller or equal to the Tip size, bright white \"cards\" appear at the tips of some hair strands. \n*Switching to CPU rendering, the anomalies go away.*\n\nAlso, making the Root size Large and the Tip size small reduces the cards, but they are still there.\n![cards.JPG](cards.JPG)\n\n![Cpu no cards.JPG](Cpu_no_cards.JPG)\n\n[Hair Render Bug.zip](Hair_Render_Bug.zip)\n\n\n\nOpen the attached file in Blender 2.80\nSwitch to the Camera view if not already there\nRender (should be set to *Cycles using GPU*)\nSwitch to *Cycles using CPU* rendering\nRender\n\nOptionally:\n\nSelect the hair object (eyebrows)\nGo to the particle tab\nUnder Hair Shape, change the Radius Root to, say, 0.45 and the Tip to 0.1\nRender using GPU - cards are still there but are much smaller.\n\n", "Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)", "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", "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", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "VSE: Artifacts in histogram (NVIDIA)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\n![image](attachment)\n\nmove the UI region/border and zoom into histogram/chroma vectoroscope/luma waveform and purple artifacts appear. tested on blender 3.5.1, 3.6.1, 4.0a\n\n", "Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.", "Strange background grid pattern appears on the compositor panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9079\n\nBroken: version: 2.93.5\nWorked: 2.91.2\n\nStrange grid pattern appears on the compositor background when zooming in (when backdrop is on).\n\nThis is what it should looks like:\n![image.png](image.png)\n\nThis is what it actually looks like:\n![image.png](image.png)\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nThis does not happen on my other devices, so I think it might be a hardware compatibility problem. Also, I had the latest graphic driver installed and the graphic card supports OpenGL 4.6:\n![image.png](image.png)\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n", "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.", "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", "Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\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", "Painting on pixel-textures do not allow to paint some faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: \n- 2.92.0\n- 2.91.0\n- 2.90.1\n\n\nI can paint one face but can`t do it with another, and third one transfer color to wrong place of texture.\n[2020-12-21_11-51-55.mp4](2020-12-21_11-51-55.mp4)\n\nHere the file\n[1pxTexturePaint.blend](1pxTexturePaint.blend)\n", "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" ]
[ "Random Graphics Glitching in viewport\nOperating system: Windows 10\nGraphics card: Geforce GTX 1060\n\nBroken: v2.82a\nWorked: v2.81\n\n![Capture.PNG](Capture.PNG)\n![mt2g7v3ks9q41.png](mt2g7v3ks9q41.png)\n\nI seem to get strange artefacts in the GUI, they seem to randomly appear and just disappear when i click a GUI button or refresh a view port.\n\nSee attached file.\n\nNot sure of any steps as it seems random but i have attached the user prefs and startup file i use.[userpref.blend](userpref.blend)\n\n[startup.blend](startup.blend)" ]
Cant select Armature /bones Operating system:window 10 64 bit Graphics card:intel hd graphics 4000 Broken: blender v2.80 (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: (optional) Cant select bones and armatures even rigify armature cant select Can't select any bones even in rigify. This bug was in all modes edit mode, object or pose mode. Based on the default startup or an attached .blend file (as simple as possible).
[ "Metal: Display of bones in stick mode wrong\nOperating system: macOS M2 Ventura 13.2.1\nGraphics card: M2 GPU\n\nBroken: 3.5.1 and newer\nWorked: with OpenGL backend (see #109389, #108620)\n\n\nBones in Edit mode are displayed wrong when bone display type is set to Stick. In Blender 3.3.7 it looked as usual (see first image). In Blender 3.5.1 and in branch 'blender-v3.6-release' (after calling git pull and rebuilding) it seems broken (second image).\n\nBased on the default startup:\n1. Create a new Armature.\n2. Enter Edit mode.\n3. Set bone display mode to Stick.\nBones are displayed in black (second image).", "Armature Symmetrize silently does nothing when no bones are selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: version: 3.5.0 Alpha\nWorked: never AFAIK\n\nArmature Symmetrize does nothing when there are no bones selected.\n\n1. Open the attached blend file\n2. In the Armature menu, choose Symmetrize.\n3. See nothing happening. This is what this report is about.\n4. Press {key A} to select all bones.\n5. Run the Symmetrize operator again.\n6. See that the armature is now symmetrized. This is what I'd expect to happen when no bones are selected.\n\nExpected behaviour would be that when nothing is selected the armature gets symmetrized as if all bones are selected.\n\n[symmetrize-bugreport.blend](symmetrize-bugreport.blend)", "X-Ray and Wireframe-Only modes not working in weight painting mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Beta\n\nX-Ray and Wireframe-Only modes not working in weight painting mode.\nIf I remember correctly it worked in earlier versions of Blender, like 3.0 or maybe even earlier, but then was broken.\n\nWatch attached video for demonstration.\n\nCreate any object, go to Weight Paint Mode.\nTry to use X-Ray shading or Wireframe-only shading modes. The 3d-model is fully opaque.\nGoto Vertex selection, With X-Ray set to 1 I can't even select backface vertices, only if I lower it value a bit - it start working, but 3d-object is still opaque.\n+ Looks like Show wireframe checkbox (in viewport overlays panel) in this mode not working also.\n\nvideo:", "Disallow children of constrained bone as IK target\nBlender doesn't support having a child bone as IK target. For example in a parent-to-child chain of bones A, B, and C, you cannot have an IK constraint on bone B that targets bone C.\n\nFrom Blender's UI it's unclear when a child bone is selected as target. It would be nice if it could disable the constraint and show the field as invalid (in red). The fact that Blender doesn't clearly show this as an error leads to reports like #65257 (Very Glitchy Armature).\n\nOne thing that could make an implementation not so trivial is speed; going over the entire parent chain of the target bone could be time-consuming.\n", "Click selection and box selection in 3D view do not work properly in scenes with many objects\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n[In my environment, if there are close to 100,000 objects, the objects can not be selected normally]\n[select_bug.mp4](select_bug.mp4)\n\nUploaded blend file has nearly 100,000 simple cubes\nClick on an object in the 3D view to select a distant object\nEven a box selection can make a crazy choice\nBut lasso selection and circle selection work fine\n[test_file.blend](test_file.blend)\n\n", "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", "Bones locked when use_connect is enabled, despite no parent\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nIf a bone has Connected enabled, it's location remains locked, even though it doesn't have a parent. \nIt's not immediately obvious that this is the reason why you can't move the bone. \n\n[2019-08-27 16-34-26.mp4](2019-08-27_16-34-26.mp4)\n\n[cons.blend](cons.blend)\n", "Metal: selection with GPU depth picking is broken in wireframe mode\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\nWhen working in the 3D viewport, when in Wireframe mode and Xray mode is OFF, clicks to select an object are passed through and select objects behind the object. It's very difficult to select the object whose intention it is to select.\nview?usp=sharing\n\nThe video link above demonstrates this.\n\n\n", "Menus & Context Menus: What to do if operators aren't valid\nThis is a design doc to clarify how we should handle cases where operators aren't applicable. \n\nCurrently, we deal with this poorly:\n\n - In the context menus, we often show properties that won't work (such as when nothing is selected)\n - In regular menus, sometimes operators don't work in certain criteria, but it isn't communicated\n\nHere's how I think we should solve it:\n\n## Context menus\nRule: Only ever show operators here that actually work in the current context.\nThis means that, if nothing is selected, we should not show operators to act on the selection, since this will fail.\nIn general the context menus are always meant to show the user relevant items for the current situation, so this fits with that concept.\n\n**When nothing is selected**\nFor the case where nothing is selected, there often won't be very many applicable operators. In that case, we should add operators to add new items (objects, meshes, strips etc).\n\n## Regular menus\nThese we should keep constant, and not hide or show items, since it breaks muscle memory. Instead, we should use greying out. Preferably we should improve operator polling so that operators get greyed out when not applicable. When nothing is selected, or the wrong kind of item is selected, operatoers that don't do anything then should become greyed out.", "3D View Selection Occlusion (Select Through) \nCreating this design task as there are unresolved issues with [D6322: Mesh: Select through](D6322) which are more design issues.\n\nThis is a place holder, some topics to address:\n\n- Where this option is stored, accessed?\n- Which selection tools/operators should use this?\n- Which modes this should be supported in (edit, pose, grease pencil... etc)\n- How to display this option when in wire-frame display (when the user will always select-through)\n- How to access this from both active-tools & key-bindings?\n- How to make it obvious selecting-trough is enabled *(draw style, cursor - this might help avoid confusion)*.\n- Should this be supported in object mode too?(the reverse since objects already select-through), IIRC we discussed having this option for box select too.\n\n\n### Related Topics\n\nNote that there are topics being raised which relate to select-through, but might be best treated as separate topics since we could change behavior here with or without select-through.\n\n- Current behavior of X-ray.\n- Current usability toggling X-ray (Z-drag or Alt-Z).\n- Selecting faces by their centers.\n- Lasso select using object centers #64281 (Option to lasso-select using geometry instead of object centers.).\n", "Objects with negative and small scale cant be selected using Select Box without zooming. But Select Circle and Select Lasso work fine\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n\nObjects in the sample scene have a very low negative scale. Something like -0.03. They are clearly visible but Select Box doesn't select them. But they can be selected with Lasso and Circle without problem. Please see an attached GIF.\n\n1. Open attached scene.\n2. Try to select all the objects with Select Box. Without zooming try to select them with Lasso Select\n3. Zoom a bit closer and try Select Box once again. You'll be able to select a few more objects\n4. Zoom really close, now all objects can be selected. \n\n![selectbox.gif](selectbox.gif)\n[small_objects.blend](small_objects.blend)\n", "Lattices don't display selected vertices with modifier \"Edit Mode\" enabled\nSince 2.8x, lattices have not been displaying selected vertices when the modifier option \"Edit Mode\" id enabled.\n\nThis is easy to test:\n\n- add a new lattice object\n- add a wave deform modifier.\n- enter edit-mode.\n- enable \"Edit Mode\" toggle for the modifier.\n\nThis test file shows the problem too, open it and toggle the \"Edit Mode\" modifier button.\n\n[#77184.blend](T77184.blend)\n\n----\n\nReporting this to keep track of the issue: `BKE_lattice_modifiers_calc` is making a copy of the lattice `lt_eval` which doesn't contain an edit-lattice, which is then used for drawing.", "Backface culling setting applies in Material Preview shading and affects selectability\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 3)\nBroken: version: 2.83 (sub 17)\nWorked only if face orientation on in 2.82a release\n\nBackface culling setting applies in Material Preview shading and affects selectability.\nExpected: if it is visible and selectable, I should be able to select it.\n[2020-05-26_00-02-02.mp4](2020-05-26_00-02-02.mp4)\n\n**Steps to reproduce**\n[nonselectable.blend](nonselectable.blend)\n\n- Open file\n- Try to select octagon", "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)", "IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.2 to 3.4 alpha\nWorked: not sure.\n\nPlease note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.\n[boney bug.blend](boney_bug.blend)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[2022-08-23 20-55-41.mp4](2022-08-23_20-55-41.mp4)\n\n" ]
[ "Bone Selection Issue (2.8 release version, with new video drivers installed.)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics Intel 4.0.0 - Build 10.18.10.5069\nThis is the most recent video drivers available.\n\nBroken: version: 2.80 (sub 75)\nWorked: (2.79b)\n\n\nCan not select bones using LMB/RMB in the same way as in 2.79b.\n\nI tried both mouse selection settings LMB/RMB, made no difference.\nI tried resetting to factory settings that did not solve the issue.\n\nIn Edit & Pose Modes I can only select the root bone and its head end using LMB/RMB.\nIf I repeatedly select the root bone or its head end it will cycle to the next bone or head end.\n\nBox select does not work on child bone(s), but will select all of the bones if the root bone is in the selection.\n\nCircle select will select child bone(s) and bone end(s). It also selects any bones that may be behind the target bone.\n\nI searched for a solution online with no luck.\nI found a post saying the issue had been solved (May 28, v2.80.72).\nI'm using a newer version (v2.80.75 release version) guess it has returned.\nVideo drivers have been updated a few days ago.\n\nNo special setup, just make some bones and try to edit or pose them.\n\n", "armature and bone problem on intel\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: Intel(R) HD Graphics Intel 4.0.0 - Build 10.18.10.5069\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\ncant select bones and armature in any modes .it can only be selected by circle select tool \n\ntry to slelect bones and rigify armatures without .only the hip bones can be selected{[F7638524](armature.blend)}\n\n[armature.blend1](armature.blend1)\n\n[armature.blend](armature.blend)" ]
Color selection issues Operating system: windows 10 Graphics card: nvidia GTX970 Broken: (blender-2.80-e79bb957fc3-win64) The RGB, HSV and HEX Values are strange if I set RGB to 1,1,1 HVS = 0, 0, 0.807 and hex = CECECE also if V =1 the S changes when ever I change the H value,
[ " Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.", "Shader Mix RGB node color burn and color dodge operations clamp incorrectly.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nShader Mix RGB node clamps the output color when using color burn and color dodge blending mode when it shouldn't\n\n\nWhen using the mix rgb node in the shader editor the color burn and color dodge blending modes both clamp the output of the node. Color burn clamps it to a 0 to 1 range while color dodge clamps it to a -infinity to 1 range, despite the factor being 0.\nColor dodge doesn't match EEVEE, which clamps the lower bound to 0 instead of -infinity.\n\nTest file:\n[Color_blend_test_file_HDR_input.blend](Color_blend_test_file_HDR_input.blend)\n\nThank you and have a great day!", "Custom color attribute vs. vertex color - difference in color managed render\nOperating system: Linux-4.15.0-137-generic-x86_64-with-glibc2.23 64 Bits\nGraphics card: GeForce 920MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.93.0 Alpha\n\nThere is a mismatch while displaying the vertex color layer and vertex color set as a custom-attribute.\n\n1. Run the script which sets the vertex color layer (Col) and custom attribute vertex color (GN-Col).\n2. Then change the `max` input of *Attribute Randomize*, it will update the colors.\n3. In shader nodes switch between two vertex colors: *Col* and *GN-Col*. \n\n[custom_attributes4.blend](custom_attributes4.blend)", "Creating over 2047 instances overrides object color viewport display\n[pointcloud-object-color.mp4](pointcloud-object-color.mp4)\n\n[#93245 cleaned up.blend](T93245_cleaned_up.blend)\n\n**Steps to Reproduce**\n- Open file\n- Toggle switch node or increase the \"False\" value to 2048\n\nAnother file that demonstrates the issue:\n![GIF.gif](GIF.gif)\n\n### Original Report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Beta\n\nIt seems that a geometry node scattering system created on one object can somehow change the display color of other point-cloud type objects, see gif \n![eeee.gif](eeee.gif)\nIf we change the density of a scatter system assigned to this blue object, it can somehow change the display color of the other scatter object with a point cloud type\n\n\nIn file below, enable the node \n\n[bug.blend](bug.blend)\n\n\n\n\n", "Unable to see cursor point properly when R/S/G keys are used\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nAccessibility issue: Unable to see cursor point properly when R or S or G keys are used\nPlease fix copy code from 3D Viewer when push the R or S or G appear color there then paste code into Timeline to become color can see without full black.\n\n- Cursor point can not be seen properly when R/S/G keys are used in timeline (in particular theme as shown in video)\n\n![image.png](image.png)\n![image.png](image.png)\nSee youtube Fh6OYqW2AfU\n", "UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected", "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", "FFMpeg color offset\nOperating system: Win7x64, Ubuntu18x64\n2.80 beta\n\nFiles encoded through FFMpeg.h264 in Blender show up with a consistent color space offset (warmer and different gamma) in other software/players/viewers, but are viewed \"as saved\" if opened in Blender. At the same time h264 files produced in other software are open in Blender with no noticeable color shift, but re-rendering them through Blender introduces it.\nSame content rendered into other formats, like PNG, does not have such effect.\nAt first I thought those are my codecs on a windows machine, but the output/behavior is the same on Ubuntu.\n\nGiven that the h264 files produced elsewhere are open in Blender without matching \"negative\" color offset (at least one I could see), could it be that FFMpeg in Blenders is set up to default to some particular color space for encoding?\n\n[cc-test.zip](cc-test.zip)\nOpen, render animation, compare to what is in the source image in any other software.\n\nEdit:\nTrying to reproduce the issue on command line ffmpeg it was found present unless some flags are used.\nFlags:\n- vf scale=out_color_matrix=bt709\nare needed for other programs to read colors identical to png.\nPlus these:\n- color_primaries 1 -color_trc 1 -colorspace 1\nare needed to make Blender recognize the converted colors again properly.\n", "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)", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", "ColoRamp value change from 0.501 to higher value results in slowdown and shading error\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nColoRamp value change from 0.501 to 0.502 as input to density results in slowdown and shading error for Principled Volume Shader.\n\nOpen attached .blend\nChange viewport to Rendered\nChange ColoRamp from 0.501 to a higher value\nRender speed is dramatically reduced and Volume Shader is incorrectly much brighter\n\n[ColorRamp bug.blend](ColorRamp_bug.blend)\n", "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", "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", "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).", "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" ]
[ "Incorrect White\n**System Information:**\nCPU: Ryzen 5 2600\nGPU: RX 570 4GB\nOS: Windows 10 Home\n\n**Blender Version:**\nBroken: Blender 2.8 7d4d9e9dbd3\n\n**Short description of error:**\nWhites are no longer an RGB value of 1, 1, 1.\n\n**Exact steps for others to reproduce the error:**\n1. Open the Blender and load the general startup files.\n2. In the materials tab for the default object select the base colour for the Principled BSDF.\n3. Go to the HSV tab and drag the \"value\" slider up to 1.\n4. Switch back to RGB and notice that the RGB is now 16.292, 16.292, 16.292 and the object emits light in the Cycles render engine.", "Hue/saturation change in Shader editor- Hue value changes saturation value\nOperating system: Windows 7 x64\nGraphics card: GeForce gtx 760\n\n**Blender version**\nBroken: 2.80 168a6a4bfc1 2018-12-09\n\n1.In any Color picker in HSV mode(In my example- shader editor) after moving the Hue slider, Saturation value changes:\n - moving Hue slider left and right causes saturation to approach 0\n2.In any Color picker in HSV mode(In my example- shader editor) after moving the Saturation slider, Hue value slightly changes:\n- If Hue value is closest to 0, then moving saturation slider causes it to approach 0\n- If Hue value is closest to 0.333, then moving saturation slider causes it to approach 0.333:\n- If Hue value is closest to 0.667, then moving saturation slider causes it to approach 0.667\n- If Hue value is closest to 1, then moving saturation slider causes it to approach 1\n3.Saturation value is limited to 0.926.\n1.Default startup of this Blender version.\n2.Open any interface with RGB/HSV/HEX color picker.\n3.Choose HSV mode.\n4.Set V value to 1.000.\n5.Set Hue&Saturation to some value in between 0 or 1.\n![1.png](1.png)\n\n6. Bug occurs here:\n- Try moving hue or saturation sliders and they will change each others values\n- Hue changes saturation:\n![2.png](2.png)\n\n- Saturation changes Hue:\n![3.png](3.png)\n\n![4.png](4.png)\n", "Color input adjusts more than one HSV field\nmacOS\n\n2.8 beta 2018-12-01 23:15 8c620c8e2b3\n\nWhen changing color, changing one channel of HSV makes changes to all other fields, instead of the one.\n\nAdjust color of cube, for example. Change it to saturated red, go to HSV, change hue and saturation will decrease as well." ]
When OSL is activated Cycles doesn't render AOV anymore Operating system: Linux-5.10.0-13-amd64-x86_64-with-glibc2.31 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03 Broken: version: 3.3.0 Beta Worked: ? Activating OSL prevent exporting AOV from a cycles materials. Open the attached .blend [AOV_OSL_bug.blend](AOV_OSL_bug.blend) render a frame to confirm that AOV export is working, the test AOV should render a checker pattern : ![image.png](image.png) Then activate Open Shading Language : ![image.png](image.png) When re-rendering you should have a blank AOV render : ![image.png](image.png) My end goal is to export AOV from an OSL node but even standard textures don't seems to work... Thanks !
[ "Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)", "Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.", "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)", "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.", "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", "Volume scatter shader affects data render passes.\nOperating system: Win 10\nGraphics card: GTX 980ti\n\nBroken: 2.80.74 2019-07-12 17:50 e3c586e262dd\nWorked: unknown (2.79 allegedly has the same issue)\n\nVolume scatter shader affects data render pass (AO, Depth, Normal).\n\n\nRender the scene below. The file has two view layers, one called FOG, and the other NO FOG. The former includes a volumetric object.\n\n[Problem.blend](Problem.blend)\n\n\n**Developer Note**\n\nI tweaked the file a bit (mainly added a texture to compare the changes in the AO pass and the normal and UV.\n[volume.blend](volume.blend)\n\nAnd a comparison between the AO and normal pass for each view layer:\n\n![image.png](image.png)\n\n**Blob from original report**\n\nHello, I'm facing an annoying problem and it's blocking our tries to use Blender as a production tool here at Lightfarm. So, every time we try to use a volume scatter shader to create fog doesn't matter if I use the option inside the world tab or create a cube, invert its normals and apply a volume scatter shader to it. Blender applies noise or color coming from the volume scatter shader in Data render passes, AO, Depth, Mist, Vector, Normal and etc... what gives us a wrong output to be used in Post-Production. I shouldn't be happening. I tried different solutions in a way to get around this problem. Tried different values for alpha threshold, tried to apply a transparent shader in the BOX that has the volume scatter shader applied. Nothing seems to solve the problem. I'd love to hear from you a solution for this. \n\nAlso, using mist pass to comp fog in the post isn't an option here because it's not as realistic as we want or separate the fog in a different render layer because it'll increase our render times a lot.\n", "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", "Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n", "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.", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "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.", "UILayout.emboss missing UI_EMBOSS_NONE_OR_STATUS\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 release and earlier revisions of 3.0\n\n`UI_EMBOSS_NONE_OR_STATUS` missing from `UILayout.emboss`. There is new `NONE_OR_STATUS`, but it does not work the same.\n\nHere is the difference:\n * `UI_EMBOSS_NONE_OR_STATUS` in Blender 2.93 makes emboss look `None`, but keeping UI active.\n * `NONE_OR_STATUS` in Blender 3.0 makes emboss `None` and UI not active.\n\n[emboss.mp4](emboss.mp4)\n\n - Run script from attached blend file in 3.0 and 2.93 versions.\n - Try to interact with popover elements.\n\n[emboss.blend](emboss.blend)", "Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.", "UV: (investigate) Render UVs of selected object in UV Editor while in Object Mode\nCurrently, the UV Editor only works while in \"Edit\" mode.\n\nHow firm is that restriction?\n\nIt would be nice if we could view UVs in the UV editor, even in \"Object\" mode.\n\nIf would be even nicer if we could use the basic edit tools, such as move, scale and rotate on those UVS, again, even in Object mode.\n\nUVs can be generated and adjusted procedurally, but there's no good way to see them. It would be nice to allow displaying (not editing) evaluated UVs. Combined with features like visualizing overlapping faces, this could save a lot of time.\n\nThis is an *investigate* task, to see if such a thing is even possible. If we discover it's possible, we'll then need to decide if it's desirable.\n\nThanks @BlenderBob for the inspiration!\n\n" ]
[ "Unable to render AOVs with Open Shading Language activated\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.5\nWorked: Broken since at least 2.82.\n\nWhen setting the Render Properties to Cycles; Supporrted, CPU, AOVs can be rendered completely normal.\nBut when activating Open Shading Language, AOVs Passes are still rendered, but all Channels are black.\n![image.png](image.png)\n\n1. Open new blender scene\n2. Go to Render Properties, set Render Engine Cycles\n3. Go to View Layer Properties, add a Shader AOV, name it (abc)\n4. Go to the Shading Workbench, give your cube material an AOV output with some color (blue), name it like your AOV pass (abc).\n5. Hit F12 to render: AOV pass renders normally (expected behaviour)\n6. Now go again to the Render Properties, set Open Shading Language to true\n7. Hit F12 again to render. Now, the AOV pass (abc) should be blank. Color and Alpha are black.", "AOVs not working with OSL at all\nOperating system: MacOs Catalina 10.15.6\n\nBroken: 2.91.0, build 2020-08-10 21:16, hash acd46870630a\n\nAOV output rendered perfectly when \"OSL\" checkbox is OFF, but completely clear when it is ON\nNothing special enabled (no adaptive sampling, etc)\n\nSee attached blend and screenshots\n\n![Screenshot 2020-08-18 at 18.24.03.png](Screenshot_2020-08-18_at_18.24.03.png)\n\n![Screenshot 2020-08-18 at 18.25.26.png](Screenshot_2020-08-18_at_18.25.26.png)\n\n[AOVsTest.blend](AOVsTest.blend)" ]