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Wight Paint Bug Operating system: Mac OS Catalina Graphics card: NVIDIA GeForce GT 750M Broken: 2.81 Beta, eba4a4bd73ba, 2019-11-15, as found on the splash screen) Wight painting not working Open this file [weight paint error.blend](weight_paint_error.blend) In object mode: Select the rig and shift click select mesh Enter weight paint mode Control left click on a new bone The blue weight paint disappears from the mesh
[ "Multires: Missing updates are not communicated in the UI\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.8x up to 6fff73e3f001 from 2020-01-23\nWorked: 2.79b\n\nCurrently it’s not possible to use Shrinkwrap (modifier and constraint) and Walk Navigation with Gravity (toggling Gravity causes you to fall through the floor, teleporting doesn't work) with object that has subdivided Multires and is in Sculpt Mode. In 2.79 Shrinkwraps are not updating during sculpting but it's still possible to see where objects are being shrinkwrapped. Not being able to see shrinkwraps becomes problematic in a very similar way as not being able to see textures while sculpting.\n\n\n1.\tOpen provided file in 2.79 and observe that Road and House objects are shrinkwrapped to the Landscape object while subdivided Multires is in Sculpt mode. You can use Walk Navigation with Gravity to walk or teleport over the surface.\n2.\tOpen provided file in 2.8, both Shrinkwraps will be disabled and you will not be able to teleport or walk across the surface in Walk Navigation mode.\n[No_Shrinkwrap_and_Walk_Gravity.blend](No_Shrinkwrap_and_Walk_Gravity.blend)", "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", "Add overlay to visualize full weight values in weight paint mode\nTake the following case in which some vertices are weighted in full 1.0 (RED), some have a weight of 0.0 (Blue) and some are weighted very close to full (0.9) and some are weighted very close to zero (0.1)\n![image.png](image.png)\n\nIn this case it is very hard to visualize which vertices are weighted 0.0 or 1.0 or which are just very close but might have a different influence.\n\nFor that reason we have a **Zero Weights** overlay that uses black to indicate 0.0 weights\n![image.png](image.png)\n\nWith this overlay enabled it is quite easy to distinguish between 0.0 or just very close to 0.0\n![image.png](image.png)\n\nWhat's missing is the same logic but for values of 1.0 where an overlay would show the **Full Weights** in white, 0.0 in black and the rest in the typical colors\n![image.png](image.png)\n\n*Note: The above screenshot assumes the implementation of another [related task ](https:*developer.blender.org/T93147)//", "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", "Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)", "Dynamic Paint evaluated even when disabled\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.3.1\nWorked: (Unknown)\n\nAfter disabling the Viewport Display and Render options for both the Canvas and the Brush in the Dynamic Paint settings, the system continues to be evaluated during timeline playback, resulting in a very low frame rate. The only way to fix this is to completely delete the **Dynamic Paint modifier** from **both** the Canvas **AND** the Brush. This is not ideal, as settings need to be tweaked in between testing an animation, so the system **should be properly bypassed** when the Viewport Display and Render options are disabled.\n\nThanks very much for looking into this!\n\n**[exact steps needed to reproduce the issue]**\n\nPlease see example .blend file. The landscape mesh is used as a proximity brush to paint \"shoreline\" interaction onto an animated canvas. The project exhibits the same low frame rate even when the Dynamic Paint modifiers have their Visibility and Render settings disabled. Only by completely deleting the modifiers, does the the frame rate return to normal.\n\n![image.png](image.png)\n\n[DYNAMIC PAINT TEST FILE.blend](DYNAMIC_PAINT_TEST_FILE.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 ", "Weight paint Auto Normalize not working when Armature modifier is disabled for viewport\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 474.30\n\nBroken: version: 3.6.1\n\nAuto normalize in weight painting mode is broken when the armature modifier is disabled for the viewport. \n\n- Open attached .blend file or\n - Create a basic rig. Can just be 3 bones.\n - Throw a mesh over the rig and parent with auto weights.\n- Select a single vertex group (Group 1) and weight paint all vertices of object to be fully weighted (fully red).\n- In the tools tab within the N menu of the 3D view go to Options and enable Auto Normal.\n- Select next vertex group (Group 2) of next bone and paint a few vertices.\n- Select previous vertex group (Group 1) that we painted fully red. The vertices that we painted in Group 2 will now be subtracted from Group 1.\n- Now, disable the armature modifier for the viewport.\n- Select the last vertex group for the last bone (Group 3) and paint a few vertices.\n\nYou will now notice when selecting Group 1 that Group 3's vertices are not subtracted from Group 1 as with Group 2.\nThis is not normal and is most likely a bug relating to the modifier.\n\n", "Weight paint without weight leaks particles\nOperating system: Windows 10\nGraphics card: GTX1070\n\nBroken: 2.83\nWorked: ?\n\nIf I create a vertex group/weight paint without assigning any faces to it and then use it as a \"density\" in the vertex groups for particles it still creates particles.\nYou might not think this is a bug, but together with \"Dynamic Paint\" it gets to be one.\nThis because there you can use type \"weight\" on particles. \nIn most cases you will then get frames of unused weight paints when particles are not affecting the weight paint.\nIn those cases there is a leakage of particles in the center of the weight paint, which creates a lot of disturbance in almost all cases when you are trying to do some stuff where you mix weight paint and particles.\n\nYou can do this in many ways. I will show two;\nWay no 1.\n1) Create a plane as emitter.\n2) Create a vertex group on that plane\n3) Add a particle system to that plane.\n4) Add the vertex group you created in step 2 to \"Density\" in \"Vertex groups\" section for particles.\nRun an animation... the particles are coming even if the weight paint now is unused and \"blue\".\n[T75859_easy.blend.zip](T75859_easy.blend.zip)\n\nWay no 2 using mask modifier and dynamic paint. \"The hard\" way.\n1) Create a plane as an emitter and call it \"emitter\".\n2) Create an icosphere called \"Particle\" and move it a bit so it is away from the plane.\n3) Now create another plane called \"canvas\" below the first plane.\n4) Subdivide \"canvas\" like 10 times so you get a lot of faces on it.\n5) Create a vertex group called \"MyVertexGroup\" on the \"Canvas\"\n6) In \"Emitter\", just create a default particle system.\n7) Set \"render\" to object and Instance Object to \"Particle\"\n8) Bake it.\n9) Now add dynamic paint of type \"Brush\" to the \"Emitter\" plane.\n10) Set the brush to \"Particlesystem\" and select the particlesystem you created\n11) Select the \"Canvas\" and do a dynamic paint of type \"Canvas\" on that one.\n12) Set Surface type to \"Weight\", check \"Dissolve\" and set it to 5 frames and uncheck \"Slow\".\n13) Save your .blend file.\n14) In \"Output\" of the canvas for the dynamic paint, select the vertex group \"MyVertexGroup\"\n15) Bake.\n16) Run an animation in \"Weight paint\" mode and see so it works (creates red areas when a particle hits the weight paint)\n17) Go back to object mode (if 16 works, which it should).\n18) Select the \"Canvas\" and add modifier \"mask\". In mask select vertex group \"MyVertexGroup\"\n19) Run animation and see so the mask seems to work.\n20) Select \"Canvas\" and create a particlesystem.\n21) In \"Source\" for that system, check \"Use Modifier stack\".\n22) Run animation.\nNow the particles are created when the mask is visible... but if the mask is NOT visible, the particles are still created in the center of the object instead of being \"off\".\nIf you use \"density\" or not on that particlesystem does not matter. Still same behavior.\n[T75859_hard.zip](T75859_hard.zip) \n\n\nin console: \n```\nCan't create particles with the current modifier stack, disable destructive modifiers\n```\n", "Bone selection icon could be added next to Face and Vertex Selection in Weight Paint mode\nHello. I want to suggest to add a Bone Selection icon in weight paint mode by side the face and vertex selection modes. It intents to be a better feedback on what selection mode the artist is using. Now it is like having only face and edge selection icons for mesh editing but not vertex because it is the \"default\" tool. I know the bone selection is not a mask tool like the face and vertex selection, but, at the end, all 3 are just selection modes for the artist workflow.\n\nCheerios\n\n![blender weight paint.PNG](blender_weight_paint.PNG)", "Color space seems wrong while painting in image editor.\nIn the image editor add a new image and with default settings just do a red line paint over a green line paint.\nDark zone appear in the falloff between red and green. it should not be there and should stay clear, not dark. \nI don't know why, but it looks like a color space issue. \n\ndark falloff not ok in blender:\n![Capture dark fallof.PNG](Capture_dark_fallof.PNG)\n\nclear falloff ok in gimp:\n![Capture fallof ok.PNG](Capture_fallof_ok.PNG)\n\nblender 2.8\nWindows 7 \n\n\n", "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", "Sculpt mode - program crash: brush smooth + graphics tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30\n\nBroken: version: 3.6.0\n\nUnless explicitly specified in \"preferences > input > tablet > tablet API > wintab or windows ink\", it crashes when using smooth brush. If I use the \"automatically\" setting.\nFor the bug to recur, the brush must take a force or size parameter from the pressure force on the graphics tablet. If I use the mouse, the error does not occur.\nThis error is repeated in any scene and with any object. I created a cube, remesh it and used a smooth brush in sculpt mode. Blender crashes to completion.\n\ngraphics tablet: xp-pen star 06\n\n", "Cycles: Caustics don't work when volume boundary between casting and receiving surfaces\nOperating system: MacOS, Windows\nGraphics card: Apple Silicon, Nvidia RTX3090\n\nBroken: 3.5.1, 3.6 Alpha\nWorked: -\n\nWhen there is a volume boundary between a caustic casting and receiving surface, the caustics vanish. \n\nOpen the attached .blend file. There is a sun, an ocean surface, and a sea floor. There are 4 sections: \n- On the right, there is no volume and the caustics appear\n- the two middle sections contain volumes where either the top or bottom boundary of the volume is between ocean and floor, and no caustics appear\n- on the left the volume boundaries are above the ocean, and below the floor, and caustics are visible\n\n", "Blender 2.80 Canceling of visibility actions during opened panel with object default parameters.\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80 beta, 1df6a98b176f, blender2.8, 2019-03-05\n\n**Error description**\nLooks like a small flaw. Panel with default parameters(radius, etc..) of standard objects if objects just created - will be canceling your actions with outliner panel (visibility actions) if you dont close it and continue changing parametrs after that\nDemo: 0876b975cd74ce4d9400b6556e5cbe14.mp4\n\n**Steps to reproduce**\n\n- Open new general template\n- Add mesh - circle\n- Hide cube in outliner\n- In Adjust Last Operation panel change radius\n\nCube is no longer hidden" ]
[ "In weight painting mode switching bones make weights invisible\nOperating system: Mac OS Catalina 10.15.1\nGraphics card: Intel HD 6000\n\nBroken: 2.81 release\nWorked: 2.80, 2.82 alpha (1 Dec 2019)\n\nIn weight painting mode switching bones make weights invisible. So it's not productive to always switch between modes just to see vertex weights again.\n\n1) Open Rig3.blend\n2) In object mode select \"Rig\"(armature)\n3) Then select object \"Dayly\"\n4) Switch to \"weight painting\" mode\n5) With \"Ctrl + LMB\" select other bone\n6) Weights are now invisible..." ]
Bevel tool amount jumps to 10000000.0 after first use I have this bug in all nightly builds since official 2.79 (not in official 2.79). Steps: 1. select edge on mesh - do edge->Bevel operation. FIrst time is ok. 2. select another edge - do edge -> Bevel . Amount always jumps to 1000000.0
[ "Bevel modifier with many segments sometimes generates spikes\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.83.0\n\nif a bevel modifier and a mirror modifier are added to an object,\na render error appears only in the mirrored object, depending on the number of bevel segments chosen.\nin the file appended, the glitch disappears as soon as the bevel modifier is applied.\n\n- Open attached file\n- increase or decrease the number of bevel segments until the error occurs.\nIt should be visible in the attached .blend file (the spike)\n\n[bevel_spikes.blend](bevel_spikes.blend)\n\n", "The Tool Selector Window close one time every two times, when opened too closed to the bottom border of the screen\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\nWorked: (optional)\n\nThe Tool Window, open and close immediately, choosing the tool under the mouse cursor, if the tool window is opened too close from the bottom of the screen.\n\n1) In Edit > Preferences > Keymap, set the \"Space Bar action\" to \"Tools\"\n2) On the 3D viewport, place your mouse cursor in the top area of the viewport\n3) press the spacebar, the tool menu open without any problem, and you can choose a tool with a shortcut key (for example press B to choose the Box selection)\n4) You can repeat that several times in a row without any problems.\n5) Now move your mouse cursor much more closer to the bottom border of the screen, so that you know that the tool window will have to be shifted upward to be displayed correctly.\n6) Press the spacebar a first time. This is ok, you can select your tool\n7) Now press the spacebar a second time. This time, the tool window open and intermediately closed, and the tool selected is the one that is under your mouse cursor.\n8) Press the spacebar again: the tool window open normally\n9) Press the spacebar again: the bug reappear\n10) Now on, every one time over two, the bug appear.\n\n**Expected behavior**\nThe Tool Window should open and stay opened consistently, no matter where the mouse cursor is placed on the screen, when the spacebar is pressed.", "Knife Tool: incorrect interaction with Array modifier when the Merge \"First Last\" option is set\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 44), branch: master, commit date: 2019-02-14 04:22, hash: caa8e7ff2894\nWorked: not sure\n\nWhen the Merge First Last option is set for an Array modifier, it seems like hidden, virtual geometry is picked up while using the knife tool to cut across the surface of the primary shape.\n\nThis results in an improper cut.\n\nBad in-progress cut:\n![bad.png](bad.png)\n\nBad confirmed cut: \n![bad-confirm.png](bad-confirm.png)\n\nGood cut -- with the First Last option turned off:\n![good.png](good.png)\n\n[array-bug.blend](array-bug.blend)\n- Create a simple shape and array it in a radial fashion so that the first/last vertices of the shape are eligible for merge\n - Or just load the attached .blend\n\n- Attempt to make a cut across the main shape with the Merge First Last option set\n- Notice that the cut line is picking up some hidden edges somehow -- perhaps due to triangulation?\n- Confirm the cut and notice it's still incorrect and pretty weird", "Array modifier: Count value doesn't increase over 1000 when using arrow icons.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: \n3.5.1,\n3.4.1\nWorked: N/A\n\nThis is a minor bug but hopefully easy to fix:\nWhen changing the \"Count\" value in Array modifier using arrow icons it is impossible to pass a value higher than 1000, it simply doesn't change. However, any value can be set using keyboard and then the arrow icons work as intended (eg. setting the value using keyboard to 1001 enables the arrow icons to set values 1002, 1003...).\nThis seems to be happening when trying to pass over values eg. 1000, 2000, 5000. When trying to pass over values eg. 3000, 4000, 6000, 7000 the icons work as intended.\n\n1. Open blender\n2. Select default cube (or any newly created object)\n3. Go to Modifier Properties\n4. Add Array modifier\n5. Manually change Count to 998\n6. Press the right arrow icon until the Count value reaches 1000 and keep pressing to see if the value increases\n7. Manually change Count to 1001 and check if the right arrow icons changes the value\n\n", "Bevel vertex weight problem with Solidify modifier in simple mode\nOperating system: Win10\nGraphics card: 1050ti\n\nBroken: (3.2.0 Alpha from 2022-02-21 23:28)\n\nSolidify doesn't create beveled edge from extruded points in simple mode\n\n\n # Open file and switch between *complex* and *simple* modes inside Solidify modifier -> extruded edges got beveled or not\n\nFrom scratch:\n - Create a plane\n - Assign full bevel weight for both verts and edges\n # Add Solidify and Bevel modifiers (weight mode)\n\n[solidify+bevel_weight_problem.blend](solidify_bevel_weight_problem.blend)\n", "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", "Regression: View jump randomly when zoom in and out with AutoDepth\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93 0f7becece7\nWorked: 2.93 1a69d491e5 \n\nView jump randomly when zoom in and out with AutoDepth\n\n- Open Blender.\n- In Preferences->navigation->check \"Auto Depth\"\n- You should also enable Zoom to mouse position\n- Then in view port press num7 to go TopView. \n- Navigate mouse arrow to corner (for example) of default cube \n- Zoom in and zoom out.\n\nView will jump randomly\n\n", "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.", "Mirror threshold too high, values less than 0.00002 are snapped to center\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.83.3\nWorked: 2.79b\n\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\nThe above is occurring with the snap off.\nThe bug occurs even if the vertex's X coordinate is moved to more than 0.00002.\nDuplicating the object does not eliminate the bug.\n\n3D Viewport / Edit Mode.\nCreate an object with the following vertices:\n```\nObject-1 = {\n Vertex-A x = 0.00002, y = 0.00005, z = 0.0\n Vertex-a x = -0.00002, y = 0.00005, z = 0.0\n Vertex-B x = 0.000019, y = -0.00005, z = 0.0\n Vertex-b x = -0.000019, y = -0.00005, z = 0.0\n}\n```\n3D Viewport / Edit Mode / Tool / Options / Mirror X [enable].\n3D Viewport / Edit Mode / Snap [disable].\nSelect Vertex-A and Vertex-B.\nMove Vertex-A and Vertex-B.\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\n\n3D Viewport / Object Mode.\nDuplicate the Object-1 to obtain the Object-2.\n3D Viewport / Edit Mode.\nMirror the vertices of object 2 as if they were object 1. This causes the same problem.\n\nEnlarge the Object-2 sideways.\nMirror the vertices of Object-2. The same problem still occurs. The problem occurs even if the Vertex-B x-coordinate is greater than 0.00002 after magnification.\n\n\n[X-Mirror_bug.blend](X-Mirror_bug.blend)\nThe objects in the X-Mirror_bug.blend file are very small, so zoom in on the view to the maximum size.\n\n\nThis is a 2.79b file with the X-Mirror working correctly:\n[X-Mirror_2.79b.blend](X-Mirror_2.79b.blend)\n\n\nThe difference in x-mirror behavior between 2.8x and 2.79b is shown in the following video:\n[Blender 2.8x BUG_X-Mirror.mp4](Blender_2.8x_BUG_X-Mirror.mp4)\n\n[Blender 2.79b X-Mirror.mp4](Blender_2.79b_X-Mirror.mp4)\n\n\nIf it is unintentionally aligned to the YZ plane like 2.8x, it will not be possible to edit it (if this behavior is a specification, it will be useful if you can implement it as a function separate from the mirror, align it to the YZ plane, and set a threshold to align).\n\n**When importing model data from the outside and editing a mirror, all vertices with an X coordinate of less than 0.00002 are already implicitly aligned to the YZ plane, so editing with an X mirror is no longer possible at all. Hence, until this bug is fixed, edits involving X mirrors should use 2.79b.**\n", "Support modal axis & user/local space switching for the shear tool\nCurrently the shear tool doesn't support setting the axis XYZ, Local/Global etc. As translate or scale do.\n\nInternally this is supported (the gizmo can do this), however there is no way to access this functionality using keyboard shortcuts.\n\nNote that some design is needed for this task since shear has a secondary axis - unlike most other transform modes.\n\nThere will need to be a key assigned to cycle between the secondary axis too.\n\nSee: blender/blender-addons#73879 (custom property values not setting correctly via code)", "Array modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve\nOperating system: Mac OS Catalina 10.15.4 (latest)\nGraphics card: Intel HD 6000\n\nBroken: 2.83 beta as of 8-th of May\n\nArray modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve. And when the CURVE CONVERTED TO MESH -- it just destroys scale of object!\n\n1) Open .blend\n[plants.blend](plants.blend)\n2) Try to move empty -- everything works fine\n3) Select \"empty\" and \"petals\" (with shift) then parent them (Ctrl + P -- to object) to \"bezier curve\"\n4) Select bezier curve and \"convert to mesh\"\n5) Now try to move empty\n\nBefore:\n![Screenshot 2020-05-08 at 22.32.55.png](Screenshot_2020-05-08_at_22.32.55.png)\nAfter:\n![Screenshot 2020-05-08 at 22.33.14.png](Screenshot_2020-05-08_at_22.33.14.png)", "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", "Drivers round to 0 when working in um range\nOperating system: Windows 11\nGraphics card: RTX 3090\n\nBroken: 3.0\n\nWhen a driver/scripted expression returns a value in the micrometer range (0.05/1000 for example), it rounds to 0.\nThis is fatal because I need to store a \"clearance\" value and want to control that with drivers, which is simply not possible now. Please enable an even lower range of floats before rounding down to zero.\n\nMake a new project\nSwitch to metric units\nAdd a solidify modifier to a small object\nAdd a driver that calculates or just returns a um value\n- > It rounds down to zero", "Measuring tool reports incorrect diameter of circle\nOperating system: Linux-5.19.0-42-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: version: 3.5.1\nWorked: unknown, but this bug has been present since at least 3.0.1\n\nMeasuring tool reports incorrect diameter of circle.\n\n1. Create new General file\n2. Change length unit from meters to millimeters\n3. Add a Mesh->Circle with the default radius of 1 ( mm )\n4. Activate the Measuring Tool, and measure the diameter of your circle\n\nExpected result: 2 mm\nObserved result: 2000 mm ( +/- the accuracy of the user's operation of the tool )\n\nSee attached screenshot for the status at this point.\n\nThe same behavior can be observed with Imperial units, as shown in the second screenshot. The default length unit here was changed to inches, and Blender reports that a 1\" radius circle has a diameter of ~24\".\n\n\nConclusion: Non-default unit settings are not applied to the measuring tool.\n\n", "Multi-segment bevel doesn't follow edgeloop below certain width.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Beta\nWorked: NA (repro in 2.80)\n\n\nWhen using a multi-segmented bevel below a certain width the existing edgeloop flow is not respected. It will 'snap' to follow the existing edgeloop once you reach a certain width. \n\nChanging the unit scale does not affect the issue. However, scaling up the object and applying scale will avoid the issue as the bevel width with the issue is so insignificant.\n\n![image.png](image.png)\n\n[bevel_issue.blend](bevel_issue.blend)\n\n\n - Load bevel_issue.blend\n - Enter the Right Orthographic (X+) preset viewpoint\n - In outliner select bevel object from the scene collection and enter edit mode (edge)\n - Select the two edges marked sharp\n - Use the bevel tool and set segments to 4\n - Observe that a bevel width < 1.6mm results in a slight upwards bowing of the mid-ring loops inside the bevel, whereas a larger bevel follows the existing orientation of the edgeloop." ]
[ "Mouse-based bevel adjustment breaks when operator is applied > 1 times. Bevel width sticks on the maximum value\nWin10 64 bit (Creators update); AMD 7700 GPU; 24 gigs RAM; Ivy Bridge i7 processor\n\nBroken: hash e8daf2e\nWorked: 2.79\n\nBevel any model and the first application will always work as it should (width is adjustable by the mouse). The second time and beyond though, the bevel width instantly sticks to the highest possible value and can only be adjusted via the Last Operator Panel (mouse movement does nothing).\n\nOpen Blender; Do an edit mode bevel operation on the default cube. Now do another bevel operation.\n\nA .blend file is not needed for this case since it's extremely trivial to reproduce using the startup scene.\n", "Bevel Problem\nWindows 10 \n\nBlender 2.79, cc96cdd\n\n\nwhen I bevel an object for a second try by dragging mouse to adjust the effect and it moves to 1000000.000000 Offset. \nand when I try it on 2.80 build for the sake that if its a hardware problem, well it only affects just the current Oct 24 Build of 2.79.\n\n1) Edit the default cube, Ctrl + B and make a bevel \n2) Go out edit mode and add another cube, repeat step 1 and adjust the bevel offset by dragging the mouse ... \n" ]
Stroke too thinner Operating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29 Broken: version: 3.1.0 Alpha Stroke too thinner for Mac -VS- Windows 10 I am very complain and hurt my eyes during too thinner complete. I am deaf/blind ( very low vision ) Macintosh -VS-Windows. Windows 10 with Blender 3.0 Beta there can read Grape Editing, Push the C key, Push the B key and everything is fine. Macintosh with Blender 3.1.0 Alpha you have forget many times and never listen what I am try tell you many times many years and years. I was wait too long. ![image.png](image.png) Weight Paint red circle I can see congratulation you did fix a bug complete. ![IMG_0990.png](IMG_0990.png) Push the 'o' key then push the 'g' key for sure I can see there thickness congratulation you did fix a bug complete. ![IMG_0989.png](IMG_0989.png) Push the 'c' key I can't read too thinner. ![IMG_0987.png](IMG_0987.png) Push the 'b' key I can't read too thinner. ![IMG_0988.png](IMG_0988.png) - open attached file [f-curve-thin-mac-bug.blend](f-curve-thin-mac-bug.blend)
[ "Weight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\nOperating system: Linux-4.15.0-147-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.1\n\nWeight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\n\n[PBdynamicPaint_check.blend](PBdynamicPaint_check.blend)\n\n- open .blend\n- go to weightpaint mode\n- play animation\n- in the mesh properties, change from one vertexgroup to the other back and forth\n- influence of one group is (partially) still visible when switching to the other\n\n![Capture d’écran de 2021-07-21 19-51-32.png](Capture_d_écran_de_2021-07-21_19-51-32.png)", "Width text without \" . . . \" each text.\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nWidth (unknow what is call name)\n\nPlease fix width everything I told them before. I was send them long time ago, They never did.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)", "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", "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", "Gradient weight tool confusing (using previous tool brush)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nGradient Tool in its current state is not very user friendly:\n\n- generally this accesses previously selected tools brush as it doesnt have its own brush (so it looks like it has its own settings for strength/weight, but those are from an 'alien' brush) when `Unified Weight` is turned ON (default) the tool actually works with the `Unified Weight` (set on some other brush, e.g. the Draw Brush), but doesnt present you with that value in the UI (bug!)\n- when `Unified Weight` is turned OFF you are actually tweaking the weight setting of the previously selected tools brush (the 'alien' one) -- this causes confusion (it doesnt affect e.g. `Blur`, `Average` or `Smear` since these dont have weight capabilities)\n- this is even worse when tweaking the Strength, you are actually tweaking the weight setting of the previously selected tools brush (the 'alien' one), this affects `Blur`, `Average` or `Smear` (and Unified Strength is OFF by default!)\n\nSo not sure how to solve the issue with the \"tweaking setting of a seemingly unrelated brush\" issue, what I think we should do though is at least have the values in the UI respect Unified Weight / Unified Strength since this is what the tool will use internally...\n\nSo the main issue is fixed in f38c54d56e: Fix Vertex weight gradient tool show wrong weight/strength values in the UI.\n\n", "Texturing with anchored type stroke\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06\n\nBroken: version: 2.91.0 Alpha\n\nTexture paint with stroke set to anchored while using texture significantly slows down blender up to non responsive state and crash while paint texture is larger than 2k.\n\n[Texture pain stroke ty[e anchored.blend](Texture_pain_stroke_ty_e_anchored.blend)\n", "Undo eliminates brush texture\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\nI think it shouldn`t be undoable as other brush settings now.\nIt is much easier to delete texture manually, than restore it and tune it again.\n\n[2021-05-26_14-00-22.mp4](2021-05-26_14-00-22.mp4)\n\n\n", "No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n![Mask shot.png](Mask_shot.png)\n", "macOS: touch input fails to work on a Wacom Intuos Pro tablet\nOperating system: macOS 11.1 Big Sur build 20C69\nGraphics card: n/a\n\nBroken: Top of tree git pull from today\nWorked: probably never since 2.8\n\nWacom Intuos Pro tablets support touch in addition to pen entry. When using touch, two fingers will scroll up and down. In Blender, two finger touch should work like an Apple touch pad or Apple magic mouse: two finger movement will orbit the view; holding down command zooms, holding down shift pans. Instead, it simply does nothing.\n\nBlender.app, default cube. Place two fingers down on a Wacom Intuos Pro tablet and move them around; it should orbit, but nothing happens. Well, the bottom status bar flickers back and forth as though command/shift or alt is pressed. \n\nThere are two reasons why this happens. \n1. Blender has incorrect Cocoa/AppKit code. I worked on AppKit for ~13 years at Apple. Below is a diff that addresses some of the issues. The code attempts to keep track of m_multiTouchScroll, but this isn't needed. It should key off of hasPreciseScrollingDeltas instead. I tested this diff with: Apple Magic Mouse, old school Apple scroll wheel mouse, Wacom tablet; all things work the same (except Wacom, which has the bug I'm reporting fixed). There is also a comment about intuos5, but that seems to be incorrect and outdated, but I don't have an Intuos 5 to test with.\n\n[0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch](0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch)\n\n2. Wacom's tablet touch drivers do link-checked behavior based on the bundle identifier \"org.blenderfoundation.blender\". In other words: they change the touch behavior when they see the target application is Blender. Wacom needs to fix this, but I'm not sure how to log a bug report for them.\n\nTo prove this, I created the sample application:\n\n[TabletTest.zip](TabletTest.zip)\n\nThe sample application has the blender bundle identifier set, as seen in this screen shot:\n\n![Screen Shot 2021-03-02 at 6.48.31 PM.png](Screen_Shot_2021-03-02_at_6.48.31_PM.png)\n\nIn ViewTest.m I log the flagsChanged:\n\n``` - (void)flagsChanged:(NSEvent *)event\n```\n{\n NSLog(@\"%@\", event);\n}\n```\n```\nIf you run the app and do a two finger scroll in the window you will see some flagsChanged logged, which is very strange because Shift/Alt/Cmd have not been pressed! Wacom is faking them for some reason, and changing the scrolling data, which messes up Blender.\n\nChange the applications's bundle identifier to \"org.blenderfoundationXX.blender\" (you can simply edit the info.plist) and run it again; it will then behave correctly.\n\n\n\nI don't know how to fix item 2 for Blender; I'm fixing it in my own build of Blender by changing the bundle identifier to org.blenderfoundation.bl3nder after it is built. I looked into identifying the events, and I can could identify the source as coming from the wacom driver but I can't fix them. \n\nI'm trying to find a contact at Wacom to have them fix this, but once it is fixed we still need item 1 fixed. \n\n\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", "GP brush pin for fill only, makes both stroke and fill\nHi \nI want to have fill and stroke in different color but if I pin, I get both color same.\nSo that I cannot make custom brush, or I have to change it vertex mode every time.\nCan you please check?\n\n[image](attachment)\n\n", "Upgrade the Line Type Dots\nUpgrade the line type _Dots_ to the stamp brush. \nThis is the todo list of the stamp brush development at stage one, detailed in 30884\n\nBranch: [`gpencil_articluated`](gpencil-articulated)\n\nGeneral:\n\n- [x] A quick demo\n- [ ] Maintainable code framework \n- [ ] Basic GUI\n\nVertex attributes:\n\n- [x] Position\n- [x] Radius\n- [ ] ~~Aspect ratio~~: technically impossible\n- [ ] ~~Hardness~~: unnecessary\n- [ ] Color\n- [ ] Strength\n- [x] Rotation\n\nOther features:\n\n- [ ] Texture\n- [ ] Stroke order, depth and blending\n- [ ] Holdout\n- [x] Lighting\n- [x] Alignment types\n\n", "Text editor undo system, undo step limiting behavior\nCurrently having a linear undo stack has a limitation which is most obvious with text undo.\n\nTyping a character uses a single undo step, meaning if you are working in 3D sculpting for eg, then type a short paragraph over 32 characters - you'll loose all your undo steps.\n\nProposed solution is for undo systems to support counting their undo steps separately, so text editing operations wouldn't use up undo steps for edits in other modes.\n", "Do Not Allow The Image Resolution To Go Below 1 (or .8 at lowest)\nOperating system:\nGraphics card:\n\n2.8.3\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nI have very poor vision. Before I realized the font text box also had little arrow sizers or something, I thought you had to type in the value only.\n\nWhen trying to type 1.4, I accidentally typed .1 somehow (I couldn't see the screen with 1.0 Resolution Scale).\n\nI almost uninstalled the software, but with 15 minutes and WIndows Magnifier I got lucky and found Edit Preferences again, and another 5 or 10 minutes to find the Resolution Scale textbox.\n\nA minimum resolution scale would easily solve this, to where it cannot go below 1 in my opinion, but maybe an 18 year old with eagle eyes and a 99 inch monitor might want smaller, like .8.\n\n\nEdit - Preferences - Type .1 in Resolution Scale and hit ok.\n\nLet me know if you can solve it from there without uninstalling. Its like a pinatta game, but should never happen in the best menu font system I have ever used (I made a video giving you an A++ today, until I found this bug, I crossed off an A.![Blender.png](Blender.png)\n\nThe file attached is from a Resolution Scale of .6, which I can't risk setting it any lower or I can't get it back.\n\nHere is a video link of the problem if you care to watch:\nrstH-msnuuw\n\nPlease tell me you agree Resolution Scale has no business ever being so low the software is unreadable.\n\nNew users, especially those with visual impairments worse than mine may not be aware of the little slider arrows. I noticed them on my 5th attempt at learning Blender, and uninstalled / installed each time before I found the font setting today, \n\nFive minutes later I found the font bug.\n\n\nThank you,\n\nCorby / Data Juggler", "Undo/Adjust Last Operation: vertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\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: 3.1.0 Alpha\nBroken: version: 2.81 (sub 10)\nWorked: 2.79\n\nFor reference: this commit 4a08b974f4 is relevant:\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nvertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\n\nUPDATE: vertex paint strokes are no longer affected, this was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo].\n\nThere are multiple scenarios from different reports:\n\n---\n- Enter weight paint\n- Toggle X/Y/Z mirror\n- Draw weight paint\n- Undo the weight paint\n- BUG: X/Y/Z mirror are undone\nThis is true for any setting on the mesh (could be paint mask face/vertex selection as well, but also Auto Smooth Normals for example which is best for testing this in other modes).\nSame does not happen in editmode, Texture Paint and Sculptmode. In these modes, changing a setting does not seem to produce an undo push at all.\nIn objectmode, changing such setting will create an undo push on its own.\n\n---\n- Enter weight paint\n- Hide an object (via Outliner)\n- Draw weight paint\n- Undo the weight paint\n- BUG: Hidden object is revealed again\n\n---\nNOTE: this scenario was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo]\n\n- Create Suzanne\n- Go to vertex paint mode\n- Enable faces mask\n- Select a couple of faces\n- Paint them with some color\n- Disable faces mask\n- Apply dirty vertex color\n- Go to the last operation dialogue\n- Change the highlight angle property\n- BUG: Mask enables and dirty vertex color applies to the mask\n\n" ]
[ "Stroke circle push the C key and B key\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\n\ntoo thin stroke.\n\nMacOS 11.6 (20G165)\nBlender 3.0\nThere I unable to see push the 'b' key also push the 'c' key on Object Mode and Edit Mode also everything other..\nWeight Paint I surely can see.\n\nWhy not copy from weight paint circle stroke code and paste into push the C key and B key code too.\n\nFor Mac only. Do not use Windows.\n\nsOSSEgR\n\n" ]
Stroke circle push the C key and B key Operating system: macOS-11.6-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20 Broken: version: 3.0.0 Alpha too thin stroke. MacOS 11.6 (20G165) Blender 3.0 There I unable to see push the 'b' key also push the 'c' key on Object Mode and Edit Mode also everything other.. Weight Paint I surely can see. Why not copy from weight paint circle stroke code and paste into push the C key and B key code too. For Mac only. Do not use Windows. sOSSEgR
[ "State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n", "Curve Pen Error\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 4.0.0 Alpha\n\nNothing happened when I left click my mouse using Curve Pen in Edit Mode, but it is fine with blender on my windows laptop.\n\nI added a Bezier and I enter the edit mode, I deleted all the vertices and decided to draw a line using Curve Pen. However, it did not work.\n\n", "Weight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\nOperating system: Linux-4.15.0-147-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.1\n\nWeight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\n\n[PBdynamicPaint_check.blend](PBdynamicPaint_check.blend)\n\n- open .blend\n- go to weightpaint mode\n- play animation\n- in the mesh properties, change from one vertexgroup to the other back and forth\n- influence of one group is (partially) still visible when switching to the other\n\n![Capture d’écran de 2021-07-21 19-51-32.png](Capture_d_écran_de_2021-07-21_19-51-32.png)", "macOS: touch input fails to work on a Wacom Intuos Pro tablet\nOperating system: macOS 11.1 Big Sur build 20C69\nGraphics card: n/a\n\nBroken: Top of tree git pull from today\nWorked: probably never since 2.8\n\nWacom Intuos Pro tablets support touch in addition to pen entry. When using touch, two fingers will scroll up and down. In Blender, two finger touch should work like an Apple touch pad or Apple magic mouse: two finger movement will orbit the view; holding down command zooms, holding down shift pans. Instead, it simply does nothing.\n\nBlender.app, default cube. Place two fingers down on a Wacom Intuos Pro tablet and move them around; it should orbit, but nothing happens. Well, the bottom status bar flickers back and forth as though command/shift or alt is pressed. \n\nThere are two reasons why this happens. \n1. Blender has incorrect Cocoa/AppKit code. I worked on AppKit for ~13 years at Apple. Below is a diff that addresses some of the issues. The code attempts to keep track of m_multiTouchScroll, but this isn't needed. It should key off of hasPreciseScrollingDeltas instead. I tested this diff with: Apple Magic Mouse, old school Apple scroll wheel mouse, Wacom tablet; all things work the same (except Wacom, which has the bug I'm reporting fixed). There is also a comment about intuos5, but that seems to be incorrect and outdated, but I don't have an Intuos 5 to test with.\n\n[0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch](0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch)\n\n2. Wacom's tablet touch drivers do link-checked behavior based on the bundle identifier \"org.blenderfoundation.blender\". In other words: they change the touch behavior when they see the target application is Blender. Wacom needs to fix this, but I'm not sure how to log a bug report for them.\n\nTo prove this, I created the sample application:\n\n[TabletTest.zip](TabletTest.zip)\n\nThe sample application has the blender bundle identifier set, as seen in this screen shot:\n\n![Screen Shot 2021-03-02 at 6.48.31 PM.png](Screen_Shot_2021-03-02_at_6.48.31_PM.png)\n\nIn ViewTest.m I log the flagsChanged:\n\n``` - (void)flagsChanged:(NSEvent *)event\n```\n{\n NSLog(@\"%@\", event);\n}\n```\n```\nIf you run the app and do a two finger scroll in the window you will see some flagsChanged logged, which is very strange because Shift/Alt/Cmd have not been pressed! Wacom is faking them for some reason, and changing the scrolling data, which messes up Blender.\n\nChange the applications's bundle identifier to \"org.blenderfoundationXX.blender\" (you can simply edit the info.plist) and run it again; it will then behave correctly.\n\n\n\nI don't know how to fix item 2 for Blender; I'm fixing it in my own build of Blender by changing the bundle identifier to org.blenderfoundation.bl3nder after it is built. I looked into identifying the events, and I can could identify the source as coming from the wacom driver but I can't fix them. \n\nI'm trying to find a contact at Wacom to have them fix this, but once it is fixed we still need item 1 fixed. \n\n\n\n", "Graph Editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: none\n\nThe graph editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text when they do two different things.\nKey -> Clean Channels help text should be changed to Clears keyframes on channels that have default values.\n\nCreate some animation on the default cube\nopen the graph editor\nselect the curves\nChoose the Key menu\nHover over the Clean Channels and Clean Keyframes menu items to see the text.\n", "Proportional Editing Influence Is Far Outside Of Influence Circle In Graph Editor\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.6.3 Release Candidate\n\nProportional Editing reaches way too far from influence circle when using the graph editor causing non-highlighted neighboring keys to move even if they are far from highlighted keys.\n\n<video src=\"attachment\" controls></video>\n\nI'm providing a video for reference.\n\n• Have an f-curve with keys on every frame.\n• Move a few keys up several values away from the main line of keys.\n• Turn on Proportional Editing (smooth default) use small influence circle.\n• Adjust key on the original base value next to keys that have been moved.\nNormally influence will only affect the keys in influence range and not keys so far away.\n\nThanks,\nTim\n\n", "Sculpt mode - program crash: brush smooth + graphics tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30\n\nBroken: version: 3.6.0\n\nUnless explicitly specified in \"preferences > input > tablet > tablet API > wintab or windows ink\", it crashes when using smooth brush. If I use the \"automatically\" setting.\nFor the bug to recur, the brush must take a force or size parameter from the pressure force on the graphics tablet. If I use the mouse, the error does not occur.\nThis error is repeated in any scene and with any object. I created a cube, remesh it and used a smooth brush in sculpt mode. Blender crashes to completion.\n\ngraphics tablet: xp-pen star 06\n\n", "Proportional edit influence radius marker for Grease Pencil object is misplaced\nOperating system: macOS Catalina 10.15.7\nGraphics card: Radeon Pro 560 4 GB\n\nBroken: 2.92.0, 02948a2cab44, master, 2021-02-24 16:25\n\nAlso tried with 2.93.0 and the erroneous behavior is still there.\n\n[proportional-edit-bug.blend](proportional-edit-bug.blend)\n\nSteps to reproduce the error:\n1. Open the attached .blend file.\n1. Select the (only) GPencil object and go into edit mode.\n1. Enable proportional editing.\n1. Grab one point of the grease pencil curve and start moving it.\n1. Observe the influence radius marker being drawn at the object's origin point, instead of the current selection's median point.\n\n![proportional-edit-bug.gif](proportional-edit-bug.gif)", "UI: Linux & Mac Support for Clipboard Copy/Paste Images\nAs of the merge of #105833 Windows users can copy and paste images between Blender and other applications. That PR should have made it fairly easy to add similar support for other platforms.\n\nNot shown in #105833 (added later) is that each platform has a \"Capabilities\" flag that indicates that some optional features are supported. For Mac, for example, you can open up intern/ghost/intern/GHOST_SystemCocoa.mm. There is a getCapabilities() function and you can just remove `GHOST_kCapabilityClipboardImages` from that list of things not supported.\n\nThen you are going to declare a few functions in `GHOST_WindowCocoa.hh` and define them in `GHOST_WindowCocoa.mm`, using #105833 as a guide. `GHOST_hasClipboardImage` is meant to return true if the system clipboard contains a format that you are able to read and use. In the unlikely event that your platform does not provide this information you could just return true as that is only used to enable/disable the menu item.\n\n`putClipboardImage` gives you an array of bytes in RGBA order, and a width and height of the image buffer. The data will be without padding, so 4 X width X height of bytes (0-255 per channel). You just need to massage it into whatever format your platform wants and put it on the system clipboard. Returning true if you are able to do so.\n\nWith `getClipboardImage` you need to confirm that there is indeed an image available, get that image from the system clipboard. Set *r_width and *r_height to the dimensions of the image. Then return a pointer to the image data as an array of RGBA bytes without padding. Use 255 for Alpha if your image does not support it. The memory that you malloc for the buffer will be managed by the caller of the function.\n\nNote that the Windows implementation in `GHOST_SystemWin32.cc` is probably much more complicated that you will probably have to write. Windows has a long and strange history with clipboard formats and support for alpha. Implementations on other platforms could be extremely trivial in comparison.\n\n", "Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n", "Automatic weight painting doesn't work if part of mesh is masked\nOperating system: Windows 10\nGraphics card: RTX 2060 Super\n\nBroken: v2.83.3\nWorked: Unknown\n\nIf an object has part of its mesh hidden by a mask modifier (ex: hidden cloth on a character), the automatic weight painting from bones will not work.\n\n- Open attached file (The skirt of the character is already hidden by a mask modifier).\n- Optionally edit the weights to better see the problem\n- Weights -> Assign automatic from bones.\n- Disable the mask modifier and try again\n[Slug.blend](Slug.blend)", "Select Circle doesn't apply changes to radius while running back to active tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf i change radius with LMB+MScroll, it resets to initial after LMB release\n[2020-03-02_21-20-49.mp4](2020-03-02_21-20-49.mp4)\nIf it is by design, I can`t find hotkeys to change circle radius permanently.\nI am trying to replace C-selection with this tool in my pipeline because it allow to rotate around object.\nFor me mass selection looks like this: take big brush, select big mass, change brush to smaller one, correct selection, zoom in and manually select/deselect certain faces/points. So I don`t see the point to have temporary radius for 1 stroke.\n\nI asked few skillfull guys. They still use C-selection, because it keep it`s radius.", "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.", "Improve Palette management in Paint Modes (Meshes and Grease Pencil)\nThis is not a task only related to Grease Pencil, but also to any Paint mode.\n\nAs part of the Vertex Paint development in Grease Pencil, we have detected some missing features in Palettes and we have decided to fix it, because Palettes look a little outdate and without improvements for several versions.\n\nMissing features/ WishList:\n\n* There is no default palette.\n* Swatches cannot be re-arranged\n* Colors cannot be sorted\n* Colors can't be named\n* Palettes cannot be merged\n* templatePalette control UI is outdated\n* No ability to import palettes from other software\n* No ability to export palettes to other software\n* Missing easy way to create palettes from images\n\nAbout default palette, in grease pencil we have implemented a default palette similar to Krita/GImp palette. This palette is required by GPencil, but it would be good idea to set this default palette in Texture Paint and Vertex Paint for meshes too.\n\n\nCurrently, I have solved the Sorting, Moving, Join and some Import modules in Grease Pencil branch, but the list above is the initial ideas.", "(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP." ]
[ "Stroke too thinner\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.1.0 Alpha\n\nStroke too thinner for Mac -VS- Windows 10 \n\nI am very complain and hurt my eyes during too thinner complete.\nI am deaf/blind ( very low vision )\nMacintosh -VS-Windows.\nWindows 10 with Blender 3.0 Beta there can read Grape Editing, Push the C key, Push the B key and everything is fine.\n\nMacintosh with Blender 3.1.0 Alpha you have forget many times and never listen what I am try tell you many times many years and years. I was wait too long.\n\n![image.png](image.png)\n\nWeight Paint red circle I can see congratulation you did fix a bug complete.\n![IMG_0990.png](IMG_0990.png)\n\nPush the 'o' key then push the 'g' key for sure I can see there thickness congratulation you did fix a bug complete.\n![IMG_0989.png](IMG_0989.png)\n\nPush the 'c' key I can't read too thinner.\n![IMG_0987.png](IMG_0987.png)\n\nPush the 'b' key I can't read too thinner.\n![IMG_0988.png](IMG_0988.png)\n\n- open attached file\n[f-curve-thin-mac-bug.blend](f-curve-thin-mac-bug.blend)" ]
Object Edit Mode Fault in (Blender 2.8)... Operating system and graphics card OS: Windows 10 - 64 Bit. Graphics Card: NVidia GeForce 980M + Integrated CPU Graphics Processor... Broken/unstable: blender-2.80.0-git.57c9bc9-windows64 Worked: Opens fine and everything works almost perfectly. So I have to open any blender file with the CPU, I can't use the graphics cards even when I change the default setting for some reason. Anyway the problem is when I try to use the Tab Key to change which mode I want and when I select the Edit mode from the drop down menu. 1. If I press the (Tab) the program (Blender 2.8) closes down straight away, there's no error box, nothing, it simply closes. 2. It doesn't matter if I append an object or not, when I go to the mode drop down menu to change modes, everything but the (Edit Mode) works fine. As soon as I try to use (Edit Mode) the program, (Blender 2.8) closes down with without warning, the same as when I try to use the (TAB) short cut. Side Note: I know (Blender 2.8) is under construction and it's not stable. Also I uninstalled the version and reinstalled a couple of times, but still the same issue persists. It could be a problem with the version of blender I've already got, I'm not sure, but for me Tab and Edit mode don't work in any of the engines in (Blender 2.8). However this is more feed back for the developers. If I knew more about programing and Python I'd take a look, but I can't even see the error code which doesn't help as it closes the program straight away.
[ "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "Blender 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 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", "Keymap: use number keys for mode switching (2nd Iteration)\n## Motivation\n\n* Improve ease of mode switching with direct shortcuts (`Tab` and `Ctrl+Tab` functionality remains the same)\n* Consistent accross all object types.\n* Allows the use of pie menus for quickly going into sub-modes (and later adding more options like Island Select mode for meshes)\n* Having the `~` key (or equivalent left to 1) be the Switch Object (`Transfer Mode`) fits better with mode switching than D.\n* The current functionality of toggling Collections visibility often leads to confusion for new users:\n * Objects seemingly disappear\n * Risk of losing visibility settings or undo steps.\n\n## Proposed Solution\nThis task is to evaluate the possibility of using number keys for mode switching, in addition to the already existing `Tab` and `Ctrl+Tab` shortcuts to toggle Edit, Pose, and modes pie menu.\n\nThe current proposal:\n{[F10130043](image.png), size=full}\n\n\n* The numbers row will get a dedicated option in the Keymap Preferences:\n * Collection Visibility (default at least during the trial phase)\n * Mode Switching\n * Potentially `Emulate Numpad` could be part of this option as well.\n\n* Behavior for **Tab** and **Ctrl-Tab** for mode edit-mode switching will be kept as this is convenient and used in many other areas where numbers make less sense (graph-editor, NLA, sequencer... etc, where using numbers doesn't make so much sense).\n\n## Details\n\n- Modes would be mapped to a key consistently between object types, so the pose-mode number-key would do nothing for a curve (for example).\n- Equivalent modes would share a key between object types (grease-pencil Draw to use the same key as mesh Texture Paint, the same goes for Grease Pencil Sculpt, Vertex Paint... etc).\n- Modes to switch include (8): `OBJECT` `EDIT`, `SCULPT`, `TEXTURE_PAINT`, `VERTEX_PAINT`, `WEIGHT_PAINT`, `PARTICLE_EDIT`, `POSE`.\n\n\n## Open Topics\n\n**Should sub-modes have direct access?**\nWith the introduction of pie menus by default in 2.80, users are now used to these and pie menus could be used to access sub-modes. \n\nIt has been proposed in #84380 that vertex/edge/face be expanded into the number buttons too. This only works well for mesh and grease pencil edit-mode, however it has some down-sides.\n\n- We would be using all number keys by default, any additional modes or sub-modes wont fit.\n- Some sub-modes wont fit:\n - Particle edit (currently uses keys 1-3 to switch sub-modes).\n - Weight paint.\n - Texture/Vertex paint.\n\nThe ideal solution in this case isn't clear, either we accept loosing shortcuts for switching sub-modes or accept some inconsistency (having to add a different shortcut for sub-mode switching for modes besides edit-mode).\n\nThere are plans to merge painting modes into a single attribute painting mode, even if this is done, it might make sense to expose weight/texture/sculpt as sub-modes... either way, I don't think we should rely on this change unless it's committed to master before the keymap changes. The same applies to the future of Particle Edit once the new Hair object type is implemented.\n\n**What to do when pressing a modes key a second time?**\n\nCurrently nothing is planned. Options are to toggle the mode or cycle through sub-modes. Both have their pro's and con's so there are no plans to use second-time presses.\n\n**Is overwriting edit-mesh modes acceptable?**\n\nBy switching directly into vert/face/edge modes, this will overwrite the mixed modes which the user will need to manually set every time they enter edit-mode. Holding Shift while changing selection modes will extend the selection as it does currently.\nEven though this isn't such a common functionality, it would be good to avoid breaking peoples workflows.\n\n----\n\n*Updated by @pablovazquez based on notes from the UI meeting on 20 May.*", "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)", "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) ", "Toggling edit mode messes with active attribute\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n![Screenshot from 2023-05-12 11-11-18.png](attachment)\n![Screenshot from 2023-05-12 11-11-22.png](attachment)\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n", "Incorrect order in undo stack when switching between Object Mode and Edit Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83 (sub 10)\nWorked: I don't know, I am a new user\n\n**Expected Behavior**\nWhen you undo, you expect to undo the last thing you did (FIFO).\n\nCurrently, if I am in Edit Mode and I change the scale of an object in the \"Transform\" panel on the right, and then undo immediately, it will undo all changes I did in Edit Mode and only then, undo the scale change even though I just did the scale change.\nIn other words, for some reason the undo stack in blender prioritizes things you didn't do in the transform panel when you are in Edit Mode even if these other changes aren't the most recent ones.\n\nFile > New > General\nA cube should appear in the center\nUse Tab to go into edit mode\n(1) Do some changes like moving vertices\n(2) Now change the scale of the object in the transform panel on the right\nNow hit Ctrl+Z to undo the last change\n\nIt will likely undo (1) the \"Edit Mode\" change instead of (2) the \"Transform Panel\" change.\nIf you keep doing Ctrl + Z it will eventually undo the transform panel change after undoing all the \"Edit Mode\" changes.", "Wrong undo/redo sequence with direct transform change (via Item/transform panel or addon)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\nUndo operation is not working properly with `Copy attributes addon`.\n[refer the video to understand the situation better]\n\n\n**Exact steps to Reproduce the error**\n\n[2021-07-28_13-59-32.mp4](2021-07-28_13-59-32.mp4)\n\n**To reproduce**\n- 0. Make sphere, go to sculpt mode.\n- 1. Draw «1» on sphere\n- 2. Change location via item panel\n- 3. Draw «3» on the sphere\n- 4. Undo actions with {key Ctrl+Z}: undo order is broken\n\n---\n\n**Exact steps to Reproduce the error (Addon Case)**\n\n- Open .blend file\n- Enable Copy attributes addon\n- Select both mesh objects\n- Do {key Ctrl C} -> `Copy Locations`\n- Switch to edit mode\n- Perform some changes to the mesh\n- Switch to object mode\n- Perform undo operation.\n\n[Notice that the undo operation ignores all the steps from edit mode and directly switches the mesh to the initial position]\n\n\n[2021-07-27_13-33-38.mp4](2021-07-27_13-33-38.mp4)\n\nTest File:\n[#90234.blend](T90234.blend)", "Driver Workflow Design\nFor Blender 2.8, we want to improve the workflow for adding drivers. Here's how:\n\n\n\n - When the user right-clicks on a property and adds a driver, we display a non-modal, persistent Add Driver floating popup. \n - While open, all of Blender remains responsive, and the user can select any object in the scene. \n # From the popup, users can select a property to use as as a driver. No other steps are needed.\n\n![Screen Shot 2018-05-16 at 19.24.15.png](Screen_Shot_2018-05-16_at_19.24.15.png)\n\n\nOptionally, users can then set a multiply and offset value, and add additional driver inputs. They can also click the Open Driver Editor button to open a Drivers window,\n\nUsers can also use the ID type picker to select from a list of Object and property ID's. They can also, using the eyedropper, directly select an object in the 3D View, or in the Outliner. When users select an object, they are presented with a basic list of commonly used properties, like so:\n\n![Screen Shot 2018-05-16 at 19.34.02.png](Screen_Shot_2018-05-16_at_19.34.02.png)\n\n\nIf the user has closed this window and wants to get it back, they can right-click on the property being driven and \nselect Edit Driver, like so:\n\n![Screen Shot 2018-05-16 at 19.08.59.png](Screen_Shot_2018-05-16_at_19.08.59.png)", "Hitting 'Escape' while editing a shortcut enters that key on Windows, while on linux it cancels edition\nWindows 7 64bits, nvidia gt540m CUDA 2GB, Intel i7 2GHz, 8GB ram\n\nBroken: 2.75 c6b042b\n\n\nWhen i do a search of a shortcut, and then if i want to assign a new value and then cancel, the tab disappear.\n\nBlender User Preferences > Input > Search by key-binding \"Ctrl Tab\" > Show key map and property of any tab > Clic on \"type of event\" to change the value > Press Esc to cancel > the tab disappear.\n", "blender's UI repeatedly freezes when editing a material while the material settings are open.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen I load any .blend file containing at least 1 material that has image texture maps assigned to it, and I open the material settings, blender's UI will freeze for a while when I change any value or property related to said material, either in the shader editor or the material settings. \n\nThe whole process will repeat whenever you change any value/property in the materials settings or shader editor. The time it freezes depends on what formats and resolutions the textures are. In the below example with 16k textures, it should freeze for about 10 seconds on a fast computer, but if you replace the textures with 8 or 16k PNGs (which are available from the same site where the blend is hosted), the freeze time increases significantly: 120 seconds or more. \n\nThe only way to get it to stop repeatedly freezing is to close the material settings. \nIt will keep happening in render preview or in solid mode, it also happens regardless of whether the material preview in the material properties is enabled or disabled. \n\nThis also happens with 8k and 4k textures, but it's less noticeable.\n![material change.png](material_change.png)\n\n1. download and open clay_floor_001.blend\n2. select the sphere.\n3. open the material settings.\n4. change any property or value in the material properties or in the shader editor\n5. wait for a moment and blender's UI should freeze completely for 10-25 seconds. \n6. after it unfreezes, change any value/property in the materials properties or shader editor again, and the process should repeat.\n\ndownload the blend hosted here: clay_floor_001\nNote: you can also download png versions of the textures for this blend by clicking the little menu button to the top right of the site.\n", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "Can't re-select the previous tool in any paint mode after changing on Property Area\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nOn Texture Paint mode, can't select a tool after change the Image Paint Tool on Properties.\n\n[2019-11-29 21-01-51.mkv](2019-11-29_21-01-51.mkv)\n\n1. Select a tool on T Panel\n2. Change the Image Paint Tool on Properties to other tool\n3. Try to select again the first tool (Step 1)", "Annotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nAnnotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\n\n- Go to edit mode try to draw with the d-key down + left mouse drag while one of this tool is selected: knife tool, loopcut tool, polybuild, curso tool \nNotice while drawing ( d-key down + left mouse drag )is broken, erase ( d-key down + right mouse drag) is still working properly.\n" ]
[ "2.8 branch crashes regardless of renderer when entering edit mode\n`blender-2.80.0-git20170513.1bcbad446e5-x86_64` (from the daily builds) dies when entering edit mode. (Even with the default startup scene, so I don't have a specific blend to upload to highlight this.)\n\nThe messages vary depending on the render engine.\n\n# Eevee, Clay & Cycles\n\n```\nGPUShader: linking error:\nERROR: Input of fragment shader 'vertexColor' not written by vertex shader\n\nGPUShader: linking error:\nERROR: Input of fragment shader 'vertexColor' not written by vertex shader\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault: 11\n```\n\n\n[blender.crash.txt](blender.crash.txt)\n\n# BGE & Internal\n\n```\nGPUShader: compile error:\nERROR: 0:29: 'varying' : syntax error: syntax error\n\nGPUShader: compile error:\nERROR: 0:17: 'varying' : syntax error: syntax error\n\nGPUShader: compile error:\nERROR: 0:30: 'varying' : syntax error: syntax error\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault: 11\n```\n\n[blender.crash.txt](blender.crash.txt)\n\n\n\n# Hardware & software info:\n\n```\nmacOS Sierra 10.12.4 (16E195)\niMac (Retina 5K, 27-inch, Late 2015)\n3,2 GHz Intel Core i5\n16 Gt 1867 MHz DDR3\nMacintosh HD\nAMD Radeon R9 M380, 2048 Mt\nDGKSVHD5GG7V\n```\n\n" ]
Blender Internal displacement baking move to Cycles Regular and multires displacement baking are currently tied to Blender Internal, and should be made available also without it.
[ "Architecture Texture Coordinates in Cycles\nHello dear Cycles team and developers :)\n\nI've been working in an archiviz project and stumbled upon a short come of Cycles: we don't have a straightforward way of setting world-based-dimensioned textures . This is a must for architecture, and I can give a few real-world use cases if requested.\n\nAs a Blender user I came up with a node system that can handle this. You can check my approach here: ?p=1198. Basically what this does it to take the Object texture coordinate and transform it based on the face normal (so we have an unstretched mapping for X, Y and Z).\n\nAs a Blender/Cycles developer I think we can do even better, and have this feature into master once we agree on the design and approach for the implementation.\n\nI wonder why this never came up before as an issue. As a side note, if you read the Expose 3D Blender migration post on BlenderNation () you will find that they consider the \"Lack of architectural UV mapping\" as the number one \"flaw\" of Cycles rendering.\n\nMy initial suggestion would be to have a Node where you could control (via socket input) the offset, scale and rotation of the texture. At first I would like to keep it simple and have offset to be a Vector(2), Scale to be a Vector(2), and Rotation to be a Float. In other words, I wouldn't bother with having per-axis nitty-gritty control. Also, the object size should NOT affect the texture size (unlike my original approach, or even the one from the \"Sure UVW mapping” addon used by the Expose 3D team). I'm not sure if this last bit is possible though.\n\nAny thoughts?", "Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n", "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.).", "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", "Baked cache files should not depend on blend file name\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: 4.0.0 Alpha\n\nBaking eg. Dynamic Paint will create a folder with .bphys files. When I save the scene under a new name and reload the scene the baked files will be ignored. I need to delete the cache and Bake All Dynamics again.\n\nThe baked result should be independent of the scene filename.\n\nMaking the baked files internally independent of the scene filename is important for our render management with CGRU because CGRU will save a specific filename for the clients. Then the clients can't render the baked result.\n\nWorkaround in my case:\n\n- Submitting job\n- Stopping job\n- Loading scene\n- Delete All Bakes\n- Bake All Dynamics\n- Save scene\n- Restart the job\n\nBake something with Dynamic Paint. Save a new scene, reload and check if the baked result will be rendered.\n\n", "Dynamic Indirect light cache\nThe idea would be to have a multiple level cache that stores a voxelized version of the scene to render the irradiance points.\n\nEach voxel would be linked to a set of surfel (surface elements) that stores color and normal of the surface.\nEach time the lights in the scene changes, the voxelized version is updated and propagates the change to the irradiance points.\n\nThis means having a list of surfel per voxel (say 6, 8) and a list of voxel per irradiance points.\nThis would be a mix of The Division dynamic indirect lighting [link]] and Mc Guire raytraced irradiance probes [[http:*jcgt.org/published/0008/02/01/|link](https:*www.gdcvault.com/play/1023273/Global-Illumination-in-Tom-Clancy).\nThis feature might be limited to hardware that supports compute shaders.\nThis is not a trivial feature and needs a lot of R&D.\n\nEstimate : 4 weeks\n", "Multi-Object-Mode: EditMesh Tools\nNote, while these follow menus, duplicates have been removed.\n\n## Remaining\n\n- MESH_OT_select_similar_region ([D3672](D3672))\n- MESH_OT_knife_project (leave aside for now, too complex - see [D3637](D3637))\n- MESH_OT_knife_tool (leave aside for now, too complex - see [D3637](D3637))\n\n\n## Mesh Menu:\n\n- ~~MESH_OT_duplicate_move~~ 1ade071052\n- ~~MESH_OT_extrude_edges_indiv~~ d8f70a26fd\n- ~~MESH_OT_extrude_faces_indiv~~ 07774d4860\n- ~~MESH_OT_extrude_verts_indiv~~ 7c415e6fd7\n- ~~MESH_OT_extrude_edges_move~~ 1d7bdbd273\n- ~~MESH_OT_extrude_vertices_move~~ 1d7bdbd273\n- ~~MESH_OT_delete_loose~~ bfc9d426bb\n- ~~MESH_OT_decimate~~ 5b45d32f3a\n- ~~MESH_OT_dissolve_degenerate~~ (initial comsmit) bfc9d426bb\n- ~~MESH_OT_dissolve_limited~~ 09e14cb5bc\n- ~~MESH_OT_face_make_planar~~ 0e5a4f927a\n- ~~MESH_OT_vert_connect_nonplanar~~ b942106c73\n- ~~MESH_OT_vert_connect_concave~~4043e4b820\n- ~~MESH_OT_fill_holes~~ 69b95b45f4\n- ~~MESH_OT_symmetrize~~ 03a916e5b5\n- ~~MESH_OT_symmetry_snap~~ 7f9768cb80\n- ~~MESH_OT_bisect~~ f9eb2f29fe\n- ~~MESH_OT_sort_elements~~ ffb424c85f\n\n## Snap Menu:\n\n\n- ~~VIEW3D_OT_snap_selected_to_grid~~ 016ba0f38b\n- ~~VIEW3D_OT_snap_selected_to_cursor~~ ec3357e03a\n- ~~VIEW3D_OT_snap_selected_to_active~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_selected~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_center~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_grid~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_active~~ (no change required)\n\n\n## Vertex Menu:\n\n- ~~MESH_OT_merge~~ b73c7381cc\n- ~~MESH_OT_remove_doubles~~ 22b2bab702\n- ~~MESH_OT_rip~~ 9d0d7c375e\n- ~~MESH_OT_rip_edge~~ 6539c1fc41\n- ~~MESH_OT_split~~ fc8d903000\n- ~~MESH_OT_separate~~ 5e915baec4\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_vertices_smooth~~ d915aa57f8\n- ~~MESH_OT_vertices_smooth_laplacian~~ 1f30232aa7\n- ~~MESH_OT_blend_from_shape~~ 6ae09dfcad\n- ~~OBJECT_OT_vertex_group_smooth~~ 3dee8b4a12\n- ~~MESH_OT_shape_propagate_to_all~~ 3a43528274\n\n## Edge Menu:\n\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_subdivide~~ (initial patch)\n- ~~MESH_OT_subdivide_edgering~~ 853e55b043\n- ~~MESH_OT_unsubdivide~~ e245f7c09c\n- ~~TRANSFORM_OT_edge_crease~~ (initial patch)\n- ~~MESH_OT_mark_seam~~ 61f0608b4a\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_edge_rotate~~ 66ffbf9b7d\n- ~~MESH_OT_edge_split~~ 207b549d40\n- ~~MESH_OT_bridge_edge_loops~~ eb2226dde2\n- ~~TRANSFORM_OT_edge_slide~~ (wrapper to other operator, working)\n- ~~MESH_OT_loop_multi_select~~ df49155cfb\n- ~~MESH_OT_loop_to_region~~ 8b41999ea0\n- ~~MESH_OT_region_to_loop~~ 56d65719b3\n\n\n## Face Menu:\n\n- ~~MESH_OT_flip_normals~~ 4704f2687a\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_fill~~ b726ff4fc4\n- ~~MESH_OT_beautify_fill~~ e42b8c32ab\n- ~~MESH_OT_inset~~ 570455fb83\n- ~~MESH_OT_bevel~~ d9e04cb594\n- ~~MESH_OT_solidify~~ f309c34cfe\n- ~~MESH_OT_intersect~~ dffd37877d\n- ~~MESH_OT_intersect_boolean~~ 46aec45b2a\n- ~~MESH_OT_wireframe~~ a0a78f6da4\n- ~~MESH_OT_poke~~ 3a9669bfff\n- ~~MESH_OT_quads_convert_to_tris~~ (initial patch bfc9d426bb\n- ~~MESH_OT_tris_convert_to_quads~~ (initial patch bfc9d426bb\n- ~~MESH_OT_face_split_by_edges~~ b6a822d726\n- ~~MESH_OT_faces_shade_smooth~~ e4c4e8566f\n- ~~MESH_OT_faces_shade_flat~~ 9fc0c0c3de\n- ~~MESH_OT_uvs_reverse~~ 63951bc987\n- ~~MESH_OT_uvs_rotate~~ faaffc4011\n- ~~MESH_OT_colors_rotate~~ 42c5c20e54\n- ~~MESH_OT_colors_reverse~~ 753be0a2a5\n\n## Mesh Toolbar: (should be added to menu)\n\n- ~~MESH_OT_loopcut~~ e87dd9aa00\n- ~~MESH_OT_convex_hull~~ e1cee0ac71\n- ~~MESH_OT_delete~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_delete_edgeloop~~ 49be803ad6\n- ~~MESH_OT_dissolve_edges~~ 7f5c469716\n- ~~MESH_OT_dissolve_faces~~ 848d9cda0e\n- ~~MESH_OT_dissolve_mode~~ (wrapper of vert/edge/face dissolve)\n- ~~MESH_OT_dissolve_verts~~ 5f59a8bb11\n- ~~MESH_OT_drop_named_image~~ b4d23818c8\n- ~~MESH_OT_dupli_extrude_cursor~~ 68a719f1ea\n- ~~MESH_OT_duplicate~~ 1ade071052\n- ~~MESH_OT_edge_collapse~~ 2349b9777a\n- ~~MESH_OT_edgering_select~~ 7fa77cd31d\n- ~~MESH_OT_edges_select_sharp~~ dd93c80747\n- ~~MESH_OT_extrude_region~~ 1d7bdbd273\n- ~~MESH_OT_extrude_repeat~~ 9a125ca5fe\n- ~~MESH_OT_faces_select_linked_flat~~ 1bb9ccf887\n- ~~MESH_OT_fill_grid~~ 1cbe3b6e03\n- ~~MESH_OT_hide~~ 5d8937e8ba\n- ~~MESH_OT_loop_select~~ 7fa77cd31d\n- ~~MESH_OT_normals_make_consistent~~ 266638d783\n- ~~MESH_OT_offset_edge_loops~~ efd843b51c\n- ~~MESH_OT_reveal~~ f4c1685a16\n- ~~MESH_OT_screw~~ badd88ca02\n- ~~MESH_OT_select_all~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_axis~~ c899f21800\n- ~~MESH_OT_select_face_by_sides~~ 90c9458b2f\n- ~~MESH_OT_select_interior_faces~~ e161c51e7f\n- ~~MESH_OT_select_less~~ b6a7fa1880\n- ~~MESH_OT_select_linked~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_linked_pick~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_loose~~ eacb2eb423\n- ~~MESH_OT_select_mirror~~ 3ebe389605\n- ~~MESH_OT_select_mode~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_more~~ 2309131b4d\n- ~~MESH_OT_select_non_manifold~~ 4da2aec2bb\n- ~~MESH_OT_select_nth~~ 63c2397171\n- ~~MESH_OT_select_random~~ 847f028b71\n- ~~MESH_OT_select_similar~~ 75b2091d42\n- ~~MESH_OT_select_ungrouped~~ 1d8e6c5cd0\n- ~~MESH_OT_shortest_path_pick~~ c32cc3e43e\n- ~~MESH_OT_shortest_path_select~~ 5a431be629\n- ~~MESH_OT_spin~~ ab8dded330\n- ~~MESH_OT_vert_connect~~ 944054fbb6\n- ~~MESH_OT_vert_connect_path~~ fc7316fb54\n", "Paint Mode: Erasing\nNOTE: This task is currently to document the requirements for erasing workflows for painting. This should be the basis for discussions on the implementation.\n\n# Goal\n\nFor an intuitive painting workflow it's necessary to have an eraser accessible at all times.\nThis has been a shortcoming in Blender for painting, since the erasing of alpha channels has only been available as a blending mode for brushes.\nThis is very hard to access via the UI and shortcuts.\n\n# Recommendations\n\nThe ideal solution is to have a very simple brush tool in the toolbar. Aside from the typical texture, stroke, falloff and cursor settings, it can only erase alpha.\n\nThis tool can then have the shortcut `E` assigned by default to make it very accessible.\n\n## Pure Emissive Colors\n\nThe motivation behind not offering a blending mode to \"Add Alpha\" in the Erase Tool is because this has been notoriously difficult to do like the user would expect.\nSee #86868 & #83342.\n\nWhen painting float or pre-multiplied images, the alpha is treated differently. Any color with an alpha 0 would have the RGB colors displayed as pure emissive colors and still visible.\nThe only way to erase the colors completely is to also erase the RGB channels to 0.\n\nAs a result the design for the brush should emphasise this: **The Erase brush is a destructive tool!**\nIf you erase the alpha directly via painting tools you should expect to likely lose the full RGBA color information.\nThe alpha 0 areas can be painted over with a new color afterwards. \n\nFor non destructive erasing of alpha values it is recommended to use a separate image as a mask. This can be done right now via nodes.\nThis non-destructive approach might not be very accessible right now but that can be addressed separately (Especially with the [layered textures design]())\n\n## Erasing Selections\n\nWe need to discuss how we want to handle other erasing operations like via Gesture Tools (Box/Lasso/Line Erase), or for example the Color Filter for gradual erasing. These generally affect the unmasked/selected areas.\nThere are different ways to enable this workflow.\n\n**Erase Operator**\n\nThe simplest way would be to add an operator to the menus and mapped to a shortcut (Like `Delete`) to erase the colors on any selected areas.\nThe user would in that case use the existing Gesture Tools and brushes to mask/select areas to define the areas to be deleted.\nThis approach would follow the Select -> Operate paradigm of Blender closest.\n\n**Erase Tools**\n\nThe existing Color Filter tool could receive an additional Filter Type to 'Erase'. This would allow gradual erasing in the case where it is needed.\nAdding Gesture Tools specifically or erasing is also possible but might just bloat the Toolbar.\n\n## Erase Mode\n\nAn alternative approach is to make the \"Erase Alpha\" blending mode in the regular painting tools more accessible.\nIn other painting application such as Krita every tools and brush has an \"Erase Mode\" button that can be easily toggled with a shortcut and applies globally to all tools and brushes.\nWe could implement this design as an alternative to the Erase Tools/Brush for users that prefer this workflow.\n\nIn that case the Erase Alpha blending mode would be a button in the header that can be toggled directly, instead of being part of the blending modes popup.\nA shortcut could also be assigned.\nThis toggle should be available for for all brushes and tools that affect colors. ", "Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]", "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", "VSE: Animation operators missing cache invalidation\nOperating system: Linux Mint 19.1\nGraphics card: GTX 980\n\nBroken: blender-3.1.0-alpha+master.c34ea3323a3a-linux.x86_64\n\nRemove created action from NLA editor, this will still animate VSE elements\nSome weird VSE action cache?\n\n- Add any image to VSE strip\n- Set Rotation=0 at first frame and Rotation=220 for some another frame. It's rotating now, right?\n- Go to NLA tab -> push down Scene Action and remove it. Thus, we don't have any actions in our project but the image is still rotating. Why?\nAfter rebooting blender app the magick will gone. Is this a bug?\n\nThis has quite broad reach as all of these (if not more) dont invalidate the cache:\n- clearing keyframes\n- deleting actions\n- removing drivers\n- removing dopsheet channels\n- removing graph editor channels\n- removing nla tracks\n- removing nla strips\n- removing fcurve modifiers\n\n\n", "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "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.", "EEVEE-Next Irradiance Baking\nDue to time constraints it isn't possible to start implementing a solution that leverage raytracing. So the implementation will try to minimize the amount of changes to the current system while cleaning up the implementation and changing the baking algorithm.\n\nHere are the reference papers the new solution will be based on:\nSIGGRAPH2022-Advances-Enemies-Ciardi%20et%20al.pdf (Probe-based lighting section)\nHobson_Josh_The_Indirect_Lighting.pdf\n\nOne remaining unknown is whether or not we keep the light-grids behavior as it was in the original EEVEE or if we go for a single large light-grid structure.\n\nHere is a breakdown of the tasks:\n- [x] #105802 Add debug visuals for surfels.\n- [x] Port Irradiance Cache display.\n- [x] Port Spherical Harmonics lib & BSDF lib and add unit tests.\n\n#### Milestone: Dummy irradiance grid displaying.\n- [x] Rewrite cache structure load / store.\n- [x] Rewrite light-cache baking in C++ with new draw-manager and unit-tests.\n\n#### Milestone: Baking, Saving to and Loading from disk should work.\n- [x] Make shader variation to output surfel.\n- [x] Bin surfels to ray tiles.\n- [x] Sort surfels in ray tiles, dead simple sorting for now.\n- [x] Traverse the rays and add contribution to nearest surfels.\n- [x] Insert irradiance samples to ray list.\n- [x] Project result to irradiance grid.\n\n#### Milestone: Irradiance baking fully works.\n- [x] Add indirect diffuse contribution to BSDFs\n- [x] #110386 Add dilation for invalid lightprobes\n- [x] #110312 Add sampling biases\n- [x] #110851 Add leak prevention\n- [ ] #106449 Finalize the design and implement the behavior of multiple irradiance grid.\n\n#### Bugs / Cleanups\n- [x] Add memory budget option\n- [ ] Add safety check for out of memory cases\n- [x] #110858 Add back intensity option\n- [x] #110858 Add back clamp option to avoid fireflies\n- [ ] Add smooth transition between irradiance volumes\n- [ ] Fix append / link of baked data\n- [ ] Add back capture bounds parameters\n- [ ] Add option on light and object to exclude from irradiance cache\n- [ ] Add option on material to be considered double sided by irradiance bake\n\n#### Milestone: Irradiance bake minimum-viable-product for 4.0 release.\n\n#### Extended targets\n- [ ] Support transparency\n- [ ] Support translucency\n- [ ] Support volumes during baking\n- [ ] Sky visibility baking\n- [ ] Auto Sample Resolution based on density\n- [ ] Sparse grid\n- [ ] Light injection\n- [ ] Multi-LOD grid\n\n#### Dropped features (not considered regressions)\n- Capture Clip Near / Far distances: Capture is done for the whole scene.\n- Bounce Count: Light transport is done using an infinite number of bounce and converge to the correct solution with more added samples.\n", "Multires Can't Bake to NGons\nSystem Information\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBlender Version\nBroken: version: 3.6.0, branch: blender-v3.6-release, commit date: 2023-06-27 08:25\nWorked: never? (2.83, 2.79 are affected too) \n\nShort description of error\nTrying to bake from a multires does not work for faces (on the level 0 mesh) that are ngons. Normal and displacement mode are affected by this.\n\nExact steps for others to reproduce the error\nFrom blend file hit bake. The cylinder has an ngon on the top and the bottom so nothing gets saved to the texture for those two faces.\n\n" ]
[ "Displacement baking with Cycles\n" ]
Blender crashes when I try to render with Cycles (CPU) MacOS 10.13.6 Graphics card: ATI Radeon HD 5670 512 MB (not supported and not used by Blender) **Blender Version** 2.90.0 (2.90.0 2020-08-31) Blender crashes when I try to render with cycles (CPU) Open Blender (only the default cube is there), in render properties select Cycles, then menu -> render image. Blender immediatly disappears. In my opinion the problem is related to the introduction of Intel Embree. Render with Eevee works fine. [Blender_2020-09-07-205645_iMac-di-Giovanni.crash](Blender_2020-09-07-205645_iMac-di-Giovanni.crash)
[ "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", "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.", "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", "CommandBuffer Failed: cycles metal integrator_ shade_volume --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: 4.0.0 Alpha\n\nStarts rendering fine until the error. About 2-3 min. into the render.\n\n\nOpen the ziped blend file with 'Intel MacOS' blender 4.0a and hit render in the compositor!\n\n\nProbably related to: 104744\n\nPS: MacOS blender fails with most Volumes on latest major addons like PureSky, CloudScapes, etc... since blender 3.x .... ! The same applies when creating Volume emtys and volume Modifiers (mesh to volume & volume displace). At some point, blender will quit when clicking on the data tab (cloud icon) for volumes, as reported before.\n\n", "Blender crashes with Segmentation fault when selecting Render Preview in Cycles with GPU Compute\nOperating system: Linux-6.1.46-gentoo-gentoo-dist-x86_64-12th_Gen_Intel-R-_Core-TM-_i3-12100F-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 6400 (navi24, LLVM 16.0.6, DRM 3.49, 6.1.46-gentoo-gentoo-dist) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 3.6.0\nWorked: - (read description)\n\nWhen I try to render using Cycles on my GPU, blender immediately crashes with Segmentation fault, as the error message. Here are the logs that were shown right before the Segmentation fault:\n```\nI0903 17:06:40.864868 14239 device.cpp:511] Mapped host memory limit set to 12,302,073,856 bytes. (11.46G)\nI0903 17:06:40.865039 14239 device_impl.cpp:62] Using AVX2 CPU kernels.\nWriting: /tmp/blender.crash.txt\nzsh: segmentation fault blender-3.6 --debug-all\n```\nIt worked with =dev-libs/rocm-comgr-5.3.3-r2, but started happening after the new update of the package. I used to apply a patch that solved the problem of being unable to select the render device in Blender's options (27552#issuecomment-1379233453), but with the new rocm-comgr package, the original problem solved itself. The old version of Blender (version 3.5.1) that worked before rocm-comgr got the new update, doesn't work now.\n\n1. Open the Render properties tab and set the Render Engine to Cycles.\n2. Set the device to GPU Compute.\n3. Set the viewport shading to Rendered.\n\n", "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", "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.", "Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n", "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)", "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", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "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/BMesh: Add/removing textures between renders causes memory leak/ram crash\nOperating system and graphics card\nUbuntu 18.04, Nvidia GTX 960M\n\nBroken: blender-2.80-17bc0567268-linux-glibc219-x86_64\n\n**Working Blender Version**\nBlender 2.79b stable (ubuntu repository) with cycles\n\nIf you run the attached code and target it a directory with a large number of images, it will repeatedly:\n\n1. Load an image from file\n2. Set the image to be the content of a \"Image Texture\" node\n3. Delete/remove the image that use to be the image texture node\n4. Render \n\nAs it processes images, blender takes more and more memory. Eventually it will crash. If you leave out step 4, then it will not.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nImport python code, run \n\nLoadAndRemoveTextures(\"/folderWithManyImages\", 2000)\n\nin the console window.\n\n[imageMemoryProblem-WorksWithStableCycles.blend](imageMemoryProblem-WorksWithStableCycles.blend)\n[imageMemoryProblem2pt80.blend](imageMemoryProblem2pt80.blend)\n\nCode:\n\n\n```\nimport datetime\nimport sys\n\nimport bpy\nimport bmesh\nfrom mathutils import Vector\nfrom mathutils import Euler\nfrom bpy_extras.object_utils import world_to_camera_view\nimport random\nimport math\nimport json\n\nimport time\nimport os\nimport gc\n\ndef RemoveImageFromMemory (passedName):\n # Extra test because this can crash Blender.\n img = bpy.data.images[passedName]\n try:\n img.user_clear()\n can_continue = True\n except:\n can_continue = False\n \n if can_continue == True:\n try:\n bpy.data.images.remove(img, True)\n result = True\n except:\n result = False\n else:\n result = False\n return result\n\ndef CollectBackgroundImagePaths(sourceDirectoryPath, imageExtension):\n file_paths = []\n\n for root, dirs, files in os.walk(sourceDirectoryPath):\n for file_name in files:\n if file_name.endswith(imageExtension):\n file_paths.append(root + \"/\" + file_name)\n return file_paths\n\ndef SetBackgroundImage(backgroundImagePath):\n #Store reference to old image so it can be removed\n old_image_name = bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image.name\n\n #Load new image to be used\n new_image = bpy.data.images.load(filepath = backgroundImagePath)\n\n #Set the new image to be used\n bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image = new_image\n\n #Delete the old one from the file\n remove_succeeded = RemoveImageFromMemory(old_image_name)\n gc.collect()\n\n if not remove_succeeded:\n print(\"Error removing \" + old_image_name)\n else:\n print(\"Removing \" + old_image_name + \" worked\")\n\ndef LoadAndRemoveTextures(texturesFolderPath, numberToLoad):\n background_image_paths = CollectBackgroundImagePaths(texturesFolderPath, \".png\")\n\n for example_index in range(0, numberToLoad):\n SetBackgroundImage(random.choice(background_image_paths))\n\n #If you alternate adding/removing images and rendering, it will eat all the ram on your system and crash\n bpy.ops.render.render( write_still=True )\n```", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n" ]
[ "Blender crash when cycle when click \"Viewport Shading - Rendered\" (MAC)\nSystem Information\nMAC 5.1 - 12 Cores 2 x 2.66 GHz 6-Core Intel Xeon\nOperating system: Mac OS High Sierra 10.13.6\nGraphics card: CPU set to render - NVIDIA GeForce GTX 780 3072 MB (not used as incompatible)\n\nBlender Version\nBroken: version: 2.90.0, branch: master, commit date: 2020.08.31, hash: 0330d1a29c0\nWorked: (optional)\n\nShort description of error\nWhen click \"Viewport Shading - Rendered\" icon, Blender 2.9 crashes immediately.\n\nExact steps for others to reproduce the error\nWhen clicking \"Viewport Shading - Rendered\" icon (between \"Viewport Shading - Look Dev\" and \"Viewport Shading > dropdown\" arrow icon, Blender 2.8 crashes immediately.", "Mac crash with cycles and any mesh (T 78581 revisited with new video card)\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.137\n\nBroken: version: 2.90.0 Alpha\n\nI reported a similar problem (#78581) and my report was deleted because the video card was outdated (ATI Radeon HD5770 )\nI upgraded the video card to an Nvidia GTX 980 Ti but get the same result.\nAny attempt to view on screen with Cycles and a mesh in the model causes instant crash.\nThe replacement video card comes within the list of supported video cards.\nIt works fine in 2.83 and is recognised as a CUDA enabled GPU. \nIt is NOT recognised as a CUDA enabled GPU in 2.9, however.\nIs the list of supported cards changing and out of date?\n\n![prefs screens.png](prefs_screens.png)\n\nOpen a new document add a mesh attempt to switch the viewport shading to Cycles... crash every time\n\nThanks for looking at this... Chris\n\n" ]
Shift-D in edit mode, with normal map node connected to material causes exception Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48 Ryzen 1700 , 32Gb 2400 DDR4 Broken: version: 2.90.0 Alpha Worked: 2.83 Duplicating an object in edit mode using shift-D causes a crash when a normal map node ( With or without inputs populated) is connected to any of the appropriate inputs on a BSDF shader (Principled/Glossy/Volume..haven't tested others). Unable to replicate in 2.83.0 LTS. Frequent, but inconsistent startup crashes when restarting 2.9 after reproducing the exception. Sometimes on start, sometimes on opening file, sometimes ok. 1- Blank startup file 2- Create Cube 3- Create/Assign Material 4- Create and connect normal map node to normal input of BSDF 5- Enter edit mode 6- Select cube in vertex, edge or face mode 7- Shift-D to duplicate selection After repeated reproduction of the exception, opening the file showed corrupted geometry. The cube was completely sheared into what seemed infinity. Opening the same file in 2.83 gave no issues. Opening it again in 2.93 resolved the shearing. Must be something funky going on with the temp directory files? Thanks for the awesome work on Blender <3 [shift-D_EditMode_Exception.blend](shift-D_EditMode_Exception.blend) [2.9-shift-D_EditMode_Exception.crash.txt](2.9-shift-D_EditMode_Exception.crash.txt)
[ "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)", "bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)", "Gpencil: dopesheet selection issues [clicking in summary deselects corresponding ID channel, e.g. breaking \"Jump to keyframe\"]\nBroken: version: 2.92.0 Alpha\nWorked: n/a, tested with 2.91 and didn't work\n\nJump to keyframe command & shortcut doesn't work anymore when you duplicate a keyframe.\nDoesn't matter what amount of layers there are.\n\n1) Draw a keyframe\n2) Draw a nother keyframe at another time = works\n\nDuplicate 1) keyframe = doesn't work, please see the video\n\n\n[gp_duplicate_keyframe_jump.mp4](gp_duplicate_keyframe_jump.mp4)\n\nReason why this happens: clicking in the summary will deselect the corresponding greasepencil ID channel [on which the \"Jump to keyframe\" operator relies]\nClicking in the summary should not deselect every channel there is, but keep the channel representing the selected greasepencil object selected as well [same as for other object types such as meshes].\nThis goes hand in hand with selecting a grease pencil object in the 3DView or Outliner not selecting the corresponding ID channel [this should also be the case (same as for other object types such as meshes)]", "Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n![Screenshot_20201224_154148.png](Screenshot_20201224_154148.png)", "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", "Unwanted behavior when modifying the normal vector of the refraction node\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: Blender 3.3\n\nA subtle but sharp bending effect can be seen on refractive material with a modified normal vector.\n\nWhen modifying the \"normal\" vector of the refraction node (or any node with refraction), when viewing at a certain angle, a \"sharp\" bend appears.\n![image.png](image.png)\nA series of bends in the red circled area can be seen where it should be a smooth or straight line.\n\nIt's more obvious if the normal vector is not normalized, but it should be normalized anyway, or the refraction/reflection calculation will not work correctly:\n![image.png](image.png)\n\n\n**Possible causes**\nThe \"ensure_valid_reflection\" could be the cause.\n\nThe commit that added \"ensure_valid_reflection\" is to fix the reflection black spot issue when using a normal map.\nrBd6e769d32e7939e3bbd1986cdc4abd2b13135eab\nWhere the normal vector is being regularized so the reflection ray will not penetrate the surface.\n\nThe code \"ensure_valid_reflection\" is currently here:\nbsdf_util.h#L109\n\nIt is being used in many places where \"refraction\" is present and modifies the normal vector:\nclosure.h#L105\n\nI couldn't track down where exactly causes the issue, but I can show the bending effect aligns where \"ensure_valid_reflection\" kicks in.\n![image.png](image.png)\nThe sharp line that appears on the \"reflection\" side is expected; without it, the ray will penetrate the surface.\nWhile on the \"refraction\" side, the ray should not need to be \"ensured.\"\n\n**Expected behavior**\nThe ray should behave the same as there is a surface with the same normal vector.\n\nNote:\nIn most cases, this doesn't make a significant appearance difference.\nBut this could open a lot of creative uses where light rays can be directed to any angle procedurally;\nFor example, a procedural fresnel lens surface can be used to create something like magnifiers.\n\n- Open attached blend file\n- Enable `Viewport Shading` `Rendered`\n[RefractionBendingEffect.blend](RefractionBendingEffect.blend)\n\nThe bending effect can be seen in the middle\n\nI have provided two mix nodes for quickly examining normalize/non-normalized normal vector, and refraction/reflection behavior.\nNote that when switching to a non-normalized vector, the bending effect will appear on a different viewing angle.", "EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n", "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)", "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", "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)", "blender's UI repeatedly freezes when editing a material while the material settings are open.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen I load any .blend file containing at least 1 material that has image texture maps assigned to it, and I open the material settings, blender's UI will freeze for a while when I change any value or property related to said material, either in the shader editor or the material settings. \n\nThe whole process will repeat whenever you change any value/property in the materials settings or shader editor. The time it freezes depends on what formats and resolutions the textures are. In the below example with 16k textures, it should freeze for about 10 seconds on a fast computer, but if you replace the textures with 8 or 16k PNGs (which are available from the same site where the blend is hosted), the freeze time increases significantly: 120 seconds or more. \n\nThe only way to get it to stop repeatedly freezing is to close the material settings. \nIt will keep happening in render preview or in solid mode, it also happens regardless of whether the material preview in the material properties is enabled or disabled. \n\nThis also happens with 8k and 4k textures, but it's less noticeable.\n![material change.png](material_change.png)\n\n1. download and open clay_floor_001.blend\n2. select the sphere.\n3. open the material settings.\n4. change any property or value in the material properties or in the shader editor\n5. wait for a moment and blender's UI should freeze completely for 10-25 seconds. \n6. after it unfreezes, change any value/property in the materials properties or shader editor again, and the process should repeat.\n\ndownload the blend hosted here: clay_floor_001\nNote: you can also download png versions of the textures for this blend by clicking the little menu button to the top right of the site.\n", "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)", "Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) ![image.png](image.png)\n- Or it spawns a blank popup ![image.png](image.png)\nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.", "`user_remap` fails silently when object is in edit mode\nBlender 3.6\n\nWay to reproduce:\n1) Create new empty blender project\n2) Select cube\n3) Enter edit mode\n4) Run the code below\n\nResults - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.\n\n```python\nimport bmesh\nimport bpy\n\nobj = bpy.context.active_object\n\ndata = bpy.data.meshes.new('test')\nbm = bmesh.new()\nbmesh.ops.create_monkey(bm)\nbm.to_mesh(data)\nbm.free()\n\nobj.data.user_remap(data)\nassert obj.data == data\n```\n\n", "Breaking shader node changes for 4.0\nThere are a number of proposed changes to shader nodes that break the Python API, mainly for add-ons that import and export shaders.\n\nWe need to make a decision to either:\n* Make these breaking changes in 3.2 or 3.3, and then do them all together with good communication so scripts only need to be updated once.\n* Postpone all breaking changes to 4.0, and see which parts of these patches can be non-breaking. For example we could have new general Mix/Combine/Separate nodes in addition to the existing ones.\n\nPatches:\n* [x] [D14034: Geometry/Compositor/Shader/Texture Nodes: Add general Combine/Separate Color nodes](D14034)\n* [ ] [D14257: Shader Nodes: Changes to node UI and default values to improve consistency](D14257)\n* [ ] [D14202: UI (Shader/Compositor): Rename \"RGB\" input to \"Color\" input](D14202)\n* [ ] [D13749: Node: Mix node](D13749)\n* [ ] [D13359: Rename \"fac\" to \"factor\" across all nodes](D13359)\n* [ ] Use proper \"Brightness\" word in names" ]
[ "Blender crashes on many modeling operations (loopcut, extrude, duplication, ...) on mesh with normal map node connected to material\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.1\n\nLoopcut crashes Blender.\nWithout material everything fine.\nWith empty normalmap node it crashes twice and then was okay.\nThis file crashes after loopcut always.\n[normheight1.blend](normheight1.blend)\n[2020-06-27_17-46-24.mp4](2020-06-27_17-46-24.mp4)\n" ]
New boolean solver produces unwanted vertices Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.91.0 Alpha Using the new boolean (exact) produces new vertices where they shouldn't exist Is this a known limitation or a bug? Basically, using the new Boolean ![image.png](image.png) [Boolean Bug.blend](Boolean_Bug.blend)
[ "Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n| ![Screenshot 2023-09-05 at 10.10.01 AM.png](attachment) | ![Screenshot 2023-09-05 at 10.09.57 AM.png](attachment) |\n\n1. Open the attached blend file bugball.blend, and enter edit mode on the ball to see the random floating ghost edges.\n2. Press 2 and try selecting things (selections on the un-hidden faces are invisible, and the ghost edges can't be selected).\n3. Press Alt-H and Shift-H to see that a different set of floating edges appears every time.\n\nIf the blend file doesn't work, try and import the attached STL file using file -> import -> stl and observe the same behavior.\n\n", "Bevel modifier creates zero area faces with unexpected normals when clamping to an unbeveled edge.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0\nWorked: I cannot find a working version, I've checked 2.83 and 2.81. (I tried to use 2.79, but I've forgotten how to use it.)\n\n\n\n\nEdit (Baardaap): When the bevel modifier is clamped to an unbeveled edge, it creates a zero area face. This in itself it to be expected and not really a problem though it might be nice to prevent. When you bevel with the bevel operator the same happens. The problem is that the bevel modifier causes a recalculation of all normals, which generates random normals for the zero area faces. These random normals lead to strong shading artifacts when the shading is set to shade smooth.\n\noriginal report follows:\n----------------------------------------\n\n\n\n\n\n\nInconsistent normal behaviour when using a bevel modifier with\n(a) amount exactly matching the face dimension (or is clamped), and\n(b) auto smooth off\nWhen compared with auto smooth on, or just bevelling an edge directly.\n\nIn the sample file attached, I've created an L shape by creating a plane, then extruding 3 additional edges.\nI've added a reflective material to see how the normal affects the reflections.\nFor each L shape, I've then added a bevel modifier, only changing amount/segments. Or alternatively I've done bevel edge, and only set amount/segments.\nThen I've either set to smooth or flat shading, and/or turned-on auto-smooth.\n\nIn the attached file, I've prepared the different test scenarios.\nFrom bottom to top:\n - Modifier/Flat,\n - Modifier/Smooth, // This is the row where I see inconsistencies (highlighted in red)\n - Modifier/Smooth/AutoSmooth,\n - BevelEdge/Flat,\n - BevelEdge/Smooth,\n - BevelEdge/Smooth/AutoSmooth,\n\nFrom left to right:\n - Amount=2, Segments=10, // obvious difference for the flat plane above the bevel, plus weird anomaly for top segment of bevel\n - Amount=2, Segments=3, // obvious difference for the flat plane above the bevel\n # Amount=1, Segments=3, // this row has no apparent differences\n\n![image.png](image.png)\n\nWhen viewing the file, I find it best to use material preview mode, then orbit up/down, and compare the reflections of the different rows.\n\n\nMy analysis.\nWhen performing a bevel, the faces being bevelled shrink to make space for the bevel, but retain their original normal.\n![image.png](image.png) ![image.png](image.png)\n\nWhen the bevel amount matches the face size, then those faces still exist, however they have zero size - represented by the red lines.\n![image.png](image.png)\n\nUsing the spreadsheet in 2.93, I can see inconsistencies with the normal vector for these faces.\n\nHere I've set the bevel modifier segments=1, and amount=2.\n![image.png](image.png)\n\nAnd the corresponding spreadsheet (annotated).\n![image.png](image.png)\n\nYou'll note that the two empty faces do have valid unit normals, though both a pointing at Z=1.\nYou would expect the vertical face - [x] to have a normal with X=1.\n\nHowever if you compare with the reference scenarios like having auto-smooth=on, or applying a bevel edge directly, this is what you see.\n![image.png](image.png)\n\nIn this case, rows 0 and 4 actually have the normal vector set to 0, 0, 0. (I.e. technically an invalid unit vector.)\n\n\nSo, what I believe is happening is that when there is an invalid normal vector, then blender refuses to perform smoothing across from one face to another. The smoothing ends at the bevel edge and the adjacent face in this case is shaded flat.\n\nGetting back to the bevel modifier when auto-smooth is off, while this has valid unit vectors, one of those vectors has the wrong orientation.\nThis is why there is a reflection anomaly on the vertical face, but not on the horizontal face.\n![image.png](image.png)", "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", "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.", "Smooth Vertices operator called through Operator Search waits for input unneccessarily\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.3.0 Alpha\n\nWith Developer Extras enabled, if you execute the Smooth Vertices vertex operator (bpy.ops.mesh.vertices_smooth), it seems to do nothing until you left click. Perhaps it's supposed to be a modal operator, but it's not working?\n\n- Enable Developer Extras in user prefs\n- Enter edit mode on default cube, move a vert somewhere\n- Search for \"mesh.vertices_smooth\" and execute it\n- Nothing changes in the UI until you left click", "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", "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", "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", "Weight paint vertex select difficult to see (depends on surface color)\nThis is an issue since 3.2x\n\n**Short description of the issue**\nVertex selection is difficult to see in some cases, depending on the surface color.\n\nChanging the view-port shading \"Color\" can make the unselected vertex color match the selected vertices color.\n\n<video src=\"attachment\" title=\"screenshot.webm\"></video>\n\n**Exact steps for others to reproduce the issue**\n- Open attached .blend file.\n", "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)", "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?", "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)", "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)", "Add In Front/Visible option to lasso and box mask tools\nCurrently Box Mask and Lasso Mask create the mask through the object, which is not useful in some cases. There should be an in front option to change this behavior. \n\nImplementing this by checking the vertex normal and view direction is trivial, but it won't work as expected on models with occluded vertices facing toward the view. We should evaluate if it is possible to implement vertex occlusion test in sculpt mode. If it is not, then we can use the vertex normal implementation. ", "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" ]
[ "Exact boolean leaves behind odd vertices once Applied\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD FirePro W2100 ATI Technologies Inc. 4.5.13493 Core Profile Context FireGL 22.19.693.256\n\nBroken: version: 2.91.0 Alpha\n\nThe new Exact boolean seems to leave behind several odd vertices if you Apply the modifier in certain circumstances. Even without applying you can see shading artifacts if the boolean'd object has Smooth shading enabled on it.\n\nIt's difficult to determine where these verts are coming from… perhaps from internal triangulation of the mesh during boolean processing?\n\n[exactbool-rogue_verts.blend](exactbool-rogue_verts.blend)\n- Open the provided .blend\n - Contains a 32 sided cylinder with a 32 segment Torus subtracted from it using Exact mode\n- You can already see the issue if you enable \"Smooth shading\" for the cylinder\n- Apply the boolean\n- Go into Edit mode for the Cylinder and notice the following\n - A Merge-by-Distance operation is required to remove 175 vertices (which is already odd; expected at most 64 really and ideally 0 to be removed)\n - Rogue verts. See below:\n\n![rougue-verts.png](rougue-verts.png)\n" ]
Blender crash when playing with multiples metaballs particles system Broken : 2.80 (stable) and 41299bce936 (latest 2.80 HEAD) Blender scene have 12 objects with for each one a particles system and for each particles system use separate metaballs. With 12 objects blender crash With 3 objects I see big freeze, and I don't no if blender will crash or not To reproduce, just playing animation in viewport [crash_test_II.blend](crash_test_II.blend)
[ "Particles from multiple systems disappear when all Physics Type are None.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.81a\n\nWhen selecting a Particle System, all particles of the object disappear.\nImages showing before and after:\n![steps.jpg](steps.jpg)\n![steps2.jpg](steps2.jpg)\n\n- In the default cube add two particle systems.\n- Set the `Frame End` of both to 1 for better observation.\n- In the `Physics` tab of both choose `Physics Type` `None`.\n- Select any of the particle systems, note that the particles disappear.\n\nAttached file contains an example of multiple particle system on one object:\n[LP_grass.blend](LP_grass.blend)\n\nThis has to be the first file you open with the application.\nIf you open blender and enable the eevee material preview for example with the default cube and open the example file afterwards it works.", "Memory Leak: Render Animation Sequence\n**System Information** Mac Studio Max, 64 GB Ram\nOperating system: Mac OS Ventura 13.3.1\nGraphics card: Metal 32 core GPU\n\nBroken: 3.5.1.\nWorked: N/A\n\nWhen attempting to render out 100 frame sequence to Tiffs... after 25 to 30 renders @2K using Cycles GPU only (Metal) the Ram usage is through the roof and Blender crashes. It appears that it doesn't flush the RAM between each render... by frame 25 Blender is using all the system RAM and has a swap file of over 100GB. The scene contains a single simple character sculpt with 4 fur curve nodes applied. Average render time when applied to single frame at .1 sampling is about 25 seconds.\n\nBased on the default startup or an attached .blend file (as simple as possible).\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", "Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n", "Materials don't support more than 8 Attributes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nMaterials in Blender currently seem to not support more than 8 Attributes in the final material output node. Not quite sure where the problem lies but i stumbled upon it today wanting to expose 12 Node Group sliders in the Custom Property tab.\n\n![ScreenCap.png](ScreenCap.png)\n\nHere is a .Blend file i set up to demonstrate the issue. There is 12 circles which colors are controlled by the custom properties on the object. Only last 8 attributes are registered while the newly added ones past 8 are returned with a value of zero. When previewed individually they do give a correct value however once connected into a chain of nodes it appears they are limited to 8 inputs. Example uses Color output however i did test it on the Fac output and it gave the same results. File was set up on the Factory Settings\n\n[Shader Attributes Limitation.blend](Shader_Attributes_Limitation.blend)\n\n\n\n\n\n", "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", "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", "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", "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)", "Metaballs with drivers hangs Blender\nOperating system: Ubuntu 21, Windows 10\nGraphics card: Nvidia GeForce GTX 1060\n\nBroken: 3.1\n\n1. Add metaballs to scene.\n2. Add drivers changing the scale of the balls by moving an empty.\n3. Move the empty. Blender hangs or crashes.\n\nLoad the attached .blend file. Move the empty along the X axis.\n\n[Fade_1.blend](Fade_1.blend)", "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", "Blender freezes when moving the cube repeatedly on 3.6 and 3.5\nOperating system: Ubuntu 23.04\nGraphics card: Intel UHD 620\n\nBroken: 3.6.2 2023-08-16\nWorked: None\n\n\nWhen opening Blender(first or other times) and choosing general then moving the cube in multiple directions, Blender freezes\n\n\n- Open Blender\n- Choose general\n- Move the example cube with the move tool in multiple directions\n\n", "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", "Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n![blender_4UX5Hum09w.png](attachment)\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n", "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" ]
[ "Metaball animation playback crash\n[system-info.txt](system-info.txt)\n\n2.80 (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\n\nFile Crash on when playing animation or scrubbing from unknown reason\n\nhere is the file\n[CRASH ON PLAYBACK.blend](CRASH_ON_PLAYBACK.blend)\n\n", "Playing animation crashes Blender.\n[Remake.blend](Remake.blend)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nPlaying the animation crashes Blender after a while. (less than a minute)\nThe time it takes for it to crash varies.\nNot sure if it's related, but it might crash faster if the 'Landscape' mesh is not hidden?\nI noticed that it started crashing after adding the 'Tree' mesh as a hair particle on the 'Landscape' mesh.\n\nPlay the animation.\n\n", "Metaball particle sources jumping around\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f5449\nI tried reproducing the bug the 2.81 beta and 2.82 alpha builds on Oct 28, 2019. The bug was observed there as well.\nWorked: N/A (I only recently started working with metaballs)\n\nWhen running a particle simulation with multiple metaball object particles, the original objects appear to jump around and scale based on the particle scaling settings. However, when transforming the originals, the file seems to use the correct position for the transformation. Sometimes, but not always, Blender will crash. The exact behavior is extremely inconsistent. I have attached a video demonstrating one possible result of the bug. The video has force fields but they are not necessary to reproduce the bug. I have removed them in the .blend file.\n\nIn the attached .blend file, I have two objects with particle systems using metaballs. Simply scrub through the animation frames and the source objects will jump around.\n\n[glitchyfire.blend](glitchyfire.blend)\n[glitchyfire.mp4](glitchyfire.mp4)", "Two different metaball emitters causes source of emission to change over time.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1050 Ti\n\nBroken: (example: 2.81a\nWorked: (optional)\n\nWhen you set up two different emissions with metaballs that have separate materials, every time the animation loops, the emission location changes. This happens if you have two separate objects with emissions, one object with two emissions, or one object that is emitting a collection of two metaballs.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAttached file: [emitter-bug.blend](emitter-bug.blend) Just hit play and you can see.\n\nMore detailed steps:\n1. Create two objects\n2. Create two metaballs\n3. Rename one metaball to separate it and give it a new material\n4. Set up an emitter on each mesh, one for each metaball and set the render type to object and select a defferent metaball for each\n5. Play the animation" ]
Copy / paste + undo are deleting objects from scene Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.83 (sub 15) Probably the same problem as #76155 - Copy the object (ctrl+c) - Move the object - Undo - Paste (ctrl+v) - There's still one object in the scene. Old object was deleted from the scene when new one was pasted. [undo_paste_bug.blend](undo_paste_bug.blend)
[ "Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n", "\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\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", "Unify the various copy procedures used in node editor\nNode editor has current 5 different places where copying nodes takes place (search for uses of `bke::node_copy_with_mapping`):\n* [Node tree copy](node.cc#L133)\n* [Duplicate nodes](node_edit.cc#L1251)\n* [Group Separate (copies nodes from the group tree into another tree)](node_group.cc#L442)\n* [Clipboard (both copy to clipboard and paste into node tree)](clipboard.cc#L185)\n* [Shader node tree branch copy for execution](node_shader_tree.cc#L562)\n\nThe core stages of the copy procedure are roughly the same in each operator, but with differences in implementation that lead to a lot of code duplication. For example, `node_map` in clipboard uses `const bNode *` keys, while the duplicate operator uses non-const keys.\n\nCopy operators should share these pieces to avoid too much code duplication:\n1. Copy nodes themselves\n2. Build an _old -> new_ node map\n3. Build an _old -> new_ socket map for connections\n4. Remap parent/child relationships of new nodes\n5. Copy and remap internal and external links between nodes\n6. Update selection\n7. Update topology cache\n8. Perform generic tree update to handle potential changes\n\n", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous", "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)", "creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n", "\"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.", "Optimized per-datablock global undo\nGlobal undo is slow on scenes with many objects. A big reason is that undo writes and reads all datablocks in the file (except from linked libraries). If we can only handle the ones that actually changed, performance would be much improved in common scenarios.\n\nThis proposal outlines how to achieve this in 3 incremental steps. Only 1 or 2 of these steps would already provide a significant speedup.\n\nAt the time of writing there is no concrete plan to implement this, but I've had this idea for a while and it seemed useful to write down in case someone likes to pick it up.\n\n## ~~1. Read only changed datablocks~~ DONE\n\nLinked library datablocks are already preserved on undo pop. We can do the same thing for all non-changed datablocks, and only read the changed ones.\n\nWe can detect which datablocks were changed by checking that their diff is empty. Addition and removal of datablocks also needs to be detected. We need to be careful to exclude runtime data like `LIB_TAG_DOIT` from writing, to avoid detecting too many datablocks as changed. Most changes to runtime data go along with an actual change to the datablock though.\n\nSince unchanged datablocks may point do changed datablocks, we need to reload datablocks in the exact same memory location. We can safely assume the required memory size stays the same, because if it didn't those other datablocks' pointers would be changed as well. In principle other datablocks should not point to anything but the datablock itself, but there may be exceptions that need to be taken care of *(e.g. pointers to [armature] bones hold by [object] pose data...)*.\n\n`Main` fields other than datablock lists may need some attention too.\n\n## ~~2. Optimize post undo/redo updates~~ DONE\n\nThe most expensive update is likely the dependency graph rebuild. We can detect if any depsgraph rebuild was performed between undo pushes, and if so mark that undo step as needing a depsgraph rebuild. This means the undo step is no more expensive than the associated operation.\n\nThis requires the dependency graph to be preserved through undo in scene datablocks, similar to how images preserve image buffers. This would then also preserve GPU data stored in the dependency graph. If the dependency graph supports partial rebuilds in the future, that could be taken advantage of.\n\nThere may be other expensive updates, to be revealed by profiling.\n\n## 3. Rethink how we handle cache preservation across undo steps.\n\n#76989 seems to point to some pointer collision issue, similar to the reason that lead us to add session uuid to IDs when we started re-using existing pointers in undo.\n\nNote that according to the report, there were already issues before undo refactor - hard to tell though if they had the same root cause?\n\nThis needs to be investigated further.\n\n## 4. Write only changed datablocks\n\nWhile undo/redo is usually the most expensive, the undo push that happens after each operation also slows down as scene complexity increases. If we know which datablocks changed, we can only save & diff those.\n\nThis could be deduced from dependency graph update tags. However there are likely still many operations where tags are missing. If it is not done correctly, then instead of a missing refresh there is a more serious bug of not undoing all changes. So this needs verification throughout the Blender code for correct tagging, before it can be enabled.\n\nDebug builds could verify correctness by testing the diff is empty whenever there was no tag.\n\n\n-----------------------------\n\n\nCurrent Status and Plan\n****\n\nThere is an experimental option in 2.83 to address step 1 and (part of) step 2. This was developed in branches and is now in master. Implementation of step 3 has not started.\n\n- [x] [id-ensure-unique-memory-address]() implements the idea of never re-using a same memory address twice for IDs. This is required to allow usage of ID pointers as uids of datablocks across undo history.\n - [x] Add storage of addresses history for each ID (has to be stored in blend memfile, can be ignored/reset when doing an actual blendfile reading).\n - [x] Discuss how to best implement the 'never get same allocated address again' process, current code here is basic, we could probably be much smarter and efficient with some changes to our MEM allocator itself.\n - [x] We are going to try and use session-wise uuids for data-blocks instead.\n - [x] Make new undo behavior controllable from Experimental preferences area.\n- [x] [undo-experiments]() Implements detection of unchanged datablocks at undo, and re-using them instead of re-reading them.\n - [x] Switch to using id addresses instead of names to find back a given data-block across undo history (depends on completion of work in `id-ensure-unique-memory-address` branch).\n- [x] [undo-experiments-swap-reread-datablocks]() implements re-using old ID address even for changed IDs that need actual reading from memfile. Also adds support for more refined depsgraph update flags handling from undo. Both changes combined allow to reduce dramatically depsgraph work needed during most undo steps.\n - [x] Switch to using id addresses instead of names to find back a given data-block across undo history (depends on completion of work in `id-ensure-unique-memory-address` branch).\n- [x] Investigate crashes due to invalid or used-after-free memory in depsgraph after undo step.\n- [x] Investigate why some undo steps are still using full reload of the memfile. Some may be necessary, but think we can improve here.\n - [x] In particular, the absolute last undo step (the first to be undone) is always seen as 'all data are changed', for some reasons...\n- [x] Investigate how to discard runtime data from 'data is changed' detection (probably by nullifying those pointers at write time?).\n- [x] Fix slow undo of adding/duplicating/deleting datalocks. The undo diffing does not appear to be smart to match up the right datablocks in such cases, causing many unrelated datablocks to be marked as changed, which also means excessive memory usage. The `session_uuid` could be used to find matching datablocks.", "Persistent Base Layer Brush doesnt work first time and after Undo\nOperating system: Windows 10\n\n2.83 master and 2.90 master\nCommit: 47f46637be1bef9672ede0ab6795a7e9ea97fc6a\n\nWhen setting a persistent base for the new layer sculpting brush, then sculpt onto a mesh and undo, the persistent layer is deleted with the undo and the same happens when setting the persistent base the first time.\n\n1. Add a UV sphere and remesh in sculpt mode so that you can use the layer brush\n2. Enable **Persistent** for the brush and press **Set persistent base** button\n3. Sculpt with layer brush onto the mesh\n\n![image.png](image.png)\n\n4. sculpt a second time onto the mesh on a different area and then over the area where using the layer brush the first time:\n\n**It's not \"merging the layer\" correctly**\n\n![image.png](image.png)\n\n5. Undo, set persistent base again and then sculpt\n\n![image.png](image.png)\n\n6. Then sculpt on a different area and the layers are merged:\n\n![image.png](image.png)\n\n7. After undo the sculptings so that we have a sphere again and then sculpt with layer brush, the persistent base is again lost:\n\n![image.png](image.png)", "Crash undoing in certain scenario (disabling Global Undo)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.82a\n\nCrash undoing in certain scenario (disabling Global Undo)\n\nFrom the default startup file (order of operations is important here):\n- move the cube (could be any objectmode operator) {key G Z 3}\n- disable `Global Undo` in Preferences {key F4} > `Preferences` > `System` > uncheck `Global Undo`\n- add an armature {key Shift A} > `Armature`\n- go to pose mode\n- select bone\n- move bone\n- Undo {key Ctrl Z}\n - > crash\n\n```\n1 BKE_scene_object_base_flag_sync_from_base scene.c 2914 0x35b41a9 \n2 BKE_scene_set_background scene.c 2125 0x35b2957 \n3 setup_app_data blendfile.c 386 0x4b63950 \n4 setup_app_blend_file_data blendfile.c 416 0x4b639e4 \n5 BKE_blendfile_read_from_memfile blendfile.c 524 0x4b63e38 \n6 BKE_memfile_undo_decode blender_undo.c 88 0x4b62cc0 \n7 memfile_undosys_step_decode memfile_undo.c 193 0x486eb47 \n8 undosys_step_decode undo_system.c 214 0x4bb97ec \n9 BKE_undosys_step_load_data_ex undo_system.c 809 0x4bbb2df \n10 BKE_undosys_step_undo_with_data_ex undo_system.c 870 0x4bbb4a4 \n11 BKE_undosys_step_undo_with_data undo_system.c 880 0x4bbb4d3 \n12 BKE_undosys_step_undo undo_system.c 889 0x4bbb511 \n13 ed_undo_step_direction ed_undo.c 278 0x486c907 \n14 ed_undo_exec ed_undo.c 489 0x486d214 \n15 wm_operator_invoke wm_event_system.c 1332 0x3a17b06 \n16 wm_handler_operator_call wm_event_system.c 2161 0x3a198e3 \n17 wm_handlers_do_keymap_with_keymap_handler wm_event_system.c 2486 0x3a1a617 \n18 wm_handlers_do_intern wm_event_system.c 2782 0x3a1b591 \n19 wm_handlers_do wm_event_system.c 2914 0x3a1bafc \n20 wm_event_do_handlers wm_event_system.c 3445 0x3a1d2a3 \n```\n```\n \n```\n\n\n", "Blender 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)", " 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)", "Meshes with the remesh modifier disappear when they are edited at the same time\n**System Information** :\nOperating system :Windows10, CPU:3950X\nDisplayCard: RTX4000\n\n **Blender version**: \nBlender:2.92\n\nWhen editing multiple objects in edit mode, if you edit more than one at the same time, some modifiers (such as remesh) cause the meshes to disappear.\n[2021-04-13 07-02-23.mp4](2021-04-13_07-02-23.mp4)\n\n- Open attached file\n- In edit mode select the face of an object\n- Scale (modifier updates correctly)\n- Deselect all and select the face of the other object\n- Scale (modifier updates correctly)\n- Select both faces\n- Scale (Meshes disappear)\n\n[UNTD_SIMPLIFIED.blend](UNTD_SIMPLIFIED.blend)\n\n---\n**Original description:**\n\nI added a lot of modifiers to these two objects.\n\nSelect one. Edit mode scale is fine. \n\nSelect two edit modes scale will disappear\n\nTest file : \n[UNTD.blend](UNTD.blend)", "Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n" ]
[ "'Object lost data' on copy-pasting\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 15)\nWorked: 2.82\n\nWhen Paste command is used, some linked objects sometimes loose data and become Empties or disappear completely. Sometimes only 1-2 objects are removed and I only notice this later when the autosaves were overwritten. This was never an issue on 2.82.\n\n- Copy the default cube \n- Move the cube.\n- Undo\n- Paste \n\nThere's cube.001 in the scene. camera and light are lost. \n```\nInfo: Total files 0 | Changed 0 | Failed 0\nInfo: Copied 1 selected object(s)\n\nObject Camera lost data.\nWarning: Warning in console\nObject Light lost data.\nWarning: Warning in console\nInfo: 1 object(s) pasted\n```\n" ]
Dark Intersections when using Cycles Random Walk SSS Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09 Broken: version: 2.91.2 Worked: Not working in 2.83, 2.91, 2.92, or 2.93. This may be expected/known behavior, but I'm seeing some really odd dark "seams" when portions of a mesh with Random Walk SSS intersect themselves (in this case, a character's knee) - rendered in Cycles. The "spread" is directly related to Subsurface setting in the Principled BSDF shader. When using Burley SSS these artifacts do not appear. Tried with CUDA, OPTIX, CPU, etc ![Random Walk.jpg](Random_Walk.jpg) Open the attached Blend, go to rendered view. Both models have identical materials with the exception of the SSS calculation mode. [SSS Bug1.zip](SSS_Bug1.zip)
[ "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", "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)", "GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU", "Vertex flickering on high grid density mesh \n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen a relatively high grid density is reached the vertices flicker\n2.81 does not have such problems\nThe method of creating a dense grid does not make a difference\nlrehEGrTkCXMvQ\n\n\nOn default cube, tab. (edit mode)\nright click on cube, subdivide. \nadjust last operation, cuts = 20. shake mouse to see glitches.\n {[F8414482](Скриншот_16-03-2020_133135.png), layout = inline}{[F8414484](Скриншот_16-03-2020_133204.png), layout = inline}\nvideo: [F8414488](Видео_14-03-2020_23_11_01.mp4)", "Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n", "Regression: Passepartout Flickers when using Solid Viewport Shading and Background > Viewport\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 2.93, 3.5\nWorked: 2.83\n\nThe Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport\n\n1. Create a 2D Animation workspace\n2. Zoom out to see the Passepartout\n3. Switch to Solid Viewport Shading and set the Background to Viewport\n\nIn this screencast, the Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport. In the video, it stops flickers when switching to World, however it is doing now. It does stop when using Material Preview Shading.\n\n[Passepartout.mp4](Passepartout.mp4)\n", "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.", "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", "A combination of shader nodes causes lack of material emission at any brightness (Cycles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.0(tested as well on 3.3.0 and 3.5.0 alpha)\nWorked: (none)\n\nA difference of bevel node and normal coordinates produces no light at any emission level. Clipping the result due to suspicion about negative brightness has no result.\nNote: adding any value to the result adds corresponding emission, but despite visuals, brightness from combination above does not.\n![2023-02-09_18-31-21.png](attachment)\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n", "Geometry 100% transparent still affects Subsurface Scattering in the same mesh\nrenderer:\t'NVIDIA GeForce RTX 3060/PCIe/SSE2'\nplatform: 'Windows-10-10.0.19044-SP0'\nAMD Ryzen 2990wx 32-core 64gig ram no overclock\n[system-info.txt](system-info.txt)\n\nVersion: 3.2.2 - 3.4.1\n\nThe included file is a section of a skull with eyebrows close to the surface. \n\nUsing SSS for the skull and transparency for the eyebrows, the result is the eyebrow is light on the surface of the skull.\nThis is using CLOSURE_BSSRDF_BURLEY_ID walk.\nUsing random walk the eyebrow renders transparent.\nHappens on CPU or GPU\n![image.png](image.png)\n\n- Load up the supplied file.\n- render by hitting F12 (Notice the eyebrows are leaving a bright silhouette on the skull surface).\n- Now switch both the eyebrow and skinhead scatter shaders materials to random walk for method.\nIssue goes away and the eyebrows are 100% transparent.\n\n[badeyebrowswithscatter.blend](badeyebrowswithscatter.blend)\n", "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", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "Cycles dupli object baking issues\nnvidia g880m\n\nBroken: blender-2.73-d56c9fb-win64\nWorked: (optional) probably never\n\nwhen assigning object as duplis to some mesh, and then trying to bake these duplis to another mesh, duplis appear black. But in normals mode, it works, so they are there, just without material or something.\nAlso, you can see that the duplis are there actually twice, one offset quite strongly. In some other file, I got them also four times...\n\n\n[bakebug.blend](bakebug.blend)\nopen the file, hit bake. \nthe group of objects in the ceter bakes to the cube.\n\nalso, you can see another group of objects, where duplis have been made \"real\" and it works well, it's group of objects called \"fine\", baking to the cube works well with seemingly same meshes.\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", "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." ]
[ "SSS Shader - Black artifacts with intersecting geometry within the same object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nWhile rendering with Cycles using the random walk subsurface scattering parameters I do get black lines/artifacts wherever there is intersecting geometry even when it's the same object. An option where it's possible to define which objects should be treated as one volume for the SSS calculations would be great (and probably treating one object that contains several geometries that are intersecting as one volume). I wasn't sure if that is a feature request or a bug but I don't see a case where that is preferable so I reported it as a bug.\n\nAs a test I duplicated the default cube and moved it so the two cubes intersect. I then joined the cubes into one object. I set the subsurface method to 'random walk' and the subsurface slider to '1'. Cycles is used and I added a simple Area light above the cubes to see it better. \nAttached is the quick test scene with the cubes and a render comparison between cycles in blender and the SSS random walk 2 in maya with arnold (the one with the black edges around the muscles is done with blender/cycles and the clean one is done with maya/arnold)\n\n![Anatomystudy_v010.PNG](Anatomystudy_v010.PNG)\n\n![Anatomystudy_v011.PNG](Anatomystudy_v011.PNG)\n\n[SSS_blackArtifacts_test.blend](SSS_blackArtifacts_test.blend) \n\n" ]
World values not updating in real time ***Re-reporting of #72371 since it was closed for... not getting around to respond for two weeks?? o.O;;*** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00 Broken: version: 2.83 (sub 0) But really, it's been broken on any 2.8 series for me. Unsure exactly what I did, but a file I was working on refuses to update changed World values in real time in the viewport. However, if I toggle "Use Nodes", the values update. I was messing with the ["Easy HDRI" add-on ]() some time ago in this scene. I don't know if that caused the glitch somehow, but I thought I'd note it just in case. Here's the file stripped down to the essence to test. [LightingGlitchTest2.blend](LightingGlitchTest2.blend) 1. Open up the above .blend file 2. Change the 3D view (only the one under properties editor) to "Rendered" 3. Try changing/modifying the world values/nodes (e.g. the value of the "Add" node in the node tree). If the problem is there, you'll find that the "Rendered" viewport doesn't update unless you toggle "Use Nodes" for the World.
[ "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)", "Properties don't update focus when copy/paste an object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1, 3.1.2\nWorked: I don't know\n\nIf you **Copy/Paste** object with **Ctrl+C**, **Ctrl+V** the Property window will still have focus on the old object (although a new one is selected).\nIn this case, the **Duplicate** operation works correctly, the focus is on the new object (the one that is selected).\nReproduce on **Scene objects** and on **Nodes** in node editor. I think there are many more places.\n\n[filename700.mp4](filename700.mp4)\n[filename704.mp4](filename704.mp4)\n\nIn node editor\n1) Select any node.\n2) Copy and paste node with Ctrl+C/Ctrl+V.\n3) Change any properties, you can see that you are changing the previous object, although a new one is selected.\n\n", "No field in theme editor for \"World\" channel in NLA editor window\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1 Release Candidate\n\nThere doesn't seem to be any way to edit the colour of the \"World\" channel in the NLA editor, it's always the default pale grey/blue with no way to change it as far as I can see in the Themes preferences.\n![image.png](image.png)\n\nIn Blender Preferences - Themes tab - Nonlinear Animation dropdown - there is no colour picker for the World channel.\n", "EEVEE: Nishita Sky change Sun Rotation causes shader recompilation\nBroken: version: 3.4.0 Alpha\n\nAdjusting Sun Rotation in Nishita Sky texture in EEVEE causes shader recompilation\nwhile adjusting sun elevation is not causing shader compilation and allow to realtime adjustments\n\nThis makes impossible to have animated sun position.\n**Steps to Reproduce**\n- Open .blend file -> switch to viewport rendering\n- Change rotation value with slider\n[#101197.blend](T101197.blend)\n[nitsha.mp4](nitsha.mp4)", "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", "Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)", "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)", "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", "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!", "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)", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)", "Simulation Nodes Reset Behavior\nCurrently, the simulation range for geometry nodes is the scene range. So whenever the cache becomes invalid and we go back to frame 1 (or whatever the scene range start is), the cache is reset. \n\nNow, we want to add support for giving individual simulations separate frame ranges. Those might not match the scene range anymore. The simulation start might be before the scene start frame to support preroll (potentially even at a negative frame). Therefore, using the scene start frame as the reset point, does not make sense anymore.\n\nThe new behavior should/could work like this:\n* Invalidated simulations reset whenever the current frame is at or before the simulation start frame.\n* There is a new \"Play with Preroll\" button in the timeline that starts playback at the first simulation start frame in the scene. \n * Since this frame is at or before all simulation start frames, all invalidated simulations are reset.\n\nOpen Questions:\n * Are all or only invalidated simulations taken into account when determining the first frame for the \"Play with Preroll\" operator.\n * Where to put the new \"Play with Preroll\" button exactly, what should it be called and what should it look like?\n\n", "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", "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", "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" ]
[ "EEVEE world doesn't update all viewports' object shaders\nBroken: always (2.80 - blender-v2.83-release, hash: 1d2b89304a\nWorked: never\n\n\nA viewport in a different workspace doesn't update the world light probe if the viewport in the workspace the node edit changes is using eevee with different light settings (in my case, it is simply the material preview mode).\n\nOpen:\n[world.blend](world.blend)\n\n\n* Change viewport shading to solid (1)\n* Delete the \"image node\"\n* Change viewport to material again. (2)\n* Save and re-open (or update probes in other ways) (3)\n\n**1.**\n![image.png](image.png)\n\n**2.**\n![image.png](image.png)\n\n**3.**\n![image.png](image.png)\n" ]
Eevee? Operating system: Win7 64 Graphics card: Intel HD (core i5 4210u) Broken: 2.80, edbf15d3c044, blender2.8, 2018-12-13, as found on the splash screen) Eevee Crash (I think) default startup blender closes if I: 1. click Render 2. select viewport render: A. LookDev B. Rendered Side note: I've never had the pleasure of experiencing Eevee
[ "Blender hangs on Intel UHD 620 when switching to lookdev mode\nOperating system: 'Windows-10-10.0.19044-SP0'\nGraphics card: Intel UHD 620\n\nBroken: 3.5.1\n\n\nBlender hangs on when switching to lookdev/render mode on even simple shaders.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open crasherexample.blend on an Intel UHD 620 (Dell Inspiron 3581)\n2. This will be in solid preview mode in Shading view.\n3. Switch to lookdev mode. Blender hangs (Task Manager shows high CPU percent usage on the process, which goes down to zero percentage after a few seconds, after which Blender refuses any interaction).\n4. Use Task Manager to kill Blender. Now restart Blender and reopen crasherexample.blend which will be in solid preview mode in Shading view.\n5. Use Node Wrangler right-click drag to cut the Normal, Roughness, Displacement noodles. Leave just Base color noodle.\n6. Switch to Lookdev mode. It works! Now reconnect Normal noodle too. Switch to Lookdev. It works! Now reconnect Roughness noodle too. Switch to Lookdev. It works! Now reconnect Displacement noodle too. Switch to Lookdev. It works! Yet if you immediately switch to lookdev mode as did in step 3, it hangs. \n\nResult is opening/importing just about any file in Blender causes a hang. Not just crashexample.blend. Nearly any shader however simple causes this. But crashexample.blend file works fine on non-Intel UHD 620 PCs.\n\nWe've been plagued by this bug ever since Blender 2.8. Tried every version of the driver (Dell and Intel), but none ever fixed it. Result is we can't safely switch to lookdev/render mode on these PCs. Tried investigating and suspect perhaps a race condition related to shader compilation. Loading a typical Blender file begins with a message like eg '(some number) shaders to compile', and it hangs.\n\nThis only happens in EEVEE. Cycles is fine.", "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.", "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", "Large soft shadows converge to an incorrect result in EEVEE viewport.\nOperating system: Linux-5.16.0-3-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken version: 3.2.0 Alpha\nBroken version: 3.1\nBroken version: 3.0\nBroken version: 2.93\nBroken version: 2.92\nBroken version: 2.91\nBroken version: 2.90\nBroken version: 2.83\nBroken version: 2.82\nBroken version: 2.81\nBroken version: 2.80\n\nWhen rendering large soft shadows in the EEVEE viewport, it converges to an incorrect result at high sample counts. Here are some examples:\n|![EEVEE Viewport Soft Shadows - 512 Samples.png](EEVEE_Viewport_Soft_Shadows_-_512_Samples.png)|![EEVEE Viewport Soft Shadows - 16384 Samples.png](EEVEE_Viewport_Soft_Shadows_-_16384_Samples.png)|![EEVEE Final Render Soft Shadows - 16384 Samples.png](EEVEE_Final_Render_Soft_Shadows_-_16384_Samples.png)|\n| -- | -- | -- |\n|EEVEE viewport - 512 samples (\"Mostly Normal\")|EEVEE viewport - 16,384 samples (\"Broken\")|EEVEE final render (`F12`) - 16,384 Samples (To be used for comparison)|\n\n1. Start with the default scene.\n2. Add a ground plane. ({nav Add > Plane} then scale it up and shift it below the cube)\n3. Select the default light and change it's radius to `2m`\n4. Render the scene in EEVEE to a high sample count in the viewport. This can be done by setting the `EEVEE viewport sample count` to something like 16,384 and letting it process. \n5. Render the same scene in EEVEE with a final render (`F12`) and the same sample count and compare it to the viewport result. Notice that it's very different.\n\nNote: Soft shadows is enabled by default in EEVEE in modern versions of Blender. But depending on your defaults, you might have to enable it. It's in {nav Render Properties Editor > Shadows > Soft Shadows}", "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 after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "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", "Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n", "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", "Command Line Rendering with EEVEE is slow\nWin 7 Pro 64Bit \nGTX 1070\nDriver: 417.22\n\nBroken:\nblender-2.80-606223f6a61-win64\n\n\nIf I render with EEVEE via Command Line, the GPU Load is around 40-50% (4min 33sec).\nRendered the same scene in a normal way via Gui, the GPU Load is around 90-98% (3min 20sec).\n\nIf I render the same scene with Cycles via Command Line, the GPU Load is around 90-98%\n\nblender -b PathToBlend -a\n\n\nI've tried several scenes with the same result all the time.\n\n[cube-eevee.blend](cube-eevee.blend)\n\n[cube-cycles.blend](cube-cycles.blend)\n", "My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n", "Blender 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", "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", "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", "Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n" ]
[ "Blender 2.80 beta Press F12 for render and Crashesblender-2.80-606223f6a61-win64_07122018\nOperating system: Windows 8.1 64Bit\nGraphics card: CPU\n\nBroken: Blender 2.80 beta ; blender-2.80-606223f6a61-win64 downloaded on 07/12/2018\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n\nblender-2.80-606223f6a61-win64_07122018\n\nCrash when first clicked of F12 for rendering default cube.\n\nIt crashes even using shortcut key z to select render.", "Blender crashes after opening material tab. \n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 9.17.10.2932\n\n\nBroken: version: 2.80 (sub 50)\n\n\nBlender crashes after opening material tab. \n\n- Start Blender.\n- Click on material tab.\n- After 1..2 seconds Blender crashes.\n\nBased on the default startup.\n\n", "Blender 2.80 beta Crashesblender-2.80-606223f6a61-win64_07122018\nOperating system: Windows 8.1 64Bit\nGraphics card: CPU\n\nBroken: Blender 2.80 beta ; blender-2.80-606223f6a61-win64 downloaded on 07/12/2018\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n\nblender-2.80-606223f6a61-win64_07122018\n\nCrash when first opened and clicked on shading tab", "Blender 2.8 rc3 - eevee kepps crashing\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5059\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\neevee is not working. It was unstable in rc1 but now it does not even start.\n\n1. Switch to eevee renderer\n2. Go to to Rendered view\n3. App closed without any warning\n", "Blender Shuts down in rendered view\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.3621\n\n\nBroken: version: 2.80 (sub 70)\nWorked: (optional)\n\n\n\nWhen using Eevee to see the scene in rendered view, it suddenly shuts Blender\n\nJust open Blender select the default cube and then set method to display in 3D view to rendered and blender shuts down.\n\n", "Crash when using EEVEE and Intel HD 4000\nOperating system: Windows 64 bit\nGraphics card: cpu\n\nBroken: 2.80 beta ; blender-2.80-606223f6a61-win64 downloaded on 07/12/2018\n\n\nBlender 2.80 beta first start.\n\nBlender Crashes after first opened and clicking on shading tab in windows 64bit\n\n", "Eevee render engine is too buggy\nOperating system: Windows 10 64-bit version 1809\nGraphics card: Intel HD Graphics 2500 IVB-MB GT1 ; OpenGL 4.0 Build 10.18.10.4885\n2.8 beta - the latest version downloaded from the official site, on the date this report was submitted\n\nEevee render engine works incorrectly. And it does not work correctly regardless of the scene. For example, even if in an empty scene just pressing the button to select a color for the material, the program stops responding. Rendering of nothing take a lot of time and sometimes it just hangs. In a word, Eevee does not work as it should, except for rendering in the viewport. Everything else in the program works fine.", "software shutdown when open render and lookdev mode\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.2.0 - Build 10.18.10.3412\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\n[I've just downloaded blender 2.8 and when I open and go to to use render and lookdev mode. It always shutdown.\nI don't know how to fix it. Is it problem about GPU, graphic card, openGL ....?\nPlease advice me, I curious want to use this version, thank you.]\n\n\n", "blender 2.8 exception_access_violation intel hd 4000\n** System information **\nOperating system: win7\nGraphics Card: Intel HD 4000\n(laptop dell latitude e6230)\n\n**Blender version**\nBroken: 2.80, blender-2.80.0-git.9fa408f51b7-windows64, 2018-12-10\nWorked: Blender 2.79\n\n**Brief description of the error**\n\nWhen I click render, an error occurs.\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x000007FED6E87D07\nModule : C:\\Windows\\system32\\ig7icd64.dll\n\n**Exact steps for others to view the error**\nIntel HD drivers version 10.18.10.5059\nIn the viewport everything works, but if I click render f12 eevee render the blender crashes\n", "blender 2.8 always shutdown when try to use render and lookdev mode\nOperating system: window 7 64 bit\nGraphics card: Intel(R) HD graphics 4600\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nI've just downloaded blender 2.8 and when I open and go to to use render and lookdev mode. It always shutdown.\nI don't know how to fix it. Is it problem about GPU, graphic card, openGL ....?\nPlease advice me, I curious want to use this version, thank you.\n\nChee\nBased on the default startup or an attached .blend file (as simple as possible).", "Eevee constantly crashes\nOperating system:windows 10\nGraphics card:intel hd graphics 4000\n\nBroken:blender 2.8 release candidate 3 (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBlender eeve crashes when change the viewport to render. After 2 or 3 crashes it finally works and when making some change like change some nodes setup then eeve crashes especially on intel hd graphics 4000 \n\nTry to render scene with some complexity\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Mirror Modifier Bisect Automatically Pins UVs Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30 Broken: version: 3.6.0 Worked: Mirror modifier pins any selected vertexes when Bisect is enabled and then applied. Add a Cube to the scene. Go into edit mode and select all of the vertexes. Add a mirror modifier and enable Bisect on one of the axis. Apply the modifier. The UV map should now be pinned, contrary to what the user expects.
[ "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)", "Python: BMesh Operators: Allow Users to Provide Geometry Using Types and Flags\nThis subtask covers allowing users to provide geometry to BMesh Operators without specifically having to construct Python lists themselves.\n\nFor example, if a user wants to mirror all vertices, currently they would do:\n```\nbmesh.ops.mirror(bm, geom=bm.verts, merge_dist=0.001, axis=\"Y\")\n```\nThis proposal would allow users to do:\n```\nbmesh.ops.mirror(bm, geom={'VERT'}, merge_dist=0.001, axis=\"Y\")\n```\n\nAdditionally, this subtask proposes to allow tags to be able to be used.\n\nFor example, if a user wanted to mirror all selected and tagged vertices, currently they would do:\n```\ngeom = [v for v in bm.verts if v.select or v.tag]\nbmesh.ops.mirror(bm, geom=geom, merge_dist=0.001, axis=\"Y\")\n```\nThis proposal would allow users to do:\n```\nbmesh.ops.mirror(bm, geom={'VERT': {'SELECT', 'TAG'}}, merge_dist=0.001, axis=\"Y\")\n```", "Change UV Channels from the UV Editor on multiple selected objects\nWhen multiple objects are selected and user is in edit mode in the 3d viewport, she/he can change uv channel of the**active object** in the top right corner in the UV Editor. It would be a nice change to **iterate through each selected object**and if the iterated object has a uv channel with the current name in the UI, that uv channel will be made active on the iterated object.\n\n![image](image.png)", "Applying screw modifier doesn't respect hide status of edges from edit mode.\n\n\nUPDATE: If the Unhide hotkey is used, despite no parts actaully being \"unhidden\", the uneditable parts become editable.\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n\nApplying a screw modifier with parts of mesh hidden in edit mode will result in those generated mesh from hidden parts to:\n\n1. only show as edges,\n2. be still selectable in edge select mode,\n3. and becoming uneditable.\n\nwhen going back to edit mode.\n\nOriginal description:\n\nIf certain parts of a mesh with a screw modifier are hidden in edit mode (though still visible with the screw modifier, just not selectable), and then the modifier is applied to the mesh in object mode, the previously hidden parts will become uneditable, though still selectable in edit mode.\n\n\n- Add a screw modifier to an object\n- Hide parts of the object in edit mode\n- Apply the screw modifier in object mode\n- Go to edit mode, the parts that's hidden supposedly has edges on display.\n - If use edge select mode, you can actually select those ghost edges, but not editable.\n - If use alt-h, then everything is shown and behaving normal again.\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", "Creating UV Maps from Face Sets\n# Issue\n\nThis is based on a popular request from users.\nOn very high density sculpts with messy topology it's very time consuming to create UV seams and unwrap the UVs.\n\nFor that case it can be a fast solution to use face sets from sculpt mode to create a new UV map.\nSome users already started creating geoemtry node operators and addons to acheive this:\n2017\n\n<video src=\"attachment\" title=\"face_set_to_uv.mp4\" controls></video>\n\n# 'Unwrap Face Sets' Operator\n\nTo get proper feedback on the new UV map it might be best to add an operator \"Unwrap Face Sets\" to the \"UV\" menu in the UV Editor.\nThen the easiest steps to create a UV map from Face Sets is to switch to the UV Editing workspace and do the needed operations there.\n", "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", "Add \"Topology Mirror\" as option for relevant operators\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nThe following mesh operators behaves differently when \"Topology mirror\" == True in the edit mesh options.\n\n- Select mirror\n- Symmetrize\n\n---\n\nThe topology mirror option is located here \n![image.png](image.png)\n\n---\n\n\nIn order to make this option more clear for the user, it should be added as an option on each operator\n\nOperator mockup\n\n![image.png](image.png)\n", "VSE: Ensure all operators in the Strip menu are working on the selected and not only on active strip (+unselected) \nAs it is confusing and inconsistent to have functions in the Strip menu which only works on properties of the active strip even if it is unselected, this design list is for ensuring all functions in the strip menu to work on selection. \n\n- - [x] Swap Strip: #91191 Fix: [D12441](D12441)\n- - [x] Effect menu. Fix: [D12451](D12451)\n- - [x] Movie(Set Render Size + Deinterlace) and Image(Set Render Size + Separate Images) menu entries should be moved into the source sidebar with +alt for selection. Fix: [D12464](D12464)\n- - [ ] Add Modifier in the menu needs to work on selection and is missing +alt for selected, when executed in the sidebar.\n- - [ ] Inputs menu: Swap data should go into the swap menu and the rest into Strip Source sidebar with +alt for selected. Bug report: #91350\n- - [ ] Toggle Meta and UnMeta should go into the strip sidebar, as they are only working on the active strip. Old patch: #74130\n(A checked checkbox means a fix has been submitted, but not necessarily been committed)\n\n", "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", "Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear.", "UV Editor and Image Edito:- Assigning shortcuts to Annotate tools go in wrong section of keymap\nOperating system: Windows 10\n\n2.92.0, 02948a2cab44, master, 2021-04-24, as found on the splash screen\n\nFor the `Image Editor`, when assigning shortcuts to the 4 annotation tools (listed below), their shortcuts (Set Tool by Name) are getting registered in `\"Preferences > Keymap > Window\"` instead of their respective sections.\nWhen assigned the shortcuts from the `UV Editor` first, the shortcuts go correctly to `\"Preferences > Keymap > Image > UV Editor > UV Editor (Global)\"`\nMaybe both should go to `\"Preferences > Keymap > Image > Image (Global)\"`?\n\n- Go to Image Editor\n- Right click each of the tools below and assign a random shortcut (Z, R, T, L for example)\n - Annotate\n - Annotate Line\n - Annotate Polygon\n - Annotate Eraser\nThey are now listed under `\"Preferences > Keymap > Window\"`, which is not where they should be.", "UV unwrap: pinning faces in an island causes other islands to have the wrong scale and fill the whole map\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWhen unwrapping, if you pin some faces in an island, then the other islands will not be in the same scale anymore, they will fill the whole map instead of remaining in the same scale.\n\n- before unwrapping any object, add some seams around a few faces so that this area will have its own small island in the UV map\n- unwrap the object. You should now have a main island, and a small island in the UV map\n- pin a few faces of the main island in the UV map\n- unwrap the object again. Now the small island will fill the whole map or be way too large, instead of remaining in the correct scale.\n\nI tried in Blender 2.81, and the problem is still there.\n\n**Steps to reproduce**\n\n* Open file\n* In UV editor, pin selected vertex\n* select all vertices and unwrap\n\nIsland will fill the whole map", "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)", "Solidify modifier flips faces not in vertex group\nOperating system: Linux-5.4.0-131-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.3.0\n\nSolidify modifier flips faces not in vertex group\n\n- create a cube\n- add detail faces to the cube for the solidify modifier and flip them so they solidify outwards, add this detail faces to a vertex group\n- add solidify modifier and use the vertex group\n\n- > the faces not in the vertex group are effected too\n\nWorkaround:\nSet a minimal value to vertex group factor\n\n\n![solidify_face_flip_bug.jpg](solidify_face_flip_bug.jpg)\n[solidify_face_flip_bug.blend](solidify_face_flip_bug.blend)" ]
[ "Applying a Bevel modifer on a object with UVs pins the uv islands\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.0\nWorked: (3.5)\n\nCaused by 0fe0db63d7f8d65185e3c296fdf3973f199f216d\n\nApplying a Bevel modifer on a object with UVs pins the uv islands\n\nOther people have reported to have the issue as well:\n1673817150937772033\n\n\n- Add a object with a uv map, \n- add a bevel modfier\n- apply the bevel modifer\n- go into edit mode\n- the uv islands are randomly pinned and can not be unwraped correctly withoute unpining it.\n\nVideo of the issue and .blend file:\n\n" ]
Cycles Bug Blender 3.4 and 3.5 (Cycles not update paint in real time) Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.4.1 Cycles not updating in paint mode in real time. Make base color image texture and start paint in Cycles. Eevee working, Cycles not.
[ "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.", "GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n", "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", "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", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n", "Cycles 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.", "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", "Data Transfer modifier works only for Byte Color & Face Corner color attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.2.0\n\nIf a target color attribute Domain is *Vertex* or it's Data Type is *Color*, the data are not transferred.\n\n[data-transfer-color-attr-bug.blend](data-transfer-color-attr-bug.blend)\nYou can see in the attached .blend that the Data Transfer modifier is set correctly, but the Col attribute isn't updated.\nAfter doing Convert Attribute -> Domain: *Face Corner*, Data Type: *Byte Color*, it starts to work correctly.\n\n\n", "GeometryNodes: Attributes in shader not visible in Eevee \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nWhen an attribute is used in the shader editor, it will render in Cycles but not Eevee. ![Possible Bug 2.PNG](Possible_Bug_2.PNG)\n\nHave an attribute in a shader as a render output with the Eevee render engine enabled. \n\n[Possible Attribute Bug.blend](Possible_Attribute_Bug.blend)\n\n", "Vertex paint. Brush mode Color gives only black.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 17)\n\nIt ruins colors to black with any strength.\nExpected: full or partial replacement of Hue and Saturation and keeping Value/Luminosity.\n[2020-05-22_16-52-13.mp4](2020-05-22_16-52-13.mp4)\n[untitled.blend](untitled.blend)", "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", "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.", "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", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)" ]
[ "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n", "No real time when painting in Texture paint Mode \nOperating system: macOS-12.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.2\n\nI mixed 2 Principled Shader and created an image texture node as a mask connected to the socket FAC of the Mix Shader Node. I'm not able to see the result in real time in Shading Viewport/ Render and Shading Viewport/Material Preview only in Shading Viewport/Solid\n\nSteps\n\nStart Blender\n\n - Simple cube\n - Added first Principled BSDF Shader and connected with Node Wrangler - Maps: Color, Roughness and Normal (A)\n - Added second Principled BSDF Shader and connected with Node Wrangler - Maps: Color, Roughness and Normal (B)\n - Mixed these 2 Principled with mix shader (C)\n - Created a texture - image texture - New - 2048x2048px put the color socket in the FAC of mix Shader node (C)\n - Switched from Object Mode to Texture Paint, tried to paint but in Viewport Shading/Rendered and in Viewport Shading/Material Preview changes were not updated and not visible\n - If I go to Viewport Shading/Solid I see where I painted and when I switch to Viewport/Render I see the mask applied correctly\n - The issue is I do not see the instantly masks when I paint but I have to switch from Shading/Rendered to Shading/Solid and then again to Shading/Rendered to see the mask applied correctly\n\nTo see the result of the mask I must switch to Viewport Shading/ Solid and get back to Viewport Shading Render\n\nThanks\n\n\n\n\n\n" ]
Mirror modifier destrois Multirresolution data when apply. Operating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits Graphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.226.00 Broken: version: 3.4.0 If you try to mirror an object with a multirresolution modifier sculpt the mirror objects gets a distorted displacement. 1 Open a new file. 2 go to sculpt mode and give the default cube 6 subdivisions with the multirresolution modifier. 3 sculpt something 4 give it a mirror modifier and apply. a video of the bug: [vokoscreenNG-2022-12-11_02-35-15.mov](vokoscreenNG-2022-12-11_02-35-15.mov) The file: [Mirror Multirres bug.blend](Mirror_Multirres_bug.blend)
[ "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.", "Multiresolution sculpting broken after change in base geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.1.2 30.0.14023.3004\n\nBroken: version: 3.1.0 Beta\n\nThe file was created at 3.1.0, but the model in 3.0.1 also has the same problem.\n\nafter deleting edges from a loop and recreating them in a different arrangement, some parts of the model cannot be sculpted with multiresolution on.\n\n\nIn a model with multiresolution, I deleted and recreated some edges of the topology and this broke the sculpt mode of the multiresolution: \n- In the sculpt mode, whenever I was getting close from the model, it simply dissappeared, reapearing after zooming out.\n- When hovering the mouse over some areas of the model, doesn't change the brush gizmo, and I can't sculpt on those areas neither.\n- If there is a area that you can interact/sculpting, by doing it the areas that you were unable to sculpt will become sculptable again.\n- In the areas that you can sculpt, the brush gizmo rotation doesn't match the surface sometimes.\n- baking normals from this multiresolution causes blender to crash\n\nI splited the model in some parts trying to remove the defective part, but this only changed the areas the bug was occuring, and I also tried to re-sort the vertices of the model, which had the same effect\n\nIn this video, the upper part of the leg is sculptable, but the rest of the leg is not \n[2022-02-06 14-33-33.mp4](2022-02-06_14-33-33.mp4)\n\nThis model is from a commission so I had to fair the upper part of it\n[broken multires.blend](broken_multires.blend)\n\n", "Advancing Displace and Solidify modifiers to handle overlaps\nI briefly discussed this with C. Barton. I often I solidify and displace surfaces in the processes I work on -- recently for 3d printing custom assistance devices including molds for casting rubber, customized computer peripherals, etc. Whether or not they use clear-cut geometric forms, or are of organic nature, they often succumb to the issue of intersections with displace/solidify. I've wanted to work out some details on processes which would enhance these modifiers, but need some help. I'd attempt to implement it so it would be inactive normally, and use thresholds when enabled, so as not to slow down the normal modifier functionality, and a require a minimum processing when the features are used.\n\nThe main issue I'm having is that the modifiers do not presently have access to information on adjacent vertices, and my first approach to an algorithm would examine, with some function fn(vertex_normal, displacement_amount), if there would be a crossing (e.g. if faces would intersect). Then the simplest method would angle the normals away from each other. However, this does all require the ability to examine adjacency, and I'm relatively inexperienced in blender internals, having only contributed minor bits to sculpting tools and physics code. Your guidance would be appreciated.\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)", "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)", "Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0\nWorked: IDK, first time user\n\nUsing \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n[Head_Subdiv_Error.blend](Head_Subdiv_Error.blend)\n1. In the attached file add Multires modifier to the Head mesh\n2. Click Rebuild Subdivisions\n3. An error should be reproduced.\n\n", "Speedup request for switching to objects with multires in sculptmode \nMy name is Daniel Bystedt and I'm currently working with @PabloDobarro as commissioner for #81180 (Sculpt Mode Performance). After testing sculpting in Blender in general I wanted to give some feedback on the Multires modifier after discussing this with Pablo. It's a general request about being able to switch objects and switch from sculpt to object mode faster. I hope this can be useful. \n\nvideo example details:\n**Raw geo:**\n582 480 vertices\n\n**Multires :**\nhas 2 sculpt levels.\nbase level is 36 405 vertices\nsculpt level 582 480 vertices\n\n\n**Switching objects in sculpt mode**\nSwitching between objects in sculpt mode feels a bit slow when the object that you are switching to has a multires modifier. Switching between objects when sculpting is something I do quite frequently, so it would be fantastic if it would be possible to speed it up a bit.\nswitching to raw geo (no multires) = 0 sec 903 ms\nswitching to object with multires = 1 sec 767 ms\n\n\n[sculpt switch object.mp4](sculpt_switch_object.mp4)\n\n**From sculpt to object mode delay**\nThere is a slight delay when switching from sculpt mode to object mode. Switching between these modes is not done super frequent, so it's not a high priority issue but I thought I'd mention it.\nswitching to raw geo (no multires) = 435 ms\nswitching to object with multires = 969 ms\n\n[sculpt to object mode.mp4](sculpt_to_object_mode.mp4)\n", "Visual geometry to Mesh does not duplicate a linked object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.2.0 Alpha\n\nWhen applied to a linked object, Visual geometry to Mesh does it on the shared mesh.\n\nApply the subdiv modifier to the original cube. Link copy it. Use Visual geometry to Mesh on the linked object. Now select the original object and go into edit mode. You should see that the the subdiv modifier has been applied.\n\nThere is also a side issue to this. If you put a Decimate modifier (something visible like planar 20 degrees) on the original object, selected the linked one and go into edit mode, you'll see that in the viewport the modifiers on the original object don't show their effect.", "unsubdivide of Multires bug\n**Blender Version**2.91\n\nI try to use unsubdivide of Multires function in blender ,but the result is error.So I test in Zbrush with same modle, it work rightly.\n\nThe thing is,I want sculpt with tank top with no thickness,and add thick ness at last.So I first sculpt with Multires (3 level subdivide),and apply it,and I loop cut the edge with 7 loop cut.After that I add Multires,and use unsubdivide,the result go wrong.\n\nI use the same modle in Zbrush,it work rightly.[unsubdivide error.zip](unsubdivide_error.zip)", "different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n![skin_modifier_bug.gif](skin_modifier_bug.gif)\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n", "Grid in rendered orthogonal views does not adapt to displacement\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nWhen in rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results.\n\nAdd displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot.\n![Schermafbeelding 2020-11-02 om 22.27.59.png](Schermafbeelding_2020-11-02_om_22.27.59.png)\n", "Multires clay brushes performance issue\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\n\nWhen using the multires modifier for sculpting the performance seems to suffer significantly for certain brushes. This gets even worse on lower levels so the performance often is much worse on level 1 when compared to level 3.\n\n[2020-08-03 16-22-39.mp4](2020-08-03_16-22-39.mp4)\n\nThe performance seems to be especially bad on the Clay & Clay Strips brushes.\n\n**Example .blend file**\n\nJust to make sure the performance is as reproducible as possible, here is the file of the jacket.\nWhen trying to reproduce this performance on a cube or Suzanne head it wasn't as bad but still noticeable.\n[jacket.blend](jacket.blend)", "Bushing under the Displace modifier will change the primitive mesh\nOperating system: Windows-10-10.0.21343-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\nWorked: (the newest version of Blender that worked as expected)\n\n\nUnder the replacement modifier, sculpting the object will add the effects of the replacement modifier to the brush\n\nstep1:add modifier into the object as a Displace modifier\nstep2:In the Sculpt Mode, Bushing under the Displace modifier will change the primitive mesh\n\n[Peek 2021-03-30 18-59.webm](Peek_2021-03-30_18-59.webm)\n\n[Bushing under the Displace modifier will be change premitive mesh .blend](Bushing_under_the_Displace_modifier_will_be_change_premitive_mesh_.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!", "Hair Particles: Deflect Emitter distance will affect all edited hairs on entering particle particle editmode\nWindows 10 Home \nIntel Pentium G4560 \n16 GB\nIntegrated GPU \n\n**Blender 2.79**\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n**Short description of the error**\n\nI have a hair particle system on a mesh emitter and I want to comb hairs with diferent angles. For this I set the Deflect emitter to 0.1 so it stands pretty straight up and comb it . Then I do the same on another part of the mesh but this time setting deflect emitter to 3 and automatically all the combed hairs ( including the 0.1 ones ) are set to 3.\n\n1)Create a cube \n2)aply a subsurface modifier with 4 subdivisions\n3)aply a particle system with hair type\n4)switch to particle edit mode\n5)in tools tab choose comb and set deflect emitter to 0.1 and comb one side of the cube\n6)set deflect emitter to 3 and comb another side of the cube\n7)switch back to object mode ( everything looks ok)\n8)switch to particle edit mode again ( and now the side combed with the deflect emitter set to 0.1 \n is changed to match the side with deflect emitter set to 3 )\n\nAttached file [cube with hairs.blend](cube_with_hairs.blend)\nNote: If we invert step 5 and 6 order the error is not reproduce." ]
[ "Sculpt: Artifact in Multires when mirror modifier is applied\nOperating system: Linux-4.19.97-x86_64-x86_64-AMD_Athlon-tm-_II_X4_620_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 1)\n\nArtifact in Multires when apply mirror\n![image.png](image.png)\n4xYyu0y.png\n\n1. add multires\n2. subdivide 4-5 times\n3. make sculpt\n4. add mirror\n5. apply mirror\nor \n1. Open attached file\n2. apply the mirror modifier\n[multires_mirror_bug.blend](multires_mirror_bug.blend)" ]
Transfer UV Maps can mix up indices [breaking sticky selection] Operating system: Windows Graphics card: gtx 960 Broken: 2.91.0 everything is recorded here: UFin6LH UV synch is disabled If u use Array mesh, and for example forgot to make UV, you apply array, and u want to Transfer UV from one arrayed object to another it will work as intendent BUT, if you would like to make "Seams from island" it will mark seam everywhere, and if u would like to move ur UV from transfered object it will be splitted in to every faces UFin6LH
[ "Switching collections does not work in Local mode.\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 5)\nWorked: 2.81\n\nIn Local mode, switching collections with hotkeys (1, 2, 3 ...) does not work.\n\nWhen I select several objects from different collections, and go into local mode, switching collections through hot keys (1, 2, 3, etc.) stops working.\n\n", "VSE UI Regression: Text of transformed strips is colliding with text of non transformed strips\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\n\nDrag a strip over another strip:\n{[F10136750](text_overlap.gif),size=full}\n\nThis is 2.49:\n{[F10138081](2-49.gif),size=full}", "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", "Cube Projection got flipped UVs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.3.1\n\n\nIn the video I provided, you can find that the UV map obtained through Cube Projection has three faces that are flipped. Using box mapping in the material gives perfect mapped coordinates.\n\nI guess it's correct that both should get the same result. Hope to fix or improve.\n\n[cube projection.mp4](cube_projection.mp4)\n\n", "data transfer breaks if more than one remesh is above it in the stack.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nSometimes the `DataTransfer` modifier doesn't work for no apparent reason.\nIn the attached file, putting a `Boolean` modifier after the `Remesh` makes `DataTransfer` work again.\nThis isn't anything to do with differing topology between the hidden and unhidden monkey, otherwise it wouldn't work with only one remesh modifier in the stack.\n\n- Open the file bellow\n- with the monkey selected, turn off the boolean modifier in the stack. \nThe uvs which are being transferred from the hidden monkey will disappear (making the monkey all black).\n[simplified data transfer.blend](simplified_data_transfer.blend)\n\n---\nOriginal file:\n\nOne remesh modifier works fine:\n\n![image.png](image.png)\n\ntwo remesh modifiers break the data transfer:\n\n![image.png](image.png)\n[terminator.blend](terminator.blend)\n", "Remove DerivedMesh: subsurf-uv unwrap\nCurrently UV unwrap uses derived mesh, see: `construct_param_handle_subsurfed`", "GPencil: Add multiframe support to Move to Layer\n", "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", "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", "UV editor and 3d viewport selection sync per default\nIt would be very beneficial to have corresponding mesh component selection between the **UV editor** and the **3D viewport**. This would enable users to quickly identify which mesh components that they are working on. This design should not simply be implemented by setting \"sync selection\" as per default, since there are some drawbacks in the UV Editor with that mode such as\n- Select linked does not work with vertices and edges\n- Moving faces \"rips\" them from uv islands\n- Uv island selection mode is not available\n\nThis issue is addressed here as well : [BDcbbc/ ]()\n\nTask updated 2022-09-10 due to comments from Campbell\n---\nCampbelll expressed concerns about overhead 3D-viewport selection having to be aware of UV connectivity+selection. If it helps we could make sure selection sync to is an option so that selecting elements of high res meshes does not become slow.\n\n---\nAdded notes based on comments from Campbell (see comment May 4 2022,)\n\n\n- Show all visible geometry in the UV window\n- Selection actions in the UV editor would flush changes to the 3D-view. (where any selected UV would cause it's vertex to be selected)\n- De-selection actions in the 3D-view would flush changes to the UV-editor (where any fully de-selected vertex would have all it's UV's de-selected)\n- Selection actions in the 3D-view would be unable to pick a face corner (select vertex-group for e.g.) and select all the vertices UV's\n- When switching uv layers the uv selection is kept\n- Picking individual vertices/faces/edges can be supported. Individual vertices/faces/edges should be selected in the 3d view just as in the current state of blender. In the the UV editor, individual face corners can be selected. If the selected face corner(s) shares the same position as another face corner - all of the face corners that share location with the uv face corner selection will be selected in the uv editor. This selection will then be flushed to the 3d view, where any vertex that is connected to the selected face corner(s) will be selected\n- box/lasso-selection for e.g. that includes whole faces might reasonably be pick the UV's that are part of the newly selected faces. If a lasso tool selects multiple faces in the uv editor, any face corner that shares the same location with the selected face(s) face corner(s) will be selected. The selection will then be flushed to the 3d view as described above.\n\n\n---\nAdded notes after meeting with Julien 2023-07-14 \n\nWhen a face is selected in the uv editor and component selection type is changed to face corners, only the face corners should be selected - not the vertices. Changing from face selection to vertex selection in the 3d view would select all of the face corners connected to the same vertices.\n\nThe component selection types in the uv editor should be \n- face corner (\"vertex\" as it is currently called in the uv editor)\n- edge\n- face\n- island\n\n---\n\n\n|![image](image.png)|\n| -- |\n|Make sure UV is visible in edit mode even if vertices/edges/faces are not selected|\n\n|![image](image.png)|\n| -- |\n| Faces in the 3d view is selected based on the current selection in the UV editor and vice versa. This makes it easy for the user to understand which parts of the mesh she/he is working on|\n\n|![image](image.png)|\n| -- |\n|If faces needs to be hidden in the UV editor (in the case of overlapping UV’s etc), the user can simply hide the UV’s and the faces|\n---\n\n|![image](image.png)|\n| -- |\n|Desired result when selecting one vertex in the **3D VIEWPORT** - Note that the vertex is placed on a UV seam|\n\n|![image](image.png)|\n| -- |\n|Desired result when selecting one vertex in the **UV EDITOR**|", "GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n", "Multiple mix nodes lead to incorrect results\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0\n\nI'm not good at English and don't know how to explain it, it's a stripped down part of my project. When two orange nodes have the same input value, they get a value of 0.5. But when the value is 5, sometimes 8 or 9, the correct result cannot be obtained, it seems that it is not refreshed.\n\nI provided the video and the .blend file, hope that helps.\n\n[bug.blend](bug.blend)\n[20221213_16.48_793.mp4](20221213_16.48_793.mp4)\n\n\n", "Joining objects can create more customdata layers (e.g. UVMaps) than allowed, can eat huge amounts of RAM, bloats the filesize\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nJoining objects can create more customdata layers (e.g. UVMaps) than allowed.\nWhile there is no hard limit for UV layers (yet), we usually restrict this to 8 from the UI.\nWhy can this be a problem?\n\nSee reports #111564, #71823, #96926\n\nJoining many (hundreds or thousands -- which is not uncommon for CAD data) small objects with uniquely named UV layers will result in many, many UV layers (not only UVs, other customdata layers / attributes may be affected as well, but encountered most frequently for those), each then taking up memory/space for the whole -- now possibly very large -- mesh.\n\nThis will - unexpectedly - bloat up the filesize tremendously, also take up huge amounts of RAM for the joining operation, leading to possible crashes.\nThis is also not actually supported for UVMaps (the UI limit/restriction of 8 is there for a reason since e.g. Eevee, probably Cycles, too, dont handle more then 8).\n\n- open `uv_maps_on_merge_single_user_mesh_unique_uv_layer_names.blend` (1.6MB)\n- join all objects, save (file is now 3.8MB, the joined object has 121 UVmaps)\n- the problem gets much worse if the resulting object is larger and/or if object count increases\n\n", "Support separate mesh/curve loose parts looses hooks\nWhen running separate on a mesh with hooks, the newly separated objects hooks are no longer working.\n\nIn this file: [sep_test.blend](sep_test.blend)\n\n- enter editmode\n- press P\n- choose loose parts.\n\nNotice hooks no longer work for 2 of the 3 cubes.\n\nTested with `b72a3146eb56dc021241594525848d41149044cf`", "Node Group Texture slot problem\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 2.9\nWorked: N/A\n\nIn the Texture Paint mode, when all textures are inside a node group, if you change brush radius it jumps to the top texture slot every time.\n\n- Open attached file\n- In the property editor, select `test` texure slot\n- Change brush radius.\nThe top texture slot (`test`) was selected automatically\n[Node Group Texture Slot Problem.blend](Node_Group_Texture_Slot_Problem.blend)" ]
[ "Transfer UV Maps (and all over kinds of UV copying) has wrong results on some objects (UV Sphere)\nMint 17.3 (x86_64)/Windows7 x64 | 8GB ram| PhenomII 1090T| Radeon R9 270 (fglrx 15.201.1151)\n\nBroken: (2.69 << O_o!!! >> 2.79.1 e476298)\nWorked: (???)\n\n![transUV_bug.png](transUV_bug.png)\nCopying UV's on objects called by irony of doom 'UV Sphere' has strange mystery results, not only with 'transfer uv maps' but with over ways of uv copying such as 'magic-uv copy' too. Monkeyhead has no this trouble.\n\n[uv_transfer_bug.blend](uv_transfer_bug.blend)\n1. Take a one standard UV Sphere with adequate UV\n2. Take a one standard UV Sphere without UV\n3. Select them such way as first be active and second was selected too\n4. Cast Ctrl+L>Transfer UV Maps\n5. Watch the difference between UVs in image editor " ]
Trying to rename vertex groups in heavy scenes is very hard. Operating system: Windows 10 Graphics card: RTX 2070 Broken: 2.93.1 Renaming vertex groups in the UI becomes very painful when the mesh is very dense. I just spent 10 mins trying to double click on a vgroup and rename it without success, such operation takes less than a sec with a relatively low poly meshes. - Add a cube - Add a subdivision modifier and set the level to 11 - Apply the subdivision modifier - Enter the edit mode and select all the vertices and add them to a group (ctrl -g ) - Open the object data properties and find the vertex group section. - Try to double click on the group to rename.
[ "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", "Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\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!", "Changing UI resolution scale messes up nodes snapping\nOperating system: Windows-10-10.0.25393-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: Never AFAIK\n\nWhen you have a node tree all snapped to grid and is perfectly organized, you move it and it all moves in an organized manner. But say you change your UI resoltuion scale, or line width; the perfectly organized node tree is not organized anymore 🥲. Now it may seem that this bug is really rare, but it's really infuriating when you open someone's file and you mess up the node tree in seconds by just moving.\n\nI created a small video that demonstrates the bug, but basically the steps are.\n1. Create a well-organized node tree that is snapped to grid.\n2. Change the UI resolution.\n3. Observe your node tree not snapped to grid anymore.", "General purpose cleanup tool\nWe have a few areas where a cleanup tool can be helpful to keep a project organised:\n\n - remove empty vertex groups\n - delete shape keys with no effect\n - remove unused materials\n - remove items with 0 users\n - what else...?\n\nOne possible way to handle this is to add cleanup options to related operators. Like for example adding a \"remove empty vgroups\" option to the vertex clean tool.\n\nAnother possible way is to create a cleanup operator that can take a bunch of options (settings).\n\nSuch a tool could be directly built into Blender, or it could be created as an Addon.\n\nIf you know more areas where a cleanup tool would be helpful, then please add your finds to the list. Or if you have ideas how such a tool should operate, please add your ideas to this task.", "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", "Redesign Graph editor Header and Menus to 2.80 Blender UI standards\nThe current graph editor menus have slowly evolved and not been evaluated carefully. As a result, the header menus are a bit of a mess:\n![viewmenu_graph_editor.png](viewmenu_graph_editor.png)\nHere some options are really hard to parse and arranged oddly (for intance, Show Handles and Show \"Only Selected Keyframe Handles\" are related, but seperated from each other, and it is really hard to parse what they do, some options like \"AutoMerge Keyframes\" don't belong at all in View.\nThis design task is to work towards making the header area in the graph editor match blender design, so that options are found in an expected place, similar to e.g. the 3D View header which has received more attention:\n\n\n - Reorganize the header so that similar items are in similar places, e.g. pivot and snapping options should be centered\n - Add an overlay menu and organize some of the clutter in the view menu so it makes more sense, and fits a (Blender) users expectations of where things should be\n - Reorganize all the menus if needed, and move items that don't belong (e.g. the aforementioned AutoMerge Keyframes) to a logical place\n - Potentially upgrade the editor to use the tool system and have two lines in the header for options, etc.\n\n", "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", "Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n![bevel_bug.jpg](bevel_bug.jpg)\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n", "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", "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", "Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n", "Nodes: Node Name are overlap Icons in header\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\nWorked: 2.78...\n\nCropping text of node Name sometimes allows a collision of text and icons:\n![image](attachment)\n\n1. Any node editor.\n2. Create node group.\n3. Change node scale to see effect for narrow header.\n\n", "Causing other objects to be named .001 doesn't immediately update the Viewport Name Display\nI found this in 3.0.0 but happens the same in 3.1.0.\n\nWhen you turn on Viewport Name Display:\n![image.png](image.png)\n\nAnd then you rename a new object the same as object that was already in the scene:\n![image.png](image.png)\n\nThe name of the original doesn't update until you somehow \"touch\" the object by moving it, entering Edit Mode etc.\n\nIt doesn't get fixed by simply affecting something else.\n\nIn the .blend you need to select the object with name \"Plane.001\" and rename it to \"Plane\" then the object on the left stays named as Plane until you somehow affect it.\n[Bug-ViewportDisplayName.blend](Bug-ViewportDisplayName.blend)", "Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future." ]
[ "Double click list renaming not working on heavy scenes\nVista64, 2.7a, gtx470\nWhen the scene is heavy, so that interface becomes slightly laggy, double click list rename stops working, especially for fast clicking.\n\n - Add subdivision modifiers to any mesh until interface becomes laggy.\n - Add a vertex group or UV map.\n - Double click to rename - renaming is not activated.\n", "tricky vertex colour renaming\n\n\n\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 466.47\n\nBroken: version: 2.93.0 Beta\n\nHi, renaming vertex color name can be a nightmare, when in this example (in the video I tried several double clicks before something append, some times it works but sometimes it is impossible ...), the multires modifier seems to be responsible of this, and it makes very difficult to rename the vertex color attribute, once the modifier removed it is possible again normally. I encountered this issue in the outliner in some heavy scene but with the outliner I can use the right click and the ID data to rename the item but there is no such possibility with vertex color name. I hope you can do something for this.\n\n\n\n[problem_renaming_VC.zip](problem_renaming_VC.zip)\n\n[2021-05-18 21-46-46.mkv](2021-05-18_21-46-46.mkv) \n\nsimply try to rename the VC in this scene \n", "Renaming of Object Data Properties becomes difficult or impossible with bad mesh performance\nOperating system: Linux-5.4.0-87-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nRenaming of Object Data Properties like Vertex Groups, Shape Keys, UV Maps, Vertex Colors and Face Maps appears to be tied to the performance of the mesh.\nWith bad performance the double click to rename the properties is not recognized anymore.\n\n- Create an object with a lot of vertices. e.g. subdivide a cube by 9 levels.\n- Add a vertex group.\n- Go in edit mode, select a large number of the objects vertices (e.g. all) and assign them to vertex group.\n- Add a shape key\n- On my system I can not rename any object data property anymore.\n\nWorkaround (only for vertex groups):\nSelect the vertex group in the Outliner and rename it using F2\n\nIn Blender 3 Alpha this is not as bad since the performance is better but after adding more vertex groups and shape keys the problem is the same.\n\nHaving a rename option in the context menu would help but those GUI Elements should not rely on mesh performance in the first place (imo).\n\n[renaming.mp4](renaming.mp4)\n\n" ]
Face select mode with x-ray enabled shows Subdivision modifier's face selection points Operating system: Linux-5.0.0-15-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56 Broken: version: 2.80 (sub 71) Worked: (optional) Face select mode with x-ray enabled shows Subdivision modifier's face selection points instead of the original mesh's when "adjust edit cage to modifier results" is enabled 1. Give an object a subdivision modifier 2. Enable "adjust edit cage to modifier results" under the modifier's settings 3. Enable x-ray or wireframe view 4. In edit mode switch to face select mode [face selection visual bug.blend](face_selection_visual_bug.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", "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).", "Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n![Screenshot_2020-09-09_17-35-27.png](Screenshot_2020-09-09_17-35-27.png)\n\n![Screenshot_2020-09-09_17-35-46.png](Screenshot_2020-09-09_17-35-46.png)\n\n", "Viewer node draw depth issue in x-ray mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nViewer node viewport overlay is having some Z-depth drawing issues. Seems to be caused by the X-Ray toggle.\n![image.png](image.png)\n![image.png](image.png)\n\nAdd an object in geometry nodes and view with viewer node\n\n", "Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n", "Mirror Modifier On Cage Selection Papercut \nBroken: 2.93.4\nWorked: Maybe never.\n\nWhen in edit mode, using the \"On Cage\" option for the mirror modifier results in some unintuitive behavior when selecting vertices created by the bisect feature. The vertices created by the by the bisection are mapped to the original mesh data in a way that appears to be based on blenders internal representation of the mesh and not based on something observable to the user.\nThe behavior when selecting should feel consistent to the user. To fix this, I suggest that the vertices created by the bisection should always map to the vertices on the original mesh that are on the removed side of the bisection plane. This way users would be able to tweak the centerline of the mirrored mesh in while using \"On Cage.\" As it is currently implemented, there are vertices that affect the mesh that cannot be accessed through normal click selection unless \"On Cage\" is off.\n\n**Example**\n![SelectionExample.png](SelectionExample.png)\n\nSelect the +X or -X face of the default cube and scale it by 0.5.\nAdd the mirror modifier and select bisect for the X axis so that the object is mirrored and bisected about the X axis.\nTurn on \"On cage\" for the mirror modifier then enter edit mode for the object.\nWhen selecting the vertices on plane X=0, you should notice that two of the vertices correspond to visible mirrored vertices and two correspond to vertices removed by the modifier. \n\nSimple scene showing the behavior. \n[MirrorSelectOnCagePapercut.blend](MirrorSelectOnCagePapercut.blend)\n", "Support Face color attributes for painting\nFace color attributes should be supported for sculpt painting and vertex paint mode.\n\nThey should also be listed under the Color Attributes UI List.\n\n", "FaceMaps Phase 1: bone selection & bone display\nThe first phase of integrating the FaceMaps feature, is to make it work as an alternative way of displaying and selecting bones. \n\nThe user sets it up this way:\n\n\n - For each bone, we will have a display option called 'Face Map'. The user can enable it for all the bones he/she wants to use it\n - When enabled, it looks for Face Maps with the same name as the bone.\n\nThat's it. Users can then manipulate their rigs just like today, but bones will look as if you are selecting and manipulating the mesh itself.\n", "UV Editor face select mode fails to select ngons reliably\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 526.98\n\nBroken: version: 3.4.1\nWorked: never? (2.83 fails too)\n\nUV Editor face selection mode fails to select ngons reliably, because it uses face dot based selection, which can not be turned off. I was told to report scenarios where face dot based selection fails to work as bugs, so I am doing so here.\n\n1. Open the attached file\n2. Select the mesh object, enter the edit mode, and in the UV editor, switch selection mode to face\n3. Attempt to select some of the larger ngon UV face\nResult: The selection of larger ngon UV faces fails in many cases\nExpected The UV faces under the mouse cursor are selected when clicked on\n\n[UVSelectBug.blend](UVSelectBug.blend)\n[2023-02-06 12-20-58.mp4](2023-02-06_12-20-58.mp4)", "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", "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", "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", "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.", "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", "Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n![20220830-084513.png](20220830-084513.png)\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.![Screenshot from 2022-08-28 11-53-05.png](Screenshot_from_2022-08-28_11-53-05.png)\n\n![Screenshot from 2022-08-28 11-52-51.png](Screenshot_from_2022-08-28_11-52-51.png)\n\n![Screenshot from 2022-08-13 09-34-02.png](Screenshot_from_2022-08-13_09-34-02.png)\n\n![Screenshot from 2022-08-13 09-35-09.png](Screenshot_from_2022-08-13_09-35-09.png)\n\n![Screenshot from 2022-08-28 11-52-31.png](Screenshot_from_2022-08-28_11-52-31.png)\n\n![Screenshot from 2022-08-13 14-33-00.png](Screenshot_from_2022-08-13_14-33-00.png)" ]
[ "Subdivision Modifier Showing all face dots instead of just the nonsubdivided dot.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\nMesh with Subdivision Modifier and 'Show On Cage' and 'Show Xray' displays face dots of each subdivided face, instead of only the nonsubdivided dot.![TooManyFaceDots.gif](TooManyFaceDots.gif)\n\nsubdivide cube, turn on \"Show on Cage' and Show Xray\n\n" ]
Alembic cache of Cloth Sim unaffected by Smooth/Flat shading. Operating system: Linux-5.3.5-arch1-1-ARCH-x86_64-with-arch 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21 Broken: version: 2.81 (sub 14) Worked: 2.80 (Release) Cloth simulations that are reimported in to Blender via Alembic seem to ignore the shading type. (Smooth/Flat) This used to work in 2.80 and got broken somewhere along the way. Possibly related to: [#69182 ](T69182) However, here the vertex count is not changing. ![ABC_Shading.png](ABC_Shading.png) In 2.80: ![AlembicNormals280.png](AlembicNormals280.png) See attached blendfile or import the attached ABC files and change the shading to smooth/flat. - The shading will change correctly on the left cube but not on the right cube which has the cloth sim. [noN.abc](noN.abc) [N.abc](N.abc) [ABC_Shading.blend](ABC_Shading.blend)
[ "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>", "Alembic import with animated normals causes incorrect shading\nOperating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\n\nI noticed that the shading of a simulation imported as an Alembic from Houdini shows incorrect vertex (or face varying) normals:\n\n![Normals_Blender_Alembic.png](Normals_Blender_Alembic.png)\n\nThe same frame of the animation transferred with OBJ looks correct:\n\n![Normals_Blender_OBJ.png](Normals_Blender_OBJ.png) \n\nI re-imported the Alembic in Houdini and also in Fusion 9 (these were the only two apps with Alembic support I have access to here). Both look and render correct, too:\n\nHoudini\n![Normals_Houdini.png](Normals_Houdini.png)\n\nFusion\n![Normals_Fusion.png](Normals_Fusion.png)\n\nThe normals themselves aren't even animated but according to abcinfo they are marked as \"animated\":\n\n```\n/home/steffen/Downloads/explosion_small.abc, version: 10803 (2 timings)\n TimeSample[0] 1 samples: t0=0 (frame 0.0 @ 24fps)\n TimeSample[1] 2 samples: t0=1.36 (frame 32.6 @ 24fps)\n\nObjects:\n/alembic1 (Xform)\n Constant-Identity\n/alembic1/alembic1 (PolyMesh)\n Attribute Animation t0=1.36 (frame 32.6 @ 24fps)\n box fpreal64 .selfBounds[6] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n int32 .face-counts\n int32 .face-indices\n point float32 P[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n FaceVarying float32 N[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n vector float32 v[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n/alembic1/alembic1/glass_radialinside (FaceSet)\n/alembic1/alembic1/glass_concentricoutside (FaceSet)\n/alembic1/alembic1/glass_radialoutside (FaceSet)\n/alembic1/alembic1/glass_chips (FaceSet)\n/alembic1/alembic1/glass_chippinginside (FaceSet)\n/alembic1/alembic1/outside (FaceSet)\n/alembic1/alembic1/glass_concentricinside (FaceSet)\n/alembic1/alembic1/inside (FaceSet)\n/alembic1/alembic1/glass_chippingoutside (FaceSet)\n\n11 Objects displayed\n``` \n\n- Import the attached Alembic (boiled down to only two frames to keep the data size small)\n[explosion_small.abc](explosion_small.abc)\n- Look at the shading\n- Now import the OBJ coming from the same simulation\n[explosion_frame_34.obj](explosion_frame_34.obj)\n\n\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)", "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)", "Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)", "adding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic currrently in use by the scene if they have a different framerate\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nadding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic files currrently in use by the scene if they have a different framerate\n\n", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "GPencil: Square type strokes do not react to Rotation option with Solid Shading\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: ?\n\nThe stroke type Squares draw little squares at the points of the stroke. The rotation is controlled by the alignment option and the rotation slider, which in this case does nothing if solid shading mode is selected. Note that textures are not displayed in solid shading mode and even if used the squares don't rotate as long as I am in solid shading mode.\n\n1. Add default Stroke Grease Pencil Object\n2. Navigate to the Material and change Line Type to Squares\n3. Make sure you are in Solid Shading Mode with \"Color\" not set to \"Texture\"\n4. Change the Rotation slider from the same panel, which says in the tooltip it should rotate the squares\n5. observe how the squares do nothing at all.\n\n", "SpaceView3D.draw_handler_add with PRE_VIEW draw type does not result in visible draws\nOperating system: MacOS 11.6.3, Ubuntu 18.04 LTS (issue exists in both)\nGraphics card: Intel UHD 630, Nvidia Quadro RTX 400 (issue exists in both)\n\nBroken: 2.93 LTS, latest master (b626edd751d64b269da12ef8e774ced2836c3c9e)\nBroken: 2.83.0\nWorked: 2.82\n\nBroke between good 189e96ba68 and bad d95e9c7cf8\n\n1. Startup Blender\n2. Go to scripting tab and create a new script\n3. Copy \"Triangle with custom shader\" code from: gpu.html\n4. Change draw_type param in draw_handler_add from\n```\n'POST_VIEW'\n```\nto\n\n```\n'PRE_VIEW'\n```\n5. Run script.\n\nExpected behavior:\nThe drawn triangle is visible.\n\nActual behavior:\nThe drawn triangle is not visible.\n", "Cloth simulation collision differs between viewport and render when collider is hidden\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\nWorked: \n\nCloth simulation collision differs between viewport and render when collider is hidden in both.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- create a cloth that will collide with the default cube\n- hide the default cube in both render and viewport\n- press play\n- the cloth will collide with the hidden default cube\n- press pause\n- go to frame 1\n- enter and exit edit mode on the cloth mesh to reset the cloth simulation cache\n- render the animation\n- the cloth will not collide with the hidden default cube\n\nAdditionally:\n\n- If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.\n\n", "rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation", "Corrective smooth apply as shape key does not work\nWindow 8.1, Nvidia GTX 770\n\nBroken: 2.74. f8540d7 (from build bot)\nAlso reported by [BlenderArtists forum user DanPro for build dc95ca9 ](showthread.php?366313-Delta-Mush-Modifier&p=2867232&viewfull=1#post2867232)\n\nApply as shape on the corrective smooth modifier creates an empty shape key. \nApply as shape in the same conditions for the smooth modifier works fine.\n\n\n1. create mesh skinned to armature (e.g. cylinder skinned to two bones)\n2. add corrective smooth modifier after armature modifier\n3. pose armature\n4. apply corrective smooth modifier as shape (or to mesh)\n5. the resulting shape key would be empty (should contain the corrective smoothing effect for that pose)\nFile: [corrsmooth_shape_bug.blend](corrsmooth_shape_bug.blend)", "Curves or points alembics have offset animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nHi ! When i import animated curves ( like hair ) as alembic from houdini or maya, and i play the timeline, the alembic have 1 frame offset compare to other primitives alembics ( like body supposed to have the same animation as hair ).\nWhen i play the timeline backwards, it does the same thing in reverse, so it gets an offset of 1 frame backward.\nIf i chose one specific frame by clicking on it, the problem disappear.\nSadly, it's rendering with the offset.\nIt works fine on maya and Houdini.\nI tried 3.5 and 3.6.\n\nHere is the file, the alembic named \"Test\" contains Curve Shape and Primitive Shape. If you click on play, you should see an offset between the two objects.\n\n", "Blender OCIO ACES 1.2 Texture ColorTransform ignored - works in Compositor\nMBP 15\" (2018)\nOperating system: MACOS 10.5.4 Catalina\nGraphics card: Radeon Pro 560X\n\nBroken: Version 2.82a, 2.83 beta and 2.90 alpha (12th of May2020)\n\nI setup up Blender according my little how-to on my website\n?page_id=1720\nThe ACES IDT sRGB texture is taking off the sRGB (gamma), linearizes the texture and maps the sRGB gamut into the ACEScg gamut.\nA JPG/PNG 8-Bit Texture File with a value of 1 will map it to 1.0 in scene linear.\nTo see a texture in ACES like it looked like in Photoshop for example you need to use the inverse RRT&ODT view transform. The IDT you choose is then Output_sRGB. This maps a texture value of 1 to 16.xxx in scene linear. \nI am aware that this is the wrong method to use textures in ACES - this is a regular mistake when working with ACES and I wanted to write an article about it on my website and clarify the problem.\n\nThe Blender Compositor is actually working as expected. In the demo scene I use the texture two times with different IDTs (sRGB-Texture and OutPut sRGB - for comparison I also added the same texture as an EXR file.\nPlease check the Compositor and plug one or the other image to the gain 10% color correction to show the high scene linear values.\n\nIn the Shading tab I have the image texture window sized big and select the different image texture (2x JPG with two IDTs selected and one EXR file) - use right click to sample the texture values in the image view.\nOnly the EXR file shows actually higher values than one. Both JPG textures with the two IDTs selected are clipping at 1.0.\n[Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip](Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip)\n", "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" ]
[ "Auto-Smooth does not work on Alembic meshes without normals\nOperating system: Windows-8-6.2.9200-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.71\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nWhen importing alembic with varying vertex count, normals on object appear to be always flat, whether reading them from alembic or smoothing them manually (autosmooth)\n\n1. Import alembic with varying vertex count (see attached abc file, [test.abc](test.abc) )\n2. Try to smoothing objects normals, disable \"face\" in alembic modifier and enable autosmooth.\n3. Normals either will be always flat, or will be smoothed only at first frame.\n\n" ]
RGB Curves Node missing the curve Operating system and graphics card: - Windows 8.1 - GeForce GTX 970M Broken: 2.79 5bd8ac9 Date: 2017-09-11 10:43 The RGB Curves Node will not display a curve. I have tried loading blender files with RGB curve nodes already in them to no avail. The RGB curve is just absent. 1. Open this blender file 2. Select the cube, go into materials tab and add material 3. Click color > RGB Curves 4. Notice the distinct, terrifying lack of an RGB Curve ![NOCURVES.PNG](NOCURVES.PNG) [nocurves.blend](nocurves.blend)
[ "Point Cloud - Missing Particles when Rendering with Cuda on Linux\nOperating system: Linux-5.13.0-35-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0\n\nWhen rendering large amounts of particles with CUDA on Linux, there appear to be some random patches of particles missing. This does not occur when using the OptiX rendering backend or CPU rendering backend. This problem **does not** occur on Windows for any rendering backend, i.e. the same render has been confirmed to work on Windows with the CUDA backend.\n\n1. Open the attached .blend file.\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n(alternative)\n1. \n - create a plane object and create 1000 edge loops in x and y direction so that the object has roughly 1 million vertices.\n - add \"Mesh to Points\" geometry node with radius 0.001\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n.blend File:\n[particles_problem.blend](particles_problem.blend)\n\nImage of the Problem:\n![cuda_rendering_problem.png](cuda_rendering_problem.png)", "Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n", "Zero area meshes lacking an outline (even if selected)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nZero area meshes lacking an outline (even if selected)\n\nThis came up in a special case in #85461 (Mesh. Skin modifier shows nothing in viewport, when mesh do not have root.), reporting the general case here\n[zero_area_mesh_missing_outline_when_selected.blend](zero_area_mesh_missing_outline_when_selected.blend)\n\n- Open file\n- Cube (scaled to zero in two axis) is selected but has no representation in the viewport (outline)\n- open the same file in 2.79 and observe the outline\n\nThis might very well be a Known Limitation, just bringing this up here so we have a task we can refrence if this comes up again.\n\n", "Crazy-space support for meshes in geometry nodes\nIn [D15407](D15407) crazy-space support for curves is added to geometry nodes. Currently, meshes use a different system for crazy-space that is not really compatible with nodes as is.\n\nIt should be possible to use the approach implemented for curves for meshes as well, but that needs to be investigated further.", "Regression: Curve wire line not displayed in edit mode when it has evaluated mesh/point/volume\nBroken: 3.0, 3.1, 3.2\nCaused by b9febb54a4\n\nThe original line for edit mode curves is not displayed in edit mode .\n\nThis change only applies when the curve is changed during evaluation, for example, when it is replaced by an evaluated \"tube\" mesh, or points, or a volume, etc.\n\n| Before | After |\n| -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) |\n(Ignore the change in lightness there, it's just a different UI scale)", "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", "Hair Strand or Strip only shows in Eevee for the viewport \nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nHair Strand or Strip toggles only shows in Eevee for the viewport. If you only use Cycles you won't even know you have the option to display hair particles by thickness. \nIf you toggle it with Eevee enabled the settings port to Cycles though.", "Clipped text labels intermittently missing ellipses by Float properties\nBroken: 3.4\nWorked: -\n\nThere are no ellipses by node group parameters in all editors by unhidden values \n![image.png](image.png)\n[2022-09-02 16-57-07.mp4](2022-09-02_16-57-07.mp4) \n\n- Open attached file\n[missing_ellipsis_bug.blend](missing_ellipsis_bug.blend)", "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)", "Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n", "Looks like an eevee limitations with UV maps and attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nWhen working with multiple UVs and attributes, eevee disables some normal/bump maps.\nThere is an error in the console:\n```\nGPU_material_compile: Attribute \"nor\" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque\n```\nIn 3.4, the shader cannot compile at all (pink texture).\n\nThis is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed.\n\n1. Open .blend file.\n2. Turn on the eevee render.\n3. Look, all normals are displayed.\n4. Connect nodes with attributes to Base Color.\n5. One normal map is missing. An error appeared in the console.\n\n", "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", "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", "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.", "Simulation Nodes: bake UI in simulation node\n_No response_\n\n" ]
[ "Softblend Theme does not allow correct display of Curve inside Curve Widget\nWindows 7 64Bit, Nvidia Geforce 8400GS 256 MB\n\n2.79 Hash: 61335d853d1\n\n\n**Short description of error**![Capture.JPG](Capture.JPG)\nWhen I add a RGB Curves node the curve line in not showing only the dots.\n\nI use Blender for 2 years but never got this glitch." ]
Alpha Slider on Header Section of Node Editor Theme Settings has No Effect (2.80 Beta) Operating system: Windows 10 Graphics card: Nvidia 980 Ti Broken: 2.80, 497a9ef7a39, 2018-12-07 The alpha section in the header section of the node editor theme settings has no effect. Other color setting such as value work, but alpha has no effect. Based on the default startup or an attached .blend file (as simple as possible). This problem is apparent when opening up a fresh blender scene with no saving, so including a blend file is unnecesary. - Open blender 2.80 beta - Open shader editor window - Open preferences - Go to theme panel of preferences - Go to node editor section of theme panel - Click color bar of "header" under theme space settings section # Move alpha slider Also, this issue of sliders having no effect is present in other settings in the theme settings, for example the outline width slider under the 3D view also has no effect. ![HeaderAlphaSlider.JPG](HeaderAlphaSlider.JPG)
[ "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}", "UI Accessibility: The color of grid emphasis lines is not light/dark enough to see easily. A color setting for accessibility would fix this.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n\nSometimes the colors of grid lines and the grid emphasis lines are very similar. Especially when zooming in or rotating. Grid color can be controlled in the settings area but not grid emphasis color.\n\n\nJust open a file and zoom so the grid fills the screen. When you are close it is almost impossible to see the difference between grid line and emphasis line.\n\n![Screen Shot 07-05-22 at 04.23 AM.PNG](Screen_Shot_07-05-22_at_04.23_AM.PNG)\n\n![Screen Shot 07-05-22 at 04.26 AM.PNG](Screen_Shot_07-05-22_at_04.26_AM.PNG)\n\n", "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", "Image Editor \"Erase Alpha\" brush erases all channels of float images\nLinux 64-bit\n\nBroken: 2.92\nNote: In versions 2.83 and earlier, Alpha was not premultiplied (this started in 4212b6528a, unsure if this should be the case if we are only looking at the Color without Alpha?).\n\nErasing the alpha on float images erase the RGB channels as well.\n[erase_alpha_bug.mp4](erase_alpha_bug.mp4)\n\n - Open the attached file. (Left image is a Non-float while right image is Float, both have Alpha channel. We are seeing only the RGB channels).\n - Use the brush \"Erase Alpha\" to erase part of the non-floating-point image (on the left).\n - Use shift-click to sample the pixel-values of this image. The RGB channels have **NOT** actually been affected and the image only appears to have been premultiplied.\n - Use the brush \"Erase Alpha\" on the floating-point image (on the right).\n # Use shift-click to sample the pixel-values of this image. **ALL** channels were erased!\n\nIt may look like the same bug as #86866 but it isn't! The brush works as expected; it's the RGB display that's wrong.\n[image editor bug.blend](image_editor_bug.blend)\n\n", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "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)", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "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)", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "Tangent node used as a vector on Texture Nodes yields nothing through a Bump Node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIf you plug a tangent node into any procedural noise texture as the vector, it will work, however once you plug the result into a vector bump node it will draw as an empty bump map. \n\n1. In the shading workspace, grab a noise texture\n2. Grab the tangent node and plug it into the noise textures vector input. Any tangent mode will do fine (x,y,z)\n3. Grab a vector bump node and plug the noise texture into height. \n4. View the resulting bump, nothing will be yielded (however if plugged into the normal input it will)\n[Example.blend](Example.blend)\n", "Right clicking on 3D Viewport Header not working as expected\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\nWorked: (3.6 and older)\n\n\nIf you Right click on empty space of 3D Viewport Header it will not bring Header Menu for disabling or enabling Header. it was possible in version 3.6\nThere are just 2 options to bring menu:\n1- Right click very close to Header items but not inside items(it's really hard to reach)\n2- disable region overlap (many prefer not to turn it off)\n\nI know it is now available to see and select objects through header but I think old right click should back to header because:\n1- constancy( when you right click on all other editor's header that menu will pop up)\n2- beginner friendly (imagine someone new to blender or blender 4 wants to hide header and he does not know new region toggle pie menu so it is hard to hide it)\n\n", "Generated images with disabled alpha can have alpha but are saved with no alpha, losing user's work\n## Simplified Report\n\n- Create a new image with Alpha disabled.\n- Set the generated color to fully transparent.\n- Set up this image for 3D texture painting on a simple plane and paint some opaque strokes.\n- Execute the Same All Images operator in the textures slots panel.\n- The image is saved as RGB and alpha is lost, losing some of the user's work without warning.\n\nThis can be even less clear, because some operators like the Lightmap Pack operator can create images with no alpha implicitly, and the user doesn't know this until the alpha data is lost.\n\n## Original Report\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nwhen you create a new image texture through the Lightmap Pack feature and paint on it can display as RGBA but the alpha channel gets discarded on save and reopening the file. Images created through other means (like the image shader node or the image panel) do save with alpha channel.\n\n1. go into edit mode on the default cube.\n2. UV > Lightmap pack. choose new image.\n3. in the image panel, select the image, go to the Image tab on the right, set Source to Generated and Color to Transparent.\n4. make a material using the texture. Set the alpha mode to hashed/clip/blend doesn't matter.\n5. apply it to the cube.\n6. draw something on it in texture paint mode.\n7. under Texture Slots click 'save all images'.\n8. close blender and reopen the file.\n9. the texture lost it's alpha.\n\nThe reason seems to be that lightmap pack generates an RGB file, but it can still appear as RGBA throughout blender until you hit refresh in the image panel or re-open the file. Ideally for my own workflow the lightmap pack feature would allow for creating RGBA files (perhaps an alpha checkbox if it's important for other workflows to not have an alpha channel)\n\nattached file: white cube was made through image shader node, blue cube through image panel generate option, green cube through lightmap pack.\n\n[bug.blend](bug.blend)", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n", "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" ]
[ "Inconsistent alpha on toolbar/properties regions\nBroken: 2.80 4d795cee493\n\nThe alpha component of the toolbar/properties region background is not consistently used.\n\nMost editors have a toolbar and/or properties region available. While the related theme settings all have an alpha component available in the region background colour, not all of them are consistently working.\n\nWhile It has been said that only the 3dview needs transparent regions, the vse and uv/image editors allow transparency and the node editors allow only toolbar transparency\n\n\n|Editor|Toolbar|Properties\n| -- | -- | -- |\n| 3DView | yes | yes |\n| UV/Image | yes | yes |\n| Node editors | yes | no |\n|Movie clip |no|no|\n|VSE|-| yes |\n|Dopesheet|-|no|\n|Graph editor|-|no|\n|Test editor|no|-|\n|File browser|no|-|" ]
Panning or rotating viewport glitchy movement with SmoothMouse Navigating viewport is nearly impossible in 2.70 and SmoothMouse (http://smoothmouse.com, popular mouse acceleration remover in OS X). Rotating results in flickering motion. Appeared in 2.70.
[ "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-", "Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n", "Fly Navigation using the trackpad is broken\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: until 3064da1200a9\n\n\nThere is trackpad support for Fly Navigating, but it does not currently work due to key-map issues.\nDetails are here: D9641\n\n", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "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", "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)", "Greasepencil effect error\nOperating system:windows10\nGraphics card:GTX1060\n\nBroken: 2.93\n\n\n\nIf Greasepencil enters a 3D object\n\n1, A small part of the BLUR effect will overflow and the join part will be a little transparent\n2.The FILP effect will lose part of the image\n3.The RIM effect will change as the 3D object changes.\n4.The shadow effect overlays 3D objects and is partially missing\n5.The wavedristution effect will overwrite the 3D object in horizontal mode.Vertical is normal\n6.The swirl effect will lose some of its effect and will overwrite the 3D object\n\n[rim.blend](rim.blend)", "GN +motion blur =bi-direction\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\n![image.png](image.png)\n\n[Мошкара.blend](Мошкара.blend)\n\n", "The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)", "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", "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.", "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", "Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n![image.png](image.png)\nbad\n![image.png](image.png)\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n", "Grease Pencil Vibrating Contours\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4\n\nHi, i i have bug on Grease Pencil contours. When i move camera in animation contours vibrate, changing size. This is not problem with my PC, because i tried it on another and problem is the same. I tried Anit-Aliasing, change render engine (Cyles and Evee), the same bug is in viewport and in render animation. I'm attach the video of this bug. This bug occurs just with camera or object move. \n\n1. Create Grease Pencil object.\n2. Move camera to \"zoom\" it.\n\n[vibrating contours.mp4](vibrating_contours.mp4)\n\n[vibrating contours.blend](vibrating_contours.blend)\n", "Frame counter while rendering does not respect blender's DPI setting\n4K screen, Windows 10, GEFORCE 960M\n\nBroken: bac1279\n\nThe cursor frame counter that displays while rendering is minuscule on a 4K screen, regardless of the DPI setting in Blender" ]
[ "jittery display when using mouse drag with Continuous Drag ON\nMacbook Pro 15\"\n\n16Gb 1600 ddr3 ram\n\nnvidia geforce GT 650m 1024 MB\n\nOSX 10.8.5 12F45\n\n\nBlender 2.7 release candidate\n2014-03-05 Hash 19f7f9a\n\n\nWhen using middle mouse button to rotate the 3D environment in 3D view, encountering a vibration in the movement where the 3D grid and mouse vibrate at a very fast speed. This occurs on the default file. It's more obvious the slower you move the mouse (again with middle-scroll wheel clicked to rotate 3D view.)\n\n\n\n\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "Navigation jitter when using middle mouse button - OSX\nOS: Apple OSX 10.9.2\nProcessor: 2.8 GHz Intel Core 17\nMemory: 8 GB\nGraphics: NVIDIA GeForce GT 330M\n\nThis is on a 17in Macbook pro.\n\n\nBroken: 2.70a main release from blender.org\nWorked: 2.69 main release\n\n\nWhen using the middle mouse button in the viewport to navigate, a massive jitter occurs, disrupting navigation. This renders transformation almost impossible. This occurs when using the middle mouse button in any editor, such as 3D view, UV/image editor, and the graph editor. The jitter occurs at the refresh rate of the screen.\n\nA short video that demonstrates the bug is available here:\nwatch?v=dxAZO2MEyBI&feature=youtu.be\n\nOccurs immediately after loading blender.\n" ]
Color ramp for texture ruins particles distribution by texture Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20 Broken: version: 2.82 (sub 6) Set texture for hair density, add color ramp for density texture. Density broken. Here the file: [ColorRamp hair.blend](ColorRamp_hair.blend) [2019-12-26_11-30-54.mp4](2019-12-26_11-30-54.mp4)
[ "Crash When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n![image.png](image.png)\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)", "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)", "Hair Curves: Posed hair curves get stuck onto a wrong pose upon entering and exiting Sculpt, Vertex Paint or Weight Paint mode on the surface object\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: n/a\n\nOn posed hair when using the 'deform curves on surface' node, if you enter and exit Sculpt, Vertex Paint or Weight Paint mode on the surface object, the posed hair will get stuck on a wrong pose, see attached images for comparison. You don't have to edit anything for the bug to occur. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open the file and select the \"Surface\" object\n2. Enter and exit Sculpt, Vertex Paint or Weight Paint mode\n3. The hair curves object should now have deformed onto a wrong pose and can't be fixed until you reload the file\n\nThis bug still appears in the final render and can only be fixed by reloading the save file.\n\n", "Undo eliminates brush texture\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\nI think it shouldn`t be undoable as other brush settings now.\nIt is much easier to delete texture manually, than restore it and tune it again.\n\n[2021-05-26_14-00-22.mp4](2021-05-26_14-00-22.mp4)\n\n\n", "Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n", "Bump map texture painting in 3d viewport applies gamma correction to 32-bit float noncolor image data. \nOperating system: **NA** (Windows-10-10.0.18362-SP0 64 Bits, Darwin)\nGraphics card: **NA** (GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35, AMD Radeon HD 6970M 4.1 ATI-1.68.25)\n\nBroken: version: 2.90.1, 2.92.0 Alpha\n\nWhen texture painting a float non color image, the `3D viewport` uses a different `mix` algorithm than the one used on byte images in the 3D viewport, and floats and bytes in the `Image Editor`.\n\n\n\n| **Mix additive ?** | Byte | Float |\n| -- | -- | -- |\n| Image Editor | Yes | Yes |\n| 3d Viewport | Yes | No |\n\n\n\n\n\n![Screen Shot 2020-11-17 at 10.10.26 AM.png](Screen_Shot_2020-11-17_at_10.10.26_AM.png)\n\nProblem with texture painting bump maps. The image above shows two drawn curves. The left curve was drawn in the image editor, the right curve was drawn in the 3D viewport. Brush color is set to (r,g,b)=(0.6,0.6,0.6). The image texture used for the bump map was generated by the brush tool which creates a noncolor image set to 0.5. The problem occurs when specifying a 32-bit float for that image. \n\nYou can open the 2 following .blend files, and try painting a stroke in both the 3D viewport and the Image editor.\n\n![T82818_texturepaint_mix_byte.png](T82818_texturepaint_mix_byte.png)\n\n[T82818_texturepaint_mix_byte.blend](T82818_texturepaint_mix_byte.blend)\n\n![T82818_texturepaint_mix_float.png](T82818_texturepaint_mix_float.png)\n\n\n\n[T82818_texturepaint_mix_float.blend](T82818_texturepaint_mix_float.blend)\n\n---\n[system-info.txt](system-info.txt)", "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", "\"Long Hair\" children pulled to world origin when using Texture (2.93.4 regression)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.4\nWorked: 2.93.3\n\nMy particle hair system works as expected in 2.91+ up to 2.93.3:\n![hair_292.JPG](hair_292.JPG)\n\nIn 2.93.4, the children are pulled towards world (not object) origin:\n![hair_2934.JPG](hair_2934.JPG)\n\nThis appears to only happen IF a texture is used to affect Density AND \"Long Hair\" is checked.\n\n\n\n1. Move default cube away from origin\n2. Add particle system\n3. Enable interpolated children\n4. Check \"Long Hair\"\n5. Add a Texture (even a cloud texture works)\n6. Enable Density influence\n\n![bug3.JPG](bug3.JPG)\n\nBlend file with error:\n\n[Bug3.blend](Bug3.blend)\n", "Distribution: Jittered And Random ignore flag \"Use Modifier Stack\" PS\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\njitter and random ignores modifier stack\n![image.png](image.png)\n\n- Open default scene\n- In particle system change distribution to grid (modifiers stack appears to be included)\n- Change type to jitter/Random\n[GNParticle.blend](GNParticle.blend)\n", "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", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "Bake All Dynamics doesn't work when baking particle hair\nMacBook Pro, NVIDIA GeForce GT 750M, Intel Iris Pro\nMac OS 10.12.6\n\nBroken: Blender 2.79 Hash: 5bd8ac9\n\nHitting the Bake All Dynamics to bake out particle hair doesn't do anything.\n\nLoad the attached file.\nSelect the sphere.\nGo to the particle panel.\nUnder Cache, click Bake All Dynamics.\nNothing happens.[sph.blend](sph.blend)", "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", "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)", "Hairs & custom normals\nOperating system: Linux 5.10.0-5-amd64 #1 SMP Debian 5.10.26-1\nGraphics card: Radeon RX 560 Series\n\nBroken: 2.92 (from snap)\nWorked: not known\n\n\nHairs does not consider edited ‘custom normals’ and still use ‘face normals’.\n\nLook at attached screenshot.\n![1.jpeg](1.jpeg)\n[test_normals.blend](test_normals.blend)\n" ]
[ "Brush Texture ColorRamp Broken\nOperating system: Windows 10 64bit Home version 1803\nGraphics card: NVIDIA Geforce GTX 960M\n\nBroken: 2.79b release (also broken in 2.80 beta 0f5b53ba4dc )\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional) Use the texture node editor\n\nWhen you color ramp the brush texture in the properties editor, the whole texture just goes solid color(which is at the position of 1)instead of manipulating colors.\n\n[untitled.blend](untitled.blend)\n1. Go to Properties Editor - Textures Tab - (Select \"Brush Mask\" texture option, and then \"Texture color ramped\" data block) - Colors Panel - (Check \"Ramp\")\n2. In the file, the color ramp is already set from white to black, which should invert the image texture. However, the preview just show solid color.\n3. Texture without color ramp is also included in the file as well, just to ensure that image texture is packed into the file properly." ]
when you snap using CTRL, you can't use multiple snap points Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77 Broken: version: 2.91.0 Alpha Basically, when you snap using CTRL, you can't use multiple snap points 1 - select object 2 - activate move tool 3 - hold CTRL and try to create multiple snap point, using A-key
[ "Midpoint snap always turn on when panning with shift + middle click if use knife tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nCPU : intel i3 2328m\n\nBroken: version: 3.0.0 Alpha\nWorked: ??? (i think before the gsoc knife feature is merged)\n\nmidpoint snap in knife tool get turn on(like a toggle) when panning if use knife cut\n\n1. use knife tool\n2. click some where to start cutting until purple line appear and click where you want cut\n3. pan with a shift + middle click\n4. see on bottom bar the midpoint snap option is turn on and not turn off until i click shift again (it behave like a toggle i think)\n\n", "Library Overrides of the Same Linked Armature Cannot be Posed Simultaneously\nOperating system: Windows\nGraphics card: RTX 3070\n\nBroken: 3.3.1\nWorked: NA\n\n**Short Description**\nWhen linking a rig and making it into a library override twice in one scene, the rigs function properly as separate rigs but both linked from the same file. However, if you try to go into pose mode for both at the same time and pose the rigs, you cannot pose them separately. This is a pretty specific issue but if you had two identical rigs and wanted to animate them interacting in some way, it would become extremely bothersome.\n\n**Steps to Reproduce**\n- Open `example.blend`\n- Select both armatures\n- Switch to pose mode\n- Select any bone of any armature (this will also select same bone of another armature)\n[bug.zip](bug.zip)\n", "Modifying keymap produces unreliable results when duplicate entries exists\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.83-3.0\n\nModifying keymap produces unreliable results when duplicate entries exists.\n\n**Steps to reproduce**\n1. To create duplicate keymaps apply patch \n[P2817: (An Untitled Masterwork)](P2817.txt)\n```\ndiff --git a/release/scripts/presets/keyconfig/keymap_data/blender_default.py b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\nindex 5fb0f052154..ad335883afa 100644\n--- a/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n+++ b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n@@ -2758,20 +2758,28 @@ def km_sequencercommon(params):\n def km_sequencer(params):\n items = []\n keymap = (\n \"Sequencer\",\n {\"space_type\": 'SEQUENCE_EDITOR', \"region_type\": 'WINDOW'},\n {\"items\": items},\n )\n\n items.extend([\n *_template_items_select_actions(params, \"sequencer.select_all\"),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n {\"properties\": [(\"type\", 'SOFT')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS'},\n {\"properties\": [(\"unselected\", False)]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"unselected\", True)]}),\n (\"sequencer.unmute\", {\"type\": 'H', \"value\": 'PRESS', \"alt\": True},\n {\"properties\": [(\"unselected\", False)]}),\n\n```\n \n\n2. Remove shift modifier key from all `sequencer.split` keymap entries\n - First time this works, after that entries will be removed\n3. Try to set Shift modifier key for last `sequencer.split` keymap entry.\n - This sets Shift modifier key on first `sequencer.split` keymap entry.\n4. Try to set Shift modifier key for second `sequencer.split` keymap entry. (Type is Hard)\n - This entry will jump to bottom and it is last entry now.\n", "Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead", "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\"", "Keymap: use number keys for mode switching (2nd Iteration)\n## Motivation\n\n* Improve ease of mode switching with direct shortcuts (`Tab` and `Ctrl+Tab` functionality remains the same)\n* Consistent accross all object types.\n* Allows the use of pie menus for quickly going into sub-modes (and later adding more options like Island Select mode for meshes)\n* Having the `~` key (or equivalent left to 1) be the Switch Object (`Transfer Mode`) fits better with mode switching than D.\n* The current functionality of toggling Collections visibility often leads to confusion for new users:\n * Objects seemingly disappear\n * Risk of losing visibility settings or undo steps.\n\n## Proposed Solution\nThis task is to evaluate the possibility of using number keys for mode switching, in addition to the already existing `Tab` and `Ctrl+Tab` shortcuts to toggle Edit, Pose, and modes pie menu.\n\nThe current proposal:\n{[F10130043](image.png), size=full}\n\n\n* The numbers row will get a dedicated option in the Keymap Preferences:\n * Collection Visibility (default at least during the trial phase)\n * Mode Switching\n * Potentially `Emulate Numpad` could be part of this option as well.\n\n* Behavior for **Tab** and **Ctrl-Tab** for mode edit-mode switching will be kept as this is convenient and used in many other areas where numbers make less sense (graph-editor, NLA, sequencer... etc, where using numbers doesn't make so much sense).\n\n## Details\n\n- Modes would be mapped to a key consistently between object types, so the pose-mode number-key would do nothing for a curve (for example).\n- Equivalent modes would share a key between object types (grease-pencil Draw to use the same key as mesh Texture Paint, the same goes for Grease Pencil Sculpt, Vertex Paint... etc).\n- Modes to switch include (8): `OBJECT` `EDIT`, `SCULPT`, `TEXTURE_PAINT`, `VERTEX_PAINT`, `WEIGHT_PAINT`, `PARTICLE_EDIT`, `POSE`.\n\n\n## Open Topics\n\n**Should sub-modes have direct access?**\nWith the introduction of pie menus by default in 2.80, users are now used to these and pie menus could be used to access sub-modes. \n\nIt has been proposed in #84380 that vertex/edge/face be expanded into the number buttons too. This only works well for mesh and grease pencil edit-mode, however it has some down-sides.\n\n- We would be using all number keys by default, any additional modes or sub-modes wont fit.\n- Some sub-modes wont fit:\n - Particle edit (currently uses keys 1-3 to switch sub-modes).\n - Weight paint.\n - Texture/Vertex paint.\n\nThe ideal solution in this case isn't clear, either we accept loosing shortcuts for switching sub-modes or accept some inconsistency (having to add a different shortcut for sub-mode switching for modes besides edit-mode).\n\nThere are plans to merge painting modes into a single attribute painting mode, even if this is done, it might make sense to expose weight/texture/sculpt as sub-modes... either way, I don't think we should rely on this change unless it's committed to master before the keymap changes. The same applies to the future of Particle Edit once the new Hair object type is implemented.\n\n**What to do when pressing a modes key a second time?**\n\nCurrently nothing is planned. Options are to toggle the mode or cycle through sub-modes. Both have their pro's and con's so there are no plans to use second-time presses.\n\n**Is overwriting edit-mesh modes acceptable?**\n\nBy switching directly into vert/face/edge modes, this will overwrite the mixed modes which the user will need to manually set every time they enter edit-mode. Holding Shift while changing selection modes will extend the selection as it does currently.\nEven though this isn't such a common functionality, it would be good to avoid breaking peoples workflows.\n\n----\n\n*Updated by @pablovazquez based on notes from the UI meeting on 20 May.*", "Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n![bug.png](bug.png)\n\n[bug.blend](bug.blend)", "There can be infinite camera markers on one keyframe, active camera can't be uniquely determined.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nCamera markers can be stacked up on top of each other infinitely, meaning the active camera gets randomised and has nothing to do with the displayed camera marker.\n\n\nSteps: just drag multiple camera markers on top of each other, one will get displayed at random, and then the active camera will be picked also at random, probably not being the one displayed by the top camera marker. \n\nExpected behaviour: They should behave like keyframes, if you drag one on top of another, it should replace it, not cumulate to infinity. The main issue is that when you want to synch them between scene, you \"duplicate to scene\" and then they stack up and the active camera is totally randomly displaying a random camera in the stack that's not the displayed camera marker. it's really confusing.\n\n", "Assigning pie menus to mouse clicks using the tweak function causes these menu shortcuts to stop working properly\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 71)\n\n\nBeen experimenting with creating keybinds and one of those experiments were to try and assign several menus to R click (using L click for select) by using the tweak function in the keymap settings. The idea was to have as many menus as possible on the same keybind to reduce the amount of keys needed, but using this method has proven difficult. \n\n\nWhile I can make standard menus work with tweaks, the pie menus don't work at all. If you manage to get the pie menu to show itself, it will eventually stop all the tweak commands from working unless you open up a menu on a keybind that is not using a tweak function. The second issue is that even when you do get the pie menus to show themselves, nothing can be selected on them, therefore making the keybind completely useless.\n\n\n1) Assign a standard menu and a pie menu to a mouse click (i.e. R click) using the tweak function, which can be set to north and south (just as an example).\n2) Use the new shortcuts to click and drag your mouse in the directions you assigned to to open up each menu (standard menu should be working correctly).\n3) Open the pie menu with this method and try to select any option on said menu, which should cause the pie menu to fail.\n4) Try opening the menus again, but this time none of the assigned menus will show up.\n5) To fix the previous error, open up a menu on a different shortcut (like something on your keyboard) to make the tweak shortcuts be able to appear again.\n6) Repeat the previous steps, which should cause the same error every time.", "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n", "Auto keying not keying for child bones and not transformed\nOperating system: Windows 10\nGraphics card: RTX 3060 Ti\n\nBroken: (3.1.0 c77597cd0e15 master 2022-03-08 18:16)\n\nWhen I tried to auto key multiple bones by select these and hit G > Mouse1 only the top of parented bone is keyed and nothing for anything else \n\n・Add armature\n・In edit mode -> extrude bone\n・Enable Auto keying\n・In pose mode -> Select All (A) ->Move/Rotate/Scale(but not make any transform, just apply) to add a keyframe\n\nTest file with first 3 steps included:\n[#96473.blend](T96473.blend)", "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", "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", "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])", "Select similar face regions doesn't work across objects in multi-object edit mode\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken:\n3.0.0 alpha, 3.1.0 alpha\n\nSimilar face regions don't get selected across objects in multi-object edit mode.\n\n\nBased on the attached .blend file.\n\nI made a scene with a cube and bevelled its edges. I then copied the cube, selected both objects, entered edit mode and selected 3 faces of the active cube object where bevelled edges meet.\nThen I went to Select Similar > Face Regions and Blender selected 7 analogous face regions, but only on the active cube, not on the other object.\nIn comparison, if I add materials to these objects and try selecting faces by similar materials, both objects' faces will be selected. Any other trait among \"Select Similar\" will select faces across multiple objects.\n\n![-2021-nov-9-004.jpg](-2021-nov-9-004.jpg)\n\n[similar face regions don't get selected across objects in multi-object edit.blend](similar_face_regions_don_t_get_selected_across_objects_in_multi-object_edit.blend)" ]
[ "Snap Points/Anchors not working while using CTRL Snapping in a modal\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\n\nSo, this could be considered a feature request. If it is I will happily move it to rightclickselect.\n\nCurrently when you use Snap Points/Anchors they do not work whatsoever when using the CTRL snapping (toggling use snap with the CTRL key while in a modal rather than turning on snapping beforehand). This is inconsistent and I wouldn't hope it to be the intended functionality. \n\nThe issue is a bit hard to visualize without an onscreen add-on saying what keys I press, but just know I press 'a' the second time I enter the translate modal 😆\n\n![hmmmmm.gif](hmmmmm.gif) ", "'Add Snap Point' does not work with Ctrl pressed\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 23.20.16.4973\n\n\nBroken: version: 2.80 (sub 60)\nWorked: NONE\n\n\nWhen you toggle snapping during transform you can use A button to add midpoints snaps. \nBut A button wont work if activate snapping holding Ctrl.\n[09e86639f186d7e1aa54c19777908936- [x].mp4](09e86639f186d7e1aa54c19777908936_1_.mp4)\n1. edit mode\n2. switch snap target to vertex/edge/face\n3. toggle snapping ON\n4. select and move one vert\n5. push A to add mid points\n*6. Sucsess! it working*\n7. toggle snapping OFF\n8. select and move one vert\n9. hold CTRL to enable snapping\n10. push A to add mid points -> wont work\n\n\n\n\n" ]
Transform gizmo: Scale handles and rotation handles overlap on ortographic views Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59 Broken: version: 3.2.1 Rotation handles cover related scale handles, all ortographic views are affected. Same issue as for #57203 (Transform gizmo: Scale handles and rotation handles overlap) - Add any mesh to the scene - Switch to ortographic view alligned with any axis # Use transform tool. Try scaling object via handles. ![2022-07-13 11_40_52-Blender.png](2022-07-13_11_40_52-Blender.png)
[ "Cycles Volume Anisotropy artifacts with intersecting volumes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.01 30.0.13023.1012\n(CPU rendering)\n\nBroken: version: 3.0.0\nAlso tested in 3.1\nWorked: maybe never?\n\nI have a scene in which I have a smoking volcano, clouds, and an atmosphere, which was giving me trouble for a while.\n![image.png](image.png)\nAs you can see, there's a horizontal line running through the smoke column.\nBy trial and error, I found out that it wasn't there when the atmosphere, which is a cube with a volume shader on it, was disabled.\n\nI tried to recreate the setting to figure out the cause of the issue, and I **boiled it down to this**:\n*If there are two volumes intersecting with different anisotropy values, things get a little weird.*\nTake a look:\n\n| | Column 0 | Column 0.1 |\n| -- | -- | -- |\n| Atm. 0 | ![image.png](image.png) | ![image.png](image.png)\n| Atm. 0.1 |![image.png](image.png) | ![image.png](image.png) |\n\nNotice the horizontal line running across the smoke column when the two anisotropy values don't match.\nThis seems to happen at a specific density where the height fallof of the atmosphere crosses a certain threshold.\n\nThings I have found that have no effect:\n- *Volume step rate*\n- *Volume max steps*\n- *Clipping planes*\n- Disabling *ray visibility* (on both the atmosphere and the smoke column) to everything but *Camera*\n\n[BrokenAnisotropyCycles.blend](BrokenAnisotropyCycles.blend)\n\n\n\nPerhaps this is worth a look?", "Small improvements to 3D View Transform Manipulators\nAs per feedback from the Spring team, we would like to make some smaller improvements to the 3D View transform manipulators:\n\n\n - Increase the treshold for hiding the planar transform widgets, so that users don't accidentally drag the plane when they meant to drag the arrow\n - Increase arrow click threshold. Currently it's very unforgiving. Even if you click outside the arrow by one pixel, it doesn't register as an arrow click. Give it a few more pixels all the way around.\n - Separate the view-aligned rotation handle from the X, Y and Z rotation handles, so that users don't accidentally click the wrong one. We can make the view-aligned handle offset, like it was in 2.79\n", "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)", "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", "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)", "Visual glitches With adaptive domain enabled when object is duplicated or transformed\nOperating system: windows 10\nGraphics card: 3080ti\n\n**Blender Version** 3.3 lts\n\nVisual glitches With adaptive domain enabled when object is duplicated or transformed\n\n- Open default scene\n- Add quick smoke on cube\n- enable `adaptive domain`\n- play animation\n- move domain around or duplicate it (snaps back to original place)\n- play animation again (will move to transformed position)", "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", "Transform & Drag Action \nWhen switching the transform tools in the toolbar, there are times when you would still like to be able to box select while gizmos are active.\n\nWe can solve this by adding a Drag Action tool option to all the transform tools:\n\n![image.png](image.png)\n\nWhen set to Box Select, you can still drag in the viewport to select, while using the gizmo to move, rotate or scale.\n\nDetails:\n - This option should ideally be shared between all tools with gizmos, I think. If you set one tool to work this way, you likely want them all to\n - This works best if we add back the Transform tool\n\n", "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", "Sequencer: transforming strips with overwrite enabled sometimes shuffles\nThe overwrite option sometimes shuffles the strips.\n\nWith `838b6ec48af6fb767089784193d8525c5f5faf13` (current master), and the attached file, the following error can be observed.\n\n- `G` key.\n- Type in `654`.\n- Press Enter to confirm.\n\n... if this doesn't shuffle the strips (so one strip is placed above the others), press Ctrl-Z and repeat the steps above.\n\n[sequencer_overwrite_sometimes_shuffles.blend](sequencer_overwrite_sometimes_shuffles.blend)\n\n", "Copy Rotation Constraint - adding rotations causes unexpected behaviour\nOperating system: Windows\nGraphics card: GTX 1650 Max-Q`\n\nBroken: v2.81a, v2.81, v2.82\n\nWhen adding a Copy Rotation constraint to an object, the `Add` mode seems to not work correctly\n(or at least how I would expect it to work). For example, setting the rotation of the object to (x,x,x) and\nthe target to (-x, -x, -x) does not consistently result in having no net effect. The value for which this *stops* \nworking is x >= 54.\n\n1 - Add an object, give it a rotation of (80, 80, 80), Euler XYZ (default)\n2 - Add an empty, give it a rotation of (-80, -80, -80)\n3 - Add a Copy rotation constraint on the object, and set the target to empty\n\nThe included `bug.blend` file contains an animation that goes over the values of x as described in the\nabove example from 0-100. The problem can be seen around halfway through the animation at the\ncritical value above.\n\n**Result**\nObject seems to have a weird rotation, which is not the expected outcome. The same happens\nwhen only one of the axes is rotated more, and also when they don't necessarily add up to 0.\n\nThis has been tested on multiple Windows machines.\n\n[bug.blend](bug.blend)\n\n\n\n\n\n\n\n\n", "UI: sidebar tabs look for region overlap editors\nFor 3.0 we now have panels thinner than the area in which they are drawn. \nWhile this looks nice in most situations it's not the case for the category tabs in editors where region overlap is active, where they look arguably worse than before since there is now a visible gap between them and the panels.\n\nThis is he current look in 3.0 *(left is 3D viewport which has region overlap on, right is node editor which doesn't)*:\n![current.png](current.png)\n\n---\nThese are some short-term possible solutions that I've tried, but there might be others:\n\n1. Draw all the tabs fully rounded and change the theme accordingly:\n * Possible theme change A\n```\n {F11800641}\n```\n * Possible theme change B\n```\n {F11800643}\n```\n\n\n2. Force no background and fully rounded tabs for overlap regions, keep the current look for the other ones *(this doesn't require theme changes)* [P2595](P2595.txt):\n ![2.png](2.png)\n\n\n3. Mix between 1 and 2, fully rounded tabs for all the editors and completely remove `tab_background` from the theme options *(would probably require updates to the themes)*\n\n\n4. Restore 2.93 look with full width panels for overlap region, keep the current look for the other ones [D12971](D12971):\n ![3.png](3.png)\n\n---\nWhile all the options proposed have their disadvantages, I'd personally go for option 2, until a better solution is found for the future.\nIMHO it looks fairly nice, it's not intrusive code-wise, and it doesn't require changes to any of the default or community themes, so it could be applied to 3.0 without further complications.", "Non Uniform Scaling possible when Camera is parented\nOperating system: Win 10\nGraphics card: Geforce 2070\n\nBroken: 2.82-3.2\n\n\nIf you parent a Camera to an Object and scale the parent non uniformly, the Camera View gets scaled and distorted too.\n\n\nCreate an Empty, parent the Camera to an Empty, scale the Empty. The Camera View gets distorted.\n\n[blender_camera_scaling_bug.blend](blender_camera_scaling_bug.blend)", "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", "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" ]
[ "Regression: Extrude Tool XYZ Handles overlap on orthographic view and small world scale\nOperating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.4.0, 3.3 , 3.2\nWorked: 3.1\nCaused by 5045968f24\n\nThis bug might be related to #99670.\nWhen using the Extrude Tool, the handle type can be changed to show XYZ axes. When the object is way smaller than 1 Blender Unit, it becomes impossible to grab the Y and X handles in orthographic view.\n\n- Scale down the cube to 0.01 percent\n- Enter edit mode\n- Make the Extrude Tool active and switch the tool settings to XYZ\n- Try dragging the Z or Y handles\n\nFirst 3 steps are included in file\n[#100321.blend](T100321.blend)" ]
blender and unity error Operating system: Graphics card: Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) i download blender2.83 from your website as zip folder and then unity steal can't read 3d files then i download blender 2.9 installer and install it without deleting the older version and unity stile can't open 3d modules. Based on the default startup or an attached .blend file (as simple as possible).
[ "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", "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) ", "BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Can't browse mounted server volumes\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\n\nWhen I try use the open or import functions to browse a network volume, it won't let me traverse the volume. Clicking on it does not have any effect and does not work in any mode, thumbnail, horizontal list or vertical list\n\nMake sure you have a network volume mounted on your desktop and then try to traverse it within Blender\n", "Collada import/export: transparent textures don't work\nOperating system: Linux\n\nBroken: blender-3.3.0-alpha+master.dfb8c90324c0, probably all versions since 2.8\nWorked: 2.79\n\nCollada cannot import or export transparent (alpha) textures.\n\nImport this .dae\n\n[BlenderLogoDae.zip](BlenderLogoDae.zip)\n\nThe result (with 2.79 for comparison).\n\n![out.png](out.png)\n\nManually hook up the alpha in the node graph and export. Open the .dae in a text editor and confirm there is no <transparent> element (which sets the alpha texture). You can confirm exporting works in 2.79 by exporting and reimporting.\n\n**Other**\nNote that OpenCollada's parsing of transparency is weird and buggy, see [D11259](D11259) and 651.", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "\"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", "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)", "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", "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)", "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", "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", "Microsoft store: Blender cannot be used in terminal\nWindows 11\n\nBroken: 3.4\nWorked: 3.3\n\n**Short Description**\nEver since blender 3.4 released, I have been unable to use blender in the command line. Running just the command \"blender\" gives error 0xc0000022 and whenever I try to run any actual command like \"blender -b untitled.blend -a\" nothing happens. I have never had any issues like this in versions prior to 3.4. I am running the Microsoft store version.\n\nIssue only happens with blender from Microsoft store\n\n**Steps to Reproduce**\n * Assuming that blender is already in your system path, which it should be by default,\n * open a terminal in absolutely any folder;\n * run absolutely any blender command;\n * for example, run \"blender -E help\"\n\n- - -\n!!For now, workaround is to type \"blender-launcher\" instead of \"blender\" to launch blender from command line (but that won't accept any arguments)!!", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n" ]
[ "blender 2.8 zip folder can't open with unity5\nOperating system:windows 10\nGraphics card:Nvidia MX 130\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\ni have download blender 2.8 zip folder from blender website and it is never works with unity.\nBased on the default startup or an attached .blend file (as simple as possible)." ]
When sculpting and using a Texture, undo will change brush and get rid of texture. Blender 2.81a Create texture, use Texture with Sculpt brush as stencil. If hitting undo, the brush will change away from Stencil and the texture will be gone.
[ "Undo/Redo if Sculpt Mode toggle doesn't have Undo History produces Draw Brush in Sculpt Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nUndo/Redo if Sculpt Mode toggle doesn't have Undo history produces Draw Brush in Sculpt Mode\n\nCreate new 2D animation project\nInstall the following addon, which binds a \"gpencil.sculptmode_toggle\" with no Undo history to \"LEFT_CTRL\" and \"ed.undo\" to \"D\" \n[no_undo_sculpt.py](no_undo_sculpt.py)\nDraw lines in paint mode\nHold \"LEFT_CTRL\" to switch to sculpt mode, press \"Z\" to undo\nDraw brush is now in Sculpt Mode\nAlso affects redo if you use \"D\" to undo and not switch to Sculpt Mode, use \"CTRL+SHIFT+Z\" to redo\nWhile in this state, pressing \"TAB\" to switch modes produces \"Unable to execute 'Strokes Sculpt Mode Toggle', error changing modes\"\nPressing \"TAB\" again switches to Object Mode\n[2021-04-08 16-51-03-00.00.00.000-00.00.28.016.mp4](2021-04-08_16-51-03-00.00.00.000-00.00.28.016.mp4)", "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", "Generated images with disabled alpha can have alpha but are saved with no alpha, losing user's work\n## Simplified Report\n\n- Create a new image with Alpha disabled.\n- Set the generated color to fully transparent.\n- Set up this image for 3D texture painting on a simple plane and paint some opaque strokes.\n- Execute the Same All Images operator in the textures slots panel.\n- The image is saved as RGB and alpha is lost, losing some of the user's work without warning.\n\nThis can be even less clear, because some operators like the Lightmap Pack operator can create images with no alpha implicitly, and the user doesn't know this until the alpha data is lost.\n\n## Original Report\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nwhen you create a new image texture through the Lightmap Pack feature and paint on it can display as RGBA but the alpha channel gets discarded on save and reopening the file. Images created through other means (like the image shader node or the image panel) do save with alpha channel.\n\n1. go into edit mode on the default cube.\n2. UV > Lightmap pack. choose new image.\n3. in the image panel, select the image, go to the Image tab on the right, set Source to Generated and Color to Transparent.\n4. make a material using the texture. Set the alpha mode to hashed/clip/blend doesn't matter.\n5. apply it to the cube.\n6. draw something on it in texture paint mode.\n7. under Texture Slots click 'save all images'.\n8. close blender and reopen the file.\n9. the texture lost it's alpha.\n\nThe reason seems to be that lightmap pack generates an RGB file, but it can still appear as RGBA throughout blender until you hit refresh in the image panel or re-open the file. Ideally for my own workflow the lightmap pack feature would allow for creating RGBA files (perhaps an alpha checkbox if it's important for other workflows to not have an alpha channel)\n\nattached file: white cube was made through image shader node, blue cube through image panel generate option, green cube through lightmap pack.\n\n[bug.blend](bug.blend)", "Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n![Screenshot from 2023-07-19 22-31-16.png](attachment)\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n", "Sculpt with Perspective mode. Changing brush size is impossible with closups\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nAs title says. This behavior prevents to use {key F} as size modifier on closeups.\n\n[2021-03-20_10-32-46.mp4](2021-03-20_10-32-46.mp4)\n\n[brushsize.blend](brushsize.blend)", "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", "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.", "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", "Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) ![image.png](image.png)\n- Or it spawns a blank popup ![image.png](image.png)\nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.", "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", "Support Automasking For Texture Paint\nFor #96225 we need to make the auto-masking options from sculpt mode available for texture painting.", "Texture Paint - bad behaving operator \"Save All Images\"\nGo to Texture Paint Mode with some Textures loaded. In T-Panel go to the Slots Tab. There you will find a Button labeled \"Save All Images\". However, do not push this Button !\nThis Button overwrites all involved/edited Textures in the Texture Paint Slots at once and instantly, without further inquiry, to the directory of the origins.\n\nIt's not a bug, it's working pretty well !\n\n \n", "Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n", "Persistent Base Layer Brush doesnt work first time and after Undo\nOperating system: Windows 10\n\n2.83 master and 2.90 master\nCommit: 47f46637be1bef9672ede0ab6795a7e9ea97fc6a\n\nWhen setting a persistent base for the new layer sculpting brush, then sculpt onto a mesh and undo, the persistent layer is deleted with the undo and the same happens when setting the persistent base the first time.\n\n1. Add a UV sphere and remesh in sculpt mode so that you can use the layer brush\n2. Enable **Persistent** for the brush and press **Set persistent base** button\n3. Sculpt with layer brush onto the mesh\n\n![image.png](image.png)\n\n4. sculpt a second time onto the mesh on a different area and then over the area where using the layer brush the first time:\n\n**It's not \"merging the layer\" correctly**\n\n![image.png](image.png)\n\n5. Undo, set persistent base again and then sculpt\n\n![image.png](image.png)\n\n6. Then sculpt on a different area and the layers are merged:\n\n![image.png](image.png)\n\n7. After undo the sculptings so that we have a sphere again and then sculpt with layer brush, the persistent base is again lost:\n\n![image.png](image.png)", "Apply Base (Multiresolution Modifier) on mesh with shape keys distorts the mesh\nBroken: version: 2.83 (sub 8)\nWorked: Doesn't Work even in Blender 2.79b official release. I haven't tested versions earlier than that.\n\nPressing Apply base using the multires modifier on a mesh with a stored Basis shape key causes artifacting and mesh corruption. Undo still works though.\n\n1. Delete Default Cube\n2. Add Plane mesh (Shift+A > Mesh > Plane)\n3. Add Basis Shape Key.\n4. Add Multiresolution modifier\n5. Subdivide multiple times. (Either Catmull-Clark or Simple type)\n6. (optional) Apply brush strokes in Sculpting mode. \n7. Press Apply Base in Modifier Properties.\n\nor\n\n1. Open attached file\n2. Press Apply Base in the Modifier Properties.\n\n[Shape key Multires Bug.blend](Shape_key_Multires_Bug.blend)\n\n" ]
[ "Undo bug in Sculpt mode\nSteps to reproduce the bug:\n\n- Go in Sculpt mode\n- Select the Draw brush, and set the Radius to 60px (this can be any number)\n- Save the project\n- Open the project (you are now directly in the Sculpt mode)\n- Change the brush Radius to 200px (this can be any number)\n- Make a single stroke on the mesh\n- Undo this stroke -> BUG: the undo will take more time then usual, it will reset the Radius back to to 60px, and you will not be able to redo the stroke\n\nNote: it is not just the Radius that is reset, but every other brush setting that you changed after opening the project\n\nNote: if you did multiple strokes instead of a single stroke, let's say 2 strokes, then this will happen:\n- first undo: works fine (it did undo the second stroke)\n- second undo -> BUG\n- first redo -> nothing\n- second redo -> the 2 strokes appear at once (but the Radius is still reset back to 60px)\n\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n\n\n", "Vertex/Weight Paint: Global undo causes brush & tool settings to be handled along with vertex paint data\nBroken: blender-2.81-95f020c853d6\nBroken: blender-2.82-bde328352be2\n\nPicking a color to paint with, brush strength and radius, etc., are undone if the brush stroke following these changes is undone.\n\n1. Create a new scene.\n2. Select the cube and enter vertex paint mode.\n3. Pick a different color.\n4. Perform one stroke (i.e. click).\n5. Undo.\n\nExpected: stroke is undone, new color selection remains.\nCurrent: stroke is undone, color selection is also undone.", "Undo resets your custom made brush to default settings\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\nTried making a custom brush that would function as a clay brush with the Fill brush as an experiment. When I then tried to undo brush strokes with undo the brush all of a sudden lost its custom name and settings.\n\n\n1. Create a custom brush.\n2. Start using the brush on your sculpt a couple of times.\n3. Press undo as many times as you used the brush.\n4. The custom settings should be reset back to default.\n\n[Desktop 2020.01.11 - 12.17.44.01.mp4](Desktop_2020.01.11_-_12.17.44.01.mp4)", "Fall off type reset in weight paint mode when i undo the paint \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0\n\nThe fall off settings resets when I press \"Ctrl+Z\" to undo paint surface in weight paint mode.\n\n1. Select your mesh and goto weight paint mode.\n2. Select fall of type to sphere and \"Projected\".\n3. Now paint any surface and undo the paint.\n4. and your will notice that the undo operation also reset the fall off type. I just want to undo the paint not the settings.\n\n", "Sculpt Mode: Brush size changes back when pressed Ctrl+Z\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nWhen you press Ctrl+Z a few moments after change the brush size, the brush size is changed back too. Undo is ok but brush should maintain the actual size.\n\n1. Change brush size\n2. Sculpt\n3. Press Ctrl+Z (Undo is ok but brush size changes back too)\n", "Sculpt Mode. Undo for brush settings\nOperating system: gentoo ~amd64\nGraphics card: 1060\n\nBroken: all\nWorked: none\n\nUndo turn back not only last editting but brush settings too\n[2020-05-26 09-29-10.mp4](2020-05-26_09-29-10.mp4)\nPlease see example\nThe main problem in reset all last settings\nThank you for developing!", "undo stack in sculpt mode\nOperating system: Linux-4.15.0-65-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nUndo stack in sculpt mode acting strange.\n\nBrush size, strength added to undo stack, it was not the case in previous versions of Blender (2.5x to 2.80).\nAlso frame change should not be added to stack. (turntable use,sculpt parented to empty).\n\nI don't get the point of brush settings being stored in undo stack.\nIt has never been the case before. Krita also not acting like that.\nIt's totally wrong for me.\nIt should be an option if not a bug.\nSomebody asked for it?\n\n\nThanks a lot.\n\n\n\n", "Undo: dropping back brush settings\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 15)\n\nChanges in brush settings undoed with brush stroke, made after settings.\nIt is always reproducible for weight paint and partially reproducible for sculpt mode.\n\n[2020-04-25_08-36-55.mp4](2020-04-25_08-36-55.mp4)\n\n\n**Weight paint**\n1. Enter WP mode\n2. Change brush settings (weight /radius…)\n3. Make a stroke\n4. {key Ctrl}+{key Z} once — all settings back to previous state\n\n**Sculpt**\n1. Make sculpt template file with area, that starts right from sculpt mode.\n2. Create new file with it (or use attached)\n3. Change brush settings\n4. Make stroke\n5. {key Ctrl}+{key Z} once — brush settings back too\n\n[startsculpt.blend](startsculpt.blend)", "Undo is changing Tool Settings\nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.48.02\n\nBroken: version: 2.83 (sub 2)\n\nThis is an issue that kept appearing & re-appearing many weeks. Since the recent additions from @PabloDobarro the bug was exposed more to be at least reproducible for me.\nWhen undoing actions there is a chance that some Tool Settings are also reverted to the state before the action was made.\nIn this case when sculpting with a Brush and changing the Strength or any other brush setting and undoing, it will undo the stroke and the changes to the Settings.\n\n- Open a new file with the Sculpting Template\n- Sculpt on the default sphere\n- Change the Strength of the brush\n- Undo\n\nThere are many other moments when I encountered this issue within various Tools & Modes but it was never perfectly reproducible.\nSo that's something to keep in mind.\n", "Sculpt/Vertex/Weight Paint Brush Size Gets Undone After Undoing a Stroke\nOperating system: Win 10\nGraphics card: 1060 3gb\n\nBroken: version: 2.83 (sub 0)\n\n\nAfter changing the size, then doing a strike and immediately undoing it, the brush size gets undone as well.\n\n\n**Steps to reproduce**\n\n- Splash Screen > Sculpting or File > New > Sculpting. \n- Change the size of the brush `]`\n- Sculpt: Only one stroke.\n- Undo" ]
render viewport crashes in cylces Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro WX 5100 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.22 Broken: version: 2.90.0 Worked: (2.82) render viewport crashes in cycles Hi guys. Unfortunately if i add whatever object in the scene and switch to render viewport in cycles mode the blender crashes. Many thanks
[ "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) ", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "Regression: 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", "Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "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", "different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)", "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", "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)", "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", "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", "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", "Cycles viewport render doesn't resize if an animation is playing.\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple `M1` Pro Apple 4.1 Metal - 83\n\nBroken version: 3.5.0 Alpha\nBroken version: 3.3.1\n\nIf a .blend file contains a animation, and the animation is playing, and you're in the Cycles rendered viewport mode, then the viewport resolution/size will not update as you adjust it's size.\n\n1. Create a scene that has a colour that differs from the standard background colour of the 3D viewport.\n2. Animate something in the scene (E.G. Animate the movement of an object)\n3. Change the render engine to Cycles (This issue only appears in Cycles for me.)\n4. Enter the rendered viewport mode so you're now seeing a Cycles viewport.\n5. Start playing the animation.\n6. While the animation is playing, start adjusting the size of the 3D viewport editor and notice how the Cycles rendered view isn't updating with the change in size. This is the issue. Once you stop playing the animation, it will update.\n\nHere is a video demonstrating the issue:\n\n[Cycles preview doesn't resize.mp4](Cycles_preview_doesn_t_resize.mp4)\n", "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", "Batch Rendering Crashes if EEVEE set in scene\nOperating system: Windows 10\nGraphics card: Any or None\n\n2,83, 2,90, 2.92\n\nEEVEE is set as renderer in the scene file.\nThe scene is send to the render farm. \nOpenGL is not available as render farm is running as background service OR blades machines do not have any GPU at all.\nBlender in Commandline Crashes.\n\n(Side Note: Cycles works fine as CUDA is available within background service)\n\n\n**Expected Behavior**\nReport an error \"EEVEE requires OpenGL. Unable to find/initialize openGL32.dll\"\n\nTo reproduce the issue, you either need some helper service that starts Blender in commandline mode (I can provide one) OR you can use any machine that does not have a GPU installed.\nCreate a new scene with EEVEE as renderer.\nTry to commandline-render the scene.\n\nCommandline that we used:\n\"C:\\renderer_exe\\blender\\win_x64\\Blender_2.90\\blender.exe\" -b \"\\\\isilonai\\woodspeople\\Boar (With fur).blend\" -o \"\\\\isilonai\\woodspeople\\Boar (With fur)\\Brawler####\" -F PNG -x 1 -s 10 -e 10 -j 1 -t 24 -a -y\n\n\nCommandline output:\nR 6| >\"C:\\RR_localdata\\renderer_exe\\blender\\win_x64\\Blender_2.92\\blender.exe\" -b \"C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\" -o \"C:\\RR_localdata\\renderout\\A\\3D\\Blender\\render\\myOut####\" -F PNG -x 1 -s 2 -e 3 -j 1 -t 24 -a -y \nR 7| Blender 2.92.0 Alpha (hash 719bea0d6d06 built 2021-01-12 23:10:47)\nR 8| Read blend: C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\nR 9| Writing: C:\\RR_localdata\\temp\\A\\cube.crash.txt\nR 10| StdErr: Warning! Using result of ChoosePixelFormat.\nR 11| StdErr: Warning! Using result of ChoosePixelFormat.\nR 12| StdErr: Warning! Using result of ChoosePixelFormat.\nR 13| StdErr: Warning! Using result of ChoosePixelFormat.\nR 14| StdErr: Warning! Using result of ChoosePixelFormat.\nR 15| StdErr: Warning! Using result of ChoosePixelFormat.\nR 16| StdErr: Warning! Using result of ChoosePixelFormat.\nR 17| StdErr: Warning! Using result of ChoosePixelFormat.\nR 18| StdErr: Warning! Using result of ChoosePixelFormat.\nR 19| StdErr: Warning! Using result of ChoosePixelFormat.\nR 20| StdErr: Warning! Using result of ChoosePixelFormat.\nR 21| StdErr: Warning! Using result of ChoosePixelFormat.\nR 22| StdErr: Warning! Using result of ChoosePixelFormat.\nR 23| StdErr: Warning! Using result of ChoosePixelFormat.\nR 24| StdErr: Win32 Error# (127): The specified procedure could not be found.\nR 25| StdErr: Error : EXCEPTION_ACCESS_VIOLATION\nR 26| StdErr: Address : 0x00007FFF8DBA1C81\nR 27| StdErr: Module : VCRUNTIME140.dll\nR 28| StdErr: Thread : 00001c94\n[Boar.crash.txt](Boar.crash.txt)\n\n\n" ]
[ "Blender 2.90.0 for macOS crashes in Cycles renderer mode when switching to Render Preview or creating a new Material\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 2.90.0\n(Broken too: version: 2.91.0 alpha, commit date: 2020-08-31 22:30, hash: '4e06afb0a1d6')\nWorked: 2.83.5 LTS (and all previous 2.8x ones. I think some previous 2.90 beta did, too, but I can't be certain, sorry)\n\nBlender crashes when the renderer is set to Cycles and:\na) The viewport is then switched to render preview or\nb) A new material is created.\n\n\na) On a default startup project, go to the Properties panel > Render properties tab, and **switch the Render Engine from Eevee to Cycles**. Then click on a 3D viewport's **Display Render Preview widget**. Blender should crash immediately.\n\nb) On a default startup project, go to the Properties panel > Render properties tab, and **switch the Render Engine from Eevee to Cycles**. Then go to the Material Properties tab, delete the default cube's material, then press the **Add a new material** button. Blender should crash immediately." ]
Sometimes "Freestyle" will be generate incorrect line. OS: Windows 7 Ultimate SP1 64bit Graphics: 'Intel(R) HD Graphics 4000' CPU:Intel(R) Core(TM) i7-3770 Broken: 2.70 19f7f9a Worked: (optional) Sometimes "Freestyle" will be generate incorrect line. Usually occurs in these "**very big or long object**" when close to each other. If use a Short focal length camera,Even normal size objects have the same problem. But I found if subdivide these objects or use "**Orthographic Camera**",Will not have this problem. [Freestyle_Bug.blend](Freestyle_Bug.blend)
[ "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", "Decimate modifier gives different result on every evaluation\nOperating system: Linux-5.4.0-122-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.2, 3.3 latest\nBroken: 3.1.2\nWorked: 3.1.0\nWorked: 2.93.8\n\nCaused by fb2cb0324a\n\nA mesh with decimate modifier gets topology rebuilt on each frame of Cycles render. Notice that a new cones object on the right is not broken.\nThere's something wrong with the left object. I checked every property I could think of.\n[0001-0250.mp4](0001-0250.mp4)\n[decimate_bug.blend](decimate_bug.blend)\n\nOpen the file. Render a sequence.\n\n", "Poor stroke quality when a model is far from the world origin\nOperating system: Win 10\nGraphics card: Nvidia Rtx 2070\n\nBroken: 2.83, master\nWorked: perhaps never?\n\njittery strokes when mesh is far from the world origin in perspective mode\n\nHow to reproduce this bug : \n- Create a grid (set the location to x : 2000 m and y : 1000 m)\n- Create a multires modifier, with 5 subdiv.\n- Sculpt with the clay brush\n- In Perspective mode (left stroke) the stroke is ugly\n- In ortho mode (right stroke) the stroke is clean\nTo fix the stroke poor quality, i had to fine tune the Clip start and the clip end values of the 3d view. \n[#102747.blend](T102747.blend)\n![image.png](image.png)", " 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", "Freestyle Line Style Color is clamped if not using nodes\nVersion: 2.82 beta (Feb. 11th build, Linux 64-bit)\nApologies if this is a known issue.\n[Freestyle Color Clamp.blend](Freestyle_Color_Clamp.blend)\n\n**How to reproduce:**\n - Open the attached file and inspect the color in both the RGB input node and the base color defined in the properties area.\n - Render the scene using the enabled freestyle nodes. This gives the expected result of [16.0, 16.0, 16.0] in the lines (this makes display white in filmic)\n - Now disable the \"use nodes\" setting. the line style will now use the \"Base Color\" in the properties area panel, which is the same as the RGB node.\n - Render the scene again. The RGB values are clamped, even though the base color parameter is equal to the RGB input node!\n\nSince HDR color values are already supported in freestyle, and are necessary for a filmic color pipeline, I see no reason why color should be clamped if not using nodes.", "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) ", "Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n", "Font rendered incorrectly with text object\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe font is displayed incorrectly when added to 3d text object\n\nFont and blend file in attachment\n[untitled.blend](untitled.blend)\n\n[roadrage.ttf](roadrage.ttf)\n\n", "\"Align Active Camera to View\" doesn't match properly\nOperating system: windows 10 21h2\nGraphics card: gtx 1070 ti\n\n3.1.2\n\n\"Align Active Camera to View\" doesn't match to the active and wanted 3D view boundaries and the object distance properly. See the attachments below. \n\n![the-wanted-3D-perspective-view.jpg](the-wanted-3D-perspective-view.jpg) ![align-camera-to-the-3D-view-doesnt-match.jpg](align-camera-to-the-3D-view-doesnt-match.jpg)\n\nThe steps for this: hit the \"Align Active Camera to view\" button in the \"View -> Align view\" menu in the 3D viewport, from where you want to achieve the desirable and proper view result, this result will be the same as I wrote in the short description. Which is very disturbing, mainly if someone came from eg. Maya or C4D to Blender. This is my blend file: [camera align problem.7z](camera_align_problem.7z)\n\nPlease correct this disturbing snapping malfunction in the near future! I would really appreciate that!\n\nThank you!", "VSE editor is 1 pixel off when aligning non-frame images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\n\nVSE editor is 1px off when compositing with non-full frame images\n\n1) open a VSE empty project\n2) set the scene dimension resolution to 1080x1080\n3) add a 1080x900 picture and check the left side pixels\n\n", "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)", "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", "Transform node with bicubic filtering distorts image\nWin 7 64bit\n\nBroken: 2.79\n\nWith untouched settings every other option gives proper \"difference\" result, except Bicubic.\n![Bicubic_scale.png](Bicubic_scale.png)\n\nOpen file, switch between filtering options and see difference from source image.\n[Bicubic_scale.blend](Bicubic_scale.blend)", "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 ", "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)" ]
[ " 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. %%%" ]
Sculpt paint bug Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.35 Broken: version: 2.90.0 Alpha The color of the paint does not match the color selected by the dropper [test.blend](test.blend) [SZMOPKScNd.mp4](SZMOPKScNd.mp4)
[ "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]().", "Sculpt: Evaluate multiple paint steps at the same time.\nCurrently a paint step is evaluated one by one. Redoing multiple checks and calculations. In case those checks and calculations are similar we could improve performance by evaluating multiple paint steps in the painting kernel.\n\nWhen sculpting this isn't possible as geometry is changing, but when only effecting colors or attributes this could improve performance.\n\nChecks/calculations that would return the same result:\n* Clipping tests: In order to do this we should split clipping tests from brush tests.\n* Most texture evaluation\n\nWould especially improve texture painting performance as most effort at this moment was done to reduce the calls to these tests.\n\nA possible approach would be to collect the steps in a list, still evaluate them one by one. But brushes that can benefit would store the needed data in a list containing dynamic data per step.\nWhen the paint frame finishes the brush will be triggered to do the actual evaluation.\n", "Stucci noise texture ignores all color settings\nOperating system: Windows 10 Pro N (unlicensed so far :( )\nGraphics card: AMD 6800 XT\n\nBroken: 3.0.0\nWorked:\n\nWhen using Stucci noise as texture for density of particles, the colors properties of the texture do not apply. F.x. setting contrast to 0.1 or 1.0 makes no difference.![Clipboard - January 19, 2022 9 44 AM.png](Clipboard_-_January_19__2022_9_44_AM.png)\n\n![Clipboard - January 19, 2022 9 40 AM.png](Clipboard_-_January_19__2022_9_40_AM.png)\n\n![Clipboard - January 19, 2022 9 41 AM.png](Clipboard_-_January_19__2022_9_41_AM.png)\n\nMake a plane. Add particles. Add texture to particles. Use Stucci noise. Set as density for particles. Try to change contrast.\n[GrassyMeadow.blend](GrassyMeadow.blend)", "Texture paint: Bleedind around thin cuts do not fill texture\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\nWorked: never?\n\n\n1. Wider distance allow to overlap color\n2. closer distance between faces do not\n3. closer distance between islands allow to overflow to neighbour island…\n\n![94734103.png](attachment)\n[bleeding test.blend](attachment)\nopen file, try to paint as seen in the [video 2023-03-24_05-09-32.mp4](attachment)\n\n", "GP brush pin for fill only, makes both stroke and fill\nHi \nI want to have fill and stroke in different color but if I pin, I get both color same.\nSo that I cannot make custom brush, or I have to change it vertex mode every time.\nCan you please check?\n\n[image](attachment)\n\n", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", "Selection not transfering to paint mask (vertexpaint, weightpaint, texturepaint) when a triangulate modifier is present\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.81\n\nBroken: version: 2.92.0\nWorked: -\n\nIf you face select on edit mode, it will carry your selection to weight paint face select or texture paint face select or etc.\nBut if you have triangulate modifier on it will not carry it over.\n\nI did not know this and there was not error message about this anywhere on blender.\n\nLoad this file: [faceselect001.blend](faceselect001.blend)\nyou see some faces selected with triangulate modifier on.\ngo to weight paint or texture paint and you see none.\n\nI know this might not be a bug but how software works BUT for a common artist, at least adding a message that it will not carry over selection would have been nice, or disabling triangulate on view automatically when you go to those modes.\n\n", "Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n![Normal_dark.png](Normal_dark.png)\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n![Fixed_dark.png](Fixed_dark.png)\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)", "Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n", "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", "Paint Mode: Color Fill Tools\nNOTE: This design is still under discussion and is incomplete.\n\n# Issue\n\nCurrently there are different implementations of filling a solid color while in a mode:\n- Fill Tool (Texture Painting)\n- Fill operator (Vertex Paint Mode)\n- Color Filter (Sculpt Mode)\n\nThis needs to be reworked for consistency and to ensure more convenient and efficient workflows.\n\n# Requirements\n\nThere are certain broader features that will be required, no matter how the design of color filling looks like:\n- Fill everything that is not masked\n- Gradual Fill (Not full strength)\n- Fill via gestures (Box, Lasso, Line, Polyline)\n- Fill entire UV-islands, mesh-islands, face sets\n- Fill faces instead of pixels\n\nThere is also the common use of gradients and expand. This should be further notes down in #99770.\n\n# Goal\n\n### Key Problem\n\nThere are many different ways to give all of these tools to the user.\nWhat we should avoid is to have a large set of tools or tool settings scattered throughout the UI.\nThis is already an observable problem with the existing gesture and filter tools in sculpt mode:\n- None of the tools have shortcuts\n- Picking the tool, tool-type and adjusting the settings is time consuming\n- Each tool has their own disconnected settings\n\n### Conclusion\nWe should aim for a more systematic approach.\nAll of the requirements need to be easy to understand and access.\nThat is easier to accomplish if there are fewer tools that are not specifically just for a single purpose.\n\n# Proposal\n\nInstead of adding a lot of new tools/brushes and settings for filling in colors, we can rely on the current and planned masking features.\n\n### Mask -> Fill\n\nFilling should be as instant as possible. But first you need to define what to fill.\nBlender often has a strong design of \"Selecting -> Operation\". By strengthening the masking features via #97955 we could rely on this for color filling operations too.\n\n### Fill Operator\n\nThe most important part as a baseline is a simple operator that immediately fills in everything that is unmasked.\nCurrently this is implemented in Vertex Paint Mode with the shortcut `Shift + K`.\nThis could get a more convenient shortcut on the left of the keyboard.\n\nIt needs to be always clear what color will be used for the operator.\nThe easiest answer would be the primary color of the currently used tool/brush.\nIf the current brush/tool doesn’t have a primary color, then the primary color of the scene color should be used.\nIn that case it becomes very important that this color is somehow exposed. Otherwise there will be too much unnecessary switching between masking and painting tools.\n\n### Auto-Masking\n\nThis way of targeting specific areas is useful for any brush or tool. It already proved itself essential in Sculpt Mode.\nThe aim should be to use auto-masking for the fill operator as well.\n\nIt will be vital to add auto-masking support to the image editor for painting. Topology auto-masking in this case could mask UV islands instead.\n\nOpen question:\n- Is a “UV-island” auto-masking in the 3D Viewport needed or is it more convenient to initialise face sets from UV seams?\nThis could save us space in the auto-masking pie menu.\n\n### Masking Modes\n\nWe also need to allow filling by faces instead of pixels.\n\nWe are already aiming to implement three masking modes in Paint Mode (#97955) and an inverted masking approach (#97903) that could also cover this use case.\nWith this feature it would be as easy as pressing `2` on the keyboard and using any masking tool/operator to mask faces.\nThe fill operator can then fill all unmasked areas, or they can be painted in more detail with any painting tool.\n\n### Gradual Filling\n\nFor this the Color Filter, fill type should still be used. \nBut the fill operator could also get a strength input in the adjust last operation panel.\n", "Physics menu - Dynamic Paint breaks the menu layout\nOperating system: Linux-5.4.92-050492-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.3 - kisak-mesa PPA\n\nBroken: version: 2.91.2 , 2.93 Alpha 699b2d98553f \n\nIt is quite simple, Dynamic paint causes the menu to become one column instead of sticking to two as shown in the video.\n\nOpen up a new file, go to Physics Properties tab, click on Dynamic paint.\n\n[Based on the default startup, no need to provide a file]\n\n[blender-dynamic-paint-menu-bug.mp4](blender-dynamic-paint-menu-bug.mp4)", "Dynamic paint waves: Viewport render and main Render looks very different.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn render dynamic paint do notproduce waves as it do in viewport.\n\nViewport:\n[viewport.mp4](viewport.mp4)\n\nRender\n[render.mp4](render.mp4)\n\nFile:\n[DinamicTestPaint.blend](DinamicTestPaint.blend)\n", "The alpha channel set in Viewport Display settings for an object's material appears as if it's set to 0 when a background image is behind it\nOperating system: Linux x64 (Debian-based)\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti] (rev a)\nNvidia drivers, version: 440.31\nKernel: 4.19.0-6-amd64\n\nBroken: v2.81a and v2.80, downloaded from blender.org as a tar.gz\n\nWhen you change the Viewport Display color for an object to have an alpha channel < 1.0 but > 0.0, then manipulate the scene so that there's a reference or background image behind that geometry, the overlapping area will appear completely transparent (alpha 0.0).\n\n\n1. New scene\n2. Add a cube: Shift a -> Mesh -> Cube\n3. Add an image: Shift a -> Image -> Reference (or background)\n4. Select an image\n5. Position the image behind the cube in the viewport. Select the cube.\n6. In the properties panel, select Material Properties\n7. In the Material Properties panel, select Viewport Display\n8. Change the Color to have an alpha between 0.0 and 1.0, exclusive\n\n**Observed behavior**\nLike the screenshots, the overlapping area allows the background image to completely shine through.\n\nQQxLCpv\n\n**Expected behavior**\nThe object will become uniformly translucent and allow the background/reference image to be partially visible, not make the image fully transparent in the overlap.\n\n", "GPencil: Average tool in Vertex Paint mode not working as expected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nThe tool paints colors that exist in points far from the brush's area of influence and sometimes paints unexisting colors.\n\n1. Draw simple strokes with the Solid Stroke material.\n2. In VP mode paint half of it orange and half blue.\n3. try the the Average tool in the half blue area then in the other half.\n4. Now do Paint > Reset Vertex Color.\n5. Try the Average tool again.\n\n<video src=\"attachment\" title=\"Vertex Paint Bug-1.mp4\" controls></video>\n\n" ]
[ "sculpt vertex color painting wrong saturation and value\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.90.0 Alpha\n\n[sculpt vertex color painting wrong saturation and value]\n\n1) create a subdivided sphere \n2) Turn on shading mode to flat and color to vertex color \n3) paint in sculpt mode with strengh 1, color of the brush set to hsv h-0.5 s-0.5 v-0.5\n4) pick color from object, it will have different saturation and value ( color will be h- 0.5 s-0.271277 v-0.737255 ) \n\n" ]
Blender 3.2 alpha HIP on vega 64 glitch and crash Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004 Broken: version: 3.2.0 Alpha HIP on Vega 64 causes visual glitch and terrible performance. Blender crashes after rendering 6-10 frames Enabling HIP support and switching to rendered mode
[ "VDB sequences are rendered blocky here and there ( issues with Volume Displacement Modifier )\nOperating system: Windows 10 \nGraphics card: RTX 2070 CUDA\n\nBroken: blender-3.0.0-alpha+master.ef5a362a5b24-windows.amd64-release.zip\n\n\nBlender renders these blocky frames here and there during the actual render. The VDBs seem to be fine, the same botched render frames look fine in the viewport render. These anomolies are happening only during the actual render. See the attached image (middle right image) for what is happening please.\n\nThe same sequence renders without any issues in Houdini.\n\n(Cycles)\n\n![Bridge_iKusW7CdLf.jpg](Bridge_iKusW7CdLf.jpg)\n\n\nHere is an actual movie render (with Eevee) that shows how horrible this issue is.\n[borkedframes_0001-0200.mp4](borkedframes_0001-0200.mp4)\n\n\n[#88966.blend](T88966.blend)\n[steam.4.0001.vdb](steam.4.0001.vdb)\n\n- Open .blend file\n- Render sequence with CUDA\n\nIssue should appear within 30 frames\n", "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)", "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", "Add HIP and HIPRT Support for GFX1037 (AMD Radeon 610M iGPU)\nOperating system: Windows 10 IoT LTSC 21H2 (19044.2846) \nGraphics card: AMD Radeon 610M (Mendocino) (GFX1037) with the latest 23.7.2 driver.\n\nBroken: All versions that I know of, including the latest 4.0.0 Alpha build.\nWorked: None, that I know of.\n\nThere seems to be no HIP kernels for the Mendocino iGPU which is based on the RDNA2 microarchitecture. I was unable to use Cycles with the integrated GPU selected, it would throw a message saying \"HIP binary kernel for this graphics card compute capability (10.3) not found\".\n\n1. Install the 23.7.2 driver after doing a DDU.\n2. Install Blender 3.6.1.\n3. Download the Classroom demo file.\n4. Open it, open the Preferences menu, go to System, select the iGPU as the HIP render device.\n5. Select Cycles as the render engine, then select GPU compute.\n6. Render -> Render Image.\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)", "LightGroups & big render resolution results in Hardware failure & macOS crash incl. reboot\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\n**Blender VersionS**\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.2.0 Alpha\n\n\n(GPU only)\nI usually render with a resolution of 5120x2048 on 50% as check resolution. \nWhen I scale it up with the slider to 100% and render I get a stripe pattern as we seen in other bugreports related to M1 Mac's.\nThen when I try double the resolution on 50% I get the same.\n\nThe crash of macOS with a hardware failure and reboot happened when I tried my final resolution 10240x2048 on 100%. (blender calculated a sec. and when the render via GPU only started it hanged for two sec. and then completely crashed)\nTo be honest, a crash like this I never had with 3 imac's the last 6 years. Only with a hackintosh not related to blender...\n\nDespite the fact of the total crash, I decided not to try to reproduce the total crash,\nBUT...\nthe stripes I could with the resolution I used. \n- Open attached file\n- Render once in 50% from 5120x2048,\n- and then render on 100%, or try the higher resolution.\n\n(The scene was: just a plane, monkey and 3 lights, to check the lightgroups and compositing options (worked all fine, exept the render...))\n(see attached blendfile)\n\nSo just 3 pointlights, each into a one of the 3 lightgroups a plane, monkey...(something to get lit),\nresolution 5120x2048 on 50% and render. Then render on 100% and you should get stripes.\n![Screen Shot 2022-04-06 at 4.09.56 am.jpg](Screen_Shot_2022-04-06_at_4.09.56_am.jpg)\n`***When there, just delete the lightgroups under Scene -> View Layer Tab and the stripes are gone.***`\nOperating system: (INTEL) 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[untitled.blend](untitled.blend)\n", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n", "Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n", "5700 xt not working with HIP cycles\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.27.09.230330\n\nBroken: version: 3.6.2\n\nI am trying to render my donut, but I can only do so with CPU. Whenever I try to render with GPU compute HIP with my 5700 xt enabled, the screen freezes; it becomes unresponsive and I have to manually close the program. My hardware doesn´t seem to be the problem, afterburner is detecting everything and it seems fine. Drivers updated, latest Windows 11 version\n\n1. Hit render with cycles active, GPU compute and the 5700 xt activated in HIP/system/preferences tab.\n\n", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "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", "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.", "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" ]
[ "Cycles not working / crashing driver for Vega 64 on Windows\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.2 30.0.15019.1005\nGraphics Driver: Tried with AMD Adrenalin 22.3.2 and 22.3.1 and 22.2.1 and Radeon Pro Software 21.Q4Dec3\nProcessor: AMD Ryzen 5 2600X\n\nBroken: version: 3.2.0 Alpha\nWorked: 2.93\n\nDriver crashes while trying to render with Cycles on my Vega card.\n\n1. Start Up Blender 3.2 alpha\n2. Edit -> Preferences... -> System -> Cycles Render Devices - Choose \"HIP\" and tic \"Radeon RX Vega\", deselect \"AMD Ryzen _YOUR PROCESSER HERE_\"\n3. Save Preferences\n4. Properties -> Render Properties\n 4.1 -> Render Engine - Select \"Cycles\"\n 4.2 -> Device - Select \"GPU Compute\"\n5. -> 3D Viewport\n 5. a) -> press 'z' + '8'\n 5. b) -> hold 'z' and Select upper Option \"Rendered\"\n 5. c) -> Select Viewportshading \"Rendered\"\n6. Observe Zebra stripes in Viewport\n7. a) Driver Crashes (with \"Full Install\"), Resets it self and opens bug report(wich i filled out)\n7. b) BSOD <= \"Thread stuck in device driver\"\nBased on the default startup .blend file\nIf you have any further Questions, just ask me: [email protected]\nThanks for your Work :)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n", "System Crash on GPU Compute\n{[F12996789](blender.crash.txt)}Operating system: Windows-10-10.0.22593-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.2.0 Alpha\n\nVisual artifacting in the viewport and system hang followed by system crash on switching to rendered view with GPU Compute enabled and Vega 56 selected as HIP Device.\n\non default startup with latest WHQL drivers for Vega, 22.3.1, select Vega as the HIP Compute Device.\nSwitch to rendered view in the viewport\nSelect Cycles as render engine\nSelect GPU Compute under Render Device", "Graphical Glitches / System Freezing on Vega using HIP\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14802 Core Profile Context 21.30.23.04 30.0.14011.2006\n\nBroken: version: 3.2.0 Alpha\nWorked: ~\n\nGraphical glitches and system freezing/slowing down occur when rendering on Vega 56 GPU, using HIP / AMD Pro 21.Q4 Drivers \n\n![screenshot.png](screenshot.png)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Add any object with geometry to the scene\n- Render using GPU\n\n", "HIP on Vega 64 crashes the graphics driver\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.2 30.0.15019.1005\n\nBroken: version: 3.2.0 Alpha, branch: master, commit date: 2022-03-27 11:25, hash: e2e4c1daaa\nWorked: N/A\n\nEnabling HIP running on a Vega 64 Blender crashes, and the display goes black.\n\nLooks like issue #96770, or #96740.\nStarting with HIP enabled on a Vega 64, running AMD Adrenalin 22.3.2. The render output windows pops up, but the image is all stripey, and Blender crashes Blender after a short pause. Then the display goes black for a second or two. It looks like the graphics driver has crashed, because the display discovers, and an AMD window pops up offering to report the issue. I have enclosed the crash log.\n\n![image.png](image.png)\n![screenshot.png](screenshot.png)\n[crash.txt](crash.txt)" ]
Cycles OpenCL crash on GPU Compute render. CPU: AMD Ryzen 7 3800X @ 3.9 GHz RAM: G.Skill DDR4 2x8GB 3600MHz CL16 Mobo: MSI B450M PRO-VDH MAX Operating system: Windows 10 Enterprise LTSC Graphics card: Gigabyte Aorus RX 580 8GB GPU Driver: Adrenalin 20.4.2 Broken: 2.79, 2.80, 2.81, 2.82a, 2.83, 2.90 Worked: none so far Cycles fails to compile all the kernels to render the viewport or the final render and crashes when using GPU Compute. This happens regardless of the scene geometry. I'm not providing any .blend files because the default cube is enough to cause the crash. After selecting the GPU Compute option and Cycles for the viewport render the top left of the screen shows information that it's loading kernels, after which the console window shows that it's throwing Access Violation exceptions, either in the `KERNELBASE.dll` file or `amdocl64.dll` file. The viewport gets glitchy and after a while of Cycles attempting to compile all the kernels for the OpenCL render it gives up, throws one more exception and the application crashes. It's pretty inconsistent, because sometimes it does manage to render the scene although it's pretty uncommon but still throws these Access Violation exceptions. It's also inconsistent due to the fact that sometimes it throws it from `KERNELBASE.dll` and sometimes `amdocl64.dll`. What is consistent is the fact it always throws this exception when compiling the `split_bundle` OpenCL program. 1. Go to User Preferences->System and select OpenCL. 2. Check the RX 580. 3. Open the Render Properties panel and select Cycles with the Supported feature set and set it to GPU Compute. 4. Blender should now crash in a matter of a minute or two. Note that I also tried running the LuxCore renderer and I ran into the same issue. The graphics card is not faulty and I'm using the latest drivers. Funnily enough, LuxMark uses LuxCore and somehow manages to complete the benchmark with the graphics card using OpenCL. [system-info.txt](system-info.txt)
[ "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", "Blender crashes with Segmentation fault when selecting Render Preview in Cycles with GPU Compute\nOperating system: Linux-6.1.46-gentoo-gentoo-dist-x86_64-12th_Gen_Intel-R-_Core-TM-_i3-12100F-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 6400 (navi24, LLVM 16.0.6, DRM 3.49, 6.1.46-gentoo-gentoo-dist) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 3.6.0\nWorked: - (read description)\n\nWhen I try to render using Cycles on my GPU, blender immediately crashes with Segmentation fault, as the error message. Here are the logs that were shown right before the Segmentation fault:\n```\nI0903 17:06:40.864868 14239 device.cpp:511] Mapped host memory limit set to 12,302,073,856 bytes. (11.46G)\nI0903 17:06:40.865039 14239 device_impl.cpp:62] Using AVX2 CPU kernels.\nWriting: /tmp/blender.crash.txt\nzsh: segmentation fault blender-3.6 --debug-all\n```\nIt worked with =dev-libs/rocm-comgr-5.3.3-r2, but started happening after the new update of the package. I used to apply a patch that solved the problem of being unable to select the render device in Blender's options (27552#issuecomment-1379233453), but with the new rocm-comgr package, the original problem solved itself. The old version of Blender (version 3.5.1) that worked before rocm-comgr got the new update, doesn't work now.\n\n1. Open the Render properties tab and set the Render Engine to Cycles.\n2. Set the device to GPU Compute.\n3. Set the viewport shading to Rendered.\n\n", "Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n", "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.", "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", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "Blender 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", "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", "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", "Segfault after F12 render with multi-GPU Intel ARC A770 and experimental oneAPI packages on Debian\nOperating system: Linux-6.4.0-1-amd64-x86_64-with-glibc2.37 (Debian sid)\nGraphics card: two identical Intel ARC A770 Limited Edition 16GB\n\nBroken: 3.6.1, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7\nWorked: 3.4, 3.4.1, 3.5.1\n\nSegfault when rendering Victor benchmark scene with F12 with second Intel ARC A770. This happens only when the second GPU is chosen as rendering device in Cycles. If both GPUs are selected first one seems to work correctly, but the second one causes a crash/error.\nEmbree on GPU does not seems to matter.\n\nBoth F12 and viewport renders with the second GPU give:\n`oneAPI kernel \"shader_eval_curve_shadow_transparency\" execution error: got runtime exception \"Native API failed. Native API returns: -50 (PI_ERROR_INVALID_ARG_VALUE) -50 (PI_ERROR_INVALID_ARG_VALUE)\"`\n\nRelevant info:\nI'm using following packages from experimental sources (I'm impatient I know :) ), so this crash might be very well caused by their incompatibility with Debian sid:\n`libigc1` - 1.0.13822.1-1\n`libigdfcl1` - 1.0.13822.1-1\n`intel-opencl-icd` - 23.13.26032.7-1\nRest of the packages, including all dependencies are from Debian sid.\n\nFull backtrace:\n\n```\n(gdb) backtrace full\n#0 0x0000000001cfee77 in ?? ()\nNo symbol table info available.\n#1 0x0000000001cffab9 in ?? ()\nNo symbol table info available.\n#2 0x0000000001b0fa9c in ?? ()\nNo symbol table info available.\n#3 0x0000000000f376a3 in ?? ()\nNo symbol table info available.\n#4 0x00007fffebaa63ec in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:444\n ret = <optimized out>\n pd = <optimized out>\n out = <optimized out>\n unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140737147199792, -8317621660586406251, -286296, 11, 140737488344416, 140734520795136, 8317937541230038677, 8317594907036290709}, mask_was_saved = 0}}, priv = {\n pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}\n not_first_call = <optimized out>\n#5 0x00007fffebb26a1c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:81\nNo locals.\n(gdb)\n```\n\n1. On Debian sid install experimental packages mentioned above.\n2. Set second ARC GPU as a rendering device in Blender. \n3. Open Victor benchmark scene.\n4. Hit F12 and wait for the crash.", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "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", "GPU Compute is not available\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.6.2\n\nGPU Compute is not available in render device untill recheck\n\n\nAn interesting circumstance was discovered:\nIf open `preferences/System/CUDA` and just uncheck and check the checkbox of GPU Device, the problem is solved, then GPU Compute is accessible and fully functional.\n\nhad a similar problem: 94699\nThe solution is supposedly installing a newer version of nvidia driver. However, in fact, Blender works fine with the existing version.\n\n", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "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)" ]
[ "RX 580 Start Crashing on GPU Compute Cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12028.2\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nCrashing on cycles while using GPU Compute ( CPU fine ) testing on 2.8a as this started on 2.8 out of blue, used to fly every time since December 2019 right now hardly can render a square. I tried any possible version of Blender with the same results,\ngames look fine, tested to be sure( this set up is not for gaming purposes though ) I did installed AMD pro render just to see if there is any hope = working but rendered results as preview are bad, slow & blurry + some black artefacts 2 :) \nLike I said it did worked fine, tried different graphics card driver = NO, right now I can't even update the current one :/ CPU is good but slow.\n\n\nstart Blender -> open any file -> go to cycles -> GPU Compute = FREEZ/CRASH \n\nRadeon setting is reset to defaults every (always) time session fail,\n\nAttaching pro render image results but as I said pro render is not an option I using right now just the angle of the problem \n\nAny help appreciated\n\nKristof\n" ]
Sculpting: Multiresolution visual issue with smooth brush 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 Worked: 2.79b When smooth brush used, visual glitch appears on sculpt as broken normals. This glitch prevents to see surface clear during sculpting. ![изображение.png](изображение.png) [multires issue.blend](multires_issue.blend) [2021-03-27_21-03-32.mp4](2021-03-27_21-03-32.mp4) [2021-03-27_21-13-25.mp4](2021-03-27_21-13-25.mp4)
[ "sculpt mode artifacts if displace modifier is active\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn sculpt mode if the displace modifier is active the brush behavior is unpredictable, especially with the smooth brush.\nIt looks like that the sculpting mode takes account of the mesh after being modified by the modifier and start the sculpt over it.\n'm reporting this because in other modes the modifier and the actual edit of the mesh are handled as separate thing.\n| [smooth_brush_prob.mp4](smooth_brush_prob.mp4) | [06_24_2022.mp4](06_24_2022.mp4)\n| -- | -- |\n\n- Open any of the attached files and try to smooth or grab as done in the video\n\nthanks!\nMax\n\n\n[smooth_bug.blend](smooth_bug.blend)\n[sculptbug_24062022_1422_44.blend](sculptbug_24062022_1422_44.blend)", "Black artefact when mixing transparency and glass at a certain ratio\nOperating system: WIn 10\nGraphics card: GTX 1080\n\n2.92\n\nBlack artefact appear on flatter surfaces when mixing 99.9% transparent and 0.1% glass shaders. Glass should be rough. \n\nMake a cube, switch to Cycles, add material, add Glass and Transparent Shaders, Mix them together, put factor on 0.999, increase Glass roughness, depending on roughness a entirely black circle will appear on the cube when viewed straight on. \n\n[TransBug.blend](TransBug.blend)", "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.", "API: Drawing artifact when drawing inside Gizmo and blend mode is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0 Release Candidate\n\nDrawing artifact when drawing inside Gizmo.draw and blend mode is enabled.\nLook at the line across each graphic/rectangle.\n![image.png](image.png)\n\n[GizmoDrawingIssueBlendAlpha.blend](GizmoDrawingIssueBlendAlpha.blend)\n1. Open the provided .blend file.\n2. Run the script\n3. Look at the simple rectangle and the transparent line across the rectangle\n4. Now try again but remove both 'gpu.state.blend_set' lines\n5. Rectangle is ok\n\nNote: the same drawing code from a [draw callback ](bpy.types.Space.html?highlight=draw_handler#bpy.types.Space.draw_handler_add) works fine without artifact.\n", "Motion Blur weird artifacts when rendering MeshSequenceCache USD\nOperating system: Windows 11\nGraphics card: RTX 2080 Ti\n\nBroken: 3.6 LTS, but it also seem to happen in older versions\n\n\nI'm getting some weird artifacts when rendering a USD mesh cache with motion blur enabled.\n\nI've exported the mesh from maya 2023 using the Arnold USD export method. \n\nWhat i've tried:\n\n- Disable Auto Smooth Normals and removing every Subdivision Surface Modifier.\n- Trying to change the position of the motion blur from Center to Start or End\n\nThe problem persist.\n\nExport a high res mesh animation from Maya using Arnold USD as export option.\n\nImport it in Blender and try to render the sequence with Motion Blur activated.\n\nBlend file Link : view?usp=sharing \n", "Optix: Motion Blur seems to glitch out while rendering\n\nOperating system: Windows 11 Pro 22H2 22621.525\n\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\n\nBroken: version: 3.3.2 LTS / 3.5.0 Alpha (Broken in both)\n\n\nHaving motion blur on while rendering with Optix seems to not work as expected in this scene. It renders out with artifacts (Alpha / black squares). Things work fine **when you turn off motion blur or switch to Cuda**.\n\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to reproduce the bug:**\nOpen the attached fine and render frame #82 with Optix enabled.\n\n[Keyframe remove 1_010.blend](Keyframe_remove_1_010.blend)\n", "Cycles 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)", "clay strip brush (and probably any brush) create some strange shading and geometry artifacts...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nclay strip brush (and probably any brush) create some strange shading and geometry artifacts...\n\n1. open blender, subdivide the default cube in edit mode a few times,\n2. add subdiv modifier with 3 levels (25,1 million in total) and apply modifier.\n3. go to sculpt mode and start playing with the clay strip brush and brush settings a little bit...\n4. change the sculpt plane to view plane, and add a stroke continuously in the edge of the cube, and some transparent shading bug appears when i go to check the back side of the stroke made, but this get fixed when i use the smooth brush a little bit in those boundary edges...\n![Captura de pantalla 2020-12-27 011521.png](Captura_de_pantalla_2020-12-27_011521.png)\n![Captura de pantalla 2020-12-27 011545.png](Captura_de_pantalla_2020-12-27_011545.png)\n5. change the sculpt plane to area plane again, and try on other edge the same again, and some grid topology starts to appear suddenly in the first stroke when drawing, but when i keep drawing it was less noticeable the artifact but was still there...\n![Captura de pantalla 2020-12-27 011700.png](Captura_de_pantalla_2020-12-27_011700.png)\n![Captura de pantalla 2020-12-27 011711.png](Captura_de_pantalla_2020-12-27_011711.png)\n\n", "Grease pencil over geometry occlussion problems\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 472.12\n\nBroken: version: 2.93.5\nBroken: version: 3.0.0 Alpha\n\nGP lines get incorrect occlussion in the render while looking fine in the viewport\n\nThe problem displays differently in the following 2 scenarios:\n\nThis file has a grease pencil stroke close over (but not really touching at all) a piece of geometry\n[GP Aliasing.blend](GP_Aliasing.blend)\nViewport Rendering\n![image.png](image.png)\nRender\n*The line looks jagged in the render*\n![image.png](image.png)\n\nThis file has a grease pencil drawing far behind a piece of geometry\n[Occlussion.blend](Occlussion.blend)\nViewport\n![image.png](image.png)\nRender\n*The drawing that should be occluded is completely visible*\n![image.png](image.png)\n", "Principled shader clearcoat roughness inconsistent change from 0.0177 to 0.0178.\nCPU: AMD 860K\nRAM: 8GB\nGFX: nVidia 960 GTX, 4 GB\nOS: Xubuntu 16.04\nDrivers: 375.82 from nvidia-375 (open source), installed from \"Additional Drivers\" section of settings window.\nBlender: 2.79 2017-09-11 10:43, Hash = 5bd8ac9abfa\n\nOn the left, the plane has a principled shader. It only has a clear coat on it. No SSS, diffuse is RGB 0,0,0, no sheen, and no normal/bump mapping. The \"Clearcoat Roughness\" setting is at 0.0177 (and of course displays it at 0.018 unless you click on it).\n![clearcoat_rough_bug.png](clearcoat_rough_bug.png)\n\nHowever, the right plane is exactly the same, except the \"Clearcoat Roughness\" setting is at 0.0178, 0.0001 more. As you can see in the above picture, it's completely different, not just slightly different.\n\nHere is the blend file:\n[cleacoat_rough_bug.blend](cleacoat_rough_bug.blend)\n\nAny questions, I'll respond as quickly as I can.", "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", "Multires design validation\nThe goal of this tasks is to validate the design of Multires as Blender’s main subdivision based sculpting system. \n\nIn order to do that, I’m not focusing on the current state of Multires taking into account its current implementation (bugs, missing features, technical debt), but on the design of Multires itself. The idea here is to ask the question “if Multires was working exactly as intended (no bugs, no TODOs, all possible optimizations...), is that what we want for the sculpting/painting modes?”\n\n## Pros\n\n- **Tangent space sculpting layers**: This is a feature that even specialized software doesn’t support and which is really important for retouching VFX animation. By having multiple ##CD_MDISP## datalayer, it should be possible to tweak the influence of each one of them on the final displacement. As these layers are in tangent space, this supports any transformation on the base mesh without applying the layers displacement in random directions. \n\n- **Supports features that require base + displacement**: Features like displacement eraser or displacement smear rely on having the sculpt geometry stored as a base and a displacement. The current Multires design makes supporting these features straightforward. When Multires is not being used, it is still possible to implement these brushes by creating an operator that generates a base (by smoothing the mesh multiple times) and a displacement. So, this is not a feature that relies on the design of Multires, but it makes it better integrated.\n\n- **Sculpting and rendering different levels**: It is possible to use sculpt mode to deform the limit surface and let the modifier evaluate the displacement of other level. With a delete lower operator and unsubdivide, it should be possible to create a temporally base mesh for any level so it can be sculpted as a limit surface.\n\n- **Easy to integrate with rigs**: For the rest of the animation system, multires is just like having a vector displacement texture on top of a model. Animating models with sculpted displacement does not require any further workflow or features from other modules. \n\n- **Saves a lot of memory**: As it does not store any topology information for the higher levels of the sculpt, it is memory efficient both when sculpt mode is in use and when saving the files.\n\n- **Faster PBVH building times**: as the BVH primitives are the grids, building the tree is faster than building it for the individual triangles of a mesh.\n\n\n\n## Cons\n\n- **No references or indices for edges and loops**: Mesh algorithms that require storing information or topology queries based on edges can’t be implemented. This means like features like fairing, geodesic distances or a better cloth solver can’t be directly available from the ##SculptSession## (I still don’t understand why the current cloth solver works, but its performance is really bad). In order to have those features working, I can only think of workarounds like converting the grids to a mesh or adding some kind of map to store the grids topology as edges and vertex references, which adds extra code that needs to be maintained and misses the point of using grids directly to save memory.\n\n- **Computed and displayed resolution does not match**: When working on level 1 of a quad mesh, all vertices will have 4 duplicates which will be deformed independently when computing the brushes and tools. For the user, this means that performance and vertex count won’t match the sculpt mesh that is being rendered. This makes Multires usually slower on level 1 than on level 5. It also creates unexpected results when adding a single subdivision to a mid/high poly mesh, as the vertex count will increase at a rate users won’t expect.\n\n- **Allows vertices with invalid data state**: This design allows to have a vertex with multiple mask, colors or visibility values. This can be solved with stitching the grids, but this should be something that the design should not allow. It is the cause of constant bugs in all tools that require storing data per vertex. (see #79317)\n\n- **Performance depending on grids dimensions**: In lower levels (on a 2x2 grid), the number of duplicates exposed to the tools is so high that creates performance problems. When the grids are too big, performance decreases because the tool iterations are per grid. This causes that multires optimal performance is only achieved in levels around 5. This is something that users don’t expect. For example, subdividing 4 vert plane 8 times will create a reasonable vertex count for sculpting, but because grids at level 8 are so big, sculpt mode will always update at least a quarter of the plane regardless of the size of the brush.\n\n- **PBVH limited to building per grid**: In order to get the PBVH building speed, grids are used as primitives. This means that the number of nodes can’t never be higher than the number of grids. On higher multires levels, this is a problem as the PBVH can’t have as many nodes as it should for optimal performance. \n\n- **Undefined behavior with undo and shape keys**: The relation between shape keys in the base mesh, sculpt layers and multiple ##CD_MDISP## layers is not clear. We don´t know if shape keys should also contain the info about the displacement of the grids, if they should only deform the base mesh or both. What undo should do with features like propagation and reshaping from sculpt mode is also not clear. \n\n- **Incompatible design with automatic apply base**: With the current Multires design it makes total sense to not apply the deformation to the base mesh automatically. The workflow is more similar to painting a displacement texture than to subdivision based sculpting. As it is exposed in the UI as it was a standard subdivision based sculpting system, this often confuses users. As the main use case for having subdivisions in sculpt mode is to be able to control the surface noise, it does not make much sense that level 0 is not directly available for that.\n\n- **Unpredictable displacement interpolation in edit mode**: (To be checked with @JosephEagar ). It looks like it may not be possible to properly implement grid interpolation in edit mode due to numerical stability problems. \n\n- **No support for other custom data layers**: The only datalayer that is supported in Multires is the mask, which is hard coded. Multires does not have any system in place to support editable datalayers in the grids. Mode info in #80609.\n\n- **Depends on editable limit surface**: As the high poly version of the sculpt is stored as displacement on top of the limit surface, any other Blender tool that changes the limit surface will break it without any warning to the user (for example, changing the crease values in Edit mode). See #81958\n\n- **Extremely hard to develop and maintain**: Blender most advanced sculpting tools don’t rely that much on displacing vertices, but more on topology algorithms for calculating transformations (pose, relax, boundary, expand...). Making and debugging these tools to work on grids usually takes 70% of their development time (I measure it when developing the boundary brush). A feature that may require a slightly different topology query (which is often trivial to implement for ##Mesh##) requires an amount of development for Multires that is usually bigger than the tool itself. \n\n- **No friendly workflow with other softwares**: Having surface detail stored as displacement in Multires is convenient to work inside Blender, but what other software expect is to handle surface detail at render time with UDIMS and vector displacement textures (Blender supports both). If you have an animated scene with multires, for exporting it to other software you need to bake all the displacement at its highest resolution per frame, which is not ideal. Even if Multires displacement data can be stored as a separate file, it can’t be read by any other render engine. \n\n\n\n\n## My opinion\n\nThe main technical limitations are about exposing the grids directly to the sculpting code. Because of this, I think that it makes sense for Multires to be used as a different feature. By design, Multires use case is closer to being an alternative to vector displacement for rendering than to a subdivision based sculpting system. To me, it makes sense for Multires to support features like storing displacement into the grids, baking the deformation of modifiers to the grids, reshaping a base mesh based on a displacement, unsubdividing and storing the grids as separate files (it already does all that). What I don’t see any value is in being able to edit the grids displacement directly with the tools. For users, Multires should be exposed in the UI as something similar to baking a vector displacement texture to use in rendering, or “ptex based displacement”. After the fixes and the features added in 2.90, Multires is completely functional for this use case. \n\nI would rather prefer starting discussing the design of a dedicated subdivision based sculpting system and leave Multires for what it does well instead of keep trying to add workarounds a hacks to make it meet the requirements of something that was not designed for. We need to consider that supporting the existing and planned features (like sculpt vertex colors or layers) in the current Multires will take a lot of development time that can be used for something else. \n\nFor Multires, I imagine the workflow to be like:\n- The user creates a subdivision based sculpt with a dedicated subdivision based sculpting system (not Multires).\n- When done, the user adds a Multires modifier to the high poly version and uses rebuild subdivisions. This will convert the sculpt to a base mesh + displacement. It is the same concept as baking a displacement texture from the high poly mesh into level 0, but slightly more convenient as it does not require UVs and geometry will look exactly the same as the sculpt.\n- After having the new low res based mesh, the user can rig and animate the mesh with displacement. ", "Multres disabled in Sculpt Mode when under another modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nWhen stacking another modifer like Solidify or Mirror over (listed below in the modifier stack) the multires modifier it will disable you from sculpting on the subdivision levels when entering sculpt mode.\nInstead it will show the base resolution. If any modifier visibility is toggled or sculpt level is switched it will be fixed.\nSometimes when sculpting on an object with this bug it also crashes but I couldn't reliably reproduce this.\n\nI assume the intended effect would be that the modfiers other than the multire get disabled, but not the multires itself.\n\n- Add a multires modifier on the default cube\n- Subdivide 2 times\n- Add solidifiy modifier \n- Enter sculpt mode\nNow instead of showing subdivision 2 it will show the base mesh\n- Toggle any modifier visibility, subdivision level or the sculpt mode option \"Use Deform only\"\nNow it will be fixed. Toggle out and into sculpt mode again and it will show the bug again.\n\n", "Mask paint is invisible in Sculpt Mode.\nOperating system:Mac OS 12.3.1\nGraphics card: 24-core GPU (?)\n\n**Blender Version** 3.2.1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nThe mask in sculpt mode is invisible. I have the overlay turned on and I don't have any unapplied modifiers. I also don't have any physics or particle systems turned on. \n\nThank you for your help.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Edit mode. Wire become non-selectable dependent on resolution (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n" ]
[ "Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n![Screenshot_2020-09-09_17-35-27.png](Screenshot_2020-09-09_17-35-27.png)\n\n![Screenshot_2020-09-09_17-35-46.png](Screenshot_2020-09-09_17-35-46.png)\n\n" ]
Crash in Blender 2.80 while using video tracking Operating system: Windows 10 Graphics card: Built in for Microsoft Surface Book - believed to be Nvidia GeForce GTX 965M Broken: 2.80 Beta date 2018-12-02 04:09 (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) Tried to delete tracking point while tracking resulted in immediate software termination Tracking point got stuck on a fixed vehicle element on the window frame when meant to track background object outside vehicle. Wanted to stop the tracking as it would progress to end of the video so tried to delete the tracking point. The software immediately exited.
[ "FPS problem (movie import)\nOperating system: Windows 10\nGraphics card: rtx 2070\n\nBroken: \nWorked: Blender 3.5.1 \n\nWhen I import a 30 fps video in blender (in \"movie clip editor\"), this video will be interpreted as 120 fps per blender, making motion tracking impossible.\n\nimporting a 30fps video in movie clip editor\n\n", "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", "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)", "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", "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", "VSE video strips with audio get packed into the .blend file when auto-packing enabled, leading to crashes with large amounts of videos\nOperating system: Windows 8.1\n\nBroken: 2.80, 2019-04-09\nWorked: 2.79\n\nBlender will try to pack all video/audio files in the vse into the .blend file if \"File>External Data>Automatically Pack Into .blend\" is enabled. This is terrible default behavior since it can very easily lead to blender attempting to save huge multi-gb files.\nIn addition to this, if you have more gb of files than you have ram, blender will crash when you enable auto-pack... really easy to do since a single video can easily be over 32gb.\n\nSome notes:\nBlender seems to only decide to do this for video files that have an audio track, even if the audio track is no longer loaded into the timeline.\nThere are no options to pack/unpack a video track. If the audio track is removed, the file will still attempt to be packed, but it cannot be unpacked.\n\nCreate a new 'Video Editing' file.\nLoad several gb of videos with audio into the vse timeline.\nSelect \"File>External Data>Automatically Pack Into .blend\"\nSave the file...\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 2.80.* Video Editor: Timeline breaks upon time-remapping.\nOperating system: Linux Mint 19.1 Tessa 64-bit\nGraphics card: Radeon 7570M 1Gb\n\nBroken: 2.79\nWorked: -\n\nChanging the \"Time Remapping\" setting to\n**25 Old**\n**100 New**\nCauses issues with the timeline in the Video Editor window. It shows items as they were, without visually scaling the timeline, however the timeline itself looks unchanged. The seek bubble moves separately from the seek bar as well.\n\nWhen clicking where you'd expect frame 25 to be, it actually moves the cursor to the wrong location. See attached screenshot and .blend files below.\n\n\nOpen a video in the video editor, set the time remapping, observe the broken timeline.\n\n![Screenshot from 2019-07-15 14-05-08.png](Screenshot_from_2019-07-15_14-05-08.png)\n[issue.blend](issue.blend)", "\"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", "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", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender 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)", "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" ]
[ "Motion Tracking curve deletion crashes blender 2.8 Beta\nFedora 29 with Nvidia 1070 GPU\n\n2.80 Beta Linux 64 bit\nDecember 05, 03:55:37 - d59c4c9d61a\n\nCrashing when deleting curve from Motion Tracking.\nDo some basic tracking but when try to delete some tracking curves - sometimes crash happens (not allways but mostly crashes) \n\nfrom tracking_test.crash.txt\n```\n# Blender 2.80 (sub 35), Commit date: 2018-12-05 03:23, Hash d59c4c9d61a\nbpy.ops.clip.open(directory=\"/mnt/media/Projects/Eximus/Workshop/Week Two/assets/\", files=[{\"name\":\"VID_20181204_135147.mp4\", \"name\":\"VID_20181204_135147.mp4\"}], relative_path=True) # Operator\nbpy.ops.clip.detect_features() # Operator\nbpy.ops.clip.graph_delete_curve() # Operator\nbpy.ops.clip.graph_delete_curve() # Operator\nbpy.ops.clip.solve_camera() # Operator\nSome data failed to reconstruct (see console for details) # Warning\nbpy.ops.clip.solve_camera() # Operator\nSome data failed to reconstruct (see console for details) # Warning\nbpy.ops.clip.graph_delete_curve() # Operator\nbpy.ops.clip.graph_delete_curve() # Operator\nbpy.ops.clip.graph_delete_curve() # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x1d) [0x1b8284d]\n./blender() [0x114f5c9]\n/lib64/libpthread.so.0(+0x13070) [0x7f819596e070]\n./blender(clip_draw_dopesheet_main+0x3a0) [0x1264b40]\n./blender() [0x1256dfa]\n./blender(ED_region_do_draw+0x811) [0x1446bf1]\n./blender(wm_draw_update+0x441) [0x1151e21]\n./blender(WM_main+0x30) [0x114ffe0]\n./blender(main+0x31e) [0x10b5e0e]\n/lib64/libc.so.6(__libc_start_main+0xf3) [0x7f81955a4413]\n./blender(_start+0x2a) [0x114c0aa]\n```", "Blender 2.8 Motion Tracking, Deleting trackers crashes Blender.\nTested in two systems\nSystem one\n **System Information** \nOperating system: Windows 10-64bit \nGraphics card: GTX 1080Ti\n\nSystem two\n **System Information** Windows \nOperating system: Windows 10-64bit\nGraphics card: AMD Radeon R9 380X\n\n**Blender Version** \nBroken: 2.8 Hash:74db65e5424 and other previous 2.8 versions\nWorked: 2.79b\n\nIn Motion Tracking, placing a few markers in the object 'Camera' and then creating a second object and placing a few trackers will crash blender after trying to delete the markers in the object 'Camera'.\nI tried to track an object so I placed the markers but then I realized that I forgot to create a new object and actually placed the markers in the object Camera, no problem simply copy the markers from camera to the actual object, then I tried to delete the markers in Camera and Blender crashes every time.\n\n\nOpen Motion Tracking in tab VFX>Motion Tracking\nLoad clip to be tracked, a simple still image sequence with 5 images will be enough to reproduce the crash, or load a short movie clip.\nIn the tab 'Track' with Camera selected as object, place a few markers, there is no need to track them just let them be.\nNow create a second object to track and place a few markers.\nGo back to the object Camera to and the delete the markers previously created , Blender crashes.\nThere is not even need to track anything, just by creating makers first in Camera and then creating markers in other object, blender crashes when trying to delete the Markers in the object 'Camera'\n\nInterestingly enough, creating several objects and placing markers on each object does not crash blender when deleting markers, is only when deleting makers in the object 'Camera\" (The first object) and deleting markers there that Blender crashes.\n\nThank you for the amazing work you guys are doing and have a great day =)\nRegars.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Crash on motion tracking when dopesheet open and deleting track\ndopesheet_draw_region crashes, seems to try to draw just deleted track data.\n\n1) Have VFX->Motion tracking open (movie clip editor and dopesheet open same time)\n2) Delete track from movie editor.\n\nversion: 2.80 (sub 47), branch: master, commit date: 2019-03-07 14:07, hash: ed24315c6309, type: Debug\nbuild date: 2019-03-07, 16:44:55\nplatform: Darwin\n\n[tracking-crash.blend](tracking-crash.blend)\n\n[trackpoint0001-0050.mkv](trackpoint0001-0050.mkv)\n\n[tracking-crash.crash.txt](tracking-crash.crash.txt)" ]
Curve object on edit mode Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: GeForce 210/PCIe/SSE2 NVIDIA Corporation 3.3.0 Broken: version: 3.5.0 Worked: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7, type: release build date: 2022-12-20, 01:51:19 Blender crashes every time I go into the edit mode of a curve object 1. Add any type of curve object other than "Empty Hair" or "Fur". 2. Switch to edit mode.
[ "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)", "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", "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", "Hairs not rendered in cycles when edit mode or particle edit mode is active\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: version: 3.0.0 Alpha\nWorked: unknown\n\nWith the attached file, when you render with F12 while edit mode or particle edit mode is active in the viewport, the hairs are not rendered. In Eevee this does not occur.\n\nOpen attached file, select the bezier curve\nPress f12 to render while in object mode -> hairs are rendered\nSwitch to edit mode or particle edit mode and press F12 -> hairs are not rendered\n\n[Feather hair bug.blend](Feather_hair_bug.blend)\n\n", "Particle 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: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\n", "Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n", "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 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)", "Lattice Object Data Properties fields do not update on Undo in Edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn Lattice Object Data Properties, when a field is changed to a different value and then the User performs an undo, the undo can be seen to take effect in the 3d viewer but the fields do not revert. This bug happens in Edit mode. It seems to work as expected in Object mode, and the changes do revert when switching back to Object mode.\n\n1. Start Blender. The General option is good.\n2. Add a Lattice.\n3. switch to edit mode.\n4. In object data properties, change a field.\n5. perform an undo.\n6. note that the changes took effect in the 3d viewer, but the fields did not revert in Lattice Object Data Properties.\n7. Switch to object mode.\n8. note that the fields do revert now.\n\n\n\n", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Surface Deform Modifier invokes \"Invalid surface UVs\" error when applied to Hair\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 770 Intel 4.5.0 - Build 31.0.101.3959\n\nBroken: version: 3.5.1\n\nWhen adding Fur to the mesh in the example file, the Surface Deform modifier produces the error message \"Invalid surface UVs on x curves\". This also appears related the rippling visibility of the hair an animation (see also [#109285](109285#issuecomment-965921))\n\n\n1. Load the attached file and press play\n2. Note the \"Invalid surface UVs on x curves\" error in the Surface Deform modifier\n3. Stop the playback, and note that the figure in the error corresponds with the appearance of hairs on the surface\n4. Select the Body object and Add > Curve > Fur\n5. Observe the same error in the newly added Surface Deform modifier\n\n", "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", "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)", "Connected Only option of Proportional Editing in Particle Edit mode doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nConnected Only option of Proportional Editing in Particle Edit mode doesn't work\nWhen you try to edit a single hair curve, Proportional Editing affects the nearest curves as well, whether the Connected Only option is enabled or not.\n\n" ]
[ "Regression: Blender 3.5.0 crashes when going to Edit Mode with a Curve selected\nOperating system: Linux-5.19.0-38-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 3000 (SNB GT2) Intel 3.3 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.0\n\nHello ! I use Ubuntu 22.04.2 LTS and Blender 3.5.0. I run xmonad through startx. Previously I used Blender 3.4, and all fine. With 3.5.0, each time I enter Edit Mode to edit a curve (every kind of curve), Blender chrashes.\n\nI open blender. I add object curve, every kind, as for example nurbs, path..\nI enter Edit Mode with the curve selected.\nBlender chrashes, and on the terminal I read:\n```\nERROR (gpu.shader): overlay_edit_curve_handle GeomShader: \n | \n 1334 | if (!showCurveHandles && (color_id < 5)) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:29:29: Error: could not implicitly convert operands to relational operator\n | overlay_edit_curve_handle_geom.glsl:29:29: Error: RHS of `&&' must be scalar boolean\n | \n 1345 | if ((curveHandleDisplay != CURVE_HANDLE_ALL) && (!handle_selected)) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:40:8: Error: operands of `!=' must have the same type\n | \n 1348 | if ((!is_u_segment) && (color_id <= 4)) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:43:27: Error: could not implicitly convert operands to relational operator\n | overlay_edit_curve_handle_geom.glsl:43:27: Error: RHS of `&&' must be scalar boolean\n | \n 1357 | if (color_id == 0) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:52:7: Error: operands of `==' must have the same type\n | \n 1360 | else if (color_id == 1) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:55:12: Error: operands of `==' must have the same type\n | \n 1363 | else if (color_id == 2) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:58:12: Error: operands of `==' must have the same type\n | \n 1366 | else if (color_id == 3) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:61:12: Error: operands of `==' must have the same type\n | \n 1369 | else if (color_id == 4) {\n | ^\n | overlay_edit_curve_handle_geom.glsl:64:12: Error: operands of `==' must have the same type\n | \n 1373 | bool is_selected = (((vert[1].flag & vert[0].flag) & VERT_SELECTED) != 0);\n | ^\n | overlay_edit_curve_handle_geom.glsl:68:23: Error: operands of `!=' must have the same type\n | \n 1374 | bool is_u_segment = (((vert[1].flag ^ vert[0].flag) & EVEN_U_BIT) != 0);\n | ^\n | overlay_edit_curve_handle_geom.glsl:69:24: Error: operands of `!=' must have the same type\n | \n 1383 | vec4 outer_color = (is_active_nurb != 0) ?\n | ^\n | overlay_edit_curve_handle_geom.glsl:78:23: Error: operands of `!=' must have the same type\n\nWriting: /tmp/msg_mesh.crash.txt\nuser error (Error in function getWindowAttributes)\nuser error (Error in function getWindowAttributes)\nuser error (Error in function getWindowAttributes)\nuser error (Error in function getWindowAttributes)\nSegmentation fault (core dumped)\nRead prefs: /home/mirko/.config/blender/3.5/config/userpref.blend\nuser error (Error in function getWindowAttributes)\n\n```" ]
black reflection with zero roughness Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Intel(R) HD Graphics 2500 Intel 4.0.0 - Build 10.18.10.5161 Broken: version: 2.93+ Worked: 2.92 [in EEVEE when Roughness is less than 0.004 the material becomes black] [just reduce roughness to zero using EEVEE]
[ "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Black Artifacts While Using Adaptive Subdivision\n{[F7718097](bug.png)}Operating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\n\nBroken: version: 2.80 (sub 75)\n\n\nBlack artifacts on edges of geometry while using adaptive subdivision. I was trying to duplicate my workflow from other 3d software. Extruding geometry from 2d curves creates extra edges on the model. And extra edges create weird shadows on displacement.\n\nImport curve from dxf file. Use extrude Object Data > Geometry. Fill mode: Both. Use subdivision and displacement.\n\n[1.blend](1.blend)\n", "Fully transparent generated images draw colors in image editor\nGenerated images follow the next alpha association:\n* Byte images use straight alpha\n* Float images use premultipled alpha\n\nIt is easy to create a fully transparent image with a non black color. Since Blender 2.91 we introduced drawing of pure emissive colors in the image editor these colors resulting in drawing the generated color perceptually without alpha. This could introduce confusion to our users. This report will collect these reports.\n\n\n", "Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n![blender_bug.PNG](blender_bug.PNG)\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)", "Artifacts around shadow catcher object\nOperating system: Win 10 PRO 19041.1348\nGraphics card: GTX 1080\n\nBroken: Official 3.0\nWorked: 2.9 lts\n\n{[F12718649](image.png),size = full}\n[头图制作B.blend](头图制作B.blend)\n\nLine is faintly visible at Y=472px height.\n\nThis doesn't happen when Denoise node Prefilter is set to Accurate, but when opening older files, Fast option is used by default.\n", "HDRI background shows lighting artefacts at zero strength\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nDont know if this is a Blender issue, but I encountered a few HDRI files that still show light sources despite having zero strength in the viewport shading studiolight setting:\n![HDRIBackgroundStrengthBug.jpg](HDRIBackgroundStrengthBug.jpg)\nThe HDRI file is:\n[blue_lagoon_night_2k.hdr](blue_lagoon_night_2k.hdr)\n\nThe lighting comes from remaining artefacts at the spot of the lamp. Its more noticable with a bit of blur, but you can still see it without.\nSince this is only an issue for some HDRI Backgrounds I assume it has to do with those files, I dont know. Regardless, it would be nice if Blender could take care of these cases to guarantee a dark background.\n\n\n[HDRIBackgroundStrengthBug.blend](HDRIBackgroundStrengthBug.blend)\n1. Install the attached HDRI File and set it as background.\n2. Change the strength setting for the Viewport Shading to zero.\nProblem:\nThe background lightens the scene at zero strength with the remaining artefacts.\n\n", "Adaptive Sampling Noise Threshold strange behaviour on Ambient Occlusion bake\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.6\nWorked: 2.9 (No noisy regions, but I'm not sure if the threshold is even working)\n\nStrange noise regions appear on baked ambient occlusion map. They are not related to geometry, and not related to illumination, since even the light AO regions appear noisy. Disabling adaptive sampling or changing the threshold to extremely small values removes the issue. Values for the noise threshold look inadequate in these regions. Setting it to 0.01 gives around 27 out of possible 256 light difference between adjacent pixels in HSL color. In regions with reduced noise, the level looks similar to what it should be, you can see both on the image below. The noise disappears when threshold is turned off, so it's not related to maximum samples count. Same issue does not appear on baking direct or indirect light and the noise level seems adequate. It's not related to denoiser, since it's not working in baked maps (unfortunately).\n\nIt's hard to imagine synthetic scene in which the situation will repeat itself. In the attached scene, you just need to click the bake button and see the results. Try changing the Noise Threshold values or disabling it. You can change AO map texture size to make baking happen faster.\n\n", "Slow EEVEE timeline scrubbing when using Scene World material\nOperating system: Arch Linux\nGraphics card: Intel UHD 620 (`iris` with `INTEL_DEBUG=reemit`)\n\nBroken: `0781c22ceedc`, `2.90`\nWorked: \n\n\nScrubbing through the timeline on an empty scene is slow when viewing through EEVEE and Scene World enabled, even though the node graph for it is a simple Background Shader node.\n\nThis also happens when *nothing* is connected to World's material output.\n\n[slow_scrub.mp4](slow_scrub.mp4)\n\nYou can see in the first part of the video, when using LookDev and have Scene World disabled, the scrubbing is relatively fluid and very close to the cursor. After enabling Scene World you can see that the scrubbing is lagging behind the cursor.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Create a new scene\n2. Delete everything (not really necessary)\n3. Try scrubbing the timeline without Scene World in LookDev\n4. Try scrubbing the timeline *with* Scene World in LookDev\n5. Notice that the latter is less responsive\n\n**Note**\n\nI have only experienced this on this GPU (probably due to its low-performance), however I still feel this is a weird bug.", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n", "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", "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", "Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n![F10274326](image.png)\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n![F10277755](изображение.png)\n![F10122610](16211720.png)\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>", "Cycles 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", "Shading turns pink if combining UDIM + AOV\nOperating system: Windows 10\nGraphics card: GTX 1070 Ti\n\nBroken: 3.6.1 and 4.0 (963c0ed5e7b0)\nWorked: 3.5.0\n\nShading renders pink (viewport, eevee, cycles) when the material has an UDIM image texture and a AOV Output.\n\n![GIF](attachment)\n\n- In the default's cube material, add an image texture node.\n- Click on \"new\" to create a new texture with \"Tiled\" enabled.\n- Connect the texture to the Principled BSDF node.\n- Add a AOV Output node.\n\nCube turns pink.\n\n" ]
[ "Glass rendered as black in material preview\nOperating system: Windows 10\nGraphics card: Intel Graphics 520 (i5-6200U)\n\nBroken: 2.93.1\nWorked: Never\n\nWhen trying to view any glass in material preview (eevee render), it is completely black instead of having the image from the background of the shader tab applied to it:\n![unknown.png](unknown.png)\nAs opposed to how it looks on someone else's machine (and how it's supposed to look in general):\n![unknown1.png](unknown1.png)\n\nUpdate: I just checked on the default cube as well as a Torus, and it seems to work fine on those, so it appears to only happen on objects that are custom.\n\nCreate Object\nAdd material\nSet transmission to 1\nGo to material preview", "Intel HD graphics: Changing Roughness Value to 0 causes mesh to be black\nOperating system: Windows 10 Pro\nGraphics card: Intel® HD Graphics 500 \"Integrated Graphics\"\n\nBroken: 2.93, 02-Jun-2021 14:22\nWorked: 2.92, 25-Feb-2021 12:03\n\nWhen sliding the roughness slider all the way to 0 causes it to be all black (only in eevee)![Normal.png](Normal.png)\n\n![Bug.png](Bug.png)\nMaterials being affected:\n- Anisotropic BSDF\n- Glass BSDF\n- Glossy BSDF\n- Hair BSDF (Exception as it bugs with any value)\n- Principled BSDF\n\n\n1. Add any material listed above\n2. Set the roughness slider to 0 (Except for the Hair BSDF)\n[Report.blend](Report.blend)\n", "roughness at 0 turns black\n**lenovo ideapad 120s, intel pentium**\nOperating system: windows 10\nGraphics card: intel integrated graphics \n\n**2.93**\nBroken: (roughness channel at 0 turn black)\nWorked: (everything except this)\n\n**when i turn roughness to 0 it becomes pitch black like there is no shader connected to the output. the hdri sphere on the bottom right is black like the material at 0 roughness**\n\n**just turn the roughness to zero on any color**\nBased on the default startup or an attached .blend file (as simple as possible).\n[bug report.blend](bug_report.blend)", "Completely black Shading when roughness set to 0.003726621 or below, on EEVEE\nOperating system: Windows 10 & Debian 10 KDE\nGraphics card: Intel HD620 integrated graphics\n\nBroken: 2.93; 2.93.1; 3.0.0 alpha\nWorked: 2.92\n\n\n\n - This only happens on versions of blender from 2.93 onwards.\n - Any material where its final **glossy roughness** value is set between 0.0 and 0.003726621... is automatically shaded pure black, as if it had no shader at all.\n - Diffuse roughness works properly.\n - Viewport render view AND final render, on EEVEE, have the same problem\n\n\n\nThe following combinations cause a black material:\n![Captura de pantalla (114).png](Captura_de_pantalla__114_.png)\nThe problem even bypasses the mix node\n\nIn the following video I set roughness to 0 and shader goes full black. I switch to Cycles and the problem disappears:\n\n[09flu1veih771.mp4](09flu1veih771.mp4)\n\nThe value \"0.003726621\" is rounded by Blender to 0.004.\nThe value \"0.003726621\" was found adding half an *nth* for every new digit:\n0.00372663 yields a correct behaviour of the shader\n0.00372662 results in a shadeless, black, material; add 0.000000005 and try again.\nThis number goes on and on.\n\n[Shadeless.blend](Shadeless.blend)\n\nDefault startup.\nUse the default cube.\nApply any shader with a glossy roughness property.\nSet glossy roughness to any value between 0 and 0.003726621.\nThis causes a shadeless material. Completely black.\n\n**The fact that I couldn't find any info about this bug at all on the internet tells me that my hardware is causing the problem. I did manage to find people with the same problem, but only a handful.**\ncompletely_black_shading_when_roughness_set_to_00/", "Material Preview not using HDRI\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.93.0\n\n**Short description of error*\nNormally (2.92) the left ball in the material preview viewport (bottom right) shows the HDRI but in the 2.93LT version it's just black. Perhaps there's an additional step I need to take to bring the HDRI back but I can't see how. I only noticed when trying to add a glass shader and getting no light response from the cube. I've attached screenshots comparing 2.92 and 2.93 on the same system.\n![Screenshot 2021-06-10 at 23.38.04.png](Screenshot_2021-06-10_at_23.38.04.png)\n![Screenshot 2021-06-10 at 23.40.01.png](Screenshot_2021-06-10_at_23.40.01.png)\n\nChange to Cycles engine. Enter material preview in shading tab. Delete Principle shader and add Glass shader.\n", "Transparent object becomes opaque in lookdev mode\nOperating system: macOS-11.5-x86_64-i386-64bit 64 Bits\nGraphics card: eGPU AMD Radeon RX 6900 (reported as internal Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-16.5.1)\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected) 2.83.15\n\nWhen a Principled BSDF material is set with transmission 1.000 and Roughness below 0.0038, the material displays as opaque in lookdev.\n\nIn blender 2.93, create a new file.\nChange to shading view\nSet transmission on material of default cube to 1.00\nReduce roughness of same material below 0.0038 \n\nEven after setting roughness to 0, the object will display as expected in blender 2.83.15\n\n\n\n", "Setting Roughness to zero (0) breaks shader in eevee\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.93.1\nWorked: (2.92.0)\n\n[whenever I set the roughness value of the principled bsdf shader to 0 while in eevee or lookdev mode, the object becomes black. Increasing the roughness to a value >= 0.004 works and this has been my workaround till recently when it broke a nodegroup that I couldn't find what was affecting the roughness value]\n\n\n\n - Launch blender,\n - switch to the shading tab\n - the glossy hdri preview is black.\n - change roughness of principled shader to 0, \n - object becomes black no matter if its metallic or not.\n\n\n\nHere are some screenshots.\n\n![Screenshot (165).png](Screenshot__165_.png)\nroughness of zero\n\n![Screenshot (166).png](Screenshot__166_.png)\nroughness of 0.004\n\n![Screenshot (164).png](Screenshot__164_.png)\nroughness of 0 albeit in blender 2.92.0 where it works normally.\n\n\n", "EEVEE-ENVIRONMENT TEXTURE\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.5126\n\nBroken: version: 2.93.0\n\nEnvironment texture dont make effect on a material \nsellect environment texture and chose eevee\n\n\n![2.93 render.png](2.93_render.png)\n\n[CHALLANGER2.0.blend](CHALLANGER2.0.blend)\n\n![2.92 render.jpg](2.92_render.jpg)", "Materials with zero roughness is black in Eevee\nOperating system: Debian 11\nGraphics card: Intel HD Graphics 520\n\nBroken: 2.93 from alpha to newest LTS\nWorked: 2.92\n\nMaterials with zero roughness is black\n\nChange roughness of any material to 0 and material become black. Glass, Glossy, Principled shader is affected.\n\n![изображение.png](изображение.png)" ]
Light Source Reflection Operating system: Windows 10 Profesional 64bit Graphics card: NVIDIA GeForce GTX 1050ti Broken: blender-2.80.0-git.d3870471edd7-windows64 There is some weird halo in EEVEE render. It can be seen on the opposite side of the reflection. It's very noticeable when the light source is close to the object. [Folder.zip](Folder.zip)
[ "Noise artefacts when lacunarity is near 1\nFor all noises that have fractal detail and lacunarity set close to 1 this outputs a zoom type effect.\n\n![image](attachment)\n\nThis is caused by the noise origin occurring in the same place. \n\nIt is possible to mitigate this by offsetting the fractal layers but fixing this would be a breaking change.\n\n```Diff\n+#define FRACTAL_OFFSET 1259.0\n+\n /* The fractal_noise functions are all exactly the same except for the input type. */\n float fractal_noise(\n vec3 p, float octaves, float roughness, float lacunarity, bool normalize)\n@@ -78,7 +80,7 @@ float fractal_noise(\n octaves = clamp(octaves, 0.0, 15.0);\n int n = int(octaves);\n for (int i = 0; i <= n; i++) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + i * FRACTAL_OFFSET);\n sum += t * amp;\n maxamp += amp;\n@@ -87,7 +89,7 @@ float fractal_noise(\n }\n float rmd = octaves - floor(octaves);\n if (rmd != 0.0) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + (n + 1) * FRACTAL_OFFSET);\n float sum2 = sum + t * amp;\n return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :\n\n```\n\n", "EEVEE: Add support for area light beam spread\nThis feature is already present in Cycles and should be fairly easy to implement as part of `light_attenuation` function.\n\nIt is still unknown if the cycles code can be reused or if we require a different approach.\n\n", "Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n![Normal_dark.png](Normal_dark.png)\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n![Fixed_dark.png](Fixed_dark.png)\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)", "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.", "Alpha hashed material produces shifting artifacts when animated in EEVEE\nWhen an object with material that has alpha hashed transparency is animated in EEVEE, the noise pattern may look either unstable or shifting as shown below: \n[alpha-hashed-transparency-problem.mp4](alpha-hashed-transparency-problem.mp4)\n\n\n\nYou can observe that the artifacts on top staying in place rather than rotating with the cube while those on the sides keep flickering, thus producing shifting and unstable appearance.\n\nThe symptom is also noticeable when changing the camera position in rendered viewport mode in Blender. And it's particularly problematic in UPBGE (a fork of the old BGE based on the latest Blender source) because a game engine must animate objects in realtime with relatively small number of samples per frame.\n\nUpon an examination from the developers of UPBGE, it is found that the problem is due to the fact that the current implementation of alpha hashed transparency uses the world coordinate instead of the object space, as it is often recommended (e.g. [2017 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games](p4TYf5DDpbQ)).\n\nIt appears that a simple change from the world to object coordinate fixes the problem as shown in this [test commit (see line 80) ](e0a8638d0b255f2fc6ce778d10dd0d12a467b4d3#diff-2b8bf4f9e10009510d02c14e3659ee032c73f829de5453d6abcdf6a3f884fdfdR80), which produces the following result:\n[alpha-hashed-problem-solved.mp4](alpha-hashed-problem-solved.mp4)\n\nIt's my understanding that the [original author ]() decided to use the world matrix to avoid the difficulties with certain corner cases, like when the object is scaled by an extreme factor. However, while such a problem may be circumvented relatively easily (e.g. discard the scale information from the matrix) such a problem described above may pose more substantial issues with making an animation or rendering in realtime.\n\nSo, I hope this problem and the suggested fix may be evaluated again since we have more people interested in using Blender for such purposes now, thanks to the gaining popularity of EEVEE.", "Workbench: Strange anti-shadow when clipping cuts landscape\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\n\nAs title says. This shadow looks like this:\n![58263707.png](58263707.png)\n\nDemo:\n[2022-05-06_01-02-27.mp4](2022-05-06_01-02-27.mp4)\n\nYou can test it by your own with my file\n[WB shadowbug.blend](WB_shadowbug.blend)\n\n", "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)", "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", "Eevee incorrect motion blur Mantaflow liquid\n\nOperating system: Windows 7 Pro 64-bit\nGraphics card: Nvidia GeForce GTX 1060 6-gig\n\nBroken: 2.90.0 Alpha - 2020-07-03 - hash cad98923d006\nWorked: ---\n\n\nEevee motion blur not correctly applied to mesh of Mantaflow liquid sim.\nCube in scene is correctly blurred.\nMantaflow appears to show only start/end positions with some sort of strange (zoomed?) artifacts in between.\n\n![Eevee motion blur bug.jpg](Eevee_motion_blur_bug.jpg)\n\n**Steps to reproduce**\n[Eevee motion blur bug.blend](Eevee_motion_blur_bug.blend)\n\n- Open file\n- Bake simulation\n- Render", "Irradiance volume won't detect instanced lights when filtering by collection, even if the instance copy is located in a visible collection\nOperating system: Linux-5.18.12-3-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 570 Series (polaris10, LLVM 14.0.6, DRM 3.46, 5.18.12-3-MANJARO) AMD 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.1\n\nLights in instanced collections will sometimes not be detected by the Irradiance Volume object when baking indirect lights. This seems to occur when the irradiance object filters by collection, in which case an instanced light is ignored even if the empty doing the instancing is located in the visible collection, an issue that doesn't occur when lights are placed directly inside that collection.\n\nCreate a collection, place a point light in it, permanently hide this collection. Create yet another collection containing a room mesh with an irradiance volume, in the irradiance settings tell the volume to only account for the room collection it's in. Inside the room's collection add a collection instance for the light in the first collection.\n\nOr in the attached blend: Always leave the LightBlueDirect collection visible for comparison. First bake the indirect lighting with LightRedDirect enabled and LightRedInstanced disabled, irradiance will bake fine. Now from the outliner hide LightRedDirect and show LightRedInstanced in its place, which contains a copy of the light from the invisible instance LightRed (always disabled), you'll notice that this time the red light won't contribute to irradiance although it appears in the render.\n\n[irradiance.blend](irradiance.blend)\n\n![Screenshot_20220724_181512.png](Screenshot_20220724_181512.png)\n![Screenshot_20220724_181526.png](Screenshot_20220724_181526.png)\n\n", "Shadow caustics visible through colored glass has intensive, solid color for directional/sunlight and are probably too dark for spotlight/pointlight\nOperating system: Windows 11\nGraphics card: GTX 1070 Ti\n\nBroken: 3.22 master\nWorked: none\n\nThis happens when transparent object intersects with diffuse one and caustics are visible though volume. I know that MNEE doesn't work with volumes, but I think this might be a bug.\nFor directional light and sunsky system caustics are colored to pure red, green or blue or are just white. No other colors are possible. Spotlight and pointlight work, but color of intersected primitives differs substantially from not intersecting ones when looking thought them. This is especially visible on the left upper sphere that has only slight tint. Hope this is useful.\n\nmnee nishita sunsky:\n![mnee_sunsky.jpg](mnee_sunsky.jpg)\n\nmnee directional light:\n![mnee_direct.jpg](mnee_direct.jpg)\n\nmnee spotlight:\n![mnee_spot.jpg](mnee_spot.jpg)\n\n\n1. Create an object casting caustics like sphere over default cube.\n2. Create transparent material for sphere that consists of two shaders, glass and volume, adjust volume color to something darker then white\n3. Turn on caustics for light and for objects, render in viewport.\n4. Move the sphere so it intersects with the cube, see the result.\n5. Switch light into directional mode and try to adjust volume absorption color.\n\n...or just open attached file and render. Lighting is set to nishita sky, but both spotlight and directional light are added and hidden.\n[mnee_test_master.blend](mnee_test_master.blend)", "Looks like an eevee limitations with UV maps and attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nWhen working with multiple UVs and attributes, eevee disables some normal/bump maps.\nThere is an error in the console:\n```\nGPU_material_compile: Attribute \"nor\" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque\n```\nIn 3.4, the shader cannot compile at all (pink texture).\n\nThis is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed.\n\n1. Open .blend file.\n2. Turn on the eevee render.\n3. Look, all normals are displayed.\n4. Connect nodes with attributes to Base Color.\n5. One normal map is missing. An error appeared in the console.\n\n", "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", "weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n", "shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n" ]
[ "Odd sharp highlights in Eevee.\nOperating system: Windows 10\nGraphics card: GF 1080Ti, latest drivers\n\nBroken: 2.80 beta, 2019-01-29, Buildbot\nWorked: ?\n\nOdd highlights appear in Eevee\n\n1. Open attached .blend file\n2. Set view to 'rendered' mode\n3. See odd sharp highlights on areas roughly perpendicular to the light, marked with grease pencil\n\n[shading.blend](shading.blend)" ]
Node animation in Compositor Operating system: Win10pro Graphics card: RTX 2080 blender-2.80-a205493426b-win64 When rendering an animation it does not take into account animated properties in compositor. For example I have a setup where I am applying a filter (blur) in compositor at the beginning of animation. I am animating size property of blur filter to "blur out" the scene. But during animation rendering, property stays at the same value. It does work however when rendering a single frame.![Capture.PNG](Capture.PNG)
[ "Freeze on performing any operation when compositor tab is open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n", "\"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", "Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n![Untitled.png](Untitled.png)\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "Animation Scene Strip rendering slower than Animation Scene rendering\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060\n\nBroken: 3.3\nWorked: N/A\n\nRendering an animation using Scene Strip resync / reevaluate every mesh each frame, resulting in slow rendering.\nRendering the same animation directly from the same Scene only does this process for the 1st frame, hence a quicker rendering.\n(It doesn't seem to be related to the render engine, Eevee or Cycles same issue).\n\nAdditionally during Scene Strip rendering, on Windows, the memory doesn't seem to be cleaned correctly between each frame resulting in a crash at some point (depending on your memory size).\n\nAdd 2 subdivision modifiers to the cube, with 6 and 4 render levels.\nCreate a new scene, go to the VSE, add a Scene Strip pointing to the 1st scene.\nRender animation from VSE scene => slow rendering\nRender animation from the scene => fast rendering\n\n[scene_strip.blend](scene_strip.blend)", "Cycles Ray Visibility trick for motion blur on objects with animated render-ability is no longer working\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\n\nCycles motion blur artifacting is a known issue with objects that become renderable while the shutter is open.\nA workaround is to transfer the Restrict Render animation to all the Cycles Ray Visibility options at the object level.\nThis solution worked for us in production on Next Gen using 2.78, but appears to no longer work in 2.80.\n\nThe attached file contains 4 planes linked to an animated camera. The 2 on the right are just static. The one on the upper left has animated Restrict Render to reveal the plane on frame 6. The plane on the lower left has Cycles Ray Visibility revealing it on frame 6.\nSince all planes are linked to the camera and have no transformation animation, none of them should show any motion blur at all.\n\nOpen the attached file in 2.79b and render frame 6 to see that the top left plane appears blurred (it shouldn't) and the lower left plane appears correct.\nOpen the attached file in 2.80 and render frame 6 to see that both left side planes are now showing the blur artifact.[rnd.motion_blur_bug.v0003.blend](rnd.motion_blur_bug.v0003.blend)\n\n", "Viewer Node does not initialize from within Compositor node group\nOperating system: Windows 10 x64\nGraphics card: RTX 8000\n\nBroken: 10/26/2022 build\n\n\nViewer node does not work if used for the very first time inside a compositor node group. Once the user goes back to the top level composite and connects a Viewer Node, it works, and then updates normally when going back into node groups.\n\n**Reproduce from a file**\n\n[viewerNodeNotWorkingInNodeGroup.blend](viewerNodeNotWorkingInNodeGroup.blend)\n\n- Add a viewer node for the Image node output.\n- Notice how the backdrop and the Viewer image doesn't get initialize with the viewer content.\n- Go back to the top level node tree and add a viewer node.\n- Notice how the viewer is initialized.\n- Go back inside the node group.\n- Notice how it updates correctly, so it is only for the first time.\n\n**Reproduce from scratch**\n - New General file\n - Hit 0 and F12 to render one frame of the default cube\n - Change to Composite tab\n - Change top view to Image Editor\n - Pick dropdown and select Viewer Node\n - In compositor panel Shift-A to add a greenscreen image\n - Shift-A to add a Keyer node\n - PIck a green color to key it\n - Add Scale node, set to Fit and Render Size\n - Connect Keyer Image output to Scale node\n - Add Alpha Over node. Connect Render Layers to Alpha Over Background input and Scale node to Foreground input\n - Select Image, Keying, Scale, and Alpha Over nodes. \n - Ctrl-G to Group\n - Make sure Node Wrangler is enabled.\n - Inside the group. select the Image node.\n - Ctrl-Shift-LMB to add a Viewer and connect it\n - Note that Viewer Node display in Image Editor does not update.\n - Press Tab to go up one level.\n - Highlight Render Layers and press Ctrl-Shift-LMB. Now render layer is shown in Viewer Node.\n - Highlight Node Group and press Tab to go in.\n - Now image viewer is working and active.\n\n", "Particle display problem in rendering when using the Time remapping option\nOperating system: Mac Os Mojave 10.14.6 (18G95) and Windows 10 (Last update)\nGraphics card: AMD Radeon R9 M295X 4 Go & Nvidia GTX 1070\n\nBlender 2.80\n\nThere is a problem of particle rendering if we use the Time remapping function which makes it possible to make a film slower by multiplying the number of images of an animation. The particle animation is not continuous, some disappear and then reappear creating a jerky effect.\nThe problem does not appear when launching the animation directly in the software but only by doing a rendering calculation whether it is in film or frame-by-frame mode or movie (with Cycle or Eevee rendering)\n\nIf I leave the time remapping by default (old 100, new 100) there is no problem.[torus particules.blend](torus_particules.blend)\nIf I change the time remapping to have a movie with 4 times more image (old 25, new 100), the problem appears: the particle animation is not continuous, some disappear and then reappear creating a jerky effect.", "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", "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)", "Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n", "Displacement Animation works only with keyframed node present\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.1.2\nBroken: version: 3.2.0 Alpha\nWorked: unkown\n\nDisplacement Animation works only with a keyframed node present, even if it is not connected!\nI was trying to animate displacement using the object color, finding that it doesn't work.\nWhen trying a keyframed mapping node instead I found that it works but even if the node is not connected!\n\n - Open the attached blender file, switch to render mode and play the animation\n - The displacement will be animated.\n - Now delete the not connected mapping node or clear its keyframes.\n - The displacement will not be animated anymore. Even though I would expect it to be animated by the object color.\n\n[displace-test-1-1.blend](displace-test-1-1.blend) \n\n[displace-test-1-1.mp4](displace-test-1-1.mp4)\n", "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.", "Render issues when two VBD overlap if rendered with motion blur\nBroken: 3.2, 3.6\nWorked: 3.1\n\nRender issues when two VBD overlap if rendered with motion blur\n\nRender the attached file with and without motion blur. If you render them separatly they both render OK. Only when together it doesn't work.\n\n", "(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" ]
[ "Render animation doesn't take in account compositor parameter animation\n```\n $ lsb_release -a\nNo LSB modules are available.\nDistributor ID: Ubuntu\nDescription: Ubuntu 18.10\nRelease: 18.10\nCodename: cosmic\n $ uname -a\nLinux alienware 4.18.0-10-generic #11-Ubuntu SMP Thu Oct 11 15:13:55 UTC 2018 x86_64 x86_64 x86_64 GNU/Linux\n $ lshw -C display\nWARNING: you should run this program as super-user.\n *-display\n description: VGA compatible controller\n product: GK107M [GeForce GT 750M]\n vendor: NVIDIA Corporation\n physical id: 0\n bus info: pci@0000:01:00.0\n version: a1\n width: 64 bits\n clock: 33MHz\n capabilities: vga_controller bus_master cap_list rom\n configuration: driver=nouveau latency=0\n resources: irq:30 memory:d0000000-d0ffffff memory:a0000000-afffffff memory:b0000000-b1ffffff ioport:4000(size=128) memory:d1000000-d107ffff\n *-display\n description: VGA compatible controller\n product: 4th Gen Core Processor Integrated Graphics Controller\n vendor: Intel Corporation\n physical id: 2\n bus info: pci@0000:00:02.0\n version: 06\n width: 64 bits\n clock: 33MHz\n capabilities: vga_controller bus_master cap_list rom\n configuration: driver=i915 latency=0\n resources: irq:29 memory:d2000000-d23fffff memory:c0000000-cfffffff ioport:5000(size=64) memory:c0000-dffff\n```\n\nBroken: 2.80 alpha 2, hash: f520f01b46b\n\nI've only tried the texture node in the compositor but it's possible other nodes are affected too. So when rendering animation, if I try to animate a property on the Texture node in the compositor say (offset) - check attached blender file - the property doesn't actually get updated as the time progresses.\n\nTry to render animation (`ctrl f12`) and check to see that it's the same image when the texture should be animated via the `Offset.Z` property of the Texture node.\n[bug.blend](bug.blend)\n" ]
Changing render slots does not update image editor view System Information Operating system: Windows 10 pro 21H2 19044.1469 Graphics card: rtx 3090 Blender Version Broken: 3.1 beta Worked: 3.0.1 **Short description of error** and Changing render slots does not update image editor view. I render my scene at one sample rate in slot 1. Then render at another sample rate in slot 2. When I click on any slot that contains a render , the screen does not update until I scroll the mouse wheel.
[ "Texture Paint: paint in image editor missing updates on certain specific conditions\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.0?\n\nIn pre-3.5 versions updates are missing in other areas.\n\nPainting in image editor missing updates when specific conditions (probably making the image editor specific size to cause this issue?) are met (see steps below).\n\n[ImagePaintMissingUpdates.mp4](ImagePaintMissingUpdates.mp4)\n\n[ImagePaintMissingUpdates.blend](ImagePaintMissingUpdates.blend)\n\n- Download the above file\n- Use Blender with maximized window in a1080p monitor\n- In Preferences > Interface, set resolution scale to 1.05\n- Open the file, make sure not to change the zoom level in image editor\n- Try painting in image editor\n", "UI: Discussion Topics & Possible To-Do's for 3.0\n3.0 is the next chance to do breaking changes which should not go into normal releases. That may be: higher level design changes, muscle memory breaking, documentation breaking (e.g. changed operator names) or non-trivial visual changes. There should still be no .blend file compatibility breaking changes.\n\nIn this task we can collect such changes for consideration. This is not a \"wish a feature\" list. These are things we discussed already but couldn't do earlier because they would be too disruptive.\n\n* Active vs. selected (#82359 (Stronger binding of Active and Selected))\n* Keymap polish\n\n - Consistent selection with modifier keys #78253 (Formalize Default Selection Behavior and Key-map)\n - {key 1}/{key 2}/{key 3} for changing into vertex/edge/face edit mode #88071 (Keymap: use number keys for mode switching (2nd Iteration))\n - {key D} for view-navigation sub-menu #88092 (Keymap: use D-key for view navigation pie-menu (2nd iteration)).\n - {key Alt} usage #83689 (Default Keymap Update: Improve tool access using Alt-LMB)\n\n* Toolsystem wrap-up (change toolsystem defaults if needed)\n* Theme polish (#74358)\n* General defaults (Preferences, startup configuration, bundled workspaces, etc)\n - [ ] Set default subdivision modifier levels to be 1 for viewport and render.\n* More dynamic file selection (e.g. show import/export settings based on file selection)\n* Reevaluate closing popups on mouse moves.\n* Improve naming:\n**Avoid \"link\" for anything unrelated to link/append (e.g. *Link Materials* -> *Share Materials*).** Correct usages of \"copy\" (e.g. *Copy Modifiers* -> *Replace Modifiers*).\n* 3D cursor default orientation method to \"Surface\"\n* #89266 (Investigate renaming the \"Video Sequencer\" editor)\n* #83612 (UI: Tracking: Migrate to active tools based toolbar)", "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", "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", "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", "Changing rotation axis in operator panel has no effect\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.1.0 Alpha\n\nAfter confirming a rotation operator with a click, attempting to change the axis in the popup panel has no result.\n\n\nAdd any object. Press R to rotate it, and choose any specific axis. After you click to confirm, attempt to change the axis of rotation in the operator panel. \n", "No \"affect alpha\" in brush settings in the Image Editor\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 7)\n(as well as the latest alpha: version: 2.83 (sub 5))\nWorked: 2.80 (Checkbox existed in Image Editor brush settings, but had NO effect on brush behavior)\n\nIn the 3D Viewport as well as the Properties Editor while in Texture Paint mode, all brushes offer the \"affect alpha\" option in the \"Advanced\" section of the Brush Settings. In the Image Editor that option is missing from the \"Advanced\" section for no apparent reason.\n![grafik.png](grafik.png)\n\nOpen Blender with factory settings. Switch to \"Texture Paint\" tab. Compare the \"Advanced\" section of the active brush's tool settings in the Image Editor to that in the 3D Viewport or Properties Editor.\n\nSurely this has to be a well-known issue and exists only due to technical limitations of some kind.\nWhat should I tell my students why this inconvenience exists and when it will be addressed?", "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", "\"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)", "context override for bpy.ops.view3d.view_selected doesn't work\nBlender 3.6\n\nTried to override currently selected items and run `bpy.ops.view3d.view_selected` (default blender operator binded on \"Numpad .\" by default) and it doesn't work. If I select objects manually with `obj.select_set(True)` it works.\n\nI've compared context's dict produced by `bpy.context.copy()` - the only difference between the context after `.select_set` were `selected_objects`, `selected_ids`, `selected_editable_objects` and I've overidden them.\n\nWay to reprodiuce:\n1) Open default blender scene.\n2) Make sure nothing is selected and move camera away.\n3) Run the code below - nothing happens\n4) Uncomment first two lines of code - operator works.\n\n```python\nimport bpy\n\n#for obj in bpy.data.objects:\n# obj.select_set(True)\n \nfor area in bpy.context.screen.areas:\n if area.type == 'VIEW_3D':\n for region in area.regions:\n if region.type == 'WINDOW':\n override = {\n 'area': area, \n 'region': region\n }\n override['selected_objects'] = bpy.context.view_layer.objects[:]\n override['selected_ids'] = bpy.context.view_layer.objects[:]\n override['selected_editable_objects'] = bpy.context.view_layer.objects[:]\n with bpy.context.temp_override(**override):\n bpy.ops.view3d.view_selected()\n # print(bpy.context.copy())\n```\n\n", "When loading factory defaults, Render Dimensions preset dropdown menu is not reset\nOSX\n\n2.73a\n\nWhen loading factory defaults, Render Dimensions preset dropdown menu is not reset\n\n\n- Change Scene Dimensions to a preset\n- Maybe change a couple of settings like x resolution to see changes later on\n- Reset to factory default\n- Observe change of X, Y Scale etc of Scene Dimensions Resolution to default\n- Observe Preset dropdown choice still on previous setting before factory default..\n\n\nJust a little teenie weenie thingie.. I know, but thanks for looking into it!\nCheers and thanks again for developing worlds' greatest application!\n\nRoel\n", "Asset Browser - Current File doesn't place objects in active collection\nOperating system: Windows 11\nGraphics card: RTX 4070ti\n\nBroken: 3.5.0\nWorked: Supposedly never (tested 3.0-3.6)\n\nWhen adding an object into the scene from the Current File category in the Asset Browser, objects are placed into the same collection as the assets they originate from instead of the collection you are currently working in.\n\n- Move default cube into a new collection\n- Mark as asset\n- Ensure the scene collection is active, not the cube collection\n- Drag cube asset from Asset Browser Current File category into the scene\n- It will appear in the same collection as the asset reference object\n", "Data changes in pre and post scene evaluation handlers not recognised by Cycles, plus occasional ACCESS VIOLATION and inconsistent scene properties.\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: 3.4.0 Alpha\nWorked: (Unsure)\n\nCycles is not using the evaluated scene following scene modifications via handlers that fire before scene evaluation, and some data refers to the previous frame whilst other data refers to the frame currently being rendered..\n\n\nHi, we're trying to get Blender fully integrated into our studio, but we're running into quite a lot of issues with handlers. It seems that Cycles is only partially recognising changes made to the scene in the pre_render, pre_frame, and post_frame handlers. \n\nIn the below zip file there are 3 directories, each containing a blend file with a simple script to demonstrate the issue. The script changes the file output node's base path, and it also changes blender own render.filepath in the output properties panel. The new file name includes the scene camera name (which changes on frame 1 and 3 using markers) and the frame number when the handler updated the filepath/base_path properties, followed by the __0001 added by Blender. For example frame one should read: left cam_updated_path_on_frame_1__0001.png\n\n**Steps to reproduce problem**\n\n\n\n - Unzip [cycles handler bug.zip](cycles_handler_bug.zip)\n - open each of the blend files in place (use 'load UI' as I've set up the workspace for the easiest testing)\n - notice that the blender output is set to 'not set yet', as is the file output node in the compositor.\n - choose to render the animation\n # In the folder where the current blend file resides there will now be two additional folders, one for blender's output, and another for the file output node's results.\n\n\n**Results**\n\n**pre_render handler**\n\nAs expected the camera is incorrect because the pre_render handler happens before the scene has been evaluated. Although strangely some of the information is for the unevaluated frame that the playhead has just moved to (the frame number) and some is for the frame the playhead was on prior to beginning rendering (the camera name which was active on frame 4 before the playhead moved to the beginning of the animation ready for rendering in this example).\n\nBlender's own image sequence output does use the new path which was assigned whilst in the first frames pre_render handler, but on the first frame, the camera name is incorrect and the frame number is correct:\n![image.png](image.png)\n\nThe file output node images however show that cycles didn't recognise that the base_path property had been updated until the next frame. We can see here that the file ending in __002.exr was updated on frame 1, but not used until frame 2, and this continues all the way through.\n\n![image.png](image.png)\n\n**pre_frame handler**\n\nStrangely, although this handler also fires prior to the scene being evaluated (directly after the pre_render handler), this time Blender's own output shows the camera name is now correct, but again, the updated file output node is still not being used until the following frame:\n\nblenders output:\n![image.png](image.png)\n\nfile output node's output:\n![image.png](image.png)\n\n\n**post_frame handler**\n \nBlender's output again is correct, but the file output node's new path is not being recognised:\n\nBlender's output:\n![image.png](image.png)\nFile output node's output:\n![image.png](image.png)\n\n\nThe above can be worked around with code by grabbing the camera from the marker list instead of the active scene camera, but one really major issue for us is that even when locking the viewport prior to rendering, if we update the file output node's base_path, we start experiencing occasional Access Violations and instant crashes, this happens even if the file output node's path is not visible to UI. (perhaps this is related to the reason why the base path isn't being recognised until the next frame?)\n\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", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n" ]
[ "Previous render slots get overwritten with the latest render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.1.0 Beta\nWorked: version: 3.1.0 Beta, branch: master, commit date: 2022-02-09 17:06 hash: `d1202bd641`\n\nPrevious render slots get overwritten with the latest render.\n\n1.- On the default startup scene, press F12 to render the current camera view. The image will be displayed in the Blender Render window, slot 1.\n2.- Change to render slot 2.\n3.- Move the current camera or set a different one as active.\n4.- Press F12 again and the render will show on slot 2.\n5.- Press J to toggle between slots. The slot number will change, but the last image will be shown on both render slots.\n\n[render_slots.blend](render_slots.blend)", "Changing render slot doesn't update displayed image\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: 3.0.1, also works in 3.1.0 alpha, branch: master, 2022-1-25 23:03, hash: 'c4bedeb0186b'\n\nThe image editor does not refresh when changing render slots. Zooming or scrolling will trigger the correct image update however.\n\n- Render image in slot 1\n- Change to slot 2\n- Make any visible change and render to a different render slot\n- Result in slot is currently visible, now change to slot 1 to see previous result\n(Doesn't seem to work, but any scrolling or zooming will change to the correct image)\n" ]
Weird bone selection issues Operating system: Windows-10-10.0.17134 64 Bits Graphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.4358 Broken: version: 2.80 (sub 74) Worked: (optional) I can't select child bones in pose mode or in object mode, I have to select the parent bone multiple times to access child bones. Just create a simple bone chain, then try selecting child bones in pose mode.
[ "Blender locks into Pose Mode if rig-object or the rig's collection is hidden\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\nWorked: 2.9 \n\nBlender locks into Pose Mode if rig-object or the rig's collection is hidden\n\nOpen Blender, add a rig.\nGo to pose mode, hide the rig object (toggle its viewport render or deactivate the collection the rig is in).\nBlender now stays in Pose-Mode unable to leave it without restoring rig visibility.\n\nIn 2.9 Blender automatically exits Pose mode in this scenario. (Desired behavior)\n", "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", "Collada Import - Auto Connect Armature causes parent bones with multiple children to not be imported\nOperating system: Windows 10 build 19042\nGraphics card: Nvidia 970\n\nBroken: 2.93.1 (also 3.0.0 latest pull/build as of 2021/07/25, 2.83 and 2.79b)\nWorked: Unknown\n\nWhen you import a Collada document with the `Armature Options` of `Auto Connect`, the expected behavior is for a bone with only a single child to be connected to the parent (collada.html). However what ends up happening is the parent bones end up not getting imported. For example, the following Collada file has 8 bones. The 3rd bone (`Bone_2`) has 2 children (`Bone_3` and `Bone_6`). When `Auto Connect` is **not** selected, it imports as expected. When it is selected, `Bone_2` becomes the root bone and `Root_Bone` and `Bone_1` are lost.\n\n[Armature_error.dae](Armature_error.dae)\n\nWhen imported without the `Auto Connect` option, all 8 bones appear with the correct hierarchy, with `Root_bone` as the root.\n\nWhen imported without the `Auto Connect` option, only 6 bones appear, with `Bone_2` as the root bone.\n\n![image.png](image.png)\n\n\nImport the provided Collada .dae file with `Auto Connect` checked. -> An armature with only 6 bones will appear in the scene.\nImport the provided Collada .dae file again wtih `Auto Connect` unchecked. -> An armature with the full 8 bones will appear in the scene.", "Moving cloth with bone in pose mode does not resets cache\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 6)\nWorked: 2.79\n\nMoving cloth with bone in pose mode does not resets animation cache\nThe same applies when pin empties:\n[2020-04-14 01-39-39.mp4](2020-04-14_01-39-39.mp4)\n\n- open attached file\n- play animation\n- move bottom bone in pose mode while animation is playing to see cloth moving and cancel bone movement\n- let animation loop\nsee that cloth still keeps moving while bone is in place. moving bone (the same bottom one for example) in pose mode at this stage results in no reaction from cloth (cloth keeps old cache)\nmoving the entire armature resets cache\n[MoveClothWithBone.blend](MoveClothWithBone.blend)", "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)", "Selecting bones on linked rig has lag\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nAlright, so I had a chat with Bastien and we agreed to make a bug report so that this had a record.\n\nSo in the zip you will find the files \"character\" and \"link\". The \"link\" file has the rig already linked. This is the new [BlenRig 6 ](660103) Rig and ever since we got library overrides people have been experiencing a certain lag when selecting bones on a linked rig.\n\nThis lag can go from milliseconds to a couple of seconds depending on scene load and CPU.\n\nBastien Suggested that disabling Global Undo could fix the lag and indeed it does fix it... but you know, it's not practical to be forced to working without Undo...\n\nIn the zip you will also find two files called \"no_overrides\", there I turned off library overrides for all properties. Unfortunately, the lag is still there when you link the rig.\n\nI really don't know what could be causing this, animation playback works just fine, the lag happens when selecting bones and when scrubbing through the timeline. Maybe you could do some debugging and see what blender is doing on those two operations and why it's taking so long to perform them. \n\n- Unzip the attached file - you will find the files \"character\" and \"link\"\n- Open the file `link.blend`\n- Select some bones to check the performance\n- Go to {nav Blender Preferences > System} and disable `Global Undo`\n- Select some bones to check the performance\n[lib_overrides_lag.zip](lib_overrides_lag.zip)", "Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n![image.png](image.png)\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)", "Baking animation of bones affected by a curve (spline IK) is wrong\n**System Information** \nOperating system: windows 10\nGraphics card: gforce 1060 6gb\n\nBroken 2.92 alpha\nBroken 2.83\nWorked: likely never\n\nI have a row of bones, I add the curve modifier, I make an animation with that modifier on, I bake the animation of the bones to be able to send it to unreal or unity and the animation breaks completely\n\n[CurveBreackExample.blend](CurveBreackExample.blend)\n- Open file\n- inspect wrong bake of bone action\n- to reproduce:\n- go to object mode\n- select `SkeletonBase` object\n- go to pose mode (all bones should be selected)\n- Pose > Animation > Bake Action... with following settings:\n![image.png](image.png)", "Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)", "Selected object from hidden collection can be sculpted on\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.4.0 - Build 21.20.16.4542\n[system-info.txt](system-info.txt)\n![Captura2.PNG](Captura2.PNG)\n\nSelected object from hidden collection can be sculpted on. I think it shouldn't allow you to enter sculpt mode on a object which is not visible,\n\n- Create any base mesh.\n- Put that mesh in a new collection.\n- Hide that collection (clicking the eye in the outliner).\n- In the outliner select the object created, in the hidden collection.\n- Go to Sculpting tab. It will enter sculpting mode, although the object itself is not visible.\n\nObject will be invisible, but it can be sculpted.\n\n", "Bone drivers do not copy when duplicated\nMac OSX 10.9.5 and NVIDIA GeForce GTX 470\n\nBroken: 2.77 (sub 3)\nWorked: ?\n\nIf a bone has any driver (on constraint or property) and it is duplicated (shift D in edit mode or \"symmetrize\") the drivers are not copied.\n\nBone constraints, however, copy perfectly and also try to find the correct .L or .R target if applicable.\nThis would save a lot of time if the drivers worked in the same way.\n", "Batch Renaming Subdivided Bones Bug\nOperating system: Windows 10\nGraphics card: GTX 1660\n\nBroken: 3.0\nWorked: hasn't\n\nbatch naming subdivided bones messes with names\n- Open .blend file\n- Switch to edit mode\n- ctrl f2 to batch rename, change objects to bones, type to set name, method to new, name to anything, click ok.\nthe order for the bone names gets reversed. \nif you did individual subdivisions for a bone, the names get scrambled\n\nreference: LlLCkwp\n\nthe \"fix\" was to tab out into object mode before batch naming the subdivided chain.\n\nTest File:\n[#94090.blend](T94090.blend)", "Select key in dopesheet deselect bone in the viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nIf you select key in Dopesheet without Only selected, it deselect your bone in viewport\n\n1) open [deselectBone.blend](deselectBone.blend)\n2) select bone in Pose mode\n3) select any key in dopesheet without \"Only selected\"\n4) bone is now deselected in viewport\n\n", "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.", "Revisit Pose Library for Object animation\nThe pose library was made with character animation in mind. However, because any Action can be marked as asset, it's also possible to use it with Object (or other datablock types) animation. The pose library should be investigated, to determine what doesn't work well, and whether to fix it or to just make the operation available for armature objects only.\n\nExample: re-rendering preview image for object-level pose Action shows warning about not being able to apply the pose.\n" ]
[ "Unable to select armature/bones on Intel HD 4000 (Windows)\nOperating system: Windows 10 Pro (1903, 18362.295)\nGraphics card: Intel HD Graphics 4000\n[system-info.txt](system-info.txt)\n\nBroken: any 2.80, including 2.81\nWorked: any version below 2.80\n\n\nAttempting to select a bone or armature only works if we're clicking on the *root bone*.\n\n[2019-08-29_00-48-36.webm](2019-08-29_00-48-36.webm)\n\nI'm pretty sure that this is Intel's Windows drivers, since selecting bones and armatures work perfectly fine on Linux.\n\nInterestingly enough, this issue doesn't appear on Rigify's generated rigs.\n\nToggling `OpenGL Depth Picking` doesn't appear to do anything.\n\nNot sure if this classifies as a valid report given that the GPU is not officially supported.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n - Create an armature\n - Go to edit mode and extrude it into something\n # Try selecting individual bones and fail.\n\n", "selecting specific bones to active problem\nOperating system: windows7\nGraphics card: intel hd4000\n\nBroken: 2.89 8/18/2019\n\n3\n\n**Error Problem**\n\nmaybe uploading the blend file is not needed cause they say its working fine for them\nso it is in my settings i guess but ive tried almost everything im using blender steam btw\ntried reinstalling everything and deleting the appdata file\n\ni can only select to active a bone by clicking the root bone multiple times\n[e859cfab04ca062b9bcaa9ca2f401f14 (1).mp4](e859cfab04ca062b9bcaa9ca2f401f14__1_.mp4)\n\ni clicked the root bone 4 times to be on the shoulder bone\ni can forcely select a specific bone by circle select but it doesnt set the bone to active\nas you can see the active bone is still the shoulder bone because of the black outline\n[6ec4dc74dc1abb6b5a821835c084f6b4 (1).mp4](6ec4dc74dc1abb6b5a821835c084f6b4__1_.mp4)\n\nand to prove you that the shoulder bone is the active bone\nhere is another example\n\n[98b9e3fa8cbd2f70ea443e700c31b69f.mp4](98b9e3fa8cbd2f70ea443e700c31b69f.mp4)\n\ni circle select the shoulder bone and the root bone (so the root bone should be the active bone right? cause it is the last bone i selected) but the black outline is with the head bone (3rd bone) so when i parent it both shoulder and root bone parented to the head bone\n\n[27ceaf4246cc85cf6c26ba57bbd4e338.mp4](27ceaf4246cc85cf6c26ba57bbd4e338.mp4)\n\nhere is another one example i only chose 1 bone (i shouldnt be able to parent it right? cause you need to pick the child first then the last one is the parent) but here i can parent it because the 2nd bone was the active bone\n\n[edc41ca06f92dae05878d88e5619c7e1.mp4](edc41ca06f92dae05878d88e5619c7e1.mp4)\n\ni cant box select specific bones but box selecting the root bone is selecting all the bones\n\nplease fix, and please put dlc to steam as a donation or something so blender will be kept on my library ? \n", "Intel HD Graphics bone selection problems in edit mode/pose mode\nOperating system: Windows 10\nGraphics card: Intel HD\n\nBroken: 2.80, f18373a9ab1a, master, 2019-05-25\n\n1. add armature - single bone\n2. go to edit mode\n3. select all\n4. subdivide bone into 2 cuts\n5. deselect all\n6. try to select bones other than the root. (can't select them or their heads)\n7. go to pose mode and the same thing happens", "Cant select Armature /bones\nOperating system:windows 10\nGraphics card:intel hd graphics \n\nBroken:2.80 beta 02c5c091dfd6 2019-07-22 (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nCant select armatures and bones with mouse clicks in any modes \nOpen a riggify armature and select the bones in pose or any other mode. It cant be selected with mouse clicks. It will be selected by only circle selection tool. \nBased on the default startup or an attached .blend file (as simple as possible).\n", "Unable to select bones in pose mode and edit mode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nUnable to select bones in pose mode and edit mode with select tools but lasso and select circle\n\n- Open blender 2.8\n- Add armature \n- Go to Edit mode\n- Extrude some bones \n- Trying to select bones other than first bone with select tool and box select tool can't select.\n", "Bones are not selected when clicked on (except the first one)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.4358\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nwhen clicking on a bone in a line all the bones after the first parent bone doesn't get selected, this is in both pose mode and edit mode, i can select the first/parent bone the click again and again to cycle through each bone until the desired one is selected but even then I cant use the mouse to drag the bone to position. \n\n\n\n[bone-problem-example.blend](bone-problem-example.blend)\n" ]
Blender Crash when i switch the viewport shading to material preview or render Operating system:Debian 11 Graphics card:nvidia rtx 3060ti Broken: (3.2.1) 3.3.0 alpha is the same problem Blender Crash when i switch the viewport shading to material preview or render Based on the default startup or an attached .blend file (as simple as possible). Just create a fluid quick effects than go to rendering under the viewport shading.
[ "dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "Blender 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", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "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", "Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```", "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", "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", "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 after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Blender 3.3 crashing unnecessarily/ unexpectedly/ frequently/ no apparent reason until now\nOperating system: Windows 10 Pro\nGraphics card: Intel i3\n\nBlender 3.3\n\n\n\nWhenever I open blender with some projects...whenever I enter material preview mode or try to render (sometimes even in solid mode...still slow) Whenever I try to apply a material and the crashes even when the project is simple and not finished or being rendered....it was working just fine and started to act weirdly during the last couple of days...I even tried, manually, to allocate more RAM to the program but that just crashed the whole thing. \n\n\nExact steps for others to reproduce the error:\n\nopen the blender file I attached as an example (The project that blender doesn't tolerate) try to apply a texture or render \n\nNOTE: I'm looking for a software solution...I don't think reproducing the error on a RTX 3090 is fair...so...we'll probably look for software solution or tweak the settings.\n\n" ]
[ "Regression: Crash when rendering Quick effect Liquid\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.2.1\nCaused by a5ac0375b0\nblender crashes when I use quick effects \"Quick Liquid\" and then click the viewport shading icon or render animation on the render tab.\n\n\n*Select the Mesh > Click Object in Header > Quick Effects > Quick Liquid\nOption 1: *Then Click the Viewport Shading icon in the Header or\nOption 2: *Press \"Z/z\" then choose \"Rendered\" or\nOption 3: *Click Render in Menus > Render Animation.\n \nor\n\nOpen the blend file I provided below and \nOption 1: *Then Click the Viewport Shading icon in the Header or\nOption 2: *Press \"Z/z\" then choose \"Rendered\" or\nOption 3: *Click Render in Menus > Render Animation.\n\n\n[QuickEffect_Liquid_Viewport_Shading_Crash.blend](QuickEffect_Liquid_Viewport_Shading_Crash.blend)\n\nThanks!", "Rendered and Shaded View crash with Fluids\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\nWorked: version: 3.1.0\n\nwhen switching to shaded or rendered view with any kind of fluid affect applied in the scene the entire program crashes and closes instantly. Occurs in both eeve and cycles\n\n1. default cube left at origin\n2. add UV Sphere to scene\n3. add quick liquid effect to UV Sphere\n4. Increase the domain size to comfortably fit default cube\n5. Move the UV Sphere above the cube\n6. Change the physics properties of the cube to Fluid - effector\n7. Change Physics properties of UV Sphere Flow behavior to Inflow\n8. Change the domain Cache type to All\n9. Check meshes box in Domain settings and then Bake all in Domain\n10. Switch to either Shaded or Rendered View. It will always crash for me here.\n\n- I have tried multiple scenes with no difference in result \n\n[Based on the default startup or an attached .blend file (as simple as possible)[fluid test.blend](fluid_test.blend)", "Crash when adding an empty volume in EEVEE\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.1\nWorked: Not sure\n\nBlender crashes when adding an empty volume in both material or render preview (in EEVEE only)\nException Type: EXC_BAD_ACCESS (SIGSEGV)\n0 Blender \t 0x102ba9720 DRW_shgroup_add_material_resources + 252\n\nOpen a new file\nShift + A -> Volume -> Empty\nSwitch from Solid mode to either Material or Render Preview ViewPort Shading\n\n\n", "Crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\nWorked: Version 3.2.0 did not crash whenever I switch to material preview. However, it was not rendering fluid particles/simulation appropriately.\n\nBlender crashes when it is switched to material or rendered preview when working on only manta flow fluid simulation.\n\nOpen the attached .blend file and switch to material/rendered view on the viewport.[Crash Report.blend](Crash_Report.blend)\n\n{[F13314055](Blender_Crash.mp4), size=full}\n\nThank you.\n\n", "Blender crashes when switching to Material Shader view with a liquid simulation\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.1\n\nWhen there is an active liquid simulation, even a very basic simulation created using the default cube and the \"Quick Liquid\" effect, Blender will crash when you try to switch to material or rendered view.\nTested this is Blender 3.1.2 and it doesn't happen.\n\nSelect the default cube. Go to the Object dropdown menu>Quick effects>Quick Liquid.\nNo need to adjust any other settings or bake, but if you do, the outcome is still the same.\nSwitch to material or rendered view. Blender will crash.\n[Liquid test.blend](Liquid_test.blend)\n\n" ]
selection does not work Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.35 Broken: version: 2.90.0 Alpha selection does not work edit mode in solid view. work only in wireframe view, and xray 1) open new scene 2) change object in edit mode 3) try to select in solid view [KFXlAqHwOy.mp4](KFXlAqHwOy.mp4)
[ "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)", "Change UV Channels from the UV Editor on multiple selected objects\nWhen multiple objects are selected and user is in edit mode in the 3d viewport, she/he can change uv channel of the**active object** in the top right corner in the UV Editor. It would be a nice change to **iterate through each selected object**and if the iterated object has a uv channel with the current name in the UI, that uv channel will be made active on the iterated object.\n\n![image](image.png)", "Grease Pencil Arrange Stroke operator does not function with Curve Editing\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and 3.0.0 alpha\n\nIn edit mode, \"Arrange Stroke\" operator does not work when use_curve_edit is enabled.\n\n[GP_arrange_bug.blend](GP_arrange_bug.blend)\n\n - Open attached file\n - Use any of the Arrange Stroke operators on the selected stroke\n # Disable Curve Editing and try again to see that it otherwise works as intended\n\n", "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", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "bpy.ops.object.transform_apply no working after physics simulation\nOperating system: Windows 10 Pro\nGraphics card: 2x Nvidia 1080 GTX\n\nBroken: 2.8, b46245470f79, 2018-04-18\nWorked: 2.7x\n\nWhen running a rigid body simulation, it is not currently possible to apply transformation to freeze a specific frame. If you start scrubbing in the timeline, the object either goes back to original position or jumps to random position that was generated during the simulation.\n\n - add a plane and add a passive rigid body\n - add a suzanne and add an active rigid body\n - run the simulation\n - choose a frame\n - select the suzanne object\n - apply transformation/apply visual transformation\n # scrub in the timeline\n\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Copy/Paste Behavior in Viewport\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M390 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.15\n\nBroken: version: 2.91.0 Alpha\nWorked: Never worked in 2.8+\n\nWhen pasting an object, the gizmo is not positioned at the newly created object, where you would expect it to be. Instead, there are two cases - both seem to be not intended.\nThe pasted object also is not active for direct manipulation despite the visual indication with the gizmo.\n\nIf there is a selection somewhere else before pasting, the gizmo ends up in the wrong position. Example:\n![image1.jpg](image1.jpg)\n\nIf there is no selection before pasting, there is no gizmo appearing at all. Example:\n![image2.jpg](image2.jpg)\n\nA directly interconnected problem is that pasted objects are not made active despite having an attached Gizmo. Example:\n![image3.jpg](image3.jpg)\n\n**Potential fix**\n1. The gizmo could always appear and show where the object is pasted (belonging to the new object).\n2. The pasted object could become active. When multiple objects are pasted, the selection and active states of the copied objects could be transferred to the newly pasted ones. Also, all previous selections could be deselected after pasting.\n\nThank you :)\n", "Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n", "Switch View Node does not get updated when clicking `update views` button\nOperating system: MacOS Ventura 13.4\nGraphics card: M2 Max\n[system-info.txt](attachment)\n\nBroken: 3.6 LTS\n\n## Not sure if it is a bug, or it is just my misunderstanding.\nSwitch View Node does not get updated when clicking `update views` button. (I expect that there should be a new input socket `RenderView`)\n\n\n1. Add a switch view node and (optinally connect it into the node tree)\n2. Check stereoscopy and add a view.\n3. click the `update views` button in the side panel.\n\n<video src=\"attachment\" title=\"Screen Recording 2023-07-09 at 5.10.54 PM.mov\" controls></video>\n\n", "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", "Select Interior Faces is not working\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nWorked: \n\nthe operator \"select > select all by trait > interior faces\" is not working at all. Honestly I've never used this operator, so I'm not sure of how it should behave, but it doesn't do anything even with the simplest geometry. I tested it in 3.5 and 4.0 Alpha; I can't test it on other releases at the moment because of company installation restriction\n\nthe file attached is just a cube inside another cube in the same object\n\n", "Node Operators: Add Selection input node\n_No response_\n\n", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "Wireframe not visible with X-ray in weight paint mode.\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 3.0.0\nWorked: 2.93.6\n\nWireframe on other side of mesh can't be seen through faces when x-ray is enabled.\n\n[#94704.blend](T94704.blend)", "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" ]
[ "Selecting in Edit mode is broken if X-Ray is off.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n**Blender Version** \nBroken: version: 2.90.0 Alpha\nWorked: 2.90.0 Alpha\n\nTrying to select a specific vertex results in no selection, or in the selection of vertices on the other side of the mess. \n\nFactory startup.\nTab into edit mode.\n`Alt A` to deselect everything.\nTry to select a specific vertex.\n\nTowards the end of the video I am trying to click on the individual faces, and I cannot select them.\n\n[Edit_selection_bug_0001-0841.mp4](Edit_selection_bug_0001-0841.mp4)\n" ]
Zero Density Shiny Volume render result broken. Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 Broken: version: 3.3.0 Alpha Worked: not sure An object with 0 density volume but has an emission strength, will render out a broken image(what ever image format). The image file which is viewable inside blender image viewer turns out emtpy when opened with any other software. ![image.png](image.png) Just download the attached blend file to test.[volume alpha.blend](volume_alpha.blend) I came up with two solutions to get around this bug: ``` NO,1 just get some value for the volume density, while the result became UN-Denoisable; **Edit: it's denoiseable, just need more samples.** NO,2 inside the compositor, feed the set alpha node with the image data itself as alpha, and switch the mode to "replace alpha" ``` Possible cause of the problem: ``` NO,1 obviously a object with only emission but with 0 density is ambiguous for blender to render which ends up with unexpected viewable content No,2 the result should be encoded with straight alpha but not premultiplied. ```
[ "Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**![transp_artifacts.png](transp_artifacts.png)\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n", "Geometry Nodes: volume output shows as cube in eevee rendered view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nVolumes outputted via geometry nodes appear as a cube when rendering in eevee\n\n - Solid viewport: Looks ok\n - eevee material preview/rendered: Volume appears as a cube\n\t\nThis affects volumes from the Points To Volume node as well as when using a volume via a Object Info node. Cycles seems ok once the material has been assigned to the object instead of the data.\nI did try some debugging for this issue and it appears that the volume is setup correctly but the rendering code seems to be called twice once for the real volume and again for an empty mesh which obscures the real volume. \n\n\nOutput a volume with geometry nodes and switch to the eevee rendered view (Right side of picture below)\n![VolumeOutput.PNG](VolumeOutput.PNG)\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)", "Using the alpha channel of an image texture corrupts RGB Channels in both EEVEE and cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nUsing the alpha channel of an image texture affects RGB Channels in both EEVEE and Cycles when connecting the alpha channel to another arbitrary node.\n![image.png](image.png)\n\n- See attached .blend files for Eevee and for Cycles\n\n|Blender file that demonstrates that behavior in EEVEE:|The same behavior manifests itself a little differently in Cycles:\n| -- | -- |\n|[Plane_test_file_EEVEE.blend](Plane_test_file_EEVEE.blend)|[Plane_test_file_cycles.blend](https://archive.blender.org/developer/F12860576/Plane_test_file_cycles.blend)\n\n\nAs it seems connecting the alpha channel somehow unpremultiplies the image.\nAll images are stored as openexr, the image alpha is therefore set as premultiplied.", "Consider using more explicit names instead of the generic 'Size' value for Empties.\nWhen creating an Empty, the pop-up window specifies the `Radius` for the Empty, presumably because the shape chosen could be a sphere, arrows, or any number of different types.\n\nHowever, when viewed in the Object Data Properties, the radius is displayed as a more generic `Size` value.\n![EmptyRadiusVsSize.png](attachment)\n\n\nThis leads to confusion, especially when comparing an Empty to a Cube. In the example below, the visual scale of these two items is identical, yet looking at their `Size` tells a different story.\n\n![CubeVsEmptySize.png](attachment)\n\nFor context, this came up as a point of confusion for a use case where I'm using non-scaled empties as a 'holder' for position/rotation/scale while applying a set of custom properties to be exported as .glb and used in threejs.\n\nMy suggestion would be to continue the use of `Radius` as the label in the Object Data Properties, instead of `Size` since that's what is actually meant by the value.\n\n", "Displacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket\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: 3.0.0 Alpha\n\nDisplacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket.\nI do preview switching to an emission shader, but you can use any other shader in the surface socket and then disconnect it.\nIf you change any values, displacement will disappear again.\n[2021-05-08_15-40-44.mp4](2021-05-08_15-40-44.mp4)\n\nOpen the file and reproduce the steps from the video.\n\n[volumetric_displacement_bug.blend](volumetric_displacement_bug.blend)", "Volume overlap clipping\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.2\n\n<tr>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n</tr>\n\nOverlapping VDB/Volume objects create clipping issues where empty space of one volume meets another volume. Changing VDB space from Object to world does not address this issue, neither does changing the float precision from from half to full. Neither does increasing the volume steps, volume light bounces, or the transparency light bounces.\n\nThis has been a consistent issue now since maybe as far back as 2.79, then it could be mitigated by the \"optimise empty space\" being disabled, but now that's seemingly gone, the issue is back and really needs addressing. \n\n\n- Open the attached Blend file\n- head into rendered viewport.\n\nYou will see clipping like in the images attached\nAlternatively, just add a vdb or volume bake to a scene and instance it or duplicate it to overlap with one another and in Cycles you will see the clipping happen\n\nDownload from this link [NEW LINK](p6qN69KLpCFbMHc)\n\nThank you for looking into this\n\nEDIT: Updated link", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n![2.9-alpha-clean.jpg](2.9-alpha-clean.jpg)\n\nNotice the vertical and horizontal line noise\n![3.0-alpha-dirty.jpg](3.0-alpha-dirty.jpg)\n\n[system-info.txt](system-info.txt)", "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", "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.", "Displacement textures rendering incorrectly when viewed through/near volumetric shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\nGraphics card secondary: NVIDIA GeForce GTX 1070\n\n\nBroken: version: 3.2.0 Alpha\nI originally ran into this issue on 3.0 a few weeks ago. I tried it on the public release of 3.1 and encountered the same issue. Today I have reproduced it on 3.2.0. I do not believe this has ever worked.\n\nWhen rendering a view of a smoke simulation (or any volumetric shader) where the material on the far side of that simulation/volumetric uses displacement, there seems to be an effect surrounding and inside the volumetric which causes the displacement texture to jitter, its reflections rapidly altering between frames causing an appearance almost like the texture/object or light source is vibrating/moving. The effect, when viewed on small smoke simulations, appears almost like heat distortion and may be useful for achieving that effect in other desired scenarios. When viewed through large volumetric shaders (such as fog) it creates an effect over the entirety of the object using displacement and is very distracting.\n\nFrom a default Blend, create an object. On this object create a texture that uses displacement and has displacement & bump truly enabled. Then, run a smoke simulation either via a quick smoke or particle simulation or, create a large object that then uses a displacement texture. Then render the scene such that the object with the displacement texture is on the far side of the smoke simulation/volumetric object. A well-lit environment, dense smoke, and a complex texture (high scale noise for small fine displacement/bump details) that makes use of glossy areas will make the effect easier to see. Disabling/removing displacement from the texture (and disconnecting the socket) will correct the issue at the cost of loss of displacement.\n\n\nThings I have tried to get around this problem:\nI have drastically increased, decreased, enabled, or disabled, the following settings to no avail.\nWith regards to the domain:\n- Adaptive domain\n- Noise\n- Empty space: higher values (up to 1.0) did seem to have an influence on the size of the distortion area but could never eliminate it. \n- resolution divisions\n- time scale minimum\n- precision volumes\nWith regards to the smoke texture:\n- Sampling\n- interpolation\n- homogenous\n- step rate\nWith regards to rendering:\nOptix denoising and openimage denoise - I will attach an example of each.\nvery high samples\nI also made sure/tested a domain and/or smoke which does not pass through the surface or near the actual surface of the displacement texture. \n\n - attaching several GIF examples at lower framerate playback.\nI believe the jittering in the full foggy stadium in the reflection of the moon and distance areas when displacement is off is simply due to the lower samples I used for that test render.\n[Bug.blend](Bug.blend)\n\n![nodisplacement.gif](nodisplacement.gif)\n\n![animated.gif](animated.gif)\n\n![OpenImage.gif](OpenImage.gif)\n\n![optix.gif](optix.gif)\n\n[31 displacement issues.mp4](31_displacement_issues.mp4)", "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", "Volumetrics and Open VDB files cast blocky shadows in Indirect render layers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nRendering OpenVDB volumetrics casts shadows properly when all layers are turned on. However if you separate the scene geometry out into a separate render layer from the volumetrics and make the volumes indirectly affect the geometry, the shadows will be blocky and will not composite back into the scene correctly. This makes it impossible to control volumetrics in post. They must be baked into the main render. \n\nLoad the attached file and render.\nThere are three view layers. Go to the compositor.\nUse the Viewer to look at the \"Combined\" view layer. This has the geometry and the volumetrics turned on. This is what the comp should look like.\n\n![image.png](image.png)\n\nUse the Viewer to look at the \"Geo\" view layer. Look at the centermost volumetric shadow. You'll see that it's blocky.\n\n![image.png](image.png)\n\nNow use the Viewer to look at the composited Geo and Smoke view layers. They should look like the \"Combined\" view layer but they clearly do not and the improper shadow casting of the volumetrics is now very apparent for all the volumetrics.\n\n![image.png](image.png)\n\nHere's the Blend file with the OpenVDB.\n\n[Smoke Composite Test.7z](Smoke_Composite_Test.7z)\n\n\n\n", "Flicker Volume Artifacts in EEVEE on RTX Cards by increasing samples\nOperating system: Windows-10-10.0.18362-SP0 64 Bits + Linux\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\nIt seems to be only on RTX Cards\n\nBroken: version: 2.83 - 3.1 (Seems to be worse since 3.0)\n\nWierd colorful artifacts every frame in volume in rendered footage from EEVEE (Not in viewport)\nBloom makes out of this artifacts a big glowing colorfull mess. \nWithout bloom you can see little white artifacts random generated around in Volume (like in old Films)\nif you have less Objects in your Scene. less Artifacts are their (Video 2).\nWhen you increase the sample rate more artifacts show up. You can use a sample rate like 1000 and you have Disco.\n\nIt is in every big volume scene (this isnt the only scene where these artifacts are. All of my scenes ,that have volume in it, have these artifacts (with bloom on, you can realy see the lightflashes)\n\nBug Report from Nvidia:\n3233904\n\nBlend file:[Scene Volume Moinster.blend](Scene_Volume_Moinster.blend)\n\n**Video much Stones (100 samples) :** [Bug wierd flikkering40000-0150.mp4](Bug_wierd_flikkering40000-0150.mp4)\n\n\n**Video less Stones (100 samples) :** [Bug wierd flikkering50000-0150.mp4](Bug_wierd_flikkering50000-0150.mp4)\n\n**Video less Stones (1000 samples) :** [Bug wierd flikkering6 1000samples0000-0150.mp4](Bug_wierd_flikkering6_1000samples0000-0150.mp4)\n \n**Other Examples:** [S1 new Exp0800-0950.mp4](S1_new_Exp0800-0950.mp4)\nI hope you can find the Problem\nThank you for your Time to make Blender better.\n**Thank you very much**" ]
[ "Volume Emission doesn't render when background is transparent\nMac OS X 10.6.8\nNVIDIA GeForce 320M\n- and -\nOS X 10.10.2\nIntel Iris Pro 1536 MB\n\nBroken: 2.76 48f7dd6\nWorked: unknown\n\nPlugging an Emission Shader into the Volume output has no effect if the scene's background is transparent. The object with the volume emission material renders as transparent, so you see nothing but an empty transparent (checkered) background. \n\nIt does display as expected in the Material Preview and in Viewport Render mode. \n\nIf you *also* plug a Mix Shader into the Surface output, and mix a Diffuse (for example) and a Transparent Shader together, emission will be visible (if mixed somewhere between 0 and 1), but only to a limited degree. And once again, the rendered result differs from the Material Preview and Viewport Render.\n\n1. Add an object and give it a material with no surface shader, only an Emission Shader plugged into the Volume output.\n2. Do a test render to verify that it is showing up.\n3. Enable the Film > Transparent option in the Render Context.\n4. Render again and find that the object has become invisible.\n[emission_on_transparent.blend](emission_on_transparent.blend)" ]
Crash to desktop with adding a primitive in Geometry Nodes workspace Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09 Broken: version: 3.1.0 Alpha When you create a primitive in the geometry nodes workspace, and there is not already a primitive in the scene, then Blender crashes to desktop. - Open Blender - Delete the default cube - Switch to Geometry Nodes workspace - Add a primitive from the Add menu - Crash to desktop [2021-11-21 10-59-59.mp4](2021-11-21_10-59-59.mp4)
[ "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n", "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", "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", "Dependency Graph: Assert for DEG_get_evaluated_scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace.\n\nDebug build:\n1. Default cube.\n2. Add Geometry Nodes modifier. In node tree:\n a. Add Cube primitive node.\n b. Add Scene Time node.\n c. Putt Cube geometry to Group Output node.\n d. Set some large values in Vertices inputs of Cube node. (~0.5s to compute)\n3. Start playing of animation.\n4. Click on some place of time line\n5. Press undo/redo few times.\n\n", "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", "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", "Blender sometimes crashes when loading a file with unregistered nodes\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia Geforce GTX 750 Ti\n\nBroken: 2.83.7 release\n\nSometimes when opening a file with unregistered custom nodes, Blender will crash with an `EXCEPTION_ACCESS_VIOLATION` error.\n\n**Stack trace from Visual Studio:**\n```\nblender.exe!node_free_node(bNodeTree * ntree, bNode * node) Zeile 2033\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (2033)\nblender.exe!ntree_free_data(ID * id) Zeile 227\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (227)\nblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Zeile 136\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c (136)\nblender.exe!DEG::deg_free_copy_on_write_datablock(ID * id_cow) Zeile 1073\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1073)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Zeile 952\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (952)\nblender.exe!DEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDNode * id_node) Zeile 1088\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1088)\nblender.exe!std::invoke<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, Depsgraph * && _Arg1, DEG::IDNode * & <_Args2_0>) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & <_Vals_0>, Depsgraph * && <_Vals_1>, DEG::IDNode * & <_Vals_2>) Zeile 1658\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1658)\nblender.exe!std::_Call_binder<std::_Unforced,0,1,void (__cdecl*)(Depsgraph *,DEG::IDNode const *),std::tuple<std::_Ph<1>,DEG::IDNode *>,std::tuple<Depsgraph * &&>>(std::_Invoker_ret<std::_Unforced,0> __formal, std::integer_sequence<unsigned __int64,0,1> __formal, void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, std::tuple<std::_Ph<1>,DEG::IDNode *> & _Tpl, std::tuple<Depsgraph * &&> && _Ut) Zeile 1388\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1388)\nblender.exe!std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>::operator()<Depsgraph *>(Depsgraph * && <_Unbargs_0>) Zeile 1427\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1427)\nblender.exe!std::invoke<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & _Obj, Depsgraph * && _Arg1) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<void,1>::_Call<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & <_Vals_0>, Depsgraph * && <_Vals_1>) Zeile 1641\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1641)\nblender.exe!std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>,void,Depsgraph *>::_Do_call(Depsgraph * && <_Args_0>) Zeile 904\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (904)\nblender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Zeile 952\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (952)\nblender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Zeile 117\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (117)\nblender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Zeile 129\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (129)\nblender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Zeile 939\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (939)\nblender.exe!BLI_task_pool_work_wait_and_reset(TaskPool * pool) Zeile 970\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (970)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Zeile 403\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (403)\nblender.exe!DEG_evaluate_on_refresh(Main * bmain, Depsgraph * graph) Zeile 65\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc (65)\nblender.exe!scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain, bool only_if_tagged) Zeile 1329\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1329)\nblender.exe!BKE_scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain) Zeile 1367\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1367)\nblender.exe!wm_event_do_depsgraph(bContext * C, bool is_after_open_file) Zeile 360\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (360)\nblender.exe!wm_event_do_refresh_wm_and_depsgraph(bContext * C) Zeile 387\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (387)\nblender.exe!wm_event_do_notifiers(bContext * C) Zeile 552\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (552)\nblender.exe!WM_main(bContext * C) Zeile 456\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c (456)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Zeile 530\n\tunter C:\\blender-git\\blender\\source\\creator\\creator.c (530)\nblender.exe!invoke_main() Zeile 79\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (79)\nblender.exe!__scrt_common_main_seh() Zeile 288\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288)\nblender.exe!__scrt_common_main() Zeile 331\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (331)\nblender.exe!mainCRTStartup() Zeile 17\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp (17)\nkernel32.dll!00007ffca1667bd4()\nntdll.dll!00007ffca1e0ce51()\n```\n\nThe exception in line 2033 of node.c says that there is an access violation when reading at position `0xFFFFFFFFFFFFFFFF`. `node->typeinfo` does exist (is not null), but `freefunc` (and actually most of the other attributes) point to `0xdddd...`. Because of that, I think that this bug might be caused by a similar issue as described in #72833.\n\nI'm not sure if a core dump helps you, it's quite large (1GB + another GB for the .pdb file) so if you need it I can look for a way to make it available to you. I'm not a C or C++ dev so I don't know what is helpful.\n\n**EDIT**: I think this crash is caused by opening files files with nodes that were registered while the file was originaly saved but not anymore.\n\nIt's a bit complicated because it doesn't happen all the time. The particular file(s) where I observed this issue use nodes from an addon (Armory3D) which supports per-project custom nodes which get registered via a `on_load_post()` handler (so there is a delay between opening the file and registering the nodes). I'm not entirely sure, but it seems like the crash occurs when the nodes are registered again. The crash even occurs when unregistering the nodes before saving the file.\n\nBecause of that complicated setup (addon required + project setup + custom node package) I will go without an example file. If you aren't able to find the cause without one, please tell me so that I can prepare a minimal project setup for you.\n\nThank you very much!\n\n*Original issue*: 1890", "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)", "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", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\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", "\"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", "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)", "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)" ]
[ "Crash when creating a new object\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha, branch: master\nCaused by 01df48a983\n\nCrash when a new object is created with a spreadsheet view visible.\n\n- Open Blender\n- Delete default Cube\n- Go to the Geometry Nodes workspace\n- Create a new object in the 3d view" ]
Lock camera to viewport doesn't work with 3Dconnexion Operating system: Windows 10 Graphics card: 1070 Broken: blender-2.80-bf9904ec8018-win64 Worked: 2.79 I use to use my 3Dconnexion to move my camera around which was good for setting out rough animations, however, when the camera is locked to the viewport, the 3Dconnexion no longer works. Thanks for reading. This still happens with the default setup. Ps, sorry for always missing your responses, it would be really nice to get notifications or something, though I imagine those could get a little to busy from a Devs point of view.
[ "Viewer Node from Compositor is not updated in Camera's Background Image\nOperating system: Arch Linux\n\nBroken: 3.2.2\nWorked: never\n\nThe viewer node result from compositor is not propagated in the 3D viewport as a camera background image when selected. This might be really useful in many cases. I often use compositor to edit input videos and I want to adjust the 3D scene according to the video. Especially with the grease pencil, there might be a case when the animator wants to draw an animation over an existing one. It is really strange that the option to use the node is there but it's unusable, related to #73188.\n\n**Possible problems**\nRecursion mentioned in #73182. Might be resolved by overriding the order when the node is used in the camera or letting the user change the order somewhere.\n\n**Workaround**\nExport the composited result in a video and then use as a background image or hit F12 after every frame and use the render result in the background image.\n\n1. Create a setup in compositor that changes over time\n2. Connect the result to Viewer node\n3. Use Viewer node as camera background image in the 3D scene\n4. Move to another frame - no change in the background image\n\nIncluded the project file with simple texture animation and two workspaces. One with split screen where both compositor and 3D view are visible. When the compositor is hidden, the background image is not changed at all. When it's visible, it's updated but from the previous frame or state. It seems like the camera first takes the compositor result as the background and then the new compositing takes place. Yes, I understand that it's the design of these stages but this is still a trick to somehow make it work, the image does not update at all without the compositor window being active as shown in the second workspace.\n\n[viewerNodeInCamera.blend](viewerNodeInCamera.blend)", "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", "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", "Grease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nGrease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\n\n[#92351.blend](T92351.blend)\n- open .blend\n- start a stroke inside camera bounds and end it outside camera bounds\n- stroke will stick to the camera on the end\n\n\n", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "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", "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. ", "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", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "Viewports should go out of localview when switching scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nI don't know what the purpose of it.. but it seems like bug. Because I can't find any usefull explonation to this \"fuatures\".\nWhen you have few scenes and going into isolate mode in one of them, and then decided to change scene (and will forget turn off isolate mode) - you will see: nothing :D \nI think in this case more usefull to: a) auto-skip isolate mode when you chanhe SCENES (easy) b) auto-skip isolate mode to all SCENES exept those where you turn on (local storage of isolate mode for each SCENE) (harder)\n\nDefault. Create in scene 2 cubes. Create another one scene and put there few monkeys heads. Then select one of them and o to isolate mode (press \"/\"). Then change scene to another and you will see nothing :)\n", "Snap to Grid in Perspective View performed only at ground level\nGenerally you are not sure which grid point the object is in the perspective view because you need to consider the current depth of the object on the screen.\nThis option would only limit movement at ground level under those conditions.", "VSE Linked external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera\nOperating system: Linux-4.9.0-9-amd64-x86_64-with-debian-9.9 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 13.0.6\n\nBroken: version: 2.81 (sub 3)\nWorked: Haven't yet tried other versions.\n\nVSE: Linking external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera.\n\n1. Create file A with Scene-A and add audio to it on the VSE.\n2. Create file B\n3. From the VSE in file B, link the Scene-A from file A. Set it's input to \"Sequencer\". On file B, playing the strip will correctly play the sound from Scene-A.\n3. Duplicate (or re-instance) Scene-A on the VSE sequencer. If the Input is still \"Sequencer\", both clips will play the audio, as expected.\n4. Switch one of the Scene-A instances to use the Camera as input. \n\nExpected behaviour: \n\nWe should be able to both see the Camera strip and hear the Sequence strip for Scene-A\n\nActual behaviour:\n\nFor all the strips of Scene-A that are set to Input \"Sequencer\", the audio will stop playing.\n\nNote: I've determined that it is not that the audio crashes: other clips with sound on the sequencer keep playing normally.\n\nNote: If I delete the strip with Input Camera and leave only the input Sequencer strips, the problem will not go away, unless I save the file like this and \"revert\" to it.\n\nI cannot find a suitable work-around. In the video that I'm producing I need to edit local sound effects on the shot sequence, and incorporate it on the larger edit.\nI cannot, therefore, both see and hear my sequence on the host sequencer.\n\n\nIf a workaround is possible (that is not reconstruct and re-import the sounds on the original scene) I'd be a happy man :-)\nThanks!\n\n\n", "Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel", "error in custom view3d.move Keymap Setting\nOperating system: Windows11\nGraphics card: It doesn't matter\n\nBroken: up to 3.5.1\n\n\n\nBecause I often use the 2D features in Blender, and the pan view function in Blender is not very convenient (requires using Shift + MMB), I made the settings as shown in the picture to add a new pan view keymap to Spacebar + LMB. In the normal object mode, I can indeed pan the view by using the new shortcut, but once I switch to any other mode, this shortcut key will be disabled. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Camera background movieclips are not visible if \"Viewport Shading\" is set to \"Rendered\" \nOperating system: Linux-5.4.0-65-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.92.0 Beta\nWorked: 2.90.1\nCaused by 3ffa0452af\n\nWhile static background images of cameras are correctly visualized when \"Viewport Shading\" is set to \"Rendered\", background image sequences defined with the clip editor are only visible when \"Viewport Shading\" is set to \"Material Preview\", \"Solid\" or \"Wireframe\" \n\nIn the following python script adjust the path such that it points to some valid input image.\n\n[background_image_test.py](background_image_test.py)\n\nExcecuting the script creates two cameras. \n\nThe first camera contains a static background image (see the code snippet below)\n```\nstatic_background_image = static_camera_data.background_images.new()\nstatic_background_image.image = bpy.data.images.load(image_fp)\n```\nand is visible for all \"Viewport Shading\" types.\n![static_background_shading_rendered.png](static_background_shading_rendered.png)\n\nThe second camera contains a background image defined by a video clip (see the code snippet below),\n```\ndynamic_background_image = dynamic_camera_data.background_images.new()\ndynamic_background_image.source = \"MOVIE_CLIP\"\ndynamic_background_image.clip = bpy.data.movieclips[first_fn]\n```\nwhich is not visible when \"Viewport Shading\" is set to rendered." ]
[ "Broken: NDOF (space navigator feedback, when Lock Camera to View is selected)\nOperating system: win10\nGraphics card: 1080ti x 2\n\nversion: 2.80 (sub 45), branch: blender2.7, commit date: 2019-02-25 20:59, hash: 54ffc4e19dc4, type: Release\nbuild date: 25/02/2019, 17:13\n\n**Broken: NDOF (space navigator feedback, when Lock Camera to View is selected)**\n\nMy space navigator does not work when locked to camera view is on, it does rumble few pixels wide but won't really move. But it does when camera is not locked to view, albeit a bit weirdly even then: like the deadzone 0 isn't 0.\n\nWas the same case with build before that aswell, don't know from when on it started.\n\n\nCheck the checkbox of Lock Camera to View, press num0 and move around with NDOF mouse. ", "3D Mouse (NDOF) frozen in Camera view w/ lock view to camera (WIN32+64)\ni5, Windows7 home, 64bit. 12GB Ram, GTX 980\nThreadripper 12Core 1gen, Windows10pro, 64bit. 32GB Ram, GTX 980\n\nBroken: Blender 2.8 64bit, Alpha, Alpha 2, Beta still persistent in Hash: 91a155833e59\nWorked: Blender 2.79 64bit still working in Hash: 49e3f08815af\n(I hope the hashes are correct, everything freshly tested - 10.01.2019)\n\n**3D Mouse (SpaceNavigator) not working in Cam mode**\n\n3D Mouse works in normal view mode (object mode) +edit mode +sculpt mode +vertex paint +weight paint +texture paint.\n3D Mouse is frozen still in following mode:\n- Set a hook for \"Lock Camera to View\" to enable view navigation within camera view.\n- Press \"0\" to switch to camera = 3D Mouse not responding/Frozen.\n" ]
Geometry Nodes: Curve to Mesh tilt is 180 degrees off Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 3.0.0 Alpha Curve to Mesh has tilt that is 180 degrees off in comparison to curve bevel object property, which makes generated mesh upside-down with default tilt value. ![tilt.png](tilt.png) - Use non-symmetrical profile with Curve to Mesh node. - Or open attached blend file. [tilt.blend](tilt.blend)
[ "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", "Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n", "Bevel improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n![image.png](image.png)\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n![image](image.png)\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n![image](image.png)\n", "Applying negative scale inverts multires displacement\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.82a, 2.90 Alpha (542ff416e274)\nWorked: 2.79b\n\nWhen multires-sculpting an object, then mirroring it on any axis and then applying the scale, the multires displacement inverts - turning inside out. Flipping normals (either before or after applying scale) doesn't help.\nIn 2.79b, multires data is retained correctly after applying scale, although normals need to be flipped afterwards.\n\n1. Pick the default cube, add a multires modifier to it.\n2. Subdivide a bit for good measure, sculpt something.\n3. In object mode, mirror the object on any axis.\n4. Apply scale.\n5. Observe the sculpt turning inside out.", "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)", "Blender FBX won't export Mesh Geometry converted from Curve with geometry nodes\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 535.98\n\nBroken: version: 3.5.1\n\nWhen creating meshes procedurally using geometry nodes modifier on a curve object, this object won't get exported by FBX exporter even if the result is a mesh, not a curve.\n\n1. Create a curve object\n2. Add geometry nodes modifier, create new GN node network \n3. Convert the curve to a mesh and add some topology (for example using curve fill)\n4. Export this object using FBX\nResult: The mesh is not exported\nExpected: The mesh is exported\n\n", "Bezier Splines: Support different interpolation options\nBezier splines have the option of different interpolation methods between control points.\nTo achieve feature parity with the old curve implementation, these should be supported\nfor geometry nodes curves as well.\n\n{[F11838239](image.png) size=full}\n\nBecause of the generalized way attributes are handled in geometry nodes, supporting\na different interpolation method for the `tilt` and `radius` is much more complicated,\nand would require special cases in many areas of the code. I propose merging the two\noptions, so a spline can only have one interpolation method that applies to all attributes.\nIf one wants to interpolate tilt and radius differently, it would always be possible by changing\nthe interpolation mode procedurally and capturing the result as an anonymous attribute.\n\nMeeting notes: 21733", "Breaking change? Curve point tilt default orientation rotated by 90°\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\nWorked: 2.80\n\nThe default orientation (0°) of curve points has changed by 90°. If the curve is used for another object's curve modifier, the result between Blender 2.80 is different to newer versions (reproduced with 2.81...3.6). This is a change that I did not find listed in the release notes, so this is either a bug or by design. In any case, it's a breaking change.\n\n2.80 vs 3.6:\n![grafik](attachment)\n\n\n1. Open the attached project in Blender 2.80 and in 3.6\n2. If you compare the two, you see that the normal orientation is different, consequently the result of the curve modifier affecting the mesh is different.\n\nAfter migrating a bigger project this causes several issues that would need to be fixed. Or Blender needs to be fixed.\nThis is an old issue, so I hope it's not a duplicate. Didn't find it.\nThank you.\n\n", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.", "Cycles: Refraction shaders work incorrectly with normals as mesh attributes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Last main.\nWorked: Never?\n\nNormals created as Normal input node in Geometry Nodes. Captuted on mesh and saved as named attribute.\n- Dot product return 1.0f (~+some error) result for shader Geometry normals and named attrbite.\n- Distance between shader Geometry normals and named attribute is 0.0f.\n\nBoth normals are the same (?). But shader node produce different results for both kinds:\n\n| Normals | Refraction materials |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nSee attachet example file.\n\nFrom scrath:\n1. Create mesh with Geometry Nodes modifier.\n2. Connect Normal input node to output of Geometry Nodes modifier node tree.\n3. Set the name for modifier output.\n4. Appy modifier.\n5. Add Material.\n6. In material, create Geometry input node and Named Attribute.\n7. Add Refraction Shader node and try to put both normals and see results.", "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", "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)", "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```", "Scaling an edit bone negatively rolls the bone by 90° instead of 180°\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80, 700c69as08ab, master, 2019-05-08\n\nWhen scaling an edit bone negatively (or moving the tail below the head along its Y axis), the bone rolls by 90° instead of 180°\nHere's a video showing the issue:\n[mQCe0lT8CR.mp4](mQCe0lT8CR.mp4)\n\nCreate a new armature, enter edit mode, scale the bone by -1\n\n**Notes:**\nI'm working on a add-on that lets you add constraints in edit mode and this breaks the behavior of my \"Child Of\" constraints as you can see below.\nThe small bone is constrained to the larger one. Instead of sliding along the Y axis, the \"child\" slides along X when its \"parent\" is scaled negatively.\n[c76JRZLBds.mp4](c76JRZLBds.mp4)\n", "Curve Deform Node\nNOTE: The design below is outdated. A curve deform node should be a field node now, with a vector input and output, and a curve input. Arguably it should just be a node group too.\n\n\n| {[F10152887](image.png) size=full}| {[F10152878](image.png) size=full} | {[F10152882](image.png) size=full} |\n| -- | -- | -- |\n\n\nThis is task is for a port of the \"Curve\" modifier to a node.\n{[F10150643](image.png), size=50%}\n\n\n**Details**\n* Any geometry component with a position attribute is supported by this node.\n* Only the first spline of the curve is used for deformation.\n* Two input modes modes are available. \n**The position mode uses point positions for the curve parameters.*** The position input is provided for convenience. In most common cases, a single axis of the position is used as a parameter for the curve.\n***The position is mapped to the curve based on length. So \"x=5m\" means, transform by traveling 5m along the spline. This is how the modifier works.** The attribute input mode uses any float attribute between zero and one, as a factor along the length of the curve.\n** For convenience, a \"Float\" option is available for the attribute when the whole geometry should have the same parameter.\n* Extrapolation should be handled by a separate node that can extrapolate a spline.\n \n\n**Further Questions**\n* Is an \"influence\" attribute input really necessary? The same thing could be achieved by mixing a copied position attribute before starting the operation.\n** The answer to this question will apply to other operations as well.\n* Which of the three \"Curve Deform\" settings are necessary in this node? \"Use Radius\" is likely not necessary, the attribute could just be filled beforehand.\n\n**Related Nodes**\n* A \"Curve Sample\" node could do a similar operation, but instead of deforming positions, it would sample an attribute along the length of a curve based on the same mapping controls.\n** This could be useful to have more flexible control of attributes with curves.\n\n\n**Implementation**\nThe implementation should be straightforward. Sampling arbitrary points along the curve is an natural extension of the uniform sampling that is already implemented.\nCurve parameters should be sorted before, and then changed into evaluated point indices and factors.\nThen, interpolation between the transform of neighboring evaluated points should be quite simple.\n" ]
[ "Recent change flips profile curve extruded along spline upside down\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\nWorked: patch [D11522](D11522) from July 21st blender-3.0.0-alpha+master-[D11522](https://archive.blender.org/developer/D11522).871f6c4bd0c6-windows.amd64-release.zip\nBehavior changed in 6ac378e685: Fix: avoid creating improper rotation matrix\n\n![bug.jpg](bug.jpg)\nAttached blend file uses correct orientation of profile curve in TOP view(previously working), but shows incorrect result.\n[bug.blend](bug.blend)\n\nAlso, the same(incorrect) result appears when curve is done via Attribute Curve Map node\n![image.png](image.png)" ]
2.78 user preferences not working Win 10 64 bits 2.78 RC1 and buildbot version too it looks like you cannot get the user preferences anymore from file menu and also using Ctrl-Atl-U also there is another empty window open when you start 2.78 not certain if it is console thanks happy bl
[ "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)", "Tablet/Pen Usability Problems\nFor the most part any user who is using a Pen/Tablet can easily use Blender but there are still a few inconsistencies in the navigation and functions where in the worst case, you need to constantly switch to a mouse.\n\nFor one there is the inability to scroll through certain areas without using the mouse wheel.\nWhen opening a popup list for example when selecting a material, texture, brush, etc, you can only scroll through the window by using the mouse wheel or by typing in the result that you are looking for. But in all other menus that are not popup related, there is the option to scroll by holding the middle mouse button and moving the cursor up/down. \nAdding this option to these popups or at least adding a scrollbar to the side would make it possible for pen users to scroll through these windows without switching to the mouse temporarily.\n![Selection_037.png](Selection_037.png)\n\nSome tools have a radius that can be adjusted by either using the mouse wheel or using the Numpad +/- keys. \nThis is the case for example in the Circle Selection and Proportional Editing.\nFor pen users the Numpad +/- keys work but are slow and awkward to use because because you have to cross your arms (depending on your layout & right/left handed) and you have to hit the keys in very quick succession for a while or hold it which created a delay of when the scale changes. \nAdding an extra key like using the F key to change the radius in the Paint/Sculpt Modes could be a solution but can be equally awkward and even more confusing to use. Maybe mapping the increase/decrease radius to the +/- keys as well for the non-numpad users and make holding the key more responsive and fast in resizing is a good improvement at least.\n![Selection_036.png](Selection_036.png)", "UI: Drag Tool option is misaligned and should not use colon\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag Tool option is misaligned and should not use colon:\n{[F11087908](image.png), size=full}\n\nBtw. `Gizmos:` shouldn't use colon either\n\n", "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n", "Insert key dropdown on keymap doesn't show keying sets anymore\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.2 Release Candidate\nWorked: 2.92\n\nwhen trying to assign a default keying set to the insert key menu, it doesnt show the list anymore just a dropdown that says default\n\n2.92\n![2021-06-30 10_05_54-Settings.png](2021-06-30_10_05_54-Settings.png)\n\n\n2.93+\n![2021-06-30 10_05_19-Blender.png](2021-06-30_10_05_19-Blender.png)\n\nopen blender, go to settings > keymap\nsearch for \"insert keyframe\"\nexpand the \"insert keyframe menu\" under pose mode\nclick the keyingset dropdown... all you get is default.\n", "Cannot to make single user in object properties (if object is used by multiple collections)\nOperating system:\nGraphics card:\n\nBroken:\n\n\nI made a linked copy of an object (not object data!) in another collection by dragging the object from one window of the outliner to another.\nNow in object properties showing amount users equals 2:\n\n![Screenshot_20220101_082503.png](Screenshot_20220101_082503.png)\n\nif you click on button \"make a single copy\" then nothing will happen. I am not sure but seems this UI inconsistency\n\n\nOpen the file and try to make single user to click in object property window:\n\n[make-single-copy.blend](make-single-copy.blend)", "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", "Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n![image.png](image.png)", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "Properties window's tool settings don't update if UI is loaded without header.\nOperating system: macOS 12.0.1\nGraphics card: M1 Macbook Pro\n\nBroken: 2.93.5 (2.93.5 2021-10-06)\n\nI have my startup file set to hide the header in the properties window, and noticed that the Tool Settings tab does not update to show the current tool unless hovered over with the cursor. It updates on tool changes once the header is shown again, and continues to work (even without the header) until the UI is loaded again on opening a file or restarting Blender. \n\n- Open default file\n- In properties tab: {nav Right Click > Uncheck Show Header option}\n- Switch to Active tool and workspace settings\n- Change the active tool from toolbar\n\n---\nor\nLoad the UI from the attached blend file and try switching tools in the 3d view's toolbar. Then show the header in the properties window and try switching tools again.[startup.blend](startup.blend)\n\n[tools.mp4](tools.mp4)", "Closing System Console can lead to loss of work\nOperating system: Windows\n\nAny\n\n* Start Blender\n* Toggle the System Console (2.83 and newer `Windows > Toggle System Console`\n* Press the - [x] button on the system console", "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.", "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)", "[Python API] PointerProperty to type Collection slows down animation after open Preferences with excluded collections\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 2.93, 3.6.1, 4.0.1\nWorked: seems to be never working properly\n\nPointerProperty to type Collection slows down animation after open Preferences with excluded collections\n\nPossible [related to this](87468)\n\n1. Download [Zen2.blend](view?usp=sharing)\n2. Press play to convince that FPS is high\n![Screenshot 2023-08-01 at 06.09.52.png](attachment)\n3. Open Preferences window and also convince that FPS is still the same\n\n4. Run script that will create property group with PointerProperty to collections\n5. Press play\n6. While running, open and close preferences\n\n**Result:**\n\nFPS is dropped down and 'using fallback' message is written in console\n\n![Screenshot 2023-08-01 at 06.17.19.png](attachment)\n\nP.S. It seems like after opening Preferences window excluded collection is starting to take part during animation as if they are not excluded\n\n![Screenshot 2023-08-01 at 06.25.36.png](attachment)\n\n" ]
[ "the user preference window will be black after re-open blend files \nWindows 7 64bit GeForce 9600 gt\n\nBroken: 2.76 rc2 e24ea81\n\nWorked: (optional)\n\nthe user preference window will be black after re-open blend files \n\n1. if you press Ctrl+Alt+U pop user preference window, than save blender, by others word, if you save blender when preference window have opened by independent.\n\n2. when you open the blend files again, you will find a black window with blender title, if not seen, please find it on your task bar at desktop bottom. So if you press Ctrl+Alt+U again or open from file menu, the user preference window will replace the black window, and sill black.\n\n3. you can close black window before you open user preference, if not , it's will keep black. \n\n\nI'm sure the black window not system Console, my English so poor, hope you can understand! even it's not influence work, but hope to fix, the old version have same problem, thanks:D\n\n[untitled2.blend](untitled2.blend)\n\n![56.png](56.png)\n", "user preferences crash\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![user_pref1.png](user_pref1.png)\n![user_pref2.png](user_pref2.png)\n[user_pref.blend](user_pref.blend)\nopen this and look on user pref window - it will crash(fade to black)\nP.S. if we save and revert project(don't close and open again) - working properly.\n" ]
Blender crashes when going into edit mode Operating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.16 Broken: version: 2.93.0 Alpha Worked: unkown blender crashes when i go into edit mode go into edit mode [tardis.blend1](tardis.blend1) [tardis.blend](tardis.blend) [edit_mode_crash.text](edit_mode_crash.text)
[ "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "Sculpt mode - program crash: brush smooth + graphics tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30\n\nBroken: version: 3.6.0\n\nUnless explicitly specified in \"preferences > input > tablet > tablet API > wintab or windows ink\", it crashes when using smooth brush. If I use the \"automatically\" setting.\nFor the bug to recur, the brush must take a force or size parameter from the pressure force on the graphics tablet. If I use the mouse, the error does not occur.\nThis error is repeated in any scene and with any object. I created a cube, remesh it and used a smooth brush in sculpt mode. Blender crashes to completion.\n\ngraphics tablet: xp-pen star 06\n\n", "Collada export crashes (when relative \"//\" is in `Preferences` > `File Paths` > `Temporary Files`)\nOperating system: macOS 12.1\nGraphics card: M1 MBP\n\nBroken: 3.0 with the attached userpref.blend\nBroken: 2.93.8\nBroken: 2.83.19\n\n\n\nfrom factory-startup:\n\n- - [x] type `//` in `Preferences` > `File Paths` > `Temporary Files`\n- - [x] `Export` > `Collada`\n- crash\n\nnote: in a debug build, the following assert is hit after step [1]\n```\n./bin/blender(BLI_system_backtrace+0x26) [0xf4a5f1b]\n./bin/blender(_BLI_assert_print_backtrace+0x16) [0xf344596]\n./bin/blender(BLI_exists+0x2a) [0xf497c6c]\n./bin/blender(BLI_is_dir+0x18) [0xf497d21]\n./bin/blender() [0x3c2a38d]\n./bin/blender(BKE_tempdir_init+0x27) [0x3c2a5e2]\n./bin/blender() [0x4c1ec17]\n./bin/blender() [0x4a2e592]\n./bin/blender(RNA_property_update+0x50) [0x4a2e7ca]\n./bin/blender() [0x55d728b]\n./bin/blender() [0x55f3b4a]\n./bin/blender() [0x435810e]\n./bin/blender() [0x435e018]\n./bin/blender() [0x435e5cc]\n./bin/blender(wm_event_do_handlers+0x7a0) [0x435fd81]\n./bin/blender(WM_main+0x30) [0x4351d2e]\n./bin/blender() [0x3c236af]\n/lib64/libc.so.6(+0x2d590) [0x7fb0c4842590]\n/lib64/libc.so.6(__libc_start_main+0x89) [0x7fb0c4842649]\n./bin/blender(_start+0x25) [0x3c23095]\nBLI_assert failed: source/blender/blenlib/intern/storage.c:348, BLI_exists(), at '!BLI_path_is_rel(path)'\n```", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "Blender 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.", "Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\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", "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", "Blender 2.92 crashing when editing fractured mesh\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\n- 2.83.10\nWorked: ?\n\nI have used cell fracture to fracture a UV sphere. I did separate the parts using P. I tried to edit a part and it is where the crash happens.\n\n\n```lines\n/home/yves/Downloads/blender291/blender(BLI_system_backtrace+0x20) [0x84ba490]\n/home/yves/Downloads/blender291/blender() [0xe5293a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fa720a5e210]\n/home/yves/Downloads/blender291/blender(DRW_mesh_batch_cache_create_requested+0x5a9) [0x1364e89]\n/home/yves/Downloads/blender291/blender() [0x1311158]\n/home/yves/Downloads/blender291/blender(DRW_draw_render_loop_ex+0x35d) [0x131232d]\n/home/yves/Downloads/blender291/blender(view3d_main_region_draw+0x8f) [0x1afb15f]\n/home/yves/Downloads/blender291/blender(ED_region_do_draw+0x7e1) [0x16b43f1]\n/home/yves/Downloads/blender291/blender(wm_draw_update+0x52e) [0x11c181e]\n/home/yves/Downloads/blender291/blender(WM_main+0x30) [0x11bf740]\n/home/yves/Downloads/blender291/blender(main+0x30d) [0xd8d12d]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fa720a3f0b3]\n/home/yves/Downloads/blender291/blender() [0xe4f0b3]\n```\n\n{F9530087}\n\n{F9530088}\n\n- Open the attached file and select `Sphere_cell.055`.\n- Try to switch to edit mode.\n\n\n", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Crash when 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 crashes in edit mode in wireframe view\nOperating system: Linux Mint 21.1\nGraphics card: geforce gtx 1060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc, type: release\nWorked: 3.5.1\n\nOn the attached file, selecting the bear head and going into edit mode, then switching to wireframe, or switching to edit mode while in wireframe mode, blender crashes and exit.\n\nSelect the bear head, switch to edit mode in wireframe. It crashes. It doesn't happen with a default cube in an empty file. The bear has geometry node hairs attached to it on the fur layer, but the geometry nodes are disabled. It also has an armature.\n\nThe problem also happens on windows10 on the same computer.", "Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n![Screenshot_20201224_154148.png](Screenshot_20201224_154148.png)", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n" ]
[ "Crash when entering edit mode with multiple objects sharing the same mesh\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\nCaused by 2b60d7d09c\n\nSelecting multiple linked duplicates and entering edit mode crashes blender.\n\n[linked_duplicate_crash.blend](linked_duplicate_crash.blend)\nOpen the given file and enter edit mode. Or,\n1. Add a monkey\n2. ALT+D along X and box select the previous monkey (Keep the new copy as an active one)\n3. Enter edit mode\n\n\n\n" ]
"Correct Face Attributes" doesn't work when transforming through the sidebar. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.7.2 27.20.2001.9003 Broken: version: 2.90.0 Beta With "Correct Face Attributes" enabled, UVs are still getting stretched if mesh elements are moved by the input fields in the sidebar. 1. Switch to edit mode 2. Enable Correct Face Attributes in the options menu 3. Try moving parts of the mesh by the input fields in the sidebar.
[ "Different results when keyframing visual transforms and applying transforms manually on IK constraint\nBroken: v2.82a and blender-2.90-f9d0f59bed4d-windows64\nWorking: never, tested with 2.75a and that even shows this issue.\n\nThere is a difference between using the insert keyframe menu to insert Visual LocRot compared to if you Apply Visual Transform to Pose and then use normal keyframe LocRot.\n\n\n[keyframe-visual-root.blend](keyframe-visual-root.blend)\n- Open the attached blend file.\n- Set a VisualLocRot keyframe on the root bone.\n- See in the graph editor that the orientation is keyed with quaternion (1, 0, 0, 0), even though the bone was visually influenced by the IK constraint.\n- Disable the IK constraint, and see that the root bone moves.\n\n\n---------------------------------\n\nUsing Keyframe Menu (broken):\n\n[2020-05-15 11-24-58.mkv](2020-05-15_11-24-58.mkv)\n\nIterating Keyframe Insertion (Semi-working):\n[2020-05-15 12-02-32.mkv](2020-05-15_12-02-32.mkv)\n\nManually applying transforms to Pose (working):\n\n[2020-05-15 11-29-47.mkv](2020-05-15_11-29-47.mkv)\n", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Support dragging to change tabs in the side-bar\nNote, this was reported as a bug however it's a TODO (wasn't supported in 2.7x).\n\n----\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (version before the click transparent passthrought)\n\n\nCannot drag on the tabs to select other tab like normal tab behavior on Blender.\n\n- Factory defaults\n- Press 'N' on the 3D View.\n- Try to drag on the tabs on the \"WM_OT_context\", the result is the box selection.\n\nSee attached gif (ignore the mouse cursor offset, that is due to 4k display with only 125% scale applied.)\n\n![fSXMp2gyxJ.gif](fSXMp2gyxJ.gif)\n\n\n", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "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.", "Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n![изображение.png](изображение.png)\n\n[tmp_2.blend](tmp_2.blend)", "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", "Curvature / handles of spline-based mask aren't deformed properly when parented to a plane track\nOperating system: Windows 11\nGraphics card: RTX 550\n\nBroken: 3.1.0\nWorked: 3.1.0\n\nCurvature / handles of spline-based masked aren't deformed properly when parented to a plane track\n\n1) create plane track\n2) draw spline-based mask inside plane track (e.g. circle)\n3) parent mask to plane track\n4) run a few frames forward\n\nhandles / curvature aren't deformed properly\nmask extends / swells out of plane\n\nIf a handle is transformed, it \"snaps into place\".\n\nReason for this is the default `Auto` type handles. In case of `Auto`, they are always recalculated, even after the plane track matrix has already been applied to them.\nTransforming a handle will change its handle type (not `Auto` anymore), thus no recalculation will happen anymore (just the plane track matrix).\n\n> see attached PDF\n\n[handles_mask_plane_track.pdf](handles_mask_plane_track.pdf)", "UV: select similar enhancements\nAdd support for UV Select similar:\n\n* Islands / Faces / Edges, crossing UDIM boundary\n* Islands / Faces texel density\n\nThanks @BlenderBob !\n\n", "Snapping icon don't change when activating snap while moving object, vertex, edge, etc\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080Ti\n\nBroken: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen\nBlender 2.91.0 Alpha b522e834ec30\nBlender 2.90.0 Beta bb5cc3bccf49\nWorked: Don't know!\n\nIf a move action is performed, and toggling snapping with Shift+Tab, no change on the snapping icon is present, confusing if the actual snapping is activated or not.\n\nNot a big thing, but has always botherd me. Don't seem to work on the alpha or beta builds either. Maybe just and overlooked or small enough thing? ", "Face orientation - no colors in X-Ray\nOperating system: windows 10\nGraphics card: NVIDIA GeForce GTX 1070 \nsame issue on different pc Samsung NP900X3C\n\nBroken: 2.83.2 and 2.90.0-f319eec88186 (latest 2020 jul 14)\nWorked: 2.80 ~ 2.82\n\n**Face orientation in X-Ray view does not show transparent colors(blue and red)**\n\n1) turn on face orientations ; \n2) turn on toggle X-Ray\n\n![2020-07-14 21-26-43.mkv_snapshot_01.48_[2020.07.14_21.57.56].png](2020-07-14_21-26-43.mkv_snapshot_01.48__2020.07.14_21.57.56_.png)\nhere how it works in 2.83.2 & 2.90.0 [2020-07-14 22-43-43.mkv](2020-07-14_22-43-43.mkv)\nand how it should like in 2.80 ~ 2.82 [2020-07-14 22-49-24.mkv](2020-07-14_22-49-24.mkv)", "Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nHidden face sets are not affected by changes in the mesh, colors or mask. So when inverting a mask, the hidden face sets will keep their state of masking intact.\nOn a mesh without a multires modifier it will keep the mask sharp between the face sets but when using a multires modifier it will smooth past what is hidden and what is shown.\nThe mask should remain sharp and accurate.\n\nIn this example I am hiding a face set (Shift + H) and inverting the mask (A) to compare the result on the left (no multires) to the right (with multires).\n[2020-07-27 13-54-29.mp4](2020-07-27_13-54-29.mp4)\n\n[bug.blend](bug.blend)\n\n- Open file\n- Hide center face set (green)\n- Draw mask somewhere on mesh that is visible\n- Invert mask\n# Show all face sets\nRepeat steps 2-4 for another object and compare results.", "Live unwrap is non responsive if mesh has no boundaries and no seams.\nSubtask of #75007 see `LiveUnwrapCube.blend` and discussion.\n\nIf a mesh has no boundaries in 3D space (e.g. cube, sphere) and also no seams, then `UV Editor > UV > Live Unwrap` will fail and the unpinned UVs will not follow the movement of the pinned UVs.\n[Pin_two_no_seam.blend](Pin_two_no_seam.blend)\n![image.png](image.png)\n![image.png](image.png)\n\nOTOH if a mesh **does** have a boundary or seams, after the LSCM solver has found a solution, then the single-pin and two-pin interactions (translation, scale+rotation) are both well defined and unpinned UVs will follow pinned UVs in a familiar way:\n[Pin_two_all_seam.blend](Pin_two_all_seam.blend)\n![image.png](image.png)\n![image.png](image.png)\n\nThere are two possible fixes here.\n\nOne possible fix is to upgrade the LSCM algorithm to handle the case where there are no boundaries or seams, either by automatically adding seams if they are missing, or (equivalently) by adding additional constraints to the Least-Squares solver directly.\n\nA second possible fix is to detect the condition, leave the UVs unchanged on return from the LSCM solver, yet still provide the same user interaction for the one-pin and two-pin cases:\n![image.png](image.png)\n\nAt this point, we need design input to determine which (or both?) of these fixes to implement.\n", "different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n![skin_modifier_bug.gif](skin_modifier_bug.gif)\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n", "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." ]
[ "Improvements to \"Correct Face Attributes\"\n**First impression on the \"Correct face attributes\" option**\n**AMAZING IMPROVEMENT!** This is a dream come true for our environment artists at Embark Studios! This new feature will also be greatly appreciated among all other Blender users as well.\n\n---\n\n**Suggested improvements**\n\nSuggested prioritization order\n\n- EXTRUDE - extrude face(s) currently does not work with Correct face attributes\n- Connected faces in uv editor does not show optimal behaviour\n# Corner case issue even when faces are separate in the uv editor\n\n---\n\n**Non connected faces in uv editor works great**\n\nNOTE: This post is just a statement and not a suggestion for improvement. \n\nThe tool works best with faces that are not connected to another face in the uv editor.\n[disconnected in uv editor works best.mp4](disconnected_in_uv_editor_works_best.mp4)\n\n---\n\n**Connected faces in uv editor does not show optimal behaviour**\nI can see that the developer has used “lock” position on vertices where uv’s are connected to other faces in the uv editor. The result is unwanted “skewing” of the texture in the 3d viewport. I believe that that the best behaviour in terms of correcting uv’s would be to make them “unlocked”, even if they are connected to another face in the uv editor. This means that the faces are able to overlap in the uv editor and display texture ratio in the 3d viewport\n\n[connected faces in uv editor causes issues.mp4](connected_faces_in_uv_editor_causes_issues.mp4)\n\n---\n\n**Corner case issue even when faces are separate in the uv editor**\nSometimes there are some faces that does not correct uv coordinates as expected, even when each face is separated and have seams. One face get’s “texture stretching” at one point, but distributes uv’s correct after that. I will investigate further\n\n[corner case issue.mp4](corner_case_issue.mp4)\n\n---\n\n**EXTRUDE - extrude face(s) currently does not work with **Correct face attributes****\n\n[extrude does not correct uv.mp4](extrude_does_not_correct_uv.mp4)\n\n**Suggested behaviour for extrude face**\nStep 1 (selecting face)\n![image](image.png)\n\nStep 2 (extrude face)\nThe created faces first inherit the uv coordinate of the original face and then, the uv coordinates are corrected. UV overlap is expected to happen\n![image](image.png)\n\n---\n" ]
No Windows Explorer Thumnail Preview 2.75a With the newest installer for 2.75a, there is no .blend previews in the windows 8 file explorer. More importantly there is no association between .blend and blender until the user has manually selected "open with..." This leads me to believe that no file association created by the installer. The previous installer for 2.74 had the proper file associations so the new installer must have a bug. A lot must have changed apart from changing from .exe to .msi.
[ "File explorer - box select selects more files than intended\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nIf you use box select tool, with view set to thumbnails, extra elements are selected from a bottom row (as demonstrated in video)\n[2019-12-11 11-07-46.mp4](2019-12-11_11-07-46.mp4)\n- open File browser\n- Set icons to Thumbnails mode\n- go to any folder that has an incomplete bottom row\n- attempt make a box selection with mouse starting on bottom empty area\n- notice that unintended extra files were selected", "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.", "Use new file-list design in the File Browser\nThis will be a rather complex task.\n\nFor this we'll need some kind of `uiModelView` for the File Browser, to handle filtering, sorting and lazy-cached previews. This may be the same (base?) view we use for the asset view as well.\n\nWe can either add C wrappers for the C++ functions, or compile the File Browser files in C++ (preferred).", "--addons does not enable the relative addon checkbox\nWindows 7\n\nBroken: 2.79\n\nBy using [--addons ](https:*docs.blender.org/manual/en/dev/advanced/command_line/arguments.html)*add-on*, the checkbox in the UI of*Blender User Preferences*\"Add-ons\" page is not enabled for*add-on//.\n\n - type `.\\blender.exe --addons mocap`\n - open *User Preferences*\n - click *Animation* under *Categories*\n - search for *Animation: Motion Capture Tools*\n - verify the checkbox is not enabled for this addon", "VSE's selection not centred to images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.1.0 Alpha\nWorked: Never\n\nWhen zooming in enough to a selected image's corner, it can be seen that the selection box (white rectangle) reaches outside the image itself. It also happens with a scaled down \"color\" strip.\n\n- Open a \"Video Editing\" workspace and add a \"Color\" strip\n- Scale it down and zoom to a corner\n- To better notice the issue, play with the resolution of the Preview (in Properties)\n![image.png](image.png)\n\nNotes & thoughts:\n- The selection box (white box) is unresponsive to \"aspect ratio\" changes (in Properties)\n- The drifting of the image is somewhat annoying, and sticking the selection box to the image wouldn't fix this.\nSince I don't know how pixel alignment works in the preview, I'm not sure about this, but it may work to instead drift the canvas, leaving the image put like the selection box currently does. So sticking the image TO the selection box.", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "Knife Tool when faces are exactly aligned (zero screen-space-area), get cut diagonally\nWindows 7 SP1\nGtx 770\n\nBroken: : Started at 2.72 until now 2.73a\nWorked: 2.71\n\n\nWhen > Knife Tool > Cut through > it will create a tri on other planes that is not projected ex. orthographic view + top\n\n\n\n\nVideo ( please download for High quality Drop Box )\n\n2.73a Version ( Heavy Plugin and Shortcut Keys )\n2.73_Modified.mp4?dl=1\n\n\n2.73a Restore Factory ( Deleted >Appdata > Blender foundation )\n[restored.mp4](restored.mp4)\n\n2.71\nknife is working as intended\n2.71.mp4?dl=0\n\n[TEST.blend](TEST.blend)\n\n\nQ> Hi i would like to ask if i should mind because it is normal function and a new feature of 2.72 and not a bug ?", "Microsoft store: Blender cannot be used in terminal\nWindows 11\n\nBroken: 3.4\nWorked: 3.3\n\n**Short Description**\nEver since blender 3.4 released, I have been unable to use blender in the command line. Running just the command \"blender\" gives error 0xc0000022 and whenever I try to run any actual command like \"blender -b untitled.blend -a\" nothing happens. I have never had any issues like this in versions prior to 3.4. I am running the Microsoft store version.\n\nIssue only happens with blender from Microsoft store\n\n**Steps to Reproduce**\n * Assuming that blender is already in your system path, which it should be by default,\n * open a terminal in absolutely any folder;\n * run absolutely any blender command;\n * for example, run \"blender -E help\"\n\n- - -\n!!For now, workaround is to type \"blender-launcher\" instead of \"blender\" to launch blender from command line (but that won't accept any arguments)!!", "Asset Manager: Support preview thumbnails for more data-block types\n## Motivation\n\nFor the asset manager, good previews are important. They are needed to tell assets apart visually, names are more like the secondary way to select them. We need to think about how to capture different data-blocks in a good way, to get the best possible previews.\nWe need that for multiple data-block types.\n\n## Design\n\nWe should try to come up with simple solutions, that work in the majority of cases. Just because there are some cases where a simple solution doesn't work, doesn't mean we can't use it in the majority of cases where it would. So we could have a simple, one-click way to create an asset and one that allows setting further options for when it's needed.\n\nMaterials, objects, poses, textures, images, screen-layouts, worlds and lights already support previews. We could of course improve them.\n\n### Collections\n\nDesign needed. [TODO]\n\n### Brushes\n\n![Screen Shot 2018-11-15 at 19.21.18.png](Screen_Shot_2018-11-15_at_19.21.18.png) *From #56744, we'll probably use the same previews here.*\n\n### Simulations\n\nDesign needed.\n\n### Rigs\n\nDesign needed.\n\n### Movie Clips\n\nIdea: Display some frame, but allow \"scrubbing\" through frames with horizontal mouse movements over the preview.\n\n### Object Types\n\n* Curves (Viewport/OpenGL render?)\n* Empties\n* Cameras\n* Volumes\n* Force Fields\n* ...\n", "OpenEXR DWA compression should not apply to non-color data passes\nLinux Mint 17.3 \n\n2.78c\n\nI write you because i've been testing alot with DWAA and DWAB. But there are major features missing. First of all. Blender need a Compression Tab kind of Setup button. I dont find anything in the release build 2.78c.\nI uploaded a screenshot from the compositing app Natron to explain what i mean. ![Bildschirmfoto vom 2017-04-16 10:52:40.png](Bildschirmfoto_vom_2017-04-16_10_52_40.png)\n\nSecond important thing is to make sure which passes get compressed and which are not. So it would be a good idea to create checkerboxes on each layer with a boolean description of \"i want to compress this layer or not\" \n\nLayers with Capital letters not gonna get compressed. please read more in the foundry forum about that topic.: 125476\n\nCheers.", "Improve unclear/broken File Browser User Preferences\nThe current File Browser settings are a mess and/or don't work.\n\n# Problems\n\n## 1) \"Show Hidden\" space parameter conflicts with user preference\nWhether to show hidden files is determined by a per-space flag, which is automatically saved (see `PARAMS_FLAGS_REMEMBERED`). But this flag also tries to get initialized with the userpref flag `USER_HIDE_DOT`.\nThe former **overrides** the latter, meaning the option does nothing when using temporary windows (which is factory default).\n\n## 2) Hidden Data-Blocks is confusing (and broken)\nFor those who don't know, this is a feature which hides dot-prefixed data-blocks not only from file browser, but also when searching in any ID selector.\nHowever, for the file browser, it's (confusingly) not tied to this user preference, but to the \"Show Hidden\" flag of the editor (the tooltip of which does not mention data-blocks at all)!\nAdditionally, this feature does not work in the file browser on Windows due to an `#ifndef WIN32`.\n\n## 3) Unnecessary \"Filter Files\" user preference\nSince the file browser already has the capability to remember its settings (see point 1), it seems reasonable to remove the explicit user preference and use `PARAMS_FLAGS_REMEMBERED`.\n\n## 4) \"Show Recent/System Locations\" are hard to discover\nOther editors (e.g. status bar sections, or Navigation Bar of the preferences editor) allow configuring directly in the editor, either via right click or in the editor's header.\nThese two file browser settings are only found in the preferences.\n\n---\n\n# Proposed Solutions\n\n## 1+2) Cut \"Show Hidden Files/Data-Blocks\" preference in half\n[D14650](D14650)\n- Rename the preference to \"Show Hidden Data-Blocks\" and put it into e.g. the Editing user preferences section.\n - Moving this setting makes it clear it doesn't only affect file browser, but also ID selectors.\n- Consequently, this user preference will no longer affect the \"Show Hidden\" flag of file browsers (this is already handled via `PARAMS_FLAGS_REMEMBERED` anyway).\n- For file browser, show dot-prefixed data-blocks if either this user preference is set *or* the file browser show hidden flag is set.\n - Update the tooltip of the file browser flag, to clarify that data-blocks can also be hidden.\n- Fix hidden data-blocks for file browser not working on Windows.\n\n## 3) Remember \"Filter Files\" automatically\n[D14650](D14650) (can be split into another commit, since it doesn't strictly belong to this patch)\n- Remove \"Filter Files\" user preference and corresponding userpref UI flag `USER_FILTERFILEEXTS`.\n- Instead remember the flag via `PARAMS_FLAGS_REMEMBERED`, making this completely transparent to the user.\n\n## 4) Add \"Show Recent/System Locations\" to file browser\n[D14649](D14649)\n- Include in either the right click menu, or the header menu, options to toggle these two user preferences.\n - It might be worth storing them as per-editor parameters at this point, though I personally don't see much of a desire to have these differ per editor.", "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", "Support Preview Image Storage for More Data-block Types\nBasically introduce the `Preview *preview` member for each data-block/ID type that should be \"previewable\" in the Asset Browser. This doesn't mean adding support for automatic previews, but at least to support letting the user set custom previews.\n\n* - [x] Node Groups f315a46982\n* - [ ] Cameras\n* - [ ] Armatures\n* - [ ] Masks\n* - [x] Grease Pencil Strokes (`bGPdata`) (already done in `asset-greasepencil` branch.\n...", "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.", "Knife Tool. No preview dot of where the cut will start.\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\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nWhen activating a knife tool, the preview dot of where the cut will begin does not show up. So i do not know if the cut will begin on a face, or on an edge, and i can't see if it snaps to a vertex, etc. I can see all of this only when i actually begin a cut. \nA desirable behavior is when i activate a knife operation with \"k\" key. \n\nCreate a cube. Enter edit mode. Select a knife tool. Point it on a mesh. There is no green dot projected on mesh, indicating where the cut will start.\nOn the other hand, when in edit mode, press \"k\" and you immediately see where the cut will start, and if ctrl is pressed - to which place it snaps.[Knife_Tool_cube.blend](Knife_Tool_cube.blend)\n\n" ]
[ "Thumnail preview in file explorer for windows\nCpu-intel core i7-6500k\nOperating system: Windows 10\nGraphics card: amd\n\nBlender Version\nBlender 2.83.4 and many previous versions\ndidn't work till today\n\nSince some years blender installer has a bug (in registering the extension in windows) and does not show thumbnail file previews in file explorer.we can manually fix it through command prompt by registering file extension for blender.I remember it worked in few years back older versioni in windows 7. Due to such simple bug in installer we need to fix it manually and many even dont know we can have thumnail preview in file explorer outside of blender too.\n\nIts simple you cant see thumnail preview in file explorer in windows unless you register file extension through command prompt.\nHope it gets fixed in next release.![Annotation 2020-08-07 161257.png](Annotation_2020-08-07_161257.png)", "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", "Steam Install does not associate .blend files with Blender\nOperating system: Windows Server 2019\nGraphics card: Intel HD 4000\n\nBroken: 2.90.1\nWorked: Never\n\nOnce Blender is installed via Steam .blend files are not automatically associated with Blender. When you associate .blend-files manually with Blender the association is broken the next time Blender updates.\nIt is possible for Steam installs to associate file extensions: multiple other programs do associate some files (for example, CSGO associates .sav files with itself)\n\nInstall Blender via Steam (without having ever installed Blender via the blender.org installer).\nAfter installing .blend files are not associated with Blender.\nWhen you associate .blend-files manually with Blender the association is broken the next time Blender updates.\n\n" ]
Changes to window sizes or rearranged quick access panel components are not saved consistently (reopened) Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.92.0 Beta Changes in window sizes or rearranged components are not saved. - Go to EDIT -> PREFERENCES - Increase the size of the Preferences window by dragging it by the frame edge - Close the Preferences window - Open the Preferences window again by going to EDIT -> PREFERENCES The Preferences window size is back to its original size despite you increasing the size earlier Same goes for changes in the panels, example: - Go to FILE -> IMPORT -> COLLADA - Resize the import file window that opened - Rearrange the components in the quick access panel on the left of that window, i.e. swap the position of VOLUMES and SYSTEM by dragging them by their handle (::::) - Close the window - Reopen the window with FILE -> IMPORT -> COLLADA You will notice it saved the resizing of this window, but it did not save the rearranged quick access panel components It works in some cases but not consistently across the program. I took the time to report this in detail, don't give me a one-liner claiming it's not a bug just to get rid of it. It may not seem important to you but it is to me. What is the point of having arrange-able panel components if the changes are not saved? Why are some window sizes saved and others not? Clearly a bug. Are you expecting us to reconfigure the program to our needs every time we open the program?
[ "Video Editing: \"Set Render Size\" does not respect Crop settings of selected video strip\nOperating system: Windows 8.1\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.2\n\n\nIn the Video Editing workspace, video strips can be cropped through the sidebar.\nBut even when a clip's size is adjusted through this crop, the command \"Set Render Size\" (Strip>Movie Strip>Set Render Size / sequencer.rendersize) will set the render size to the strip's ORIGINAL dimensions prior to cropping, rather than the adjusted ones.\n\n\n1. Open a new file based on the default \"Video Editing\" setup.\n2. Import a video strip into any of the channels on the Sequencer.\n3. In the sidebar on the right (the one toggled with the N key), expand the \"Crop\" menu entry on the right (the third from the top after Compositing and Transform).\n4. Adjust the Left, Right, Top and Bottom values to crop the video\n5. In the menu at the top of the Sequencer, click Strip->Movie Strip->Set Render Size (or use the F3 command search and execute the \"Set Render Size\" command from there)\n6. The render size will have adjusted to the video strip's original dimensions, ignoring your crop settings.\n\n![image](attachment)\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", "Macro operators [e.g. Loop cut and slide]: \"adjust last operation\" fails completely [when called from the menu -- F9 is fine]\nBroken: 2.8x\nWorked: 2.79b\n\nThis might fall into the same boat as anything related to #45964, although it does seem to be \"new\" in 2.8x.\nAfter performing a loop cut and slide operator, you can adjust the properties in the operator panel (albeit with caveats from #45964). However, if you instead open the Adjust Last Operation panel, it will list a different operator name (Loop Cut, not Loop Cut and Slide), and while you can change properties there, those changes have no effect, even though they are reflected by the operator panel.\nThis didn't use to happen in 2.79b, though IIUC the \"Adjust...\" panel is different in 2.8x from the \"Redo Last\" of the 2.7x era.\n\n1. Load the default scene.\n2. Go into edit mode on the cube.\n3. Add a loop cut, e.g. via the shortcut or using the active tool\n4. Expand the operator panel in the bottom left and adjust properties. Note how those adjustments do have an effect on the result.\n5. Go Edit -> Adjust Last Operation\n6. Note the different operator name in that newly opened panel (Loop Cut vs. Loop Cut and Slide).\n6. Try adjusting any properties in the newly opened panel. Note how the operator panel in the bottom left picks up these changes, but at the same time they have no effect on the operation.\n\n[Demo video ](eAlL08M8AZA)", "UI: Sequencer/Preview jumps to cover entire preview area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\n\n- In the Sequencer Preview, select Sequencer/Preview.\n- Adjust regions so both Preview and Sequencer are visible.\n- Adjust the height of the area.\n- Notice that when the area height meets the region height, the Sequencer region jumps to fill the entire area.\nExpected behaviour: that the sequencer region doesn't jump to cover the entire area, but is scaled with the change of the area height. Or in other words that the sequencer region height is scaled to the area height, instead of being fixed. \n{[F10144522](sequencer-preview-jump.gif),size=full}\n\nAn additional annoyance is when changing the area height:\n{[F10144525](sequencer-preview-jump2.gif),size=full}\n", "Shortcut changes are applied to all keymaps globally instead of individual keymap\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.34\n\nBroken: version: 2.92.0\nWorked: Unknown - I tested as far back as 2.79b\n\nAfter creating a new, custom keymap in Blender, any shortcut changes are applied globally for all keymaps instead of only locally to the new, custom keymap. Therefore, switching between keymaps does not make a difference, since any shortcut changes made to one keymap are applied to the rest of the keymaps globally.\n\n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Keymap\" from the list on the left\n3) Click the \"+\" next to the keymap dropdown (default says \"Blender\")\n4) Enter a name and click \"OK\"\n5) Change a shortcut\n6) Switch back to the default \"Blender\" keymap\n7) The shortcut change is applied (copied) to the default keymap plus all other keymaps in the drop down.\n\n**Conclusion:** Creating different keymaps has no purpose since the shortcut changes are copied to all keymaps globally.\n\n**Workaround:** \n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Preferences\" in the menu bar and uncheck \"Auto-Save Preferences\"\n3) Click \"Keymap\" from the list on the left\n4) Make all shortcut changes **before** creating a keymap\n5) Add a new keymap and give it a name\n6) Click \"Preferences\" in the menu bar and click \"Revert to Saved Preferences\"\n7) Keymaps should now be different and show their own individual shortcuts when switching back and forth\n\n\n\n - Any further changes to the new keymap will be applied globally. To update your new keymap with further changes:\n\n\n\n8) Update the shortcuts \n9) Delete the custom keymap (or add a new keymap with the same name and skip the next step)\n10) Add a new keymap and give it a name\n11) Click restore above the shortcut updates\n\n\n", "Secondary Window Behaviors\nWe want users to be able to use multiple windows on multiple monitors, have them behave in ways that are as consistent as possible between platforms, conform to expected per-platform norms, and offer maximum flexibility for different workflows.\n\nWindows should be created and restored at the **size** they are requested and saved, even when the scale and/or dpi differs between monitors.\n - - [x] Windows - This all seems correct now\n - - [ ] Mac - Some windows are created at incorrect size on high-dpi (Retina) displays\n - - [ ] Linux - Unknown status\n\nWindows should be restored at the same **position** where they were saved, regardless of monitor arrangement.\n - - [x] Windows - This all seems correct now\n - - [ ] Mac - Probably does not restore some windows correctly with multiple monitors in *vertical* arrangement.\n - - [ ] Linux - Unknown status\n\nSecondary and temporary windows should appear above other Blender windows, but not on top of all the windows of all other apps\n - - [x] Windows - Platform variation: Child windows are above parents, but parent siblings have no on-top behavior\n - - [x] Mac - Considered to be working as users prefer\n - - [ ] Linux - Unknown status\n\nBring all Blender windows to the front when the main Blender window is activated. \n - - [x] Windows - Platform variation: Each main window will bring children to front when activated, but not other main windows.\n - - [ ] Mac - Unknown status\n - - [ ] Linux - Unknown status\n\nTemporary windows should be created at a last-used size, and not reset to the default size every time they are opened. \n - - [ ] All Platforms\n\nTemporary windows should not steal each other’s windows \n - - [x] All Platforms - These windows are only now reused if the titles are identical.\n\nAll Windows should have informative titles to help differentiate them.\n - - [ ] All Platforms - This might (eventually) do the trick: [D12365: UI: Improved Window Titles](D12365)\n\nBetter activation behavior as the mouse moves back and forth between the windows (don't require a click to activate another blender window so shortcuts can be pressed)\n - - [ ] Windows - If desired on platform, this might work: [D13951: Win32: Auto-Raise and -Focus Windows on Hover](D13951)\n - - [ ] Mac - N/A\n - - [ ] Linux - Unknown status\n\nDon't let secondary windows appear in the task bar (main windows of course should still appear here)\n - - [x] Windows - All windows of app instance are bundled together on Task Bar.\n - - [ ] Mac - N/A\n - - [ ] Linux - Unknown status\n\nSecondary windows *could* use a slimmer title bar, to make them visually different from the main Blender window. \n - - [ ] Windows - Platform does not currently have such a style as would decrease the mouse hit size.\n - - [ ] Mac - Unknown status\n - - [ ] Linux - Unknown status\n\nTemporary windows (open/save dialogs) *could* block the underlying windows until they have been closed or dismissed. Although breaks our non-blocking paradigm.\n - - [x] Windows - Not currently desired on this platform. Behavior could be implemented if we ever have very small and simple dialogs.\n - - [x] Mac - Considered working as users prefer\n - - [ ] Linux - Unknown status\n", "The Tool Selector Window close one time every two times, when opened too closed to the bottom border of the screen\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\nWorked: (optional)\n\nThe Tool Window, open and close immediately, choosing the tool under the mouse cursor, if the tool window is opened too close from the bottom of the screen.\n\n1) In Edit > Preferences > Keymap, set the \"Space Bar action\" to \"Tools\"\n2) On the 3D viewport, place your mouse cursor in the top area of the viewport\n3) press the spacebar, the tool menu open without any problem, and you can choose a tool with a shortcut key (for example press B to choose the Box selection)\n4) You can repeat that several times in a row without any problems.\n5) Now move your mouse cursor much more closer to the bottom border of the screen, so that you know that the tool window will have to be shifted upward to be displayed correctly.\n6) Press the spacebar a first time. This is ok, you can select your tool\n7) Now press the spacebar a second time. This time, the tool window open and intermediately closed, and the tool selected is the one that is under your mouse cursor.\n8) Press the spacebar again: the tool window open normally\n9) Press the spacebar again: the bug reappear\n10) Now on, every one time over two, the bug appear.\n\n**Expected behavior**\nThe Tool Window should open and stay opened consistently, no matter where the mouse cursor is placed on the screen, when the spacebar is pressed.", "Wrong initial size in the operator panel if Cylinder object is added through left side tool panel gizmo.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.1.2\n\nI was told to post a bug report in the comments of my question so without further consideration I have done so.\n\nWhen creating a cylinder from the tool menu on the left-hand side of the screen, the dimensions present in the window do not match what was created and manually inputting new dimensions will not result in the correct size, instead seeming to multiply by the existing shape's dimensions.\n\nadd-mesh-cylinder-radius-confusion\n\n\n1. Click create cylinder on left-hand tool menu\n2. Click and drag to create cylinder of any size and depth\n3. The \"Add Cylinder\" panel will always show a radius of 1m and the depth of 2m, and adjusting the values will scale the geometry accordingly as if the gizmo-created cylinder size is the 1m/2m base size.\n\n", "Package manager design\nAs the GSoC period comes to a close, I thought it would be a good idea to see where the UI stands.\nI already got some design feedback from my [prior progress video ](watch?v=b_iBVNmeBdM&lc=z13hfndjmzqmtpe0p234vroyex3fgbovp):\n\n> * The Install/Documentation/Uninstall/Disable buttons should have the same height as a regular button\n> * The position of these buttons should stay on the top-right when the add-on is expanded (to avoid jumping position of buttons)\n> * Update to XX could perhaps just be called \"Update\". Number versions (and conventions) vary between add-ons, making the button different widths and making a bit of visual noise. We could display the version number available when expanded, and its changes (are we supporting changelog? That'd be awesome!).\n> * The Enable button does the same as the checkbox in the regular add-ons list? Maybe we should just use the same familiar UI for that?\n> * Refresh repositories should be triggered when adding a new repo maybe?\n\n\n\nSo, the current design of the package manager appears thusly:\n\n![examp255.png](examp255.png)\n\nAs it is now, I already have a few concerns:\n\n* Not a lot of space for repository names, and no way for the user to resize that area (not counting resizing the window) \n * Perhaps the sidebar should be put in a region, so as to at least be user-resizeable?\n* Enable/disable checkbox make names of installed packages misalign with names of uninstalled packages.\n * This could be avoided by only showing uninstalled packages in \"available\", so that uninstalled and installed packages are never displayed in the same list. However, this has a side effect of removing any way to search **all** packages at once. \n* Not a lot of distinction between installed and uninstalled packages.\n * The checkbox only appears on installed packages, but isn't consistent; it can appear unchecked or checked.\n * The button text (\"Install\" vs \"Uninstall\") looks rather similar.\n\nAny other observations and suggestions/recommendations?", "Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n", "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", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous", "Resizing window causes crash on Wayland (libdecor)\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 15.0.6, DRM 3.47, 5.19.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.1\nWorked: (unknown)\n\nRapidly resizing the Blender window causes the application to crash. If I resize the window *very* slowly (like, 10 or 20 pixels per second), it resizes successfully and smoothly. If I do a single, quick drag of the window edge to resize it by about 100 pixels, the window takes about a second to respond but does resize successfully. If I drag an edge or corner quickly over larger distances and for longer, the window crashes with this message in the terminal:\n\n GHOST/Wayland: Error sending request: Broken pipe\n The Wayland connection broke. Did the Wayland compositor die?\n Error: Not freed memory blocks: 56580, total unfreed memory 17.653542 MB\n Freeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n Freeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n Freeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n [... etc. ...]\n\n- Install Blender on Ubuntu 22.04.2 LTS from the official snap (blender)\n- Open Blender while running in a default Wayland login\n- Un-maximize the window, click and drag on a corner to resize the window, and move the mouse rapidly over large distances\n\n", "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", "Disappearing buttons in pie menu, depending on button text length and use of align=True\nOperating system: Linux-4.15.0-144-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: - \n\nI have a pie menu, with a section like this:\n\n\n```\n box = pie.split()\n column = box.column(align=False)\n \n row = column.row(align=True)\n row.operator(\"transform.translate\", text=\"(B) Get Backup\")\n row.operator(\"transform.translate\", text=\"(V) Match\")\n\n row = column.row(align=True)\n row.operator(\"transform.translate\", text=\"(D) Project\")\n row.operator(\"transform.translate\", text=\"Unwrap\")\n```\n\nChanging the column's align argument to True, leads to the Unwrap button disappearing.\nIt can be brought back by changing the text length of any of the buttons. For instance, you can shorten or lengthen the Unwrap button's text. Same for the other buttons, changing the text length will usually bring the Unwrap button back. \n\nSee [video demo ](watch?v=v3VkH44p7xk): \n\n[disappearing_button.blend](disappearing_button.blend).\n\nI've checked back until 2.77 and it's present in all versions since, likely before that too.\n\n* open the blend, run the script in the text editor\n* the pie pops up and all 4 buttons are present\n* set the column's align arg to True\n* the Unwrap button disappears\n* change the text length of any of the 4 buttons to make the button re-appear\n\n" ]
[ "Preferences window does not remember it's last size and position.\nOperating system: OSX 10.12.6\nGraphics card: GTX 980Ti\n\nBroken: Every 2.8 and 2.7x\n\n\n\n> For many years (versions) since I tried Blender, I wish that whenever I close the User Preferences window it will REMEMBER it's last size and position but NOOO! it's always back to it's tiny size shape on the top left of my primary screen (I use 4 screens btw).\n> \n> It's Already Working on Other Windows:\n> Just like Blender remembers position and size of my other windows on my other screens as I save a project file, and I couldn't work or learn blender without this wonderful feature.\n> So why not let that annoying User Preferences window to Remember last size and position by default?\n> \n> The bad Experience:\n> Every time I open it, I will have to expand it's size since it won't show everything and scrolling on this tiny window isn't very user-friendly.\n\n\nDear developers could you fix this?\n\n" ]
Materials turn black or white in Eevee LookDev/Render view if there is a 2nd 3D viewport. [FlusteredIdolizedChafer.webm](FlusteredIdolizedChafer.webm) Operating system: Win10 v1607 Graphics card: GTX 1070 Broken: 2.80, 84c06e996a7a **Description** This is a pretty specific bug but I believe it can come up quite frequently, especially for animators who tend to use more than one 3D viewport. I'll describe it in a giant if statement: - If you're using Eevee, AND - if there is more than one 3D Viewport, AND - if both 3D viewports are not set to either LookDev or Render, AND - you have materials that use Principled or Glossy BSDF, AND - a Normal Map node is connected to the normal input of those BSDFs, THEN - those materials will show up as either black or white, depending on Metalness. **Reproduction** Download this blend. Instructions included in a text object, but I'll put them here too: 1. Check that the cube renders as a regular default cube. 2. Switch one of the other panels to a second 3D Viewport 3. Re-enter rendered view on the original viewport. **The cube turns white.** 4. Changing the Metallic value to 1 makes the cube go black instead. 5. Changing the second viewport to LookDev or Render makes the problem go away. 6. Disconnecting the Normal Map node makes the problem go away. [eevee_render_black_or_white.blend](eevee_render_black_or_white.blend)
[ "Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n|![diffuse_color_eevee.png](diffuse_color_eevee.png)|![diffuse_color_cycles_2.93.png](https://archive.blender.org/developer/F12963470/diffuse_color_cycles_2.93.png)|![diffuse_color_cycles_3.1.png](diffuse_color_cycles_3.1.png)|\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n", "Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)", "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", "In eevee, shading disappears when SSS is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: -\n\nShading disappears in Eevee if one object is located on another object and both have Subsurface enabled\n\nWhen an object has no shading, it looks unrealistic and wrong.\nTo get around this bug, I render two images and connect them in the compositor.\n\nMaybe it is possible to somehow enable these shading without a second render?\nSSS is needed for both objects.\n\nBall Subsurface On (0.02)\n![SSS-on.jpg](SSS-on.jpg)\nBall Subsurface Off (0.0)\n![SSS-off.jpg](SSS-off.jpg)\n\n.Blend file\n[bugshafowsubsurface.blend](bugshafowsubsurface.blend)\n", "No color drag'n'drop in Viewport Shading popover\nOperating system: Linux Mint\nGraphics card:\n\nBroken:2.81-a856c5eccffb-linux-glibc217-x86_64\n\n\nNo color drag'n'drop in 3d view solid (and wireframe) shader options dropdown.\n\nOpen default scene,\nclick on solid shading,\nopen the shader options dropdown,\nunder \"Color\" choose [Single],\nunder \"Background\" choose [Viewport],\ntry to drag the color of one to the other.\n\nAlso not works in wireframe shading dropdown.\n\n![Bildschirmfoto zu 2019-10-08 21-58-07.png](Bildschirmfoto_zu_2019-10-08_21-58-07.png)", "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)", "Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!", "Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values ​​\"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers.", "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.", "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)", "Empty Images react with Viewport World Opacity\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.83.8 through 2.93 master.\nWorked: version: 2.82a\n\nThere is a problem in EEVEE where Empty Images Depth set to \"Back\" will also draw them behind the world HDRI background. So the Image will fade into the background when changing the Viewport Shadings World Opacity.\n![EmptyImageOpacityBug.jpg](EmptyImageOpacityBug.jpg)\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n![Circles.png](Circles.png)\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\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.", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "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", "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n" ]
[ "black normal maps eevee\nOperating system: win7x64\nGraphics card: 1080ti\n\nblender-2.80-855b3e68ef27-win64 and older\nBroken: normal maps \nok, have a wall with normal map texture. my interface is splitted into 2 viewports. one little for preview and another one bigger for work. the walls are black in the little viewport if i connect a normal map since in the bigger viewport it is shown fine. attaching the example file bellow and the video of the bug.\n\nARv708C9XS4\n\n\n[normal_map_bug.blend](normal_map_bug.blend)" ]
QT Animation Crash Windows 10 GTX 106 Broken: latest build from buildbot and 2.79b Worked: dont recall Rendering any animation sequence to QT Animation codec with ffmpeg, crashes blender on frame 9. Open blender Set output settings to FFmpeg Video, RGB Under Video codec go QT rle / QT Animation hit the opengl video renderer (for a faster test) at frame 9 blender will crash. if need any files to test let me know!
[ "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Regression: Crash 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)", "Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n", "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)", "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", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "FFmpeg can't export VP9 on \"Lowest quality\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: Unknown. Broken since at least 2.80.\n\nWhen exporting using VP9 with \"Lowest quality\" selected, it throws the error \n\"CQ level 32 must be between minimum and maximum quantizer value (2-31)\"\n\nIt does seem to work with Flash and OGG containers, but only OGG seems to allow the VP9 codec. Flash uses its own.\n\nTry to export an animation using VP9, Lowest quality bitrate (any encoding speed.) It shows the error in the Status Bar.\n\nOne solution that might prevent this sort of thing would be if we could directly set CQ level instead of using arbitrary presets. Heck, I'd love to be able to access ALL of FFmpeg's amazing features instead of just the few that Blender makes available. With an \"advanced\" toggle, of course. ;)", "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", "Crash when baking quick smoke fire simulation\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nQuick Smoke within FIRE (Bake Data) button\n\n\nfrom 32 change to 256 see picture ![image.png](image.png)\n\nSee End: from 256 to 1000 (frames) ![image.png](image.png)\n\n(Bake ALL) on Type: ALL\n\n![image.png](image.png)\n[Blender-2022-08-15-103438.ips](Blender-2022-08-15-103438.ips)\n[Blender crash guide on Mac appear.txt](Blender_crash_guide_on_Mac_appear.txt)\n\n[Quick Smoke within FIRE.blend](Quick_Smoke_within_FIRE.blend)\n\n\n", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "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", "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", "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)", "AVI Raw index corrupted\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0\nWorked: Never\n\nRendering AVI RAW file will create file with invalid or corrupted index. This seems to happen only with 3840x2160 resolution.\n\n\n[#80482.blend](T80482.blend)\n\n- Open file\n- Render animation\n- Open rendered file in VLC\n" ]
[ "Crash when rendering to Quicktime RLE codec\nArch Linux, NVIDIA Quadro K5100M\n\nBroken: 2.79 official and a51688d0b06\nWorked: 2.78c\n\nWhen rendering to a movie format using FFMPEG on a .blend file that was created at or before Blender 2.78c, Blender will crash if you choose to use the Quicktime RLE codec.\n\nI made a debug build of a51688d0b06 and got the following GDB backtrace:\n\n\n```\n(gdb) bt\n- 0 0x00007fffeaa038a0 in raise () from /usr/lib/libc.so.6\n- 1 0x00007fffeaa04f09 in abort () from /usr/lib/libc.so.6\n- 2 0x00007ffff07cdaac in ?? () from /usr/lib/libavutil.so.55\n- 3 0x00007ffff07e6ea2 in av_image_copy () from /usr/lib/libavutil.so.55\n- 4 0x00007ffff07dfc91 in av_frame_copy () from /usr/lib/libavutil.so.55\n- 5 0x00007ffff07e0255 in av_frame_ref () from /usr/lib/libavutil.so.55\n- 6 0x00007ffff0fc5e72 in ?? () from /usr/lib/libavcodec.so.57\n- 7 0x00007ffff1084e68 in avcodec_encode_video2 ()\n from /usr/lib/libavcodec.so.57\n#8 0x000055555825a98b in write_video_frame (context=0x7fffd25a5008,\n rd=0x7fffbc509490, cfra=0, frame=0x7fffd2582a00, reports=0x7fffc4f0be58)\n at /home/jason_vangumster/src/blender/blender/source/blender/blenkernel/intern/writeffmpeg.c:328\n#9 0x000055555825cd8a in BKE_ffmpeg_append (context_v=0x7fffd25a5008,\n rd=0x7fffbc509490, start_frame=775, frame=775, pixels=0x7fffac7cf6c8,\n rectx=1920, recty=1080, suffix=0x55555bd363a4 \"\", reports=0x7fffc4f0be58)\n at /home/jason_vangumster/src/blender/blender/source/blender/blenkernel/intern/writeffmpeg.c:1241\n#10 0x00005555578cf640 in RE_WriteRenderViewsMovie (reports=0x7fffc4f0be58,\n rr=0x7fffc1903670, scene=0x7fffccf5d808, rd=0x7fffbc509490,\n mh=0x55555d95fee0 <mh>, movie_ctx_arr=0x7fffd2583008, totvideos=1,\n preview=false)\n at /home/jason_vangumster/src/blender/blender/source/blender/render/intern/source/pipeline.c:3446\n#11 0x00005555578cf97c in do_write_image_or_movie (re=0x7fffbc508008,\n bmain=0x7fffccee3f08, scene=0x7fffccf5d808, mh=0x55555d95fee0 <mh>,\n totvideos=1, name_override=0x0)\n at /home/jason_vangumster/src/blender/blender/source/blender/render/intern/source/pipeline.c:3494\n#12 0x00005555578d06fc in RE_BlenderAnim (re=0x7fffbc508008,\n bmain=0x7fffccee3f08, scene=0x7fffccf5d808, camera_override=0x0,\n lay_override=0, sfra=775, efra=3058, tfra=1)\n at /home/jason_vangumster/src/blender/blender/source/blender/render/intern/source/pipeline.c:3768\n#13 0x000055555779efa6 in render_startjob (rjv=0x7fffd3688448,\n stop=0x7fffd364bcfc, do_update=0x7fffd364bcfa, progress=0x7fffd364bd00)\n at /home/jason_vangumster/src/blender/blender/source/blender/editors/render/render_internal.c:604\n#14 0x00005555571efc4f in do_job_thread (job_v=0x7fffd364bc88)\n at /home/jason_vangumster/src/blender/blender/source/blender/windowmanager/intern/wm_jobs.c:337\n#15 0x000055555857bab9 in tslot_thread_start (tslot_p=0x7fffd7aa6908)\n at /home/jason_vangumster/src/blender/blender/source/blender/blenlib/intern/threads.c:253\n- 16 0x00007fffeaf9108a in start_thread () from /usr/lib/libpthread.so.0\n- 17 0x00007fffeaac51bf in clone () from /usr/lib/libc.so.6\n```\n\n1. Open Blender\n2. Load the startup.blend attached to this report\n3. In the Output panel of Render Properties, change Format to FFMPEG video\n4. In the Encoding panel, change codec to QT rle/Quicktime Animation (container and audio codec don't seem to matter)\n5. Render animation (Ctrl+F12)\n6. Observe crash\n\nCrash was confirmed on IRC by @jensverwiebe \n\n[startup.blend](startup.blend)", "Quicktime Animation Rendering Crashes, every time since 2.79 up to 2.8\nSystems tested:\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: \nmore or less since: 2.79 official and a51688d0b06\nstill broken in 2.8\n\nWorked in: 2.78c\n\nBlender crashes when exporting a QT rle/Quicktime Animation via FFMPEG\n\nOpen Blender\nIn the Output panel of Render Properties, change Format to FFMPEG video (that's right you dont even need a video file)\nIn the Encoding panel, change codec to QT rle/Quicktime Animation (container and audio codec don't seem to matter)\nRender animation (Ctrl+F12) or render Open GL\nObserve crash\n" ]
Boolean fail code Blender 3.0 September 20, 2021 Part 2 Operating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29 Broken: version: 3.1.0 Alpha [Boolean bug Boolean bug see previous ticket T91535 @Raimund Klink (Raimund58) Thank you for send me email notification finally! I have hard time to search and I don't know how to find this here until you appear. I send to you new .blend file and youtube. New video youtube 8P2bqaRhPUU [Boolean diffuse.blend](Boolean_diffuse.blend)
[ "Extremely Long time delay using geometry nodes with simple mesh boolean node 37706ms\nOperating system: Linux-5.13.0-41-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.6\n\nBroken: version: 3.2.0 Beta\n\nExtremely Long time delay using geometry nodes with simple mesh boolean node and difference (it takes **37706ms** for the mesh boolean node to do a cylinder difference)\n\n\nI've included the blend file which shows the times when you change the item to do a boolean difference 1 cylinder/count to 2 cylinder/count. \n\n**When I use the Boolean Modifier this time lag doesn't occur**. I've included this in the blend file for testing also.\n\n**PS: this time lag also occurs in Blender 3.1.2**\n\n![screenshot-May-10-2022-11-06-57.png](screenshot-May-10-2022-11-06-57.png)\n\n[prego lid gn.blend.zip](prego_lid_gn.blend.zip)\n", "Annotations (D) do not work with 3d cursor tool (keymap issue)\nMacBook Pro (Retina, 15-inch, Mid 2015)\n2.5 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nAMD Radeon R9 M370X 2048 MB\nIntel Iris Pro 1536 MB\n\nBlender 2.80 Alpha 2\nHash: c94f806dc73\n\ndate: 2018-11-14 22:51\n\nAnnotation tool does not work when pressing D and LEFT MOUSE BUTTON.\n\nAnnotation tool will work when searching with CMD+F; but also within the search, if you click ENTER the annotation tool will pop up for a split second and disappear. \n\nAttaching a short video.\n[Annotation Bug.mov](Annotation_Bug.mov)\n", "Sequencer: transforming strips with overwrite enabled sometimes shuffles\nThe overwrite option sometimes shuffles the strips.\n\nWith `838b6ec48af6fb767089784193d8525c5f5faf13` (current master), and the attached file, the following error can be observed.\n\n- `G` key.\n- Type in `654`.\n- Press Enter to confirm.\n\n... if this doesn't shuffle the strips (so one strip is placed above the others), press Ctrl-Z and repeat the steps above.\n\n[sequencer_overwrite_sometimes_shuffles.blend](sequencer_overwrite_sometimes_shuffles.blend)\n\n", "Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n", "Holdout doesn't work with Mix Shader correctly in Eevee\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\nWorked: 2.83.x\n\nHoldout doesn't work with Mix Shader correctly in Eevee. \n\nWhat I expect when mixing with 100% Holdout:\n\n![Screenshot 2021-01-12 at 22.53.33.png](Screenshot_2021-01-12_at_22.53.33.png)\n\nWhat I get instead:\n\n![Screenshot 2021-01-12 at 22.53.40.png](Screenshot_2021-01-12_at_22.53.40.png)\n\n\n\n - Open the simple blend below\n - Move the timeline from 0-100, which moves the Mix Shader Fac from 0-1.\n - When at frame 1, it should be a 100% Holdout, but notice that this isn't the case\n - Switch to Cycles and verify that it indeed handles this case correctly\n\n[holdout_eevee_bug.blend](holdout_eevee_bug.blend)\n\n", "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", "Boolean Exact Mode failing\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: 3.5.0 - 3.6.0\nWorked: Unknown.\n\nIn the attached `v8 bug daily.blend` file, an object mysteriously vanishes at frame 36, then reappears in frame 37. Changing various minor things makes the problem go away.\n\nThat file uses a simple armature to animate the rotation of the \"Rotor\" object. \n\nIf you change the end frame of the animation from 60 to 61 and move the last keyframe from frame 61 to frame 62--i.e., stretch out the animation just a little bit--the problem goes away.\n\n- Open the [Boolean_exact_difference__bug.blend](attachment) file\n- Enable the boolean modifier\nor \n- Open the [v8 bug daily 03b.blend](107388#:~:text=Save-,v8%20bug%20daily%2003b.blend,-1006%20KiB) file\n- Go to frame 36", "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", "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)", "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", "Geometry instances cannot mix with other instancing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 alpha\n\n\n\n[cant scatter.blend](cant_scatter.blend)\n[2021-11-02 19-08-07.mp4](2021-11-02_19-08-07.mp4)\n\n", "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", "Diffuse Light pass not working as expected in 3.2 Eevee with 'shader to RGB'\nOperating system: macOS-12.4-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.1\nWorked: 3.1\nAffected by 80859a6cb2\n\nDiffuse light pass does not work on shaders using 'shader to rgb' node and just comes back blank. it will severely limit the use of compositor with simple NPR style shaders if so. Unless there is a new approach to this node setup I'm not aware of. Other NPR shaders with a colour component also get lost when going between passes.\n\nAttached blend file has simple toon shader. When going from 'combined' pass to the 'diffuse light' pass all information is lost. Not able to isolate the passes that makes up the 'combined' pass for compositing etc.\n\n[3.2shadertest.blend](3.2shadertest.blend)\n\n![3.2 basic toon - diffuse light pass.png](3.2_basic_toon_-_diffuse_light_pass.png)\n\n![3.2 basic toon - combined pass.png](3.2_basic_toon_-_combined_pass.png)\n\n![3.1 basic toon - diffuse light pass.png](3.1_basic_toon_-_diffuse_light_pass.png)\n\n", "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", "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" ]
[ "Boolean Modifier not working \nOperating system: Windows \nGraphics card: Nvidia Geforce GTX 770\n\nBroken: 2.93.4\nWorked: 2.90\n\nIf one tries to apply the boolean modifier \"Difference\" it does nothing. In previous version it functions.\n\n1. Download the Blender File from above \n2. There a 3 objects in the collections. The objects are in the positive xy-quardant. (Sorry that they are not centered)\n3. If one tries to apply the modifier on the Frame object there is no error message but the frame object doesnt get modified.\n\nGreetings Philip \n\nTest File:\n[#71360.blend](T71360.blend)" ]
Boolean Modifier not working correctly Operating system: Windows 10 Graphics card: - 2.81 Boolean Modifier not working correctly Default startup scene with cube 1) create a UV sphere with 128 Segments and 64 rings 2) move the sphere 1 unit into x and 1 unit into y directions (the bug doesn't appear if the sphere is only move 1 into x) 3) select the cube and put a boolean modifier onto it with the sphere as "object" and "intersect" as operation. Result: the cube disappears. It is reduced to 3 points instead of the intersection.
[ "Add rotation offset in array modifier\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt would be really helpful to have the possibility to use a rotation offset in the array modifier. It is already possible to set this up, with a separate object as rotation offset, but it is time consuming to set up and requires the user to convert from degrees to radians in case the user want to set up a driver for rotation based on the \"count\" property in the array modifier. Duplicating geometry with the array modifier like this is useful if you intend to deform it with a lattice or welding vertices for example. \n\nThe goal is to have a very simple implementation. If complex rotation and translation is needed, using a separate object as offset is a better approach\n\nSee video below for what I'm trying to achieve\n\n[rotation offset.mp4](rotation_offset.mp4)\n\n---\nMockup for additional modifier panel.\nPossibly it could be a \"Factor slider\" per axis instead. \nIf \"X Factor\" == 0.5, the max spin in the X axis would only be 180 degrees\nf \"X Factor\" == 1, the max spin in the X axis would be 360 degrees\n\n![image.png](image.png)\n\n\n\n", "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", "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", "Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n", "Exact Boolean (Union & Self Intersections -- to remove inside geometry) bad performance/memory footprint\nOperating system: Linux-5.15.0-67-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.6\n\nBroken: version: 3.5.0 Beta\n\nI have a group of nodes that gets rid of internal geometry by creating a \"mold\" of an object.\n\nBut it crashes on some meshes and not on other meshes and the crash doesn't give any real information why.\n\nIs there a work around for this?\nNodes works with certain meshes and crashes with others.\n\nWorking mesh and blend file.\n\n**Left side shows internal / overlapping geometry and Right side is free of this after using node network.**\n\n![image](attachment)\n\n[doesn't crash.blend](attachment)\n\n\nCashes when I **click the switch node to enable it** (**see red arrow**).\nCrashes in 3.4.1 and 3.5.\n\n![image](attachment)\n\n\n\n[this one crashes.blend](attachment)\n\nCrash text files attached below\n\n\nIs there a work around for this?\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", "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n", "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", "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", "Boolean modifier produces unexpected result\nOperating system: Debian bookworm / sid\nGraphics card: Intel WhiskeyLake-U GT2, but most likely doesn't matter\n\nBroken: 3.3.1 (from Debian), 3.4.1RC (Daily Build from blender.org, b87bcd3f8fe1), 2.93.12 RC (Daily Build, 1f30e…)\nWorked: unknown\n\n\nIteratively generating the difference between a mesh (in this case a plain torus) and a rotated version of its copy seems to work fine initially but results in broken meshes after a few steps. Artefacts include non-manifold bits and pieces of the original mesh, or a DIFFERENCE step that ends up adding the mesh that it just subtracted to the result.\n\nAlso discussed at 1427102 (page contains images showing said broken results).\n\n[problem.blend](problem.blend)\n\nInspect file above.", "new boolean difference meshing issue with surfaces\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 775M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: New Boolean code - version: 2.91.0\nWorked: Old Boolean code works\n\nnew boolean code does seem to have mesh intersection issues\nwhen dealing with a solid it works better\n\nintersect to surfaces \nadd a boolean difference modifier\n\nto make it work add a solidify modifier before the boolean modifier\n\n[Boolean Issue.blend.zip](Boolean_Issue.blend.zip)\n![Screen Shot 2021-01-29 at 9.08.32 PM.png](Screen_Shot_2021-01-29_at_9.08.32_PM.png)\n\n![Screen Shot 2021-01-29 at 9.09.24 PM.png](Screen_Shot_2021-01-29_at_9.09.24_PM.png)\n\n", "Multi-Object-Mode: Operators that need refactor on their logic\nSome operators are working for multiple-object editing however are still not fully benefiting from it.\nThe most common case is that the operator works but only if all the objects have the same transformation matrix.\n\n* **~~MESH_OT_select_similar~~** (SIMEDGE_FACE_ANGLE, SIMFACE_AREA, SIMFACE_PERIMETER). 0c1934f3c2\n\n* **MESH_OT_knife_project** and **MESH_OT_knife_tool**.\nNeed to convert the code from screen space to world space. More details on [D3637](D3637).\n\n* **UV_OT_weld** (UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y).\nThe current logic to determine the first and last selected vertex is not very compatible with multi-object. We should be able to select vertices from different objects, and use their position to determine the line extremes.\n\n* **LATTICE_OT_flip**\nThe axis need to be in world space, not local space.\n\n* **~~CURVE_OT_select_similar~~** (SIMCURHAND_DIRECTION). ab77f5b5fe\nNeed to calculate direction taking scale into consideration.", "snap cursor to selected ignores geometry position with modifiers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nsnap cursor to selected ignores vertex geometry position with modifiers\n\n(p.s. it would be useful if in the case as in the video with a mirror modifier, the snap function takes into account the intermediate snap between the vertices)\n\n\n1) Open .blend file\n2) Find selected vertex or select one that isn't on XY plane\n3) Press F3 and run `Snap Cursor to Selected` or {key shift s} -> `Cursor to Selected`\n4) Note cursor not snapping to selected vertex\n\n[testsfile.blend](testsfile.blend)\n\n[cursor _to _elected.mp4](cursor__to__elected.mp4)\n\n\n", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "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" ]
[ "Boolean difference operation internal surface not created - same in 2.80, 2.81, 2.82\nOperating system: Linux-4.15.0-70-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.0.0-devel - padoka PPA\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\nAlso in 2.81, 2.80\n\nIn a boolean difference, if edges of the cutting object are exactly aligned with a single face of the target object the \"cut\" surface is not created in the target\nWorks fine if using an odd number of segments, rotating the cutter by 0.01d or more, cutting two faces or more\n\nFor simplicity (with the default Blender setup)...\nCreate a cube\nCreate a default cylinder (32 segments)\nScale 0.8\nMove cylinder in Y 1m (so the cylinder is exactly halfway through a cube face)\nCube target, cylinder cutter, boolean difference\nSurface not created in the target face\n\n\n" ]
viewport shading shadows overlay options displayed incorrectly on M1 Max Metal Backend Operating system: macOS-13.1-arm64-arm-64bit 64 Bits Graphics card: Metal API Apple M1 Max 1.2 Broken: version: 3.5.0 Alpha Worked: NA viewport shading shadows overlay options displayed incorrectly on M1 Max Metal Backend Open Blender, click on viewport overlays and enable shadows. If you now try to orient or tweak shadows by clicking on the little gear icon, the popup window will not show the sphere gizmo correctly. ![Screenshot 2023-02-03 alle 16.22.32.png](Screenshot_2023-02-03_alle_16.22.32.png)
[ "Eevee viewport rendering Overscan doesn't work\nOperating system: Linux-5.11.0-34-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.4\n\nWhen I use viewport rendering in Eevee render mode it's ain't capturing SSR precisely that in the actual viewport. And overscan feature doesn't work for viewport rendering.\n\n[Screencast-2021-09-09_13.09.43.mp4](Screencast-2021-09-09_13.09.43.mp4)\n\n\n", "Mesh Analysis broken by Hidden Wireframe\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe Mesh Analysis overlay seems to draw only back faces when the Hidden Wireframe overlay is also enabled:\n\n![image.png](image.png)\n\nThe vertical red streak is Suzanne's right ear, which should probably be occluded. The back faces of the right eyebrow are also rendered green, but the front faces of the left one aren't.\n\n\nTurn on both the \"Mesh Analysis\" and \"Hidden Wireframe\" overlays in Edit Mode.", "shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n", "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", "EEVEE & Viewport Module\nThis page is in the process of being fully replaced by #eevee_viewport.\n\n---\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n- `(straightforward)` - *Task which is straightforward to implement, which don't rely on larger API changes or refactoring.* \n\n# Long Term Projects\n\nDevelopment may span multiple release cycles.\n\n- {icon circle color=yellow} #68989 ( Selection future-proof design)\n- {icon circle color=yellow} #68990 (Vulkan support)\n- {icon circle color=yellow} [D5442: LANPR line rendering (summer of code)](D5442)\n- {icon circle color=yellow} #68991 (Fisheye / panorama in EEVEE)\n- {icon circle color=yellow} #68993 (Stereo Panorama in EEVEE)\n- {icon circle color=yellow} #68994 (VR design / usability)\n- {icon circle color=yellow} #68995 (VR input integration and mapping)\n- {icon circle color=yellow} #68464 (Better Motion Blur)\n- {icon circle color=green} #68996 (OpenSubdiv GPU acceleration)\n- {icon circle color=green} #68997 (Panorama selection support in viewport)\n- {icon circle color=green} #68463 (Dynamic Indirect light cache)\n- `?` #68998 (Virtual Reality (XR/VR/AR/MR))\n\n\n# Medium Term Projects\n\nDevelopment should be possible in a single release cycle.\n- {icon circle color=red} #71347 (Virtual Reality - Milestone 1 - Scene Inspection)\n- {icon circle color=yellow} #68478 (World Light Extraction)\n- {icon circle color=yellow} #68453 (Anisotropic BSDF)\n- {icon circle color=yellow} #68456 (Shadow catchers)\n- {icon circle color=yellow} #68474 (Clustered Light Culing)\n- {icon circle color=green} #67579 (Improve NDOF navigation)\n- {icon circle color=green} #54638 (OpenGL headless rendering)\n- {icon circle color=green} #68479 (Pointiness support)\n- {icon circle color=green} #68460 (Multiscatter Glossy BSDF)\n- {icon circle color=green} #68459 (Hair BSDF)\n- {icon circle color=green} #68458 (Velvet BSDF)\n- {icon circle color=green} #68477 (Parallax Occlusion Mapping)\n- {icon circle color=green} #68468 (Depth of Field Refactor)\n- {icon circle color=green} #68472 (Light Nodetree support)\n- {icon circle color=green} #68470 (Shadow buffers)\n- {icon circle color=green} #60779 (3D Viewport clipping support)\n\n# Paper Cuts\n\nSmall improvements and polish.\n\n- {icon circle color=green} #64281 (Option to lasso-select using geometry instead of object centers.)\n- {icon circle color=green} #69282 (Ability to cancel viewport operations (rotate/pan/zoom))\n- {icon circle color=green} #68206 (Lag reading viewport depth buffer in LookDev mode)\n- {icon circle color=green} #70803 (Support Viewport roll - around the cursor position) `(straightforward)`\n- {icon circle color=green} #73214 (Armature Object's \"Display As\" does nothing)\n- {icon circle color=green} #73732 (Grid-lines vanish in perspective view, when viewed from the side)\n", "Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n![blender.jpg](blender.jpg)", "Eevee viewport soft shadows are broken on higher sample count\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: ---\n\nEevee soft shadows in viewport have color spills. But it works fine on final render (F12)\n\n![eevee_viewport_soft_shadows_problem.png](eevee_viewport_soft_shadows_problem.png)\n\n- Open .blend file\n\n[bug_soft_shadows.blend](bug_soft_shadows.blend)\n\n- Switch to Rendered Mode of Viewport Shading\n- Wait half a min and see the problem(", "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)", "In blender 3.5, Edge Crease in 3D view isn't overlaid.\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 580 1.2\n\nBroken: version: 3.5.1\n\nIn blender 3.5, Edge Crease in 3D view isn't overlaid.\nIs it replaced with Vertex Crease?\n\n1. Select an object and toggle it into Mesh Edit Mode.\n2. Make sure ‘Creases' is selected in Mesh Edit Mode of Viewport Overlays.\n3. Select an edge and press shift+E to set Factor to 1.\n\n![bug_crease.jpg](attachment)\n\n", "Cycles viewport render border no longer shows scene behind with OpenGL\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080\n\nBroken: 2.80 Hash: 42dd888b98\nWorked: 2.79b.\n\nCycles Preview render removes all shading from the scene. This is very evident when using border renders to help isolate down sections to work on (which is key for working on large scale production scenes.\n\n1. Open attached blend file in blender 2.79\n2. hit shift z in the 3d viewport\n3. notice how you can see the building to the left\n4. close blender 2.79, and open the attahced blend file in blender 2.8\n5. hit shift z in the 3d viewport (blender 2.79 keymap)\n6. notice how you cannot see the building to the left anymore? \n\nThis means that reframing whilst border rendering is no longer possible, nor is it possible to change the border render without guessing to work on a different area of the frame without having to go back to solid mode and then back to rendered mode. Going in and out of solid mode can be 20-30 seconds on production scenes so limiting the amount of switching is important.\n\n[example.blend](example.blend)", "GP/Annotation UI: The Annotation options are both exposed as a Tool panel and as a View panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nAs I was asked to make a new report on these GP UI issues in [D11347](D11347), here they are:\nThe Annotation options are both exposed as a Tool panel and as a View panel(in the VSE). Could the one in the View sidebar be removed?\n{[F10134961](double_exposure.gif),size=full}\n\nIs Onion Skin missing from the tool settings?\n{[F10134979](image.png),size=full}\n\nIf is is, should Onion Skin also be exposed in the Tool header?\n\n", "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", "Shader editor material name on title bar doesn't follow pinned material\nBlender 3.5.1\n\nAs you can see on the screenshot it's displaying material \"Material\" when current node tree is for another material (you can distinguish it by the different base color).\n\nWay to reproduce:\n\n- open attached blend file\n- run the following code in python console\n\n```python\nshader_editor = bpy.data.screens['Shading'].areas[3].spaces.active\nshader_editor.pin = True\nshader_editor.node_tree = bpy.data.materials['Second_material'].node_tree\n```\n\n![image](attachment)\n", "Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n", "Viewport x-ray shading slider flipped\nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nViewport x-ray shading slider flipped\n\nI think this is ment to work the other way round, isn't it?\n![Bildschirmfoto zu 2019-12-18 18-56-18.png](Bildschirmfoto_zu_2019-12-18_18-56-18.png)" ]
[ "MacOS Metal GPU backend: Vector UI control not visible\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nversion: 3.5.0 Alpha\n\nWhen using the Metal GPU backend, the vector UI control does not draw at all:\n\nMetal on the left, OpenGL on the right:\n![Screenshot 2022-12-22 at 09.58.54.png](Screenshot_2022-12-22_at_09.58.54.png)\n\n[vector-ui.blend](vector-ui.blend)\n - Make sure you are on a Mac \n - Select the Metal GPU backend in Preferences > System. Restart. \n - Open the attached blend file\n - Observe that the vector control isn't drawing. \n\n" ]
Material view - Scene Lights don't update Broken: 2.8 4a52531a11f When using the scene lights in the material view while using the Cycles render engine, the lights in the scene all behave with the standard color and strength settings. They do not update with any changes in the settings. Apparently the settings for Cycles and Eeevee are completely separate because when switching to Eevee the settings are different.
[ "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", "World Light Extraction\nEevee world probe is not suited for very high frequency details and even less for sunlight. For this we want to introduce a threshold. All light under the threshold would be pushed to the world diffuse/reflection probe. All light above the threshold would be moved to an importance sample map and used to position a (virtual) sun light that represent the missing energy from the probe.\n\nWe can position the sun in 2 ways: randomly per sample using the importance map, or fixed using a Spherical harmonic decomposition.\nThe first one offers more precise lighting (can work with multiple light source) when the second one offers more stable lighting (good for a sun).\n\nThe good thing is that this virtual sunlight can be shadowed! Thus making most of the light coming from the environment shadowed.\n\nThis should fix this sort discrepancy between cycles and eevee:\n![Clipboard.png](Clipboard.png)\n\nEstimate : 2 weeks", "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.", "VSE Scene strip's color profile is overridden by sequencer settings\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nThere are two scenes:\n1. **Scene.001** is VSE sequencer with *RGB* profile in color management\n2. **Scene** is used as *Scene Strip* and has *XYZ* color profile\n\nWhen rendering **Scene** strip from **Scene.001** sequencer, it overrides original *XYZ* with its *RGB*, but OpenGL preview shows correct mode.\n\nIn attached file render separately **Scene** 3d view and **Scene.001** VSE sequencer to see the difference\n\n", "EEVEE Material Preview works significantly slower than before. \nOperating system: MacOS Mojave 10.14.6 (18G9323)\nGraphics card: Intel Iris Graphics 550 1536 MB\nMemory: 16 GB 2133 MHz LPDDR3\nProcessor: 3,3 GHz Intel Core i7\n\nBroken: (example: 3.0.1, 2.93.8 edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: 2.83.19 \n\nSwitching to \"Material Preview\" view mode (or Rendered) and any manipulation of a material (like adding new node) takes significantly longer than in previous version. \n\n1. Open attached file\n2. Click \"Material Preview\" view mode\n3. Wait until material is fully visible in the viewport\n\nI know my machine is not a great performance beast and my OS is pretty outdated (but I can't upgrade because of other apps that I use), but you can clearly tell that 3.0.1 works much slower. I tried also 2.93.8 version (LTS tab on blender.org) and the result is the same. Only 2.83.19 worked faster. I attached a video, it's realtime screen recording (the only editing within the video is blurring the mess on my desktop). Also you can find a blend file that was use to perform the test. [performance-test.blend](performance-test.blend)\n\n[blender_performance.mp4](blender_performance.mp4)", "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)", "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.", "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)", "EEVEE renders black when no normal NODES connected to mix node --> normal input.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Release Candidate\n\n\nEEVEE renders black when no normal NODES connected to mix node --> normal input. Works fine with Cycles. \n\nOpen below file and click on each material output to see the issue. Switch to cycles and all fine.\n\n[empty normal bug.blend](empty_normal_bug.blend)\n\n![image.png](image.png)\n\n\n", "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)", "Remove 'Use Nodes'\nWhen using Cycles and editing materials, the user is presented with a button called Use Nodes. This is confusing and adds an extra step before being able to set up materials.\n\nIt might be nicer to simply have the material use nodes always. Materials without nodes doesn't even really make sense when using Cycles as they are central to material editing and creation.\n\n![Use_Nodes.png](Use_Nodes.png)", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "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)", "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)", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up." ]
[ "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", "Big 16-bit PNG files don't support Non-color data (EEVEE)\nSystem Information\nOperating system: ubuntu 18.04\nGraphics card: GTX 1070 driver: 390.116\n\nBlender Version\nBroken: March 13, 01:20:20 - bf9904ec8018\nWorks well in Cycles.\n\nBig 16-bit PNG files don't support Non-color data (EEVEE)\nMeanwhile, 8-Bit texture with same size works well. Also works well small 16-bit textures. Also this works well in Cycles\n\n1. Open test file. Set viewport to Rendered or Lookdev\n[normal map test.blend](normal_map_test.blend)\n\n2. If you want, you can use textures from blend file, or unpack it, or use this:\n ![normal map test 8.png](normal_map_test_8.png) ![normal map test 16.png](normal_map_test_16.png)\n\nIt just blank images with 50%R 50%G and 100%B colors, with different bit depth.\n\n3. Select 16-bit texture changing from `Color` to `Non-color data` doesn't have effect. \n\n![Peek 2019-03-14 15-44.gif](Peek_2019-03-14_15-44.gif)\n\n " ]
crash after loading and saving via python Operating system: Linux-5.16.2-arch1-1-x86_64-with-glibc2.33 64 Bits Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46 Broken: version: 3.0.0 Blender crashes directly after loading and saving a .blend file with python API. Run this script ``` import bpy, os bpy.ops.wm.read_homefile() bpy.ops.wm.save_as_mainfile(filepath=os.path.join(os.environ["HOME"], "test.blend")) ```
[ "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 sometimes crashes when loading a file with unregistered nodes\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia Geforce GTX 750 Ti\n\nBroken: 2.83.7 release\n\nSometimes when opening a file with unregistered custom nodes, Blender will crash with an `EXCEPTION_ACCESS_VIOLATION` error.\n\n**Stack trace from Visual Studio:**\n```\nblender.exe!node_free_node(bNodeTree * ntree, bNode * node) Zeile 2033\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (2033)\nblender.exe!ntree_free_data(ID * id) Zeile 227\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (227)\nblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Zeile 136\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c (136)\nblender.exe!DEG::deg_free_copy_on_write_datablock(ID * id_cow) Zeile 1073\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1073)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Zeile 952\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (952)\nblender.exe!DEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDNode * id_node) Zeile 1088\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1088)\nblender.exe!std::invoke<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, Depsgraph * && _Arg1, DEG::IDNode * & <_Args2_0>) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & <_Vals_0>, Depsgraph * && <_Vals_1>, DEG::IDNode * & <_Vals_2>) Zeile 1658\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1658)\nblender.exe!std::_Call_binder<std::_Unforced,0,1,void (__cdecl*)(Depsgraph *,DEG::IDNode const *),std::tuple<std::_Ph<1>,DEG::IDNode *>,std::tuple<Depsgraph * &&>>(std::_Invoker_ret<std::_Unforced,0> __formal, std::integer_sequence<unsigned __int64,0,1> __formal, void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, std::tuple<std::_Ph<1>,DEG::IDNode *> & _Tpl, std::tuple<Depsgraph * &&> && _Ut) Zeile 1388\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1388)\nblender.exe!std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>::operator()<Depsgraph *>(Depsgraph * && <_Unbargs_0>) Zeile 1427\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1427)\nblender.exe!std::invoke<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & _Obj, Depsgraph * && _Arg1) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<void,1>::_Call<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & <_Vals_0>, Depsgraph * && <_Vals_1>) Zeile 1641\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1641)\nblender.exe!std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>,void,Depsgraph *>::_Do_call(Depsgraph * && <_Args_0>) Zeile 904\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (904)\nblender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Zeile 952\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (952)\nblender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Zeile 117\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (117)\nblender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Zeile 129\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (129)\nblender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Zeile 939\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (939)\nblender.exe!BLI_task_pool_work_wait_and_reset(TaskPool * pool) Zeile 970\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (970)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Zeile 403\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (403)\nblender.exe!DEG_evaluate_on_refresh(Main * bmain, Depsgraph * graph) Zeile 65\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc (65)\nblender.exe!scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain, bool only_if_tagged) Zeile 1329\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1329)\nblender.exe!BKE_scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain) Zeile 1367\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1367)\nblender.exe!wm_event_do_depsgraph(bContext * C, bool is_after_open_file) Zeile 360\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (360)\nblender.exe!wm_event_do_refresh_wm_and_depsgraph(bContext * C) Zeile 387\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (387)\nblender.exe!wm_event_do_notifiers(bContext * C) Zeile 552\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (552)\nblender.exe!WM_main(bContext * C) Zeile 456\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c (456)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Zeile 530\n\tunter C:\\blender-git\\blender\\source\\creator\\creator.c (530)\nblender.exe!invoke_main() Zeile 79\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (79)\nblender.exe!__scrt_common_main_seh() Zeile 288\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288)\nblender.exe!__scrt_common_main() Zeile 331\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (331)\nblender.exe!mainCRTStartup() Zeile 17\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp (17)\nkernel32.dll!00007ffca1667bd4()\nntdll.dll!00007ffca1e0ce51()\n```\n\nThe exception in line 2033 of node.c says that there is an access violation when reading at position `0xFFFFFFFFFFFFFFFF`. `node->typeinfo` does exist (is not null), but `freefunc` (and actually most of the other attributes) point to `0xdddd...`. Because of that, I think that this bug might be caused by a similar issue as described in #72833.\n\nI'm not sure if a core dump helps you, it's quite large (1GB + another GB for the .pdb file) so if you need it I can look for a way to make it available to you. I'm not a C or C++ dev so I don't know what is helpful.\n\n**EDIT**: I think this crash is caused by opening files files with nodes that were registered while the file was originaly saved but not anymore.\n\nIt's a bit complicated because it doesn't happen all the time. The particular file(s) where I observed this issue use nodes from an addon (Armory3D) which supports per-project custom nodes which get registered via a `on_load_post()` handler (so there is a delay between opening the file and registering the nodes). I'm not entirely sure, but it seems like the crash occurs when the nodes are registered again. The crash even occurs when unregistering the nodes before saving the file.\n\nBecause of that complicated setup (addon required + project setup + custom node package) I will go without an example file. If you aren't able to find the cause without one, please tell me so that I can prepare a minimal project setup for you.\n\nThank you very much!\n\n*Original issue*: 1890", "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", "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 2.91 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", "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", "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)", "Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)", "Crash 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)", "Access violation in `vk_icdNegotiateLoaderICDInterfaceVersion` when putting computer to sleep.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: (3.6.2)\n\naccess violation when putting computer to sleep. crash log is created immediately after clicking sleep.\n\n\n1. launch blender.\n2. open a file\n3. save it\n4. put the computer to sleep\n\nEdited steps because it just happened when blender was launched normally. Wasn't saved this time, and was a different blend file.", "Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "Blender 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", "LineArt; Crahes when I reopen a file\nAn old HP laptop with\nOperating system: Linux Ubuntu 18.04.5 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2)\n\nBroken: Blender 2.93.0 Alpha, 3ea1779365b5, master, 2021-03-23 18:34\n\n\nI added two GP LineArt on the scene and it worked and then I saved the scene, with new grease pencil modifiers activated, but when I try to reopen in Blender the same scene crashes every times and I'm not able to see anythings after waiting the processing until crashes without any report. the file is attached.\n\n[yach.tar.xz](yach.tar.xz)", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n" ]
[ "Blender 3.0 crashes using load/save with python. \nWindows 10\nGTX 970\n\nBroken: 3.0\nWorked: 2.93\n\nusing python, loading a template.blend file and saving as a new.blend file will crash blender if a camera is present in the template.blend file.\n\n\nThis crash broke my 2.93 comic toolkit addon. I had to write an addon to reproduce the crash. The addon below will load a template file with just a camera in it and then try to save it to a new file. Blender will crash on save. It has something to do with just the presence of a camera in the loaded template scene.\n\nit's not the camera itself (I've rebuilt the camera from scratch) any camera in the loaded scene will cause the assert. \n\nscratching my head. I included a blank new scene (no camera) that works just fine. to toggle between them just comment/uncomment the crashme.blend and crashmenot.blend lines (or add a camera to a blank scene as save over the crashme.blend)\n\nsuch an odd bug. If I can figure out why this would crash blender 3.0 I can release my addon.\n\n![image.png](image.png)\n\nI'm curious why the presence of a new camera in the template scene causes the crash....\n\n[crashme.zip](crashme.zip)", "save_as_mainfile will crash if context has no screen\nWindows 10\nGTX 970\n\nBroken: 3.0\nWorked: 2.93\n\nusing python, loading a template.blend file and saving as a new.blend file will crash blender if a camera is present in the template.blend file.\n\n\nIn script editor execute:\n\n```\nimport bpy\nbpy.ops.wm.read_homefile()\nbpy.ops.wm.save_as_mainfile(filepath='/tmp/test.blend')\n```\n\nWith factory startup file, this will cause crash - NULL dereference in `BKE_screen_find_big_area()`, `screen` was `NULL`" ]
Blender crash Operating system: Dell XPS 7129BLK-PUS Desktop, i7-12700 (Windows 11) Graphics card: AMD Radeon RX 6700XT Broken: 3.4.1 Worked: 3.1.2 In Evee every time I open material or render preview Blender crashes, every time I open material preview in cycles, blender crashes Open Blender 3.4.1 seect evee or cycles render, open material preview
[ "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Crash when multiple materials are assigned to a mesh\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.1 Release Candidate\nWorked: unknown (I haven't opened the .blend file in versions older than 3.2. It is broken in 3.2)\n\nWhen two materials are assigned to the mesh, random faces disappear and reappear when switching between Object and Edit modes. After switching back and forth several times, Blender crashes. In some instances it took significantly more switches from Edit mode to Object mode and back before Blender crashed. In some of these instances, Blender appeared to create new faces with one or more vertices at the object's origin.\n\nWhen transforming any vertex, edge, or face, Blender quickly generates new faces with at least one vertex at the object origin and crashed shortly thereafter.\n\nI posted a 30-second video of the issue (including two crashes) here: strange_face_artifacts_causing_crashes/\n\nThankfully, I have not reproduced this issue in any other .blend file.\n\n1) Open the attached file, \"Crash - random faces.blend\" and you will see the mesh has a number of holes in it.\n2) Press tab and the missing faces will reappear but other faces will disappear. Pressing tab additional times eventually results in Blender crashing.\n3) Select any vertex, edge, or face and transform the selected element using G, S, or R and new faces will appear. Blender will quickly crash.\n4) Reducing the number of material slots to one appears to fix the problem (all faces are visible as normal) but it reappears as soon as a material is assigned to the second slot.\n\nThank you very much for your time.\n\n[Crash - random face orientation.blend](Crash_-_random_face_orientation.blend)\n", "Cycles X material preview using 100% of cpu\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\nUsing cycles X, opening the material preview causes my computer to lag and drop in FPS\n\nCreate a new material and open the material preview with cycles x\n\nFor a new scene with default cube and default material, preview render completes in about 5 seconds.\nWith Beckmann glass it's ~10 seconds.\nWith Multiscatter GGX Glass, ~35 seconds.\n\n(Size of preview render: 134x150px)\n", "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", "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)", "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", "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", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "blender 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", "Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n", "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", "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)", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "Shader compilation freeze Blender on Intel Arc770\nOperating system: Windows 10\nGraphics card: Intel Arc770 16Gb (Resizable Bar enabled)\n\n3.6.0\nDate: 2023-06-27 08:08\nHash: c7fc78b81ecb\nBranch: blender-v3.6-release\n\n**Intel driver version**\n31.0.101.4665\nReleased 11.08.2023 (latest on moment of this post)\n\nAll modes of viewport on new scene (default, for example) works fine: solid, material preview, display render. But, if I open my scene, works only 1 and 3 option. Building a shaders freezes Blender. It's around 800+ materials on scene, and GeForce cards works fine with that. The video card works at full power, with enabled Resizable Bar function. Cycles render (oneAPI) also works fine, but i can't switch the viewport on material preview. Blender freezes when shaders start compile.\n\n" ]
[ "Blender Crashing Whenever It Tries To Access Eevee\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: none (I tried 3.3, and it also crashed)\n\nWhenever I try to use anything relating to Eevee blender crashes. It happens when I try to enter material mode, or render anything in eevee, it also crashes whenever I try to enter the shading tab. I've just got a new computer and have been running tests on it, I found that whenever I try to use GPU cycles rendering it still uses my CPU primarily which I thought was odd, I dont know if this is related or not, but when I looked in the error logs when Blender crashed with Eevee it seemed like there was a communication issue between the drivers, blender, and my GPU. The error logs are included below\n\n1) Debug logs\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n\n2) Debug GPU\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n\n3) Debug GPU Glitch Work Around\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n\n1) Open up the shading tab\n2) Render anything through Eevee\n3) Switch to material view\n\nThis happens on any file I have, so I've just attached my most recent blender file\n[ShaiHulud.blend](ShaiHulud.blend)", "Crash When Trying To Use Shader Tab, Material Preview Mode and Eevee Engine.\n**System Information**AMD Ryzen 7 5700G with Radeon Graphic processor\nOperating system: Windows 11, version 22H2\nGraphics card: AMD Radeon RX 6600 XT\n\nBroken: (3.2.1)\n\n**Cannot use eevee engine or else crash, same with material preview mode \nwith any engine and shader crashes blender when selected**\n\n**Load up Blender and render with eevee engine, will crash. Try access shaders, will crash.\nUse material preview with any engine, will crash.**\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)", "Blender will crash when clicking on shading viewport\nOperating system: Windows-10-10.0.22621 64 Bits\nGraphics card: AMD Radeon RX 6600 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.18.220726\n\nBroken: version: 3.3.1\n\nNo matter what I do whenever I click on the \"Shading\" tab, or try to go into the Render viewport for Eevee my blender closes. Im not even sure if its a crash, it just immediately closes.\nIf I load of a scene with a model that has more than 200 faces, blender closes. I can open the Render Viewport if im in Cycles, but the shaded viewport still wont work and will close the file immediately. I've restarted my computer, checked the memory cache and I still have room I think, and my computer is brand new. I also tried seeing if there was a crash log for blender but nothing shows up. I even uninstalled and reinstalled Blender. This happens on all files of Blender I open. This started today after having no problems ever.\n\nI have no idea how this happed to begin with. I was working on a butterfly scene with just a low poly butterfly, and transparent background. I had a 2k res hdri background for lighting\n[Butterfly_09.blend](Butterfly_09.blend)\n\n", "constantly crashes\nOperating system: Windows 10\nGraphics card: AMD Radeon RX 5500\n\nBroken: Version 3.3.1\nWorked: (optional)\n\nBlender Crashes whenever I (1) open 2D animation, (2) change viewport shading to material preview or rendered, or (3) when I enter the material properties tab. \n\n1. From start up, click 2D animation.\n2. From start up, click General, click rendered or materteral preview.\n3. From start up, click General, click material properties. \n\nThank You! \n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n[blender.crash.txt](blender.crash.txt)\n", "Material preview and rendered buttons crashes the program.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n|Graphics card:|Driver:\n|---|---\n|AMD Radeon RX 5500 | 4.5.0 Core Profile Context 22.20.16.04.220811\n|AMD Radeon RX 6600 XT | 4.5.0 Core Profile Context 22.20.16.04.220811\n|AMD Radeon RX 6600 XT | 4.5.0 Core Profile Context 22.20.18.220726\n|AMD Radeon RX 6800 XT | 4.5.0 Core Profile Context 22.20.18.220726\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: version: 3.3.1\n\nMaterial preview and rendered buttons top right crashes the program.\nApparently the problem happens because the `closure_eval` function already has a body:\n\n```lines=20\nERROR (gpu.shader): GPU_material_compile VertShader: \n | \n 1 | #version 430\n | ^\n | Error: 'closure_eval' : function already has a body \n | \n | #version 430\n | ^\n | Error: '' : compilation terminated \n | \n 2 | #extension GL_ARB_conservative_depth : enable\n | \n | Error: compilation errors. No code generated.\n\nERROR (gpu.shader): GPU_material_compile FragShader: \n | \n 1 | #version 430\n | ^\n | Error: 'closure_eval' : function already has a body \n | \n | #version 430\n | ^\n | Error: '' : compilation terminated \n | \n 2 | #extension GL_ARB_conservative_depth : enable\n | \n | Error: compilation errors. No code generated.\n\nERROR (gpu.shader): GPU_material_compile VertShader: \n | \n 1 | #version 430\n | ^\n | Error: 'closure_eval' : function already has a body \n | \n | #version 430\n | ^\n | Error: '' : compilation terminated \n | \n 2 | #extension GL_ARB_conservative_depth : enable\n | \n | Error: compilation errors. No code generated.\n\nERROR (gpu.shader): GPU_material_compile FragShader: \n | \n 1 | #version 430\n | ^\n | Error: 'closure_eval' : function already has a body \n | \n | #version 430\n | ^\n | Error: '' : compilation terminated \n | \n 2 | #extension GL_ARB_conservative_depth : enable\n | \n | Error: compilation errors. No code generated.\n\n```\n[blender_debug_output.txt](blender_debug_output.txt)\n\n\n- Open Blender's 2D animation template\n\n" ]
Blender crashes when using cycles Operating system: Windows 10 pro 21H2 Graphics card: AMD RX 6600M RAM: 16GB DDR4 3200MHZ CPU: Ryzen 7 5800H Broken: 3.1/2.93 Worked: none **Blender crashes when enabling the cycles render engine using HIP with AMD RX6600M** open the demo file of blender 2.92, change to cycles (remember to use HIP) render engine, enable only the gpu compute then display render view [Blender 2.blend](Blender_2.blend)
[ "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Vega GPU crash during render\nOperating system: Debian 11 bullseye x86_64 Linux 5.10.0-17-amd64\nGraphics card: gfx900 AMD/ATI Vega 10 XTX [Radeon Vega Frontier Edition]\n\nHip info: \n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release hipconfig\nHIP version : 5.2.21152-4b155a06\n\n== hipconfig\nHIP_PATH : /opt/rocm-5.2.1\nROCM_PATH : /opt/rocm-5.2.1\nHIP_COMPILER : clang\nHIP_PLATFORM : amd\nHIP_RUNTIME : rocclr\nCPP_CONFIG : -D__HIP_PLATFORM_HCC__= -D__HIP_PLATFORM_AMD__= -I/opt/rocm-5.2.1/include -I/opt/rocm-5.2.1/llvm/bin/../lib/clang/14.0.0 -I/opt/rocm-5.2.1/hsa/include\n\n== hip-clang\nHSA_PATH : /opt/rocm-5.2.1/hsa\nHIP_CLANG_PATH : /opt/rocm-5.2.1/llvm/bin\nAMD clang version 14.0.0 (llvm-project roc-5.2.1 22204 50d6d5d5b608d2abd6af44314abc6ad20036af3b)\nTarget: x86_64-unknown-linux-gnu\nThread model: posix\nInstalledDir: /opt/rocm-5.2.1/llvm/bin\nAMD LLVM version 14.0.0git\n Optimized build.\n Default target: x86_64-unknown-linux-gnu\n Host CPU: znver2\n\n Registered Targets:\n amdgcn - AMD GCN GPUs\n r600 - AMD GPUs HD2XXX-HD6XXX\n x86 - 32-bit X86: Pentium-Pro and above\n x86-64 - 64-bit X86: EM64T and AMD64\nhip-clang-cxxflags : -std=c++11 -isystem \"/opt/rocm-5.2.1/llvm/lib/clang/14.0.0/include/..\" -isystem /opt/rocm-5.2.1/hsa/include -isystem \"/opt/rocm-5.2.1/include\" -O3\nhip-clang-ldflags : -L\"/opt/rocm-5.2.1/lib\" -O3 -lgcc_s -lgcc -lpthread -lm -lrt\n\n=== Environment Variables\nPATH=/usr/local/bin:/usr/bin:/bin:/usr/games:/home/ian/.local/bin\n\n== Linux Kernel\nHostname : *****Linux***** 5.10.0-17-amd64 #1 SMP Debian 5.10.136-1 (2022-08-13) x86_64 GNU/Linux\nNo LSB modules are available.\nDistributor ID:\tDebian\nDescription:\tDebian GNU/Linux 11 (bullseye)\nRelease:\t11\nCodename:\tbullseye\n```\n\nBroken: blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release\nWorked: N/A\n\nBlender crashes when attempting to render more complex scenes on Vega GPU.\n\n[lone monk demo](lone-monk_cycles_and_exposure-node_demo.blend)\n./blender ../lone-monk_cycles_and_exposure-node_demo.blend\nrender on gpu\n\n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | tee log.txt\nRead prefs: /home/ian/.config/blender/3.3/config/userpref.blend\nRead blend: /home/ian/Downloads/lone-monk_cycles_and_exposure-node_demo.blend\nWARNING: Shader warning [node_vertex_color]: Invalid attribute.\nMemory access fault by GPU node-1 (Agent handle: 0x7f2683fa6400) on address 0x7f2400000000. Reason: Unknown.\n[1] 25965 abort ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | \n 25966 done tee log.txt\n```\n\n```\n:0:rocdevice.cpp :2652: 2702732952 us: 249488: [tid:0x7f1dd0b76640] Device::callbackQueue aborting with error : HSA_STATUS_ERROR_MEMORY_APERTURE_VIOLATION: The agent attempted to access memory beyond the largest legal address. code: 0x29\n[1] 249488 abort ./blender --factory-startup --debug-all\n```", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "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", "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)", "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```", "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 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", "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 on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "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 while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "Crash 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 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```", "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" ]
[ "Crash while rendering image textures on Cycles using the AMD Radeon RX 6600m graphics card\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nBroken: version: 3.3.0 Alpha\n\n\nBlender suddenly crashes when trying to render an image texture (either actual render or viewport) using Cycles. The problem is only present when using the GPU to render, CPU works as expected. The problem is only present when using Cycles, Eevee and ProRender work as expected. The problem persists through all combinations of Blender 3.0, Blender 3.1, and Blender 3.3 Alpha with the latest \"recommended\" drivers for the card I'm using (Adrenalin 22.3.1) as well as the latest \"optional\" drivers (Adrenalin 22.4.2)\n\n- Start a clean default project\n- Go into shading\n- On the material node, click Add > Texture > Image Texture\n- Send the \"Color\" output of the Image Texture into the \"Base Color\" input of the Principled BSDF (The error happens whether or not the Image Texture is empty)\n- Go into Render Properties and set the Render Engine to Cycles and the Device to GPU\n- Click F12\n\nPlease excuse me if I'm missing the obvious as I'm new to blender and 3D in general, but as I have not been able to find any info. about this specific problem online, I'm afraid I may actually be facing a bug. Thank you very much for your time.\n\n" ]
Transfer object mode doesn't exist Armature Edit Mode Operating system: Graphics card: Broken: 3.4 Worked: never? transfer object mode doesn't work when in armature edit mode Alt Q allows for the transfer from mesh edit mode to armature edit mode but not the other way around - Open default scene - Add armature - select armature and enter edit mode - Hover over cube and hit {key Alt Q}
[ "Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)", "Armature driving other object visibility gets out of sync if the parent collection is hidden/shown again in viewport\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.1\nWorked: Never\n\nWith a linked override library with some driver on some linked object (render or viewport visibility), if you disable viewport visibility for one parent collection of that object, when the file went open again the changes made to the linked armature gets messy and a resync is needed.\nNote that it happens only if there is some driver on one of the linked objects.\n\n\nOriginal file:\n[override_driver_original.blend](override_driver_original.blend)\nLinked file:\n[override_driver_linked.blend](override_driver_linked.blend)\n\n - Open the file named \"override_driver_linked.blend\"\n - Move \"Armature\" somewhere\n - Enter in Pose Mode and move the Bone somewhere, exit from Pose Mode\n - Disable from viewport the parent collection, named \"Collection.001\" (Globally disable in viewport)\n - Save the file and exit\n - Re-open the file\n - Make the \"Collection.001\" visibile again, note that both the armature and the object are misplaced!\n - Enter in Pose Mode, note that the object move but the armature is still misplaced!\n - Make a Resync on the armature to replace all in the right position\n\n \n\n\n\n", "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.", "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.", "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", "Node Tools: popover menus for options\nWhen creating a new Node Tool the defaults are immediatelly set. But users can still change them from the menus\n\n* **Object Types**: Mesh, ...\n* **Modes**: Object, Edit, Sculpt\n\n![image](attachment)\n\nNote: This is only for the Tool context. But once assets are also supported in the Modifiers Add Menu we will need the `Object Types` popover in the Modifier context as well.\n\n", "Sculpt mode pivot ignores object transform when pivot mode is \"Active Element\"\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.4.0\nWorked: unknown\n\nWhen the pivot mode is set to \"Active Element,\" the sculpt mode pivot location ignores the transform of the object.\n\n- move and/or rotate default cube\n- Set `Transform Pivot Point` to `Active Element`\n- To see the pivot position, enable `Move` Object Gizmos (in popover of `Viewport Gizmos`)\n- enter sculpt mode. (note that the pivot has moved back to origin)\n- Go to {nav Sculpt > Set Pivot} and run any of the `Set Pivot Operation` operators (such as `Pivot to Origin`, `Pivot to Unmasked`, `Pivot to Mask Border`, etc)\n\nThe pivot location will be relative to the world origin, not the transformed object (which is also active).\n\n---\nTo be honest, it's strange to me that operations such as \"Set Pivot -> Pivot to Mask Border\" generate a pivot that's different for different pivot selection modes in the first place --- it's very unintuitive for the pivot location to not appear at the actual (world space, post-transform) mask border when you run an operation that's supposed to set it to that location. I haven't thought through the nuances of sculpt pivot vs 3d cursor vs pivot mode interaction, though, so maybe there's a good reason for this --- in which case take this as UX feedback that I spent an hour trying to figure out why my pivots weren't working before finding this issue :)\n\nAt any rate, the Active Element behavior seems broken", "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", "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", "Very slow interaction with Armature, if GPU Subdiv is enabled\nOperating system: Ubuntu 20.04\nGraphics card: Gefore MX230\n\nBroken: 3.3, 3.2.2\n\nwith the enabled GPU Subdivision, interactions with the armature are much slower than with the disabled\n\n[2022-10-23 13-29-00.mp4](2022-10-23_13-29-00.mp4)\n\nmove the bones with GPU Subdivision on and off\n[kira_lite.blend](kira_lite.blend)", "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)", "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...", "Wrong property changing `matrix_world` and destructive undo via RMB.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken:\nversion: 3.6.1\nversion: 4.0.0 Alpha\nWorked: never\n\nReturning to the original state during editing (or canceling) does not give the result that was when editing was started.\n<video src=\"attachment\" title=\"2023-08-16 21-40-53.mp4\" controls></video>\n\n1. Copy script and run\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n col = self.layout.column()\n ob = context.object\n col.prop(ob,'name')\n col.prop(ob,'matrix_world')\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n2. Quickly change the scale value for the object matrix.\n3. Press Right mouse button.\n\n", "Transfer data - vertex position by sampling UV\nAs we discussed on blender.chat, Blender would benefit from being able to transfer vertex positions from one object to another by sampling the UV's. Both the operator and the modifier\n\nHere is a mockup that might clarify what I mean\n\n![transfer vertex pos.png](transfer_vertex_pos.png)\n\n", "Slow and laggy transforms using the tool pop-up box after clicking the transform gizmo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 1650 Super\n\n3.5.0 (also same issue in 3.4.1)\n\nWhen I move/rotate the gizmo in the viewport with the mouse it is nice and responsive. However, when I use the rotate and move transform value sliders in the transform pop-up box the values are very slow to update and the viewport object being transformed lags quite drastically. Not only when using the mouse to slide value but using the increment arrows too. This seems to only be when using the TRANSFORM_OT_translate.value / TRANSFORM_OT_rotate.value / TRANSFORM_OT_resize.value \nAs a note the viewport side panel Item-Transform (Object.location, Object.rotation_euler, Object.scale) doesn't seem to have this problem and updates as it should, allowing nice responsive viewport updates as the value slider is dragged.\n\n- Unzip attached file\n- Open .blend file\n- Select any object\n- Rotate it with the help of viewport gizmo\n- Now change values from redo panel (notice slowdown)." ]
[ "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\"" ]
reload UDIM doesn't check for new tiles. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31 Broken: version: 2.92.0 When working with UDIM, often can happen to have to add some more tiles, unfortunatley Blender seems not able to find the additional tiles when the texture is realoaded. I still didn't find a proper workaround either. To reproduce the error, add a new tile to an existing UDIM after assigned to material and press reload. Thanks Max
[ "Material Properties: Shortcut assignment for the \"New\" button does not relate to the interface.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe shortcut for the big \"New\" button in Material Properties does not work for the button, which suggests giving a new material to the active slot. Instead it calls bpy.ops.material.new() and silently creates new materials in the data. This can also be tested with Quick Favorites.\n\n![MaterialShortcutNewBug.jpg](MaterialShortcutNewBug.jpg)\n\n\n", "Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n![Screen Shot 2022-12-26 at 10.30.46 PM.png](Screen_Shot_2022-12-26_at_10.30.46_PM.png) \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!", "`user_remap` fails silently when object is in edit mode\nBlender 3.6\n\nWay to reproduce:\n1) Create new empty blender project\n2) Select cube\n3) Enter edit mode\n4) Run the code below\n\nResults - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.\n\n```python\nimport bmesh\nimport bpy\n\nobj = bpy.context.active_object\n\ndata = bpy.data.meshes.new('test')\nbm = bmesh.new()\nbmesh.ops.create_monkey(bm)\nbm.to_mesh(data)\nbm.free()\n\nobj.data.user_remap(data)\nassert obj.data == data\n```\n\n", "Cache of cloth simulation is not read by blender after reopening the file (pre-roll)\nOperating system: Windows-10-10.0.10240 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 75)\n\n\nI bake the cloth simulation. I see the *blendcache_cloth* folder. When I close and reopen the .blend file, the data in the cache folder is not read. When I go to the physics tab, I see the *Delete Bake* button. This means that blender recognizes that I baked the simulation before but the cloth plane is not animated.\n\nNote 1 : For a small project, when I choose *Automatically Pack into .blend* it works but for some large project it doesn't work even after choosing *Automatically Pack into .blend*. Anyway, I wouldn't like to pack All because this will double the size of the texture, audio files, ...etc on my hard drive. \n\nNote 2 : I also tried the method of exporting the cloth simulation as .mdd file. When I import this file again using **File>Import**, the cloth plane is animated but it is inserted in a very very far location from its original location. The solution is to use Mesh Cache modifier and to modify the axes and to clear all transformation.\n\n1. Download the attached .blend file.\n2. Select the plane.\n3. Go to the Physics tab to see the properties of the cloth simulation.\n4. Click on \"Delete Bake\" if you find it.\n5. You may reduce the End frame so that you don't bake the whole 500 frames. You can make it 100 or 200 depending on your computer's speed.\n5. Click on \"Bake\" to bake the animation with the Disk Cache option enabled. \n6. Save the file. Close blender. Re-open the file. \n7. Try to play... No animation!\n\nI wish if there was an option to enter the path or the location of the cache folder. Thank you for your support and for caring about our bug reports. That's really appreciated :)\n[cloth.blend](cloth.blend)\n\n\n", "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", "Fix ViewLayers cache building\nCurrently, ViewLayers' collection and objects cache is rebuilt way too much (it can be thousands of time during a single edit action in a relatively heavy scene).\n\n## Proposal\n\nUse a lazy update approach:\n* Code changing the the data only tags the relevant view layers' caches to be updated.\n* Code actually using those caches is responsible to call a new 'ensure()' callback first, which will check those flags and rebuild the cache as needed.\n\nWe can stay fairly general (tag a whole cache as dirty, and just fully rebuild it then when required), or be more specific by tagging every ID that changed, and then cache rebuilding code could only update the parts that need it. \n\nProfiling on worst-case scenarii should tell us if high level of granularity is really needed here (worst case would be a viewlayer with many collections and objects). \n\nAnother possibility would be to add an API to actually update the needed parts of the caches on the fly (called from code modifying the related IDs relationships), but this is likely more complex to get working.\n\n*Note: Thread safety should not be an issue here, at least there is none at all in current code…*", "Add Existing Import/Export Functionality to Collection Properties\n**Problem Statement**\nCurrently importing and exporting files like glTF, FBX, Alembic or USD is done through operators. This is fine for a one time export, but when re-importing or re-exporting the same asset many times it becomes cumbersome. We need to store relations to such files and settings permanently, so re-import and re-export is quick, and may even be done automatically on changes.\n\n**Collection Settings**\nThe basic idea is that Collection datablock would get settings for import and export.\n\nFor export, a collection could have one or more associated exporters. Blender would natively support USD and Alembic exporters. However this could be an API that Python add-ons can plug into, to also support file formats like FBX and glTF. The settings would be defined by the exporter, and could be exactly the same as existing export operator properties. Once export settings are set up, re-exporting one (or all) collections would be a single click, much like rendering.\n\nFor import, the simplest case would be similar to export. A collection would have one associated importer and settings. Re-importing would be done with a single click as well. This would delete the objects in the collection and add new objects, however any changes to these objects would be lost.\n\n---\n\n\n**Goal**\nThe first step will be to wrap the existing import and export logic using Collection Properties.\n\n\n**Requirements**\n- A user should be able to select the file for import/export\n- A user should be able to set the required import/export parameters\n\n- A user should be able to import all data from a supported file type as children of the selected Collection.\n- A user should be able to re-import all data from the selected file. This would delete the objects in the collection and add new objects, however any changes to these objects would be lost.\n - This would probably require a pop up to ask the user if they are sure the want to re-import and overwrite the collection children\n\n- A user should be able to export all objects that are a child of the Collection back to the selected file.\n- A collection could have one or more associated exporters. \n - This was mentioned in the main design task, is it a realistic/requested use case?\n\n**Design Goals**\n- It should be generic enough to be usable for any importer/exporter\n- Start thinking about how the Collection data block should be updated to support the longer term goals of using the collection properties import/export as a sort of live library to the file contents.\n\n\nAn initial thought for a UI design could be something like below (all the relevant import/export parameters have not been added to the list). Ideally we should be able to re-use the existing operator an UI logic as much as possible.\n![image.png](image.png)\n\n**Implementation Notes**\n- Import for USD already has an option to import all objects to the active collection. Not much needs to be changed there.\n- I believe export for USD only currently supports options for All, All Selected, All Visible. Would have to be updated to support exporting all children of the active collection.\n- (I am unfamiliar with the other import/exporters)\n\n**Questions**\n- If there is work that needs to be done for each individual file type to support this workflow, who is responsible for that implementation? Does it fall to the owner of the importer, or should they all be tackled together before moving on to the next phase of this work?\n\n**Technical Design**\n\nTo support import, the Collection data-block would need to be updated to store the import filepath and the import parameters. If we want to keep this as generic as possible, what would be the best way to store these parameters? Obviously each format will have a different set of parameters, and we want to keep it generic enough to be easy to add other formats in the future. Currently the import parameters are contained entirely in their respective modules (`USDImportParams` used only in `../io/usd` and `.../io/editors/usd`), how should the parameters be exposed at a lower level?\n\nTo support a single file export, the same technical requirements and questions apply regarding best way to make generic. To support multiple file export, Collection will need to store a list of export parameter blocks.", "User defined default color for images\n**The Default Color**\n\n_**If you map a texture in such a way that the image doesn't cover the entire model, the default color should show up.**_\n\nInterestingly Blender does have a default color and as far as I know the only way to see it is to set an image texture extension mode to _Clip_. In that case, any UVs mapped outside of the image space get the color black (0.0, 0.0, 0.0). However this default color can not be currently defined by the user.\n\n![image](attachment)\n\n**The Panic Color**\n\nThe panic color for images AKA the bright magenta (1.0, 0.0, 1.0) appears when an image file has not been loaded correctly. It's meant as a visible warning for **missing images**.\n\n![image](attachment)\n\n**The Problem With UDIMs**\n\nExternal texturing tools are able to _skip_ UDIM tiles that do not contain any valuable information apart from the base color value.\n\nBlender doesn't correctly support variable size UDIM sets and expects all UDIM sets to be of equal size.\n\nThe panic color currently shows up when dealing with **variable size UDIM sets** (color, normal, roughness, etc).\n\nAs a way of an extremely simplified example I've created the following file featuring a material with 2 UDIM sets, one for the Color and one for the Normal.\n\n![image](attachment)\n\nThe problem appears because the 2 UDIMs are not conformed by the same number of tiles (images).\n\nThe Color UDIM with 3 tiles:\n\n![image](attachment)\n\nThe Normal UDIM with 2 tiles:\n\n![image](attachment)\n\nThe Normal UDIM delivers the panic color (magenta) in the non existing 1003 UDIM tile.\n\nThis is incorrect behavior since no image is really missing (there can not be a missing image if the tile does not exist in the first place).\n\n![image](attachment)\n\n**The proposal**\n\nAllow for the default color to be user definable.\n\nIn the case of single image textures with extend mode set to clip, this color is applied to any UVs that exist outside of the (0.0, 0.0) - (1.0, 1.0) space.\n\nDefault color set to (0.28, 0.25, 0.2):\n\n![image](attachment)\n\nIn the case of UDIMs this color is applied to any UVs that exist outside any tile.\n\n![image](attachment)\n\nDefault color set to (0.5, 0.5, 1.0) AKA the bluish normal base color:\n\n![image](attachment)\n\nFor existing tiles that have failed to load their image (missing images). The pink panic color is **still expected**.\n\n![image](attachment)\n\nPanic color to be expected since the tile **exists** but it's image was not found.\n\n![image](attachment)", "Crash when multiple materials are assigned to a mesh\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.1 Release Candidate\nWorked: unknown (I haven't opened the .blend file in versions older than 3.2. It is broken in 3.2)\n\nWhen two materials are assigned to the mesh, random faces disappear and reappear when switching between Object and Edit modes. After switching back and forth several times, Blender crashes. In some instances it took significantly more switches from Edit mode to Object mode and back before Blender crashed. In some of these instances, Blender appeared to create new faces with one or more vertices at the object's origin.\n\nWhen transforming any vertex, edge, or face, Blender quickly generates new faces with at least one vertex at the object origin and crashed shortly thereafter.\n\nI posted a 30-second video of the issue (including two crashes) here: strange_face_artifacts_causing_crashes/\n\nThankfully, I have not reproduced this issue in any other .blend file.\n\n1) Open the attached file, \"Crash - random faces.blend\" and you will see the mesh has a number of holes in it.\n2) Press tab and the missing faces will reappear but other faces will disappear. Pressing tab additional times eventually results in Blender crashing.\n3) Select any vertex, edge, or face and transform the selected element using G, S, or R and new faces will appear. Blender will quickly crash.\n4) Reducing the number of material slots to one appears to fix the problem (all faces are visible as normal) but it reappears as soon as a material is assigned to the second slot.\n\nThank you very much for your time.\n\n[Crash - random face orientation.blend](Crash_-_random_face_orientation.blend)\n", "GPU texture baking with large tile size fails\nOperating system: Windows 10\nGraphics card: Vega56\n\nBroken: 2.90.1\nWorked: 2.83.8\nNot sure if this was a particular commit (or if libraries changed at that time) but this broke between 51ac411ce8 and 5c5a638b57\n\nI was trying to bake 8k emissive map but it doesnt work so i was searching for some error about hour a then try to make 4k emissive map and everything worked jsut fine with same settings, only thing i change was resolution of image from 8k to 4k. After this i try again bake 8k emissive but doesnt work image was empty so this must be some sort of bug.\nBased on the default startup or an attached .blend file (as simple as possible).\n[bug.blend](bug.blend)\n\nThis file has its tile size at 8192x8192.\nWith a tile size of 4096x4096 it works fine.", "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", "No set, update or msgbus notify callback when renaming collection item via UI_UL_List\n[UI_List_Rename_Test.blend](UI_List_Rename_Test.blend)\nSteps to reproduce:\n1) Open the attached blend file.\n2) Run the `test__init` script.\n3) Run the `test_action` script.\n4) Observe that the `set`, `update` and msgbus `notify` callbacks have been executed successfully. (Each print a message in the console upon being called)\n5) Change the `name` of the test collection item via the property below the UI list in the object `Test Panel` and observe that all of the before mentioned callbacks are executed successfully.\n6) Change the `name` of the test collection item via double clicking it in the UI list. None of the callbacks are executed, and the `Message Bus Subscriber` property above the UI list can now be see to be out of sync with the name of the collection item.\n\n<edit: Baardaap> added User interface tag. It's not really a UI issue, but people from the UI module are most likely to know how to fix it I guess.", "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).", "v2.79 - Particle System \"Current Cache to Bake\" Not Work\nWindows 10 Enterprise 64-bit\nNvidia GeForce GTX1080Ti\n\nBroken: v2.79(5bd8ac9)\nWorked: (optional)\n\nAfter previewed and cached the simulation, I cannot read back the cached files after hitting \"Current Cache to Bake\", instead I have to hit the \"Bake\" button to bake it all again(spend the same amount of time as the first time caching it). This way I can read back the baked files and use on any new objects. However It would be nice if \"Current Cache to Bake\" works so I can save some time on every simulation I have already cached.\n\n1. Create a simple mesh(e.g. a plane).\n2. Add a new particle system.\n3. Set up a simple simulation(e.g. set normal velocity to 40 to simulate a fountain).\n4. Go to Cache tab, check Disk Cache, double click the cache and give a simple name(e.g. 001).\n5. Put timeline indicator to frame 0 and hit play, and then it will cache the simulation on a new folder next to your .blend file.\n6. After it is cached, hit \"Current Cache to Bake\".\n7. In the same Cache tab, check \"external\", locate the file path, and leave the cache file name as \"001\"(as you named it). Leave the Index Number to 0.\n8. It shall now indicate that \"2 Points are Found!\"(where you shall have 1000 points by default). If you hit play it will only play 2 out of the 1000 particles you have cached.\n9. Now return to Step 6, hit the \"Bake\" button instead of \"Current Cache to Bake\", the progress bar will show and it will take the same amount of time as your first time played(cached) the simulation.\n10. After baked, repeat Step 7, you should get \"1000 Points Found!\" now.\n", "Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n![untitled.png](untitled.png)\n*Pasted driver after some undo's*\n![untitled1.png](untitled1.png)\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n" ]
[ "Improve UDIM functionality\nThe UDIM code from [D3509](D3509) covers basic use cases, but there still are quite a few ToDos:\n\n- [x] Correct UDIM drawing in workbench engine ([D6421](D6421) or [D6456](D6456))\n- [x] UDIM support in Cycles with OSL (fa5e28ab08)\n- [x] Add multiple tiles at once (e0cd5b980f)\n- [x] Filling tiles during creation (11d9271804)\n- [x] Support opening UDIMs by selecting any secondary tile in File Editor (bdbcb0df10)\n- [x] Disable Add and Fill operators when primary tile is empty (850aa3a6cf)\n- [x] Avoiding the texture limit in Eevee ([D6456](D6456))\n- [x] Consider adding support for different file name schemes (e.g. \"u0_v0\" instead of \"1001\") #77989 (UDIM Textures: support for different file name schemes)\n- [x] Add operator for finding additional tiles on disk ( or support this via the image reload operator? #75116 (UDIM tiles not recognized when reloading images))\n- [x] UDIM packing/unpacking ([D14395](D14395), originally [D6492](D6492))\n- [x] Baking UDIMs (related to [D3203](D3203)), report #95190\n- [ ] Tools for UDIM-aware UV editing (e.g. \"Move selection to separate tile\")\n- [ ] Support for UDIMs in various other features that work with images\n - [x] Displacement Modifier (f9e65fcea7)\n - [ ] \"Edit Externally\" ([D7789](D7789) / #73730)\n - [ ] \"Export UV Layout\" blender/blender-addons#74325\n - [ ] Node Wrangler Principled Setup blender/blender-addons#93496\n- [ ] Generated UDIM images not saved properly ([D14885](D14885) / #97251)" ]
Alembic cache induces flickering and change of position on hair driven by that surfaces connected to it. Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.80 (sub 74) Worked: (optional) Hair changes every frame when is driven by a surface using an alembic cache (cache sequencer ). The position of every strand is lost, not a big changes but subtle .When i change to an mdd cache all works as expected .constant position in hairs, no flicker . Open scene with an object with hair, create a Mesh Sequence Cache modifier on it to drive it , connect it to the proper abc file , and the right object path .Render a few frames.Result flicker the same procedure changing to a Mesh Cache( with .mdd ) modifier render a few frames , works fine. In viewport al works fine in both ways .The hairs doesn't varies his position. note.The zip file contains also cache files in relative path way [alembic flicker hair.zip](alembic_flicker_hair.zip)
[ "Move cache visualization to draw overlay\nCurrenlty the cache visualization isn't updated during playback, only when the screen is redrawn.\nThis needs an optimization of the drawing of the cache lines.", "Long time render Hair Particles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.43\n\nBroken: version: 2.92.0\nWorked: 2.83\nCaused by switching to Embree for hair 207338bb58, 99436acde8\n\n\nHello,\n\nWhen I open an old blender file (v2.83) containing a plan with hair particles (grass), with blender 2.92 ...\nWhen rendering with CPU, the rendering time is multiplied by 4 !!!\n\nTest Blend file :\n[Test Hair v1.blend](Test_Hair_v1.blend)\n\nRendering on blender 2.83 -> 4.30 min\n![Test Hair CPU 2.83.jpg](Test_Hair_CPU_2.83.jpg)\n\nRendering on blender 2.92 -> 19.52 min\n![Test Hair CPU 2.92.jpg](Test_Hair_CPU_2.92.jpg)\n\nI have the impression that the quality of the blades of grass and more detail, however I did not change any parameter!\n\nIs it normal that the rendering time is so long on blender 2.92?\n\ncordially\n\n", "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", "Broken simulation nodes cache indicator in timeline\nOperating system: ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6 Beta\n\nWhen Simuation nodes caching is disabled, indicator from timeline is not disappear, and behaves incorrectly:\n1. Under the widget of the current frame there is a piece of the indicator \n2. when moving the current frame to the left, a piece of the indicator remains in place, and after the operation is terminated, it returns under the widget of the current frame\n[2023-05-20 17-30-40.mp4](attachment)\n\n1. Open blend file\n2. perform the operations specified in the description\n\n", "Hair Dynamics Stretching to Mesh\nOperating system: Windows 10 OS Build 18363.1316\nGraphics card: RTX 2070\n\n2.91.2\n\nWhenever I try to simulate hair dynamics on the tail or chest fur, they stretch to the original position of the rig. I can't get them to simulate correctly.\nHowever, the cheek fur and whiskers simulate fine. I've checked the modifier stack and the normals, everything appears fine.\nI have read elsewhere to switch to shade flat or to play the animation without baking it first, but none of this works.\nI can't find a fix that works for me anywhere.\n\nVideo of issue:\n[2021-01-30_19-09-31.mp4](2021-01-30_19-09-31.mp4)\n\n- open attached file or:\n - Model character\n - Parent to armature\n - Add hair particles\n - Edit hair particles\n - Add density vertex group\n- Simulate hair dynamics\n\n[hair_anim_bug.blend](hair_anim_bug.blend)", "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n", "Hair Particles: Deflect Emitter option will affect all edited hairs\nOperating system: win 10 \nGraphics card: 2x vega 56\n\nBroken: 2.90 alpha\nWorked: 2.79\n\nWhen combing hair with deflect emitter on, **all** hair is affected (not just the hair in the brush radius).\n[for further explanation, see comments below incl. a potential fix]\n[#79042.webm](T79042.webm)\n\n**Original report (was also showing that deflect is affecting hair outside the brush radius -- collapsing itself is not considered a bug)**\nwhen combing hair with deflect emitter on, it causes chunks of hair to collapse into the mesh. deflector size has no effect\n\n![ezgif-1-7edde507aec4.gif](ezgif-1-7edde507aec4.gif)\n\nmesh this is happening on \n[bugged hair.blend](bugged_hair.blend)", "Cycles: tapering hair transparency fails in '3D Curves' mode [regression] (probably caused by embree)\nOperating system: Ubuntu 20 LTS and MacOS Mojave\nGraphics card: Quadro p2000\n\nBroken: 2.92 and latest 2.93.0 alpha 5f1f233dc97de34f6be0f51edd3cbf2d8247fbda\nWorked: 2.82a and 2.83.4\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nSetting a transparent BSDF shader to hair in 3D curves mode yields a visible error where parts of the hair are black.\nThis issue is visible in the viewport and at render time. It affects both CPU and GPU rendering.\n\nIn ribbons mode, transparency works almost as expected. I noticed that when hair strands overlap and they have transparency, they are not transparent but they take the background opaque color instead, so the hair strands below are \"covered\" with background color.\n\nembree\n![image.png](image.png)\nbefore embree\n![image.png](image.png)\n\n[#86500.blend](T86500.blend)\nOpen file and switch to rendered view\n\n---\n\nOriginal report:\n\nInitial setup in viewport: a cube with 20 hair strands:\n![hair_transparency_blender_283_vp.png](hair_transparency_blender_283_vp.png)\n\nRender in version 2.83.4:\n![hair_transparency_blender_283.png](hair_transparency_blender_283.png)\n\nRender in version 2.92+\n![hair_transparency_issue_blender_292.png](hair_transparency_issue_blender_292.png)\n\n\nAttached is a .blend file example (so that you don't need to reproduce the steps below). [transparent_hair_curves_issue.blend](transparent_hair_curves_issue.blend)\nIf you run it on Blender 2.82a, rendering should show only a cube. Blender 2.92+ will show the issue.\n\nSteps:\n- Open a new default blender scene with a cube\n- Choose Cycles renderer\n- Under Render Properties > Hair, select 3D Curves\n- Add a hair particle system to it\n- Lower particle count to 10\n- Set segments to 5\n- Enable Hair Dynamics, play the timeline for a while until hair bends\n- Go to simulated frame 30 (just an example)\n- Scroll down in psys panel to Render, enable b-spline with steps 2\n- In Timing, set start to 0.361 (just for testing purpose)\n- In Hair Shape, set Diameter Root 0.5, Tip 1, Radius Scale 1.00\n- Render in viewport or to an image (same result)", "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", "Light show wireframe on alembic animation, and light pass throught some places of the mesh\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 516.94\n\nBroken: version: 3.3.1\n\nCYCLES - I imported a alembic animation of a missile, when i try to add a point light on it, it show the wireframe. Also an other issue is if i add the light in the back of my missile, light pass throught my mesh at somes places. Very strange. Maybe a bug with .abc ?\n\nI attached a blend file, very simple scene. Just imported a .abc animation and parent a light to it .\n\n", "Hair Dynamics: simulation doesn't work depending on smooth/flat shaded surfaces (and nvidia gpus?)\nOperating system: Windows 10\nGraphics card: RTX 2070 QMax\n\nBroken: v 2.80\nWorked: (optional)\n\nhair dynamics doesn't work, hair stuck in place, doesn't follow the mesh\n\n- build simplest possible model with hair dynamics\n- add simple animation\n- with hair dynamics disabled: hair follows mesh\n- with hair dynamics enabled: hair just stays behind and stretches to the mesh\n- changing settings, clearing cash ... all to no avail\n\n[190814_test_hair_dynamics.blend](190814_test_hair_dynamics.blend)\n\n![190814_hair_dynamics.png](190814_hair_dynamics.png)", "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", "Hair particle distribution changes randomly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nHair particle distribution changes without the user changing parameters.\n\nOpen the attached Blender file.\n\nIn the particle settings of the active object, click on the Emission -> Number field to edit it, and then without actually changing it, press enter.\n\nNotice that even though no parameter was changed, the distribution pattern on the emitter changes. \n\nThis keeps happening for 5 repeats of the previous step, until it seems to reach an equilibrium. \nBut you can start it again, by clicking onto the Emission -> Seed field, and hitting enter without changing it. This will allow you to click on the Number field again and cause changes.\n\nFor this to function, we seem to need both Interpolated Children to be active, and a texture to drive the distribution.\n\nAs a side note here, I'm not sure if this should be a separate bug report, but the texture is set to influence Density, but also influences the size of the scattered objects. Whereas if you try to have it influence the Size field, nothing changes.\n\n", "Hair Strand or Strip only shows in Eevee for the viewport \nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nHair Strand or Strip toggles only shows in Eevee for the viewport. If you only use Cycles you won't even know you have the option to display hair particles by thickness. \nIf you toggle it with Eevee enabled the settings port to Cycles though.", "Hair with negative clumping floats above emitter\nOperating system: Linux\nGraphics card: RTX2060\n\nBroken: 2.93.0 beta\nWorked: ?\n\nParticle_System Hair with a negative Clumping value \"floats\" above the emitting surface. Positive Clumping values remain anchored on emitter.\n\nsee attached .blend file. Further details in text-block \"notes\".[test028_grassNegClump.blend](test028_grassNegClump.blend)\n\n[system-info.txt](system-info.txt)\n\n" ]
[ "Child hair particles set to \"Interpolated\" causes jittering when groom on alembic cache\nBlender 2.8x\nWin10\n\nHi,\nTHE PROBLEM is that if you turn on \"CHILD PARTICLES\" and SET them TO \"INTERPOLATED\" MODE it causes JITTERING of them\nacros surface of the geo from which roots. \n\nWhen selecting \"Simple\" mode everything works fine - No jitter at all, perfectly sticked to the geo.\n\nYou can test it simply by switching from mode to mode to see this problem. Its already setuped for rendering using eevee but same problem using\nCycles renderer.\n\nNote that I ve briefly tried to change export settings for Alembic during export of anim but nothing helped...still causes this problem. \n\nAlso note that when outputting alembic cache for animated object using transforms not armatures, it works ok. But when exporting alembic from armature animated\nobject this causes this problem.\n\nplease see [this Zip archive ](s!Ah8rk5bM3wcigpYYOtMHNPFpwwxmjg) with readme info and example scene....\n[Hair_Test.zip](Hair_Test.zip)\n\nThank you,\n\nLibor" ]
Child hair particles set to "Interpolated" causes jittering when groom on alembic cache Blender 2.8x Win10 Hi, THE PROBLEM is that if you turn on "CHILD PARTICLES" and SET them TO "INTERPOLATED" MODE it causes JITTERING of them acros surface of the geo from which roots. When selecting "Simple" mode everything works fine - No jitter at all, perfectly sticked to the geo. You can test it simply by switching from mode to mode to see this problem. Its already setuped for rendering using eevee but same problem using Cycles renderer. Note that I ve briefly tried to change export settings for Alembic during export of anim but nothing helped...still causes this problem. Also note that when outputting alembic cache for animated object using transforms not armatures, it works ok. But when exporting alembic from armature animated object this causes this problem. please see [this Zip archive ](s!Ah8rk5bM3wcigpYYOtMHNPFpwwxmjg) with readme info and example scene.... [Hair_Test.zip](Hair_Test.zip) Thank you, Libor
[ "Memory leak while rendering with particle hair?\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\nSystem Memory: 32 GB\n\nBroken: version: 3.4.0\nWorked: Could not find any which made a difference (tried 3.4.1, 3.3, 3.2, and 2.83)\n\nHi\nI've been having a problem where, while rendering in cycles, a blend file appears to be causing system memory usage to increase every frame. It does seem to plateau eventually, but the memory committed remains high even after the rendering is finished or stopped.\n\nI tried to simplify things down as much as possible, it's just the mesh and the object with several particle hair systems.\n\nRender the sample blend file.\nOriginal (240 MB)\nSample.blend?dl=0\nCompressed (54 MB)\nSample.zip?dl=0\nOr\n-Create new blend file\n-Set to render using cycles (gpu using optix)\n-Append \"Sample\" collection from attached blend file\n-Render", "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", "GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n", "Mouse movement causes crash during particle bake\nOperating system: Win10\nGraphics card: GTX2060\n\nBroken: 2.90, 0330d1af29c0, master, 2020-08-31\n\nReproducible crash when baking particle animation and moving mouse\n\nSadly, I was not able to reproduce the crash in a simpler file, so I assume it has to be related to the current boid setup with lots of drivers.\n\n1. Load the attached blend file\n2. Make sure Workspace is set to layout\n3. Select one of the two particle-emitters\n4. Click bake\n5. During bake move the mouse over Render or Graph views\n- > Crash\n\nAlso see this video capture: VIUy6r9S-Hk (It ends in the moment of the crash)\n\n[swarm-test1.crash.txt](swarm-test1.crash.txt)\n\n[swarm-test2-crash.blend](swarm-test2-crash.blend)", "Light show wireframe on alembic animation, and light pass throught some places of the mesh\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 516.94\n\nBroken: version: 3.3.1\n\nCYCLES - I imported a alembic animation of a missile, when i try to add a point light on it, it show the wireframe. Also an other issue is if i add the light in the back of my missile, light pass throught my mesh at somes places. Very strange. Maybe a bug with .abc ?\n\nI attached a blend file, very simple scene. Just imported a .abc animation and parent a light to it .\n\n", "Crash when duplicating and \"Use Clump Curve\" is turned on for hair particles\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 497.09\n\nBroken: version: 3.1.0 Beta\n\nA crash occurs when a curve guide force field is applied and \"Use Clump Curve\" is turned on. Doing this then duplicating the object crashes Blender.\n[blender_puASiznJH9.mp4](blender_puASiznJH9.mp4)\n\nFrom Default Start up\n1. Create Hair particle on cube\n2. Create curve, and add \"Curve Guide\" force field\n3. In Hair particle settings, turn on \"Children: Simple\" and \"Use Clump Curve\"\n4. Attempt to duplicate cube. It should crash here\n\nFrom attached:\nJust turn on \"Use Clump curve\" then duplicate. \n[haircrash.blend](haircrash.blend) \n\n\n\n\n\n", "After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee.", "Hair particles rendered as an object do not follow parent object when the parent object is falling under gravity as a rigid body when animating\nOperating system: Microsoft Windows 10 Home, Version 10.0.18362 Build 18362\nGraphics card: GeForce GTX 1080\n\nversion: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release\nbuild date: 2020-03-12, 15:41:08\nplatform: Windows\n\nI have an issue where i have a cube mesh, I create hair particles, and set the hair to render as an object, say a cylinder. I then enable rigid body physics for the cube. I also have a passive plane below the cube. When I run an animation, the cube falls as if under gravity and stops at the plane, but the cylinder particles remain in their original position?\n\nIf I add soft body physics to the cube and order the soft body physics before the particle settings, then the cylinders fall, but lag behind the cube. The cube falls through the plane below, but the cylinders are stopped by the plane?\n\nWith soft body added (to top of stack). Particles do fall but have a lower acceleration rate, and the cube no longer detects the floor and passes through the plane?!\n\nThanks!!\n\nSee attached blend file [StackExchangeParticleProblem-001.blend](StackExchangeParticleProblem-001.blend)", "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", "Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n![jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg](jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg)\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |", "Long time render Hair Particles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.43\n\nBroken: version: 2.92.0\nWorked: 2.83\nCaused by switching to Embree for hair 207338bb58, 99436acde8\n\n\nHello,\n\nWhen I open an old blender file (v2.83) containing a plan with hair particles (grass), with blender 2.92 ...\nWhen rendering with CPU, the rendering time is multiplied by 4 !!!\n\nTest Blend file :\n[Test Hair v1.blend](Test_Hair_v1.blend)\n\nRendering on blender 2.83 -> 4.30 min\n![Test Hair CPU 2.83.jpg](Test_Hair_CPU_2.83.jpg)\n\nRendering on blender 2.92 -> 19.52 min\n![Test Hair CPU 2.92.jpg](Test_Hair_CPU_2.92.jpg)\n\nI have the impression that the quality of the blades of grass and more detail, however I did not change any parameter!\n\nIs it normal that the rendering time is so long on blender 2.92?\n\ncordially\n\n", "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)", "Environment Importance Sampling gives too much noise\nWhen using importance sampling for environment maps in Cycles, the default/recommended resolution gives too noisy results when texture interpolation other than \"closest\" is selected.\n\nBlender version: 2.80\n\nTo reproduce:\n* Open attached file\n* Render in Cycles\n* Set the texture interpolation of the background map to \"linear\"\n* Render again\n\nActual result:\nSecond render has much more noise.\n\nExpected result:\nLittle to no difference in noise.\n\n![closest.jpg](closest.jpg)\n![linear.jpg](linear.jpg)\n\nAdditional testing:\n* Set texture interpolation to \"linear\"\n* On the background tab, set Settings/Surface/Sampling to Manual\n* On the background tab, set Settings/Surface/Resolution to 2048\n* Render again\n\nResult: Reduced noise again.\n\n[envmap.blend](envmap.blend)\n\n(HDRI image by Greg Zaal, HDRI Haven, CC0 license)", "Dynamic Hair doesn't properly render from cached sim.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\n\ndynamic baked hair rendering as completely limp, if cached in file.\n\nIn the attached file, if the hair is frame sequence is rendered, all is fine. But if the hair is baked, it renders totally limp.\nSee this [description ](dynamic-baked-hair-rendering-as-completely-limp?noredirect=1#comment453514_265565) with comments by an experienced user (Blunder).\n\n[Hair render problem.blend](Hair_render_problem.blend)", "Alembic Instances are Duplicates instead of References\nWhen importing alembic files, Blender creates duplicates of the geometry data instead of references. Additionally, each instance is an object instead of a dupli group which would consume far less memory?\nAlembic is outputted from Houdini. [pigs_packedTransforms.abc](pigs_packedTransforms.abc)\n\nThis behaviour is exhibited by 2.79rc2. " ]
[ "Alembic cache induces flickering and change of position on hair driven by that surfaces connected to it. \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nHair changes every frame when is driven by a surface using an alembic cache (cache sequencer ). The position of every strand is lost, not a big changes but subtle .When i change to an mdd cache all works as expected .constant position in hairs, no flicker .\n \nOpen scene with an object with hair, create a Mesh Sequence Cache modifier on it to drive it , connect it to the proper abc file , and the right object path .Render a few frames.Result flicker \nthe same procedure changing to a Mesh Cache( with .mdd ) modifier render a few frames , works fine.\nIn viewport al works fine in both ways .The hairs doesn't varies his position. \nnote.The zip file contains also cache files in relative path way \n\n[alembic flicker hair.zip](alembic_flicker_hair.zip)" ]
Unable to rotate a certain axis using the "gizmo" tool Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 25.20.100.6446 Broken: version: 3.1.1 Unable to rotate from a designated axis using the Gizmo tool [Blender 2022-06-26 14-05-39.mp4](Blender_2022-06-26_14-05-39.mp4)
[ "bake operator reports uninitialised image that isn't even in use in the shader..\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\ncan't bake due to strange error\n\nopen blend file\nselect object\nselect the baked image texture node in the shader editor\nclick bake in the render setting (leave settings as is)\n\nstrange error pops up saying \n\"uninitialised image \"nightmare0134.png\" from object 'pavement.002'\n\nThis image isn't even in use by the shader.\n\nPS, it seems intermittently not possible to paste screengrabs into this new bug reporter. Also, how to do bullet points and embed video?\n\n", "Installation fails when desktop permission to write is denied\nOperating system: Windows 10\nGraphics card: N/A\n\nBroken: 3.6 lts\nWorked: Unknown\n\n**Short Description**\n\nBlender setup error : An error occurred while attempting to create the directory DESKTOP_PATH\nOptions are Retry or Cancel.\nSelecting cancel give a confirmation prompt and then rolls back the installation.\n\n- - -\nI do not want every program I install to create icons on my desktop so have remove permissions to prevent this which is why this error occurs. Even so setup should not fail simply because a desktop Icon can not be created.\n\n", "Mesh support mirror (symmetry) on all axes\nCurrently symmetry is hard coded to X axis in many places.\n\nSymmetry on any other axis isn't possible, this task proposes to support symmetry on all 3 axis.\n\nThis impacts:\n\n- Transform\n- Weight Pain (see #65872 for why sculpt symmetry isn't appropriate).\n- Edit mode smooth.\n- Particle editing.\n- Armature/Rigging (need to look into this)\n", "3D Cursor tool todo\nIn Blender 2.80, we now have a special tool for transforming the 3D Cursor. The issue is that it's not easy to move it visually, using gizmos, to set a certain pivot point for transforms. We can support this via a toggle in the tool settings, enabled by default for the 3D Cursor toolL\n\n![Screenshot 2019-09-05 at 18.13.10.png](Screenshot_2019-09-05_at_18.13.10.png)\n\nThis makes it so you can reposition and rotate the 3D Cursor using gizmos, like so:\n\n![Screenshot 2019-09-05 at 18.17.41.png](Screenshot_2019-09-05_at_18.17.41.png)\n\n---\n\n * - [ ] {icon circle color=green} Add button in the Tool Settings to reset the Cursor position to 0,0,0\n * - [ ] {icon circle color=green} Add XYZ controls for 3D Cursor next to it\n * - [x] {icon circle color=yellow} Add Rotation XYZ controls for 3D Cursor in the Sidebar, next to location.\n\n![Screen Shot 2018-08-27 at 14.29.10.png](Screen_Shot_2018-08-27_at_14.29.10.png)", "Scripting Templates: Gizmo Simple seems broken\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\n\nScripting Gizmo Simple is broken\n\nfrom thedefault startup file:\n- change to the Scripting workspace\n- Templates > Python > Gizmo Simple\n- run script\n- select light\n- no gizmo is drawn\n\n", "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)", "Geometry-node object-info rotation&scale outputs values are False if scale is negative \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0\n\nthe object info rotation & scale values are false if the scale of the sampled object is negative \nsee video, where i compare with simple drivers of the object transforms\n\n[dffdsdfdsfsfd.mp4](dffdsdfdsfsfd.mp4)\n[buggy transforms.blend](buggy_transforms.blend)\n\n", "Rigidbody cache is not invalidated when constraints are adjusted.\nOperating system: Ubuntu 20.04 x64\nGraphics card: RTX 2080\n\nBroken: 3.2\nWorked: Unknown\n\n\nWhen working with motor and slider constraints, adjusting them does not (always?) invalidate the existing rigidbody cache, causing the previously cached behavior to be retained.\nThis behavior does not persist on file reload (eg, saving and reloading the file with modified constraints corrects the issue), and anything else that will invalidate the cache also \"corrects\" the problem (ie, adjusting a simulated object).\n\nStarting with the included blend file.\n[repro.blend](repro.blend)\n 1. Press play on the timeline. Observe that the cube moves towards the +X axis.\n 2. Rotate the empty hosting the slider constraint (select from the outliner, or select the empty in the -Y quadrant) so that the local X axis points in another direction; for example, rotate 90d around the Z axis so it points in the +Y direction.\n 3. Rotate the empty hosting the motor constraint (select from the outliner, or select the empty in the +Y quadrant) so that the local X axis matches the direction of the slider constraint.\n 4. Press play on the timeline. Observe that the cube still moves towards the +X axis.\n\n[vokoscreenNG-2022-06-28_13-37-49.webm](vokoscreenNG-2022-06-28_13-37-49.webm)", "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)", "GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU", "Rotate bone snapping\nBroken: version: 3.2.0 Alpha\nWorked: -\n\nCannot rotate one bone (in edit or pose mode) to point at a target (any).\n\n- Open attached file or:\n - make an armature\n - edit mode\n - add bone (2 bones total)\n - move and rotate both bones off origin\n - turn on snap, snap to vertex, affect rotate\n - pivot on active element or individual origins\n - edit mode or pose mode\n- try to align one bone to point at the other bone head\n[snap_rotate_bug.blend](snap_rotate_bug.blend)", "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!!", "Hotkey missing for setting pose Rotation Mode in Industry Standard keymap\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.9.1 27.20.12029.1000\n\nBroken: version: 2.93.0\nWorked: ?\n\nMISSING : \nIn Industry compatible mode the hotkey named : SET ROTATION MODE is missing.\n \n\n\nMISSING : \nIn preference, set hotkey to : industry compatible mode.\nin the field 'name' type : rotation mode\nthen\nswitch back and forth to blender 2.7 or Blender hotkey to witness the hotkey is missing in Industry compatible mode.\n\n\n\n[rotation_mode.blend](rotation_mode.blend)", "Rotation/Move support for Transform Cage\nThe idea is have a Transform Cage to move, rotate and scale in the 3D viewport (similar to the gizmo that exists for 2D UV editing).\nThis is will be realy useful for Grease Pencil and 2D animation workflow and is common in other 2D animation programs.\n\nPlease, check this video for more info:\n[Tramsform Cage2.mp4](Tramsform_Cage2.mp4)\n\n\nDaniel\n\n----\n\n\n****is this just the current scale cage with rotation handles added?***\nYes, basically. It would be nice if you grab an edge of the cage you have a skew transform (see the video)\n\n[2020-02-13 01-53-56.mp4](2020-02-13_01-53-56.mp4)\n\n***Would the pivot point be used only for rotation or scale as well?***Yes, for all tranformations***Would it be possible not to use this pivot point, and use the 3D cursor instead?***It´s is possible but I think that is more convenient and easy for the user***How this is accessed (As a sub-tool of transform? like scale cage?)***\nYes, as a sub-tool of transform\n\n", "Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n![Origin_bug.png](Origin_bug.png)\n\n[Origin_bug.blend](Origin_bug.blend)\n" ]
[ "Rotation problem with Rotation tool Blender v3 and above\nOperating system: Windows 10\n\t\tProcessor Intel(R) Core(TM) i5-10210U CPU @ 1.60GHz 2.11 GHz\n\t\tInstalled RAM:\t16,0 GB (15,8 GB usable)\n\nGraphics card: Onboard graphics, Intel(R) UHD Graphics\n\n```\n Blender 3 and above\n```\nBroken: This problem occurs for me in all versions 3 and above so far\nWorked: Works on all versions below 3\n\n\nWhen activating the rotation tool in the toolbar and you want to rotate an object on either X,Y or Z axis, the trackball style rotation is activated and I am unable to rotate on an axis only. This has only started happening since V3 and above. All versions below 3 work just fine. If I activate the Transform tool, to rotate the object, all rotation on axes work.\n\nI have attached a .blend file that does not work for me. I have also attached a jpg highlighting the issue. Please can you point me in the right direction to fix. Regards Rex...\n[RotationProblem.blend](RotationProblem.blend)\n\n![RotationProblemEdited.jpg](RotationProblemEdited.jpg)", "Rotation or Free Rotation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 27.20.100.8439\n\nBroken: version: 3.1.2\n\nInterpretation of the issue by @Alaska:\n\n> When using the rotate gizmo, Blender always rotates the object in trackball mode instead of locking to specific axis (E.G. X, Y, Z, and view direction)\n\n\n---\n\nAny possible way for you to fix this issue? I posted a video on reddit theoniee username if you would like to watch it.\nplayer\n\n\n**Exact steps for others to reproduce the error**" ]
Basic extrude Command on Axis (press E and then (x,y,z for respective axis)) not working accurately Operating system: Graphics card: Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) **I usually Extrude in Blender by pressing E and then button for their respective axis. For e.g if i want a face to extrude in y_axis , i simply press E and then y and it worked perfectly earlier. But this time the face is extruded in some other direction and i know i can use Other option to complete my project but this way is so simple and i used to it** ** - start blender latest version - go to edit mode - go into front view and select the face which is on y-axis - the Press E to extrude and Y to extrude in y axis - face will extrude in some other axis ** Based on the default startup or an attached .blend file (as simple as possible).
[ "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!!", "Subdivide with smoothness not symmetrical (not deterministic, depends of order of vertices in face)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 430/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.83.4\nWorked: Never (2.8+)\n\nMesh is no longer centered along axis after using Subdivide with Smoothness greater zero. Projection of mesh is not exactly rectangular when looking form top.\nThe position of vertices, created with Subdivide with applied Smoothness, is wrong/arbitrary only if the vertex is placed inside the original face/polygon not along the edges of it. (Quads have one vertex inside face after one subdivision, Triangles need atleast two subdivisions for the error to appear because first subdivision creates new vertices only on edges)\n\nFirst example:\n1. Open subdivide_smoothness_plane.blend\n2. Apply Subdivide with Smoothness to the mesh\n3. Mesh is no longer centered along y-Axis. Compare position of vertices created inside the two quads.\n[subdivide_smoothness_plane.blend](subdivide_smoothness_plane.blend)\n\nSecond example:\n1. Open subdivide_smoothness_multiple.blend\n2. Apply Subdivide with Smoothness to the mesh with MORE then one Number of Cuts\n3. Mesh is no longer centered along y-Axis\n[subdivide_smoothness_multiple.blend](subdivide_smoothness_multiple.blend)\n", "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)", "Bevel improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n![image.png](image.png)\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n![image](image.png)\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n![image](image.png)\n", "Decrement and Increment arrow buttons in Transform section of Details pane both operate in same direction (VM session))\nOperating system: Windows 10\nGraphics card: NVIDIA RTX A4500\n\nBroken: 3.5.0, 1b325cfff18b, blender-v3.5-release, 2023-03-29 02:56)\nWorked: \n\nDecrement and Increment Arrow Buttons in Details Pane both operate in same direction\n\nOpen a new .blend file.\nSelect the Default Cube.\nDecrement or Increment any of the transforms via the clickable arrow keys in the Transform section of the Details pane.\nThe increments and decrements for any of the numbers for rotation, scale or location are very unreliable as to what direction they operate in. Some sort of sign error?\n\n", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n", "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)", "The button \"Draw Curve\" for Stroke mode Curve probably doesn't work.\nOperating system: Windows 10\nGraphics card: AMD Ryzen 7, 2700, 8-core\n\nBlender Version: 3.0.1\n\nThe button \"Draw Curve\" from properties editor doesn't work.\n\nMy steps:\n1) Add any mesh object.\n2) Change Layout to Texture Paint (Default)\n3) Press + button below \"Mode: Material\". Add \"Base Color\". Press Ok.\n4) Scroll Down parameters to Stroke section. Expand Stroke section.\n4) Change Stroke Method to Curve.\n5) Press Ctrl+RMB button on mesh some times.\n6) Press \"Draw Curve\" button in properties editor - nothing happens!\nBut if I press Enter on my keyboard or Ctrl+LMB on mesh its drawing stroke.", "Point density texture rendering differently from command line\nOperating system: Windows, Linux\nGraphics card: Not relevant, works the same on CPU / GPU\n\nBroken: All, including the last 3.1 alpha c34ea3323a3a\nWorked: None, as far as I can tell\n\nWhen rendering via command line, a texture with point density and emission renders completely different from rendering via full Blender. The attached file contains a simple example. I also attached sample renders for both command line and full interface.\n\n1. Open blend file in full Blender, render it.\n2. Render the same file via command line\n\n[pointdensity-cmd-bug.blend](pointdensity-cmd-bug.blend) \n![full.jpg](full.jpg)\n![cmd.jpg](cmd.jpg)", "python to_track_quat(track, up) could use option 'target z' (just like constrain TrackTo)\nIn constraint tab we can use 'track to' constraint, and it has very helpful option '**target z**' - use target Z axis, instead world Z.\nI really wish python counterpart : to_track_quat(track, up), had this option too (maybe optional to not break api). ", "Loop deselect doesn't work in 3 button emulation mode\nOperating system: Windows 7\nGraphics card: irrelevant\n\nBroken: 2.80, 9a8b6d51c12, 2018-12-11 01:35, Branch: blender2.8\n\nWith three button emulation and left click select on in user preferences, no methods for deselecting edge loops work.\n", "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", "Bevel: Weird result for 6-edge star corner\nOperating system: Windows-11 22H2 22621.1194 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\nWorked: Never.\n\nNon correct bevel working\n\nNon correct bevel working with shape value = 1 on specific angled polygons. It can be seen on screenshots and in .blend file below\n\n", "Set normals from faces should respect sharp edges\nMac OS Sierra\nRadeon Pro 580\n\nBroken: 2.78.5 66383ea206 \n\nSet normals from face effects faces across edges set to sharp. It would make more sense and be more useful if it would respect those edges IMHO.\n\nCreate a cube\nBevel edges across one axis with one segment and mark the caps to sharp in the edge menu\nTurn on auto smooth and set the angle to 180.\nSelect the smooth large faces and \"Set normals to face\" to move the smoothness to the bevel.\n\nThe caps should confinue to be flat since all there edges are marked as sharp.\n\n![normals1.png](normals1.png)\n\nI really like this functionallity and I only want it to improve :-D\n\n\n " ]
[ "Face Extrude with Constrain to Axis incorrectly defaults to Normal Orientation\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90.0\nWorked: 2.83.3\n\nWith the transformation orientation set to Global, extruding a face and then pressing x,y, or z to constrain to an axis will result in the orientation switching to Normal orientation of that axis, rather than the Global orientation. This requires an additional toggle of the x,y, or z key to switch to the Global axis. However, extruding an edge or vertex respects the Global orientation immediately. This bug was introduced in Blender 2.9, as Blender 2.83.3 still works correctly when extruding a face, with no extra toggle required.\n\nOpen a new file and enter face select mode.\nWith transformation orientation set to Global, select one of the default cube's faces aligned with the Y axis and hit E to extrude and Y to constrain to the Global Y axis.\nNote that the extrude incorrectly snaps to the Normal Y axis, requiring a second toggle of Y to constrain to the Global axis. Perform the same procedure on a vertex and edge, and note that the extrude respects the Global Y axis, no second toggle of Y is required. Compare to Blender 2.83.3, and all extrudes (face, edge, or vertex) work correctly.\n\nThank you for investigating this issue.\n\nBest regards,\nAdam Janz\n\n" ]
Massive Performance hit when the Dope Sheet has animation data visible. Ryzen 3900X 32GB DDR4 3000MHz Intel 8750H 32GB DDR4 2400MHz Operating system: Windows 10 Pro Graphics card: GTX 1070 8GB (amd) GTX 1060 6GB (Intel) All versions experience this performance hit. Adding keyframes to DopeSheet hurt performance too much open a new blend scene Remove the cube. Insert an metarig (any armature with at least 30 or so bones) Replace timeline at bottom with DopeSheet. Make metarig in pose mode, select all bones Insert keyframes at frame 1 by using the menu and choose all channels, not by pressing I. (double check all bones have the keyframe) In DopeSheet at the frame 1 keyframes ensure you select entire keyframes by ensuring you click topmost keyframes) Now Duplicate they keyframes and move to frame 2, duplicate for frames 3, 4 and 5 Select all keyframes and duplicate the 5 keyframes to make a total of 10 keyframes Keep duplicating keyframes until you have approx 250 then 500 and 1000 keyframes Playing with the seeking each time you duplicate to see when blender says enough is enough. You will notice how blenders performance seeking the frames is very jerky the more key frames, But with not so many.. say 250 you can see the problem start already. You should notice the moving of the duplicated keyframes become troublesome and jerly With 1000frames blender is basically unresponsive I have seen when you enable the button in DopeSheet "show errors only", animation playback is absolutely smooth again I have tested this on a private blend file of an actual animation. It appears that having the dope sheet displaying the keyframes seems to be what hurt blender. I understand there is lots of data in the keyframes but the performance hit doesn't make sense! If having 50 frames of animation vs 1000 frames of animations. It seems lost to me that blender slows down as much as it does. It not like it is moving bones for all 1000 frames at the same time. I don't understand how blender is coded but something is not right! The fact the seeking the timeline becomes smooth when removing DopeSheet or enable "show errors only" Can any part of this be optimised to perform better? I have been directly effected by this performance hit when working with mocap or some animations. ---------------- [T85270_Metarig 125-1000.blend](T85270_Metarig_125-1000.blend) I have 4 metarigs in this blend file. One with 125 Keyframes, another with 250, another with 500 and another with 1000 If you select one of the metarigs from outliner, make sure in pose mode and select all bones. You will see dragging the scrubber become very slow when the object / scene has more keyframes. @ankitm did a quick profile and the bottleneck seems to be `compare_ak_bezt`. Load this json file on https://speedscope.app [T85270_speedscope.json](T85270_speedscope.json) speedscope
[ "Keyed Particle Physics Incorrectly Rendered Under Eevee and Cycles, but Correctly Rendered in Viewport Render\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha\nWorked: Never (2.80+)\n\nCreate two objects. Attach a normal particle system to the first one. Attach a keyed particle system to the second one, with the two relations \"first object\" then \"second object\". Therefore, particles should move from the first object to the second object. If the starting velocities are non-trivial and the keyed particles are generated over three or more frames (e.g., start time 10, end time at least 12) then the particles of the keyed system are correctly rendered in the viewport (rendered mode) but appear in different positions when actually rendering (pressing F12).\n\nI first discovered this with a more complicated example, and the same behaviour occurred under both 2.90 and 2.83 (normal releases). Googling did not turn up anything relevant. (Motion blur is off.)\n\nI have been able to recreate it with a simple .blend file attached. Included are two screenshots at frame 20, one of the viewport, one of the rendered image. While the difference is just one particle here (a red particle is over the left square in the viewport but off the square in the rendered image), vastly different behaviour can be achieved by increasing the difference between start and end times. \n\nIn the more complicated example, not included here, a particle would appear at the top of the screen and move towards its final destination. When rendered though, it would appear in the correct place on that frame but then immediately jump to a very different location on the next frame.\n\nNote: This bug might depend on the first object's particles having a short lifetime - the original motivation is having one object explode then morph into another object. The rendered animation looked very different (and incorrect) from the viewport animation.\n\n[system-info.txt](system-info.txt)\n\n![Debug2_viewport.png](Debug2_viewport.png)\n\n![Debug2_eevee_render.png](Debug2_eevee_render.png)\n\n\n[Debug 2.blend](Debug_2.blend)\n1) Open it.\n2) Set viewport to Rendered mode.\n3) Move playhead to frame 20.\n4) Observe the locations of the 4 red particles near Plane.001. (They form a loose \"T\" shape and none are touching Plane.001.)\n5) Press F12.\n6) Observe the locations of the 4 red particles near Plane.001 are very different. (Two are touching Plane.001 and the other two are in line ready to arrive at Plane.001.)\n\n", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "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", "VSE: Empty sequence plays 100+ fps in 2.90 and only 20+ in 2.91\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.79\nI noticed a drop in performance from 700 to 600fps with the f15d33d585\n\n\n2.79: 100+ fps.\n2.90: 100-170 fps.\n2.91: 30-45 fps.\n2.92: 20-25 fps.\n\nEmpty sequence plays 100+ fps in 2.79 and only 20+ in 2.92(cache on/off makes no difference) as seen in this gif:\n{[F9134072](fps.gif), size=full}\n\nTo test:\nIn 2.79 change to fps to a high number your hardware is struggling to play.\nNote the fps when playing back an empty sequence.\nSave the file.\nOpen that file in 2.92.\nNote the fps, when playing the empty sequence. \n\nI get a huge difference in fps.\n\n\n", "Design: Animation Editors UI Redesign\n**Problem**\nSeveral proposals have been made to improve the usability of the Animation Editors' (Graph Editor, Nonlinear Animation, & Dope Sheet) Headers and Menus:\n\n - [Redesign Graph editor Header and Menus to 2.80 Blender UI standards ](T89069)\n - [Design: More frame snapping options ](T91973)\n\nThe main issues outlined by these proposals are:\n - “View” Menu cluttered with Overlay checkboxes rather than Overlay popover as in 3D View\n - 2D Cursor, Frame Snapping, & Proportional Editing button right-aligned location does not match other Editors. Frame Snapping full-text Enum is too wide and inconsistent with other icon-only Popovers\n - Frame Snapping menu only allows for one snapping option as opposed to multiple-option snapping in 3D View\n - Graph Editor “View” Panel has one utility/poor usage\n - There is a need for a separate a Timeline Editor with Graph Editor, NLA, & Dope Sheet (e.g. changing Playback options, Keying Set) however the Timeline has many redundant options to Dope Sheet and is only needed for its Header.\n - Full-text \"Keying\" dropdown is wide, inconsistent with icon-only popovers, and separate from Auto-keying popover\n # Full-text \"Playback\" dropdown is wide, inconsistent with icon-only popovers, and separate from Playback controls\n\nThis design task addresses the issues brought up in these proposals and breaks them into subtasks.\n\n**Proposed Solutions**\n\n - Move Markers, Curve Extrapolation, Only Selected Curves Keyframes, Show Handles, Only Selected Keyframes Handles and 2D Cursor from View to a new Overlays Menu\n - Center Pivot, Snapping and Proportional Editing Header buttons. Change Snapping to icon-only popover.\n - Create UI allowing for implementation of multi-snapping options\n - Move Normalize Button from Graph Editor Header to View Panel. Rename \"View\" Panel to \"Graph\".\n - Add Playback & Frame Range Controls to Timeline Header\n - Add Keying Set Controls to icon only popover near Playback Controls\n # Add Playback options to popover by Playback Controls\n\n![Animation_Editor_Redesign_02.jpg](Animation_Editor_Redesign_02.jpg)\n\n**Stretch Goals**\n - Add fixed height mini-timeline element to Playback & Range footer\n\n**Implementation Patches**\n\n\n - [Playback, Keying Set, and Frame Range controls update](D15626)\n - [Center Pivot, Snap, and Proportional Editing in Animation Editor Headers ](D15631)\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. ", "Monitor FPS playback regressions in time for workbench and eevee\nSimilar what Cycles does for render times, although fps is measured in the viewport when playing back animation.\nPerhaps per scene count the number of frames that were drawn in 10 seconds.\n", "Subdivision Surface Performance Degrades Markedly With Non-Quad Meshes\nOperating system: Windows 7 Pro X64\nGraphics card: Nvidia Geforce GTX 980 Ti\n\n![BlenderSplash.JPG](BlenderSplash.JPG)\nBroken: Date: 2019-01-21\n```\n Hash: dd3f5186260e\n Branch: Blender 2.7 (although it's supposed to be a 2.80 Beta)\n```\n\n[OpenSubDiv_PerformanceBug.zip](OpenSubDiv_PerformanceBug.zip)\n\nSubdivision surfaces are fast and responsive in Edit mode *with all-quad meshes*, but very slow (~ 10x slower) with meshes comprised of triangles and quads.\n\n\nOpen the attached blend file and select **Cube.001**\n\nGo into Edit mode. Turn on Proportional Editing. Grab a point and move it - observe how responsive the viewport is with the all-quad mesh.\n\nGo back to Object Mode. Select **Cube**. Go back into Edit Mode. Grab a point and move it (with proportional editing still turned on) Observe how slow it is.\n\n", "Graph Editor: Curve drawing improvements\nProblem: keyframe dots can be somewhat hard to see, especially behind the current frame marker line.\n\n![image.png](image.png)\n\n**Proposal**:\n- Change the default theme to draw the keyframe dots larger. The current theme draws at 6px, for modern displays this should probably be increased to 7-9px. It's probably better to defer a concrete choice for this until #68982 (Graph Editor: UI Scale effect on Curves drawing) is done.\n- Draw keyframe dots of selected keyframes on top of current frame line. Keep drawing unselected keyframe dots behind the line.\n", "Eevee preview nodes with drivers performance drop Round 2\n[NodesPerformanceDropRound2.blend](NodesPerformanceDropRound2.blend) this is extend of previos task #71214\nSystem Information\nOperating system:Windows 10\nGraphics card: GeForce GTX 1060\n\nBlender Version\nBroken: Blender 2.81 Beta aff6446e064f and 2.82 Beta 092deb88b074\nWorked: 2.8\n\nShort description of error\nComplex shader with large amount of math nodes and with drivers slow down performance\nin 2.8 60 fps\nin 2.82 30 fps\n\nExact steps for others to reproduce the error\nCreate material with 30 node groups contains 30 math nodes, add driver to shader. Set viewport to material preview and watch performance droping", "Armature modifier slows down any transforms on an object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.92.0\n\nHaving the armature modifer on an object with a slightly high polycount slows down any transformations (move, scale, rotation) done to it in the viewport.\nEven with the modifier disabled in view still slows down its movement.\nThis slowdown is very impactful to the smooth playback framerate of projects.\n\nHere's a video of the steps (I started out in the default scene and deleted all the starting objects)\n0Bgx_1JEouc\n\n- Make a high poly mesh (Eg. Suzanne subdivided 5 times)\n- Add Modifier: Armature\n- Transform the high poly object (Mode, rotate ...) and note the delay in fps", "Quick favorites: Add previously removed behavior causes duplication\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: Current main.\nWorked: N/A.\n\nIf you remove one item from Quick favorites, the next time you will be able to add it again.\nThis cause duplication:\n![image](attachment)\n\n1. Add some items to Quick Favorites.\n2. Remove some items.\n3. Sometimes you will able to add previously existing items back to the list again. (see attached video examples)", "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.", "Disabling collection in the outliner does not entirely disable all the calculations connected with that collection\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: version: 3.2.1\nWorked: 2.79\n\nIf you have a collection with some armature (*say \"Character\" collection*) and some other collection that has objects linked to that armature (say \"Character's Clothes\") and there are some heavy models there (*lots of modifiers, faces, etc.*), then the armature performance would be abysmal until you completely delete that collection from the Scene.\n\nBased on an attached .blend file.\n 1) Move any armature's bones with \"Sides\" collection **ENABLED**\n 2) Observe lag\n 3) **Disable**\"Sides\" collection\n 4) Move any armature's bones\n 5) Observe lag\n 6) **Delete Hierarchy** \"Sides\" collection\n 7) Move any armature's bones\n 8) There would be no lag\n\nWhich means that after you disable collection in the Outliner, the calculations that are connected to that collection's objects are not entirely disabled like it was with Layers in 2.79. So, if the objects in the second collection are really compute-intensive, the whole scene is going to lag.\n\nI have attached a blend file and a video of this happening.\n[lag_example.blend](lag_example.blend)\n[blender_vp_lag.mp4](blender_vp_lag.mp4)", "Bone isn't affected by influence keyframe if the action is shared (*).\n(*) The complete tittle would be: \"Bone isn't affected by influence keyframe if the same action is shared with another armature with bones with different names\".\n\n[80-influence-not-respected.blend](80-influence-not-respected.blend)\n\n- Open the file.\n- Move in timeline and see what the bone (armature \"B\") does with its constraint.\n- Select armature \"C\".\n- Move across the timeline in DopeSheet: **bone of armature \"B\" isn't affected by influence keyframe**\n\nThe channel of the armature \"C\" gets red underlined. So, the Action is affected of this \"red-underlineness\"... so, armature \"B\" is affected too.\n\nI know that this is a kinky bug... it is not normal/suggested to use the same action in different armatures with different bones. I discovered this bug by doing that, by mistake.\n\nMaybe it is not usefull to put time on fixing it, because it is not a normal configuration. You guys decide.\n\n" ]
[ "Poor performance in Timeline, Dope Sheet, etc when at the top of the editor.\nOperating system: Linux-5.3.0-7648-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.79, 2.83, 2.90.0 Alpha\nWorked: unknown, possibly never.\n\nSeems like some animation files cause really poor performance in Dope sheet when trying to scroll on top of it. Scrolling down and making the top section not visible seems to fix the performance. \nI presume the editors draw keyframes for channels on top of each other without checking if the key already exists.\n[2020-07-16 17-54-48.mp4](2020-07-16_17-54-48.mp4)\n\n1. Open attached file\n[slow.blend](slow.blend)\n2. Try to click around on timeline, dope sheet editor.\n3. Open the key dropdown in dope sheet and scroll down. Notice how performance goes back to normal.\n\n" ]
Baking Geometry-Pointiness Mac OS 10.10.5, Render using gtx 760 Broken: Version 2.77 (2.77 2016-03-19, Blender Foundation) When I bake a cube that contains material that uses outlines effect created with Geometry-Pointiness to another unwrapped cube, the resulting image on texture is different from original cube that is seen at display render preview Just bake CubeHP to CubeLP (click bake button) Thanks in advance![Test2.blend](Test2.blend)
[ "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", "Geometry Nodes: Weird RayCast Accuracy\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\n\n![image](attachment)\nThe black dots inaccuracy only appears on the point domain. On the face domain everything is expected.\n\n", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n", "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)", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.", "Overlays not displayed for UV seams, freestyle edges and sharp edges\nOperating system: Linux-5.4.244-2-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 23.0.4\n\nBroken: version: 3.6.0\n\n\nWhen marking edges as UV seams, these edges' display does not change accordingly, even though the option \"Seams\" is activated in \"Viewport Overlays\".\n\n\n[Based on the default startup]\n- Select the cube and switch to edit mode.\n- Select some edges and mark them as seams for UV unwrapping.\n- These edges are not displayed differently than the others.\n\nSee the attached image where some edges have been marked as seams. I also attached the blend file used for this screenshot.\n\n", "Bump Map and Normal Map causes flat shading.\nOperating system: windows 10 1903\nGraphics card: 1080ti * 2\n\nBroken: 2.82.7 stable versioin\n\nThis issue appears both on eevee and cycles.\nWhile using smooth shading, simply add a bump map and the shading lookes flattened.\n![smooth shading issue.jpg](smooth_shading_issue.jpg)\n\nThis problem will occur on a high poly model if the camera is close enough.\n\n\nBevel the cube with several segments and simply plug a bump map to the normal port of the shader node.\n\n[smooth shading issue.blend](smooth_shading_issue.blend)", "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", "Grease pencil over geometry occlussion problems\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 472.12\n\nBroken: version: 2.93.5\nBroken: version: 3.0.0 Alpha\n\nGP lines get incorrect occlussion in the render while looking fine in the viewport\n\nThe problem displays differently in the following 2 scenarios:\n\nThis file has a grease pencil stroke close over (but not really touching at all) a piece of geometry\n[GP Aliasing.blend](GP_Aliasing.blend)\nViewport Rendering\n![image.png](image.png)\nRender\n*The line looks jagged in the render*\n![image.png](image.png)\n\nThis file has a grease pencil drawing far behind a piece of geometry\n[Occlussion.blend](Occlussion.blend)\nViewport\n![image.png](image.png)\nRender\n*The drawing that should be occluded is completely visible*\n![image.png](image.png)\n", "Frame Selected does not respect GN output if it has different type from input\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nI think this is an old known issue but I can't find this documented here.\n\nFrame Selected does not respect the output geometry by Geometry Nodes if its type is different from the input type.\n\nFor example, if the input is mesh and the output is curve, Frame Selected works on the original input mesh. (The same if the output has multiple types of geometry including the original type.) If the output is mesh it respects the output geometry even if it has noting to do with the input and has a wildly different bounding box.\n\nOn the other hand, a curve object converted to a mesh by Solidify modifier is still respected as the final output mesh.\n\n(Maybe related? #104738)\n\n[FrameSelectedWithGN.mp4](attachment)\n\n[FrameSelectedWithGN.blend](attachment)\n\n", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.", "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.", "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 " ]
[ "Pointiness bake artifact when using selected to active\nWindows 7 64-bit\nRadeon R9 270x\n\nBroken: Both official 2.76b and latest build 2.76.10 f77110e\nWorked: -\n\nBake result produce checker artifacts if trying to bake pointiness with subdivision surface and selected to active on.\n\nI use two meshes, one is high poly mesh using subdivision surface modifier and one aren't. I'm trying to bake pointiness of the higher poly to lower poly mesh. I use emission bsdf with pointiness color as input on high poly mesh to render pointiness color only.\nI provide the blend file. Just hit bake and see baked result with checker artifacts. It still produce artifacts whether I'm using GPU or CPU render.\n\nBlend file: [pointiness_artifact.blend](pointiness_artifact.blend)\n\nViewport screenshot:\n![artifacts_viewport.png](artifacts_viewport.png)\n\nUV/Image Editor screenshot:\n![artifacts_uv_editor.png](artifacts_uv_editor.png)" ]
Scrolling disabled in Menus win 8.1 AMD64 Radeon Recent builds from Buildbot da60d08 and Graphicall B6df448. Any menu that pops up or down and also has a text entry option will not scroll the selection with the mouse wheel **unless the cursor is in the text entry area**, when it starts to behave as expected and you can change the election by rolling the wheel. Examples of these menus are the screen menu, the material menu, image menu etc.
[ "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)", "Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n", "Regression: Themes: Highlight color in the text menus\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: 3.6.2\n\nThe highlight color is not longer adjustable by the Selected color in the User Interface / Menu Item panel. But changes with the Inner color. This breaks theming.\n\n\n- Enter Preferences. \n- Navigage to Themes tab, User Interface, Menu Item panel.\n- Play around with the Selected and Inner color\n\n", "Zoom to mousepos makes 2D Views pan after zoom limits are reached\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\n\nOnce the zoom limit is reached, the view starts to pan rather than stop.\n\nIt was reported #43554 and fixed for `zoomstep` in 6b107daf23c5 earlier, but not for `zoomdrag`.\nThe same fix can be applied to `zoomdrag` as well.\n\n- Enable \"Zoom to Mouse Position\" preference\n- In Node Editor, zoom with Ctrl + MMB-drag, or Ctrl + trackpad-pan\n- When the zoom limit is reached, the view will start panning\n\n", "Loop deselect doesn't work in 3 button emulation mode\nOperating system: Windows 7\nGraphics card: irrelevant\n\nBroken: 2.80, 9a8b6d51c12, 2018-12-11 01:35, Branch: blender2.8\n\nWith three button emulation and left click select on in user preferences, no methods for deselecting edge loops work.\n", "Select Circle doesn't apply changes to radius while running back to active tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf i change radius with LMB+MScroll, it resets to initial after LMB release\n[2020-03-02_21-20-49.mp4](2020-03-02_21-20-49.mp4)\nIf it is by design, I can`t find hotkeys to change circle radius permanently.\nI am trying to replace C-selection with this tool in my pipeline because it allow to rotate around object.\nFor me mass selection looks like this: take big brush, select big mass, change brush to smaller one, correct selection, zoom in and manually select/deselect certain faces/points. So I don`t see the point to have temporary radius for 1 stroke.\n\nI asked few skillfull guys. They still use C-selection, because it keep it`s radius.", "Selection problem on new 'add modifier' menu\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nin new 'add modifier menu' which introduced in Blender 4.0 if you hover your mouse over a main menu items like 'edit' to open edit's submenu then move your mouse diagonally from top right to bottom left on main menu, other main menu items not highlighting or selecting.\nI attach a video take look at it, in this video I move my mouse from edit(while it's open) to physics , non of menus open, not even physics which I stop mouse there no matter how much time my mouse stay there it will not open.\nalso I moved my mouse from edit to generate and also menu did not open.\n\n", "Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n", "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\" ", "Pen input UI/UX issues\nThis task keeps track of the UI/UX related design issues in all Blender mode that don't work as intended or can greatly improved with pen input devices. \nIf we consider that most pen input devices have at least one button in the pen, this will mostly include feature that rely on mouse wheel events. \n\n\n## Edit mode\n\n- ##Number of Cuts## of loop cut and slide can't be controlled during modal operation, needs to be adjusted with the redo panel.\n- Proportional editing size can only be adjusted incrementally with keyboard shortcuts instead of with pen gestures (like brushes in all modes)", "Brush Management: setting a brushes tool [vertex_tool, weight_tool, ...] may leave you with unaccesible tools (when no corresponding brush is left)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.83.2\n\nSee attached gif. Scene is the default scene without camera and light. Once I start switching tools in Weight Paint Mode through the different methods shown in the gif, I eventually reach a point where I lose access to some tools. Notice that even though the brush menus initially show the expected brush as the one currently selected, it isn't the one performing the painting (shown in the gif as the desync between \"Active Tool\" and the brush that appears as selected). As the gif also shows, the side menu doesn't select the expected brush either. \n\nAs a side question: why is the Smear brush named \"Smear.001\"? instead of just \"Smear\" like the other brushes?\n\nSee gif. \n\nThanks.\n\n![asd.gif](asd.gif)\n\n\n", "No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n![Mask shot.png](Mask_shot.png)\n", "Broken/weird Continuous Grab behaviour\nOperating system: Linux-5.8.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Alpha\n\nbroken/weird behaviour under VMWare Player/Workstation 14.1.2+, Ubuntu 20.04.2 LTS\nEdit -> Preferences -> Input -> Continuous Grab\n|[2021-02-27 03-11-16.mp4](2021-02-27_03-11-16.mp4)|[cursorbug.mp4](https://archive.blender.org/developer/F13560997/cursorbug.mp4)\n| -- | -- |\n\n- activate grab mode (G-key) in the viewport or in any blender's area which support 'Continuous Grab'\n- drag mouse toward area top or bottom edge\n\nAlternatively:\n- Active walk navigation and quickly move the mouse outside of the Blender window. \n", "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.", "Adjust last operation: can't reset properties to default value\nBroken: 2.8x\n\nIn the Adjust Last Operation panel, the context menu for any property has the Reset to Default Value options disabled, although they are enabled in the operator panel.\n\n\n1. Load the default scene\n2. Enter edit mode on the cube\n3. Bevel an edge\n4. Expand the operator panel in the bottom left\n5. Right click any property, note that Reset to Default Value option is enabled and works\n6. Go Edit -> Adjust Last Operation\n7. Right click the same property in that panel, note that Reset to Default Value option is disabled" ]
[ "floating menus - scroll issues\nWin7x64 GTX660M\n\nBroken: 2.71.3\n\nScroll arrows on search floating panel dont work.\n\nJust hit spacebar on 3dview and try to scroll entries using scroll arrows.\nThis is working fine on menu entries like specials in edit mode\n(make blender window small enouch to test it)" ]
Edges of flat faces are drawn even with zero overlay wireframe threshold Edges of flat faces are drawn even with zero overlay wireframe threshold. ![20220406-095845.png](20220406-095845.png) ![20220406-100011.png](20220406-100011.png) [edges display on flats issue.blend](edges_display_on_flats_issue.blend) **Original Report** Operating system: macOS-10.15.6-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16 Broken: version: 2.93.6 The wireframe display of the complex mesh, with a lot of triangles on flat surfaces is not optimised. When the mesh is created or imported it keeps showing all the edges which is making the editing difficult. The display of the flat complex surfaces should be optimised for clarity. The bug present since the first 2.80 release. Create some complex mesh, flat, cylindrical with flat tops/bottoms, with a lot of corners, holes. Important is to have a lot of flat surfaces with many triangles. The bug exists in all the builds since 2.80. But to be on the same page in every release export the mesh to external format and then import. After importing the mesh into 2.79b it display with all the edges visible. Go into the edit mode and then go back to object mode and the wireframe display is optimised. The same happens when you create the mesh. In 2.79b the wireframe display is being optimised on an instant. In later releases the display stays messy. Do it in 2.79b and then in subsequent releases up to the newest 3.1.0 Beta for comparison. I'm observing the same behaviour in an OS with Nvidia GeForce GT 650 M. Same in macOS-10.14.6 with both AMD Radeon RX 580 and Nvidia GeForce GT 650 M. Kind regards, Witold Hazuka.
[ "Overlay center face doesn't work properly in ortographic mode\nOperating system: Windows 10\nGraphics card: RTX2060 Super\n\n\nBlender doesn't hide properly the center face in ortographic mode, showing the center until 0.17 units of deep.\n![image.png](image.png)\n\nTo reproduce\nCreate a monkey mesh, enter in edit mode, activate face center overlay, change the view to ortographic.", "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", "High subsurface on principled bsdf causes glowing edges on polygons for walk\nBroken: Current main.\nWorked: Never.\n\nUsing high values for principled bsdf subsurface scatter causes glow effect on polygon edges. This happens with walk but not burley. \n\nAttached is a simple blender scene with a ball. Rendering you can see the squares polygons on the ball have glowing edges. I know that the walk radius calculations were changed around blender version 3.4. If you use burly the ball renders smooth. \n\nGraphics - set to optix, experimental, cycles.\nShape - make sure its set to smooth shading. You may have to recreate the stock sphere and set it to smooth shading.\n\n", "Extreme Normal editing causes flat shading\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.0 Beta\nWorked: 2.92.0\n\nCaused by 1c22b551d0\n\n---\n\n## Short description of error:\nExtreme Normal editing(like flipping the normal and using other normal editing modifiers) causes flat shading.\n![2.92.0.png](2.92.0.png)\n\n![2.93.png](2.93.png)\nIn the image above,the sphere has a Data Transfer modifier which is receiving the Normals of the plane.\nAs in the upper image(2.92.0),the sphere is shaded smooth while in the lower image(2.93 beta) it gets flat shading at some faces.\n\n---\n## Exact steps for others to reproduce the error\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **2.93.0 Beta**\n- Default scene with default cube deleted.\n- Add a sphere object and a plane,add a Data Tansfer modifier to the sphere which transfers the normals of the plane to the sphere.\n- Have the sphere some negative Z axis transformation then observe its normal,the flat shading should be appearing at some angle.\n{icon bicycle spin} Below is a blend file with the setup above with an additional shading node in the material:\nThis is the additional node which filps the normals of the geometry:\n![shader node.png](shader_node.png) And the results in the respective versions:\n![2.92.0(2).png](2.92.0_2_.png)\n\n![2.93 beta.png](2.93_beta.png)\n[NormalFlatShadingBug.blend](NormalFlatShadingBug.blend)\n\n---\nFrom #111805:\n| 2.92 | 2.93 |\n| --- | --- |\n| ![image.png](attachment) | ![image.png](attachment) |\n\n[shadingBug.blend](attachment)", "Generative modifiers (solidify, mirror) draw face normals from original face (wrong direction)\n@Baszczer information\nOperating system: Ubuntu 20.04\nGraphics card: Radeon Pro WX 7100\n\n@Alaska information\nOperating system: Linux-5.4.0-7629-generic-x86_64-with-debian-bullseye\nGraphics card: GTX 1050Ti 440.82\n\nBroken: 2.83 (2020-05-26 22:42) `f772a4b8fa`, 2.90 (2020-05-26 20:02) `eb5422828a`\nWorked: 2.82a\n\n**Short description of error:**\nThe viewpoint overlay for displaying faces normals in edit mode for faces that are part of a solidify modifier will always point in the direction of the face normal being solidified with Blender 2.83 and 2.90.\n\n![blend_2_82a.png](blend_2_82a.png)\n2.82a\n\n![blend_2_90.png](blend_2_90.png)\n2.83/2.90\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender.\n2. Add a plane.\n3. Give the plane a solidify modifier.\n4. In the modifier panel, enable the \"On cage\" option for the solidify modifier.\n5. Enter edit mode on the plane. \n6. In the viewport overlays enable the \"Display normals\" option for faces. \n\n[#77090 - Solidify Normals.blend](T77090_-_Solidify_Normals.blend)\n\nIn 2.82a, this will be have as expected. The normal lines will be perpendicular to the faces of the solidifies plane. In 2.83, all the normal lines align with the normal line of the face being solidified.\n\nVideo because I feel like I'm having a hard time explaining this in words:\n[2020-05-27 22-55-31.mp4](2020-05-27_22-55-31.mp4)", "Bevel on tight corner limitation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.1\n\nBeveling on this kind of shape where 2 round corners intertwined is almost imposible without some apparent artifact.\n\nCreate a shape with 2 round corners and then bevel those corners.\n![Screenshot_2.png](Screenshot_2.png)\n\nhere is example file.\n[bevelLimitation.blend](bevelLimitation.blend)\n\n", "Cycles: improve subsurface scattering for some meshes shapes\nIn cycles-x, the Christensen-Burley dipole approximation was fully replaced by random walk.\n\nHowever for some mesh shapes results are not as good, or could be improved regardless.\n* Self-intersection meshes give dark borders. Counting back/front facing intersections could help determine inside/outside better to avoid such artifacts.\n* Sharp corners \"glow\", which may be physically correct but is not necessarily desired. It may be possible to add user control with an option somehow, using some minimum throughput\n\nIf these can't be solved, we may consider adding back the dipole approximation, but since path splitting and the memory usage is a difficult fit for the new kernels we'd really like to avoid it.", "In blender 3.5, Edge Crease in 3D view isn't overlaid.\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 580 1.2\n\nBroken: version: 3.5.1\n\nIn blender 3.5, Edge Crease in 3D view isn't overlaid.\nIs it replaced with Vertex Crease?\n\n1. Select an object and toggle it into Mesh Edit Mode.\n2. Make sure ‘Creases' is selected in Mesh Edit Mode of Viewport Overlays.\n3. Select an edge and press shift+E to set Factor to 1.\n\n![bug_crease.jpg](attachment)\n\n", "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)", "FreeStyle: SVG fill Z-fighting\nWin 8.1\n\n2.76 Release\n\nPoints, and lines exactly in the same position makes freestyle z fighting. And the filling becomes random lines between vertexes, or not visible. Also not working with holes.\n![Képkivágás.PNG](Képkivágás.PNG)\n\n1. Create a cube, and switch the camera to Orthographic mode\n2. Rotate camera to 0,0,0, and move it above the cube.\n3. Make an svg export with fill\n4. You get no fill in the exported svg.\n[bug.blend](bug.blend)", "Line Art - Freestyle Edges disappear when boolean solver is set to 'Exact'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.75\n\nBroken: version: 2.93.0\n\nEdges marked as 'Freestyle Edge' disappear in the Line Art when there is a boolean modifier on the object that is set to 'Exact' as a solver. When the boolean is set to 'Fast' the lines appear. \n\n\nI just created a sphere that gets a boolean from a cube. I marked a few edges as 'Freestyle Edge' and when I switch between Fast and Exact it removes the lines. \n[Based on the default startup or an attached .blend file (as simple as possible)][LineArtBoolean_Bug.blend](LineArtBoolean_Bug.blend)\n", "Texture paint: Bleedind around thin cuts do not fill texture\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\nWorked: never?\n\n\n1. Wider distance allow to overlap color\n2. closer distance between faces do not\n3. closer distance between islands allow to overflow to neighbour island…\n\n![94734103.png](attachment)\n[bleeding test.blend](attachment)\nopen file, try to paint as seen in the [video 2023-03-24_05-09-32.mp4](attachment)\n\n", "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)", "Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "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" ]
[ "Wireframe overlay doesn't work as expected (does not hide edges of coplanar faces)\nOperating system: Linux-5.4.0-80-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.79 sort of\n\nWireframe = 0 should hide all the coplanar edges, but doesn't do that.\nWhile it does something to the monkey and the quad cube, it fails on the triangulated cube and does nothing to the cap of the cylinder (hide one edge only).\n2.79 didn't have the angle threshold, but it used to hide coplanar edges at least.\n\nThere is an explanation of the problem on [devtalk ](408?u=1d_inc) as well.\n\n- Open .blend file\n- From overlays panel change the Wireframe value to 0.\n\n\n[2021-08-12_20-56-02.mp4](2021-08-12_20-56-02.mp4)\n\nTest File:\n\n[wireframe_bug.blend](wireframe_bug.blend)\n\n" ]
Crash in UV Editing workspace Operating system: Windows 10 Graphics card: Intel UHD Graphics 630 or Nvidia Geforce GTX 1060 Broken: 2.80, 1ee77eb7f8f4, master, Sat May 11 19:18:27 Worked: (optional) In UV Editing workspace rotate the cube in edit mode then select vertex, edge or face the crash will happened. 1. Start with general file. 2. Go to UV Editing workspace. 3. Rotate or move (important) the scene in Edit mode 4. Select vertex, edge or face.
[ "Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n", "Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.", "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", "Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n", "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", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "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", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "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", "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```", "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", "UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.", "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). ", "Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n" ]
[ "App crashes when navigating between UV Editor and Viewport and selecting via A or Alt-A or clicking.\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 745\nRAM: 24Gb\n\n**Broken on:**\nDate: 2019-05-10-22:48\nHash: b1af68200159\nBranch: blender 2.7\n\n**Works on:**\nDate: 2019-05-07-00:16\nHash: bfef3bce1a93\nBranch: blender 2.7\n\nCrashes when navigating between UV Editor and Viewport and selecting via A or Alt-A or clicking.\n\n - Start with default setup (cube, camera, & light)\n - Open the UV editor and Viewport or navigate to the UV Editor tab.\n - Click A or Alt-A within the Viewport. Works without crashing\n - Click anywhere within the UV Editor\n - Click A or Alt-A within the UV Editor. Works without crashing\n - Now, without clicking on the Viewport, mouse over the view port and Click A or Alt-A. The app consistently crashes.\n\nAlso, these steps produce the same issue:\n - Start with default setup (cube, camera, & light)\n - Open the UV editor and Viewport or navigate to the UV Editor tab.\n - Click A or Alt-A within the Viewport. Works without crashing\n - Click A or Alt-A within the UV Editor. Works without crashing\n # Click anywhere in the Viewport. App consistently crashes.\n\n", "Crush on UV Editing layout after pressing A\nOperating system: Windows 10 x64 17736\nGraphics card: GeForce GTX 1070\n\nBroken: blender-2.80-b1af68200159-win64\n\nBlender crushes on UV Editing layout after pressing A\n\n1. Download and open a clean blender\n2. Run blender.exe, the default startup scene with cube will be opened\n3. Select the cube if not selected\n4. Switch to *UV Editing* layout\n5. Cube appears in edit mode\n6. Press *A* button\n7. Blender crushes\n\n**Log**\nSwitching to fully guarded memory allocator.\nBlender 2.80 (sub 60)\nBuild: 10/05/2019 15:53 Windows Release\nargv- [x] = blender\nargv- [x] = --debug\nargv- [x] = --python-expr\nargv- [x] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\\Users\\User\\AppData\\Local\\Temp\\blender\\debug_logs\\blender_system_info.txt')\nread file C:\\Users\\User\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\config\\userpref.blend\n```\nVersion 280 sub 44 date 2019-02-17 08:00 hash 319b9d6501f2\n```\nRead prefs: C:\\Users\\User\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\config\\userpref.blend\nread file C:\\Users\\User\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\config\\startup.blend\n```\nVersion 280 sub 60 date 2019-05-10 22:21 hash de9d846353bd\n```\nfound bundled python: C:\\Users\\User\\Documents\\blender-2.80.0\\2.80\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF66824C0B5\nModule : C:\\Users\\User\\Documents\\blender-2.80.0\\blender.exe\n" ]
Subdividsion Surface MOD ( BUG ) Operating system: Windows 10 Graphics card: AMD Radeon (TM) R5 M335 Broken: 2.80, 2019-01-29 (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) I am new to Blender 2.80. i am newbie so i think I should learn the new version. So recently i was leaning how to model a human. By doing that i face a issue with Subdivision Surface. When i join 2 objects like body and arm or art and hand. i saw the vertexs are not smooth properly it stuck with its control cage. I search a lot in the internet but i can;'t find the solution so i think it's a bug. I'm not sure its a bug or not. i didn't learn blender properly. Hope you don't mind Based on the default startup or an attached .blend file (as simple as possible).
[ "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", "Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n", "Transfer data - vertex position by sampling UV\nAs we discussed on blender.chat, Blender would benefit from being able to transfer vertex positions from one object to another by sampling the UV's. Both the operator and the modifier\n\nHere is a mockup that might clarify what I mean\n\n![transfer vertex pos.png](transfer_vertex_pos.png)\n\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)", "Investigate curve to mesh node performance\nThe hair files from 1336677 are quite slow. While we don't need to expect meshing to be realtime in that case, it should be much faster.\n\n- The node should be profiled to see which parts are the slowest. \n- Maybe topology info could be copied instead of recalculating for each combination when all splines have the same length.\n- Changing the node to have separate loops for vertices, edges, faces, and corners might make sense, and allows for better parallelization (like 7808ee9bd73d)", "Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n![normals_bug_blender.png](normals_bug_blender.png) Figure 1: A grassy slope mesh in Blender.\n\n![normals_bug_unity.png](normals_bug_unity.png) Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.", "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", "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.", "Curve to Mesh node causes other objects to edge split when not shaded smooth\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nWhen using a Curve to Mesh node, it causes other objects joined to it to be read with each face as a separate mesh island by Cycles (using the Random per Island socket of the Geometry node in shaders). This only happens while using Flat shading AND the Curve to Mesh is plugging into the first position of the Join Geometry node. In any other order it will not happen.\nAlso happens with more mesh objects as long as the Curve to Mesh object is the first on in the Join node.\n\nThe edges aren't actually split, it just seems to be Cycles that thinks they're individual mesh islands.\n\nAdd a grid node and join it to a curve going through a Curve to Mesh node.\nEnsure the Curve to Mesh is the first connection into the Join Geo node.\nAssign a material to the grid and in the shader, view the Random Per Island output of the Geometry node.\n\n[2021-11-06 18-08-29.mp4](2021-11-06_18-08-29.mp4)\n\n[Mesh Island Bug.blend](Mesh_Island_Bug.blend)", "bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)", "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.", "Multires design validation\nThe goal of this tasks is to validate the design of Multires as Blender’s main subdivision based sculpting system. \n\nIn order to do that, I’m not focusing on the current state of Multires taking into account its current implementation (bugs, missing features, technical debt), but on the design of Multires itself. The idea here is to ask the question “if Multires was working exactly as intended (no bugs, no TODOs, all possible optimizations...), is that what we want for the sculpting/painting modes?”\n\n## Pros\n\n- **Tangent space sculpting layers**: This is a feature that even specialized software doesn’t support and which is really important for retouching VFX animation. By having multiple ##CD_MDISP## datalayer, it should be possible to tweak the influence of each one of them on the final displacement. As these layers are in tangent space, this supports any transformation on the base mesh without applying the layers displacement in random directions. \n\n- **Supports features that require base + displacement**: Features like displacement eraser or displacement smear rely on having the sculpt geometry stored as a base and a displacement. The current Multires design makes supporting these features straightforward. When Multires is not being used, it is still possible to implement these brushes by creating an operator that generates a base (by smoothing the mesh multiple times) and a displacement. So, this is not a feature that relies on the design of Multires, but it makes it better integrated.\n\n- **Sculpting and rendering different levels**: It is possible to use sculpt mode to deform the limit surface and let the modifier evaluate the displacement of other level. With a delete lower operator and unsubdivide, it should be possible to create a temporally base mesh for any level so it can be sculpted as a limit surface.\n\n- **Easy to integrate with rigs**: For the rest of the animation system, multires is just like having a vector displacement texture on top of a model. Animating models with sculpted displacement does not require any further workflow or features from other modules. \n\n- **Saves a lot of memory**: As it does not store any topology information for the higher levels of the sculpt, it is memory efficient both when sculpt mode is in use and when saving the files.\n\n- **Faster PBVH building times**: as the BVH primitives are the grids, building the tree is faster than building it for the individual triangles of a mesh.\n\n\n\n## Cons\n\n- **No references or indices for edges and loops**: Mesh algorithms that require storing information or topology queries based on edges can’t be implemented. This means like features like fairing, geodesic distances or a better cloth solver can’t be directly available from the ##SculptSession## (I still don’t understand why the current cloth solver works, but its performance is really bad). In order to have those features working, I can only think of workarounds like converting the grids to a mesh or adding some kind of map to store the grids topology as edges and vertex references, which adds extra code that needs to be maintained and misses the point of using grids directly to save memory.\n\n- **Computed and displayed resolution does not match**: When working on level 1 of a quad mesh, all vertices will have 4 duplicates which will be deformed independently when computing the brushes and tools. For the user, this means that performance and vertex count won’t match the sculpt mesh that is being rendered. This makes Multires usually slower on level 1 than on level 5. It also creates unexpected results when adding a single subdivision to a mid/high poly mesh, as the vertex count will increase at a rate users won’t expect.\n\n- **Allows vertices with invalid data state**: This design allows to have a vertex with multiple mask, colors or visibility values. This can be solved with stitching the grids, but this should be something that the design should not allow. It is the cause of constant bugs in all tools that require storing data per vertex. (see #79317)\n\n- **Performance depending on grids dimensions**: In lower levels (on a 2x2 grid), the number of duplicates exposed to the tools is so high that creates performance problems. When the grids are too big, performance decreases because the tool iterations are per grid. This causes that multires optimal performance is only achieved in levels around 5. This is something that users don’t expect. For example, subdividing 4 vert plane 8 times will create a reasonable vertex count for sculpting, but because grids at level 8 are so big, sculpt mode will always update at least a quarter of the plane regardless of the size of the brush.\n\n- **PBVH limited to building per grid**: In order to get the PBVH building speed, grids are used as primitives. This means that the number of nodes can’t never be higher than the number of grids. On higher multires levels, this is a problem as the PBVH can’t have as many nodes as it should for optimal performance. \n\n- **Undefined behavior with undo and shape keys**: The relation between shape keys in the base mesh, sculpt layers and multiple ##CD_MDISP## layers is not clear. We don´t know if shape keys should also contain the info about the displacement of the grids, if they should only deform the base mesh or both. What undo should do with features like propagation and reshaping from sculpt mode is also not clear. \n\n- **Incompatible design with automatic apply base**: With the current Multires design it makes total sense to not apply the deformation to the base mesh automatically. The workflow is more similar to painting a displacement texture than to subdivision based sculpting. As it is exposed in the UI as it was a standard subdivision based sculpting system, this often confuses users. As the main use case for having subdivisions in sculpt mode is to be able to control the surface noise, it does not make much sense that level 0 is not directly available for that.\n\n- **Unpredictable displacement interpolation in edit mode**: (To be checked with @JosephEagar ). It looks like it may not be possible to properly implement grid interpolation in edit mode due to numerical stability problems. \n\n- **No support for other custom data layers**: The only datalayer that is supported in Multires is the mask, which is hard coded. Multires does not have any system in place to support editable datalayers in the grids. Mode info in #80609.\n\n- **Depends on editable limit surface**: As the high poly version of the sculpt is stored as displacement on top of the limit surface, any other Blender tool that changes the limit surface will break it without any warning to the user (for example, changing the crease values in Edit mode). See #81958\n\n- **Extremely hard to develop and maintain**: Blender most advanced sculpting tools don’t rely that much on displacing vertices, but more on topology algorithms for calculating transformations (pose, relax, boundary, expand...). Making and debugging these tools to work on grids usually takes 70% of their development time (I measure it when developing the boundary brush). A feature that may require a slightly different topology query (which is often trivial to implement for ##Mesh##) requires an amount of development for Multires that is usually bigger than the tool itself. \n\n- **No friendly workflow with other softwares**: Having surface detail stored as displacement in Multires is convenient to work inside Blender, but what other software expect is to handle surface detail at render time with UDIMS and vector displacement textures (Blender supports both). If you have an animated scene with multires, for exporting it to other software you need to bake all the displacement at its highest resolution per frame, which is not ideal. Even if Multires displacement data can be stored as a separate file, it can’t be read by any other render engine. \n\n\n\n\n## My opinion\n\nThe main technical limitations are about exposing the grids directly to the sculpting code. Because of this, I think that it makes sense for Multires to be used as a different feature. By design, Multires use case is closer to being an alternative to vector displacement for rendering than to a subdivision based sculpting system. To me, it makes sense for Multires to support features like storing displacement into the grids, baking the deformation of modifiers to the grids, reshaping a base mesh based on a displacement, unsubdividing and storing the grids as separate files (it already does all that). What I don’t see any value is in being able to edit the grids displacement directly with the tools. For users, Multires should be exposed in the UI as something similar to baking a vector displacement texture to use in rendering, or “ptex based displacement”. After the fixes and the features added in 2.90, Multires is completely functional for this use case. \n\nI would rather prefer starting discussing the design of a dedicated subdivision based sculpting system and leave Multires for what it does well instead of keep trying to add workarounds a hacks to make it meet the requirements of something that was not designed for. We need to consider that supporting the existing and planned features (like sculpt vertex colors or layers) in the current Multires will take a lot of development time that can be used for something else. \n\nFor Multires, I imagine the workflow to be like:\n- The user creates a subdivision based sculpt with a dedicated subdivision based sculpting system (not Multires).\n- When done, the user adds a Multires modifier to the high poly version and uses rebuild subdivisions. This will convert the sculpt to a base mesh + displacement. It is the same concept as baking a displacement texture from the high poly mesh into level 0, but slightly more convenient as it does not require UVs and geometry will look exactly the same as the sculpt.\n- After having the new low res based mesh, the user can rig and animate the mesh with displacement. ", "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", "Wrong tangent space when using GPU subdivisions\nOperating system: Linux-5.18.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.08\n\nBroken: version: 3.3.0 Alpha\nWorked: N/A\n\n\nThe tangent space is calculated wrongly when using GPU subdivisions: it appears as if it is calculated for the base mesh instead of being calculated at the limit surface.\n\n\nOpen the attache file, and toggle \"GPU subdivisions\" in the preferences.\n\n|CPU subdivisions|GPU subdivisions|\n| -- | -- |\n|![Screenshot_20220712_102356.png](Screenshot_20220712_102356.png)|![Screenshot_20220712_102436.png](https://archive.blender.org/developer/F13287994/Screenshot_20220712_102436.png)\n\n[gpu_subdiv_tangent.blend](gpu_subdiv_tangent.blend)\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" ]
[ "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)" ]
OPTIX_ERROR_INVALID_VALUE error Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72 Broken: version: 2.93.0 Alpha I have been trying to render this model of Movie Sonic for a little while now, and I keep on getting the same error over and over. I thought at first it was because I was out of memory, but I kept an eye on my memory while the render was preparing and it was not even close to hitting max. So I am at a loss here. 1. Open model MovieSonic2.0_FinalRig.blend found at 1365381093617250307?s=20 2. Render in Cycles with OptiX GPU on ![image.png](image.png)
[ "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", "Memory leak in particular file containing vdb\nOperating system:win11\nGraphics card:3070ti,cpu 12700H\n\nBroken:3.3.0,0759f671celf,master,2022-09-06 15:39\nWorked:null\n\nAfter opening the model and exiting without doing anything, the following memory leak message will be printed in the system console window on exit\n![image.png](image.png)\n\n- Open the uploaded file and close it without any additional operation\n- Notice the memory leak info in console.\nDeleting VDB files from the file doesn't result in memory leak\n[fantasy_castal_final_contents.blend](fantasy_castal_final_contents.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", "View Pan not working for smaller clip start value\nOperating system: win 10 pro\nGraphics card: rtx 2060\n\nBroken: 3.5, 2.83\nWorked: never?\n\nFor smaller `clip start` value when we zoom out, `View pan` does not work\n\n- Open .blend file\n- Pan around by any method\nIncrease `clip start` value, this will fix panning problem\n[Sand_003.blend](Sand_003.blend)", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "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.", "Blander crash without ray shadows Nvidia GTX 950M CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen turn off ray shadow visiblity render becomes slow and the blender crashes.\n[2019-10-28_03-53-23.mp4](2019-10-28_03-53-23.mp4)\n\n------------\nI tested again on GTX 750 Ti and 2.92.0 Alpha. If I turn shadows off first, then switch to rendered view, it gives bad render:\n![image.png](image.png)\nIt disappears when you do something. Typical when there's something wrong in Cycles. I need to restart Blender to be able to render again.\nWhen I turn rendered view first, then turn shadows off, it sometimes crashes.\nThis is all Cuda. Optix renders nothing at all. I presume Optix doesn't do volumes yet.\nAlso noticed that deleting sun lamp and leaving only area lamps fixed the issue.\n\n**Steps to reproduce**\n[облака в стекле.blend](облака_в_стекле.blend)\n- Open file\n- Disable shadow ray invisibility on object\n- Switch to rendered shading\n", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "Subdivision Surface: Out of memory exception in in post 2.79 versions\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)", "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 HIP RT out of GPU memory in simple scene\nOperating system: Windows 11 Pro 22H2\nGraphics card: AMD Radeon™ RX 6900 XT\n\nBroken: 3.6.0, Released June 27th, 2023 HIP RT (Experimental)\nWorked: 3.6.0, Released June 27th, 2023 HIP only\n\nBlender crashes (closes) when trying to render scene, there is only one eye-object in scene.\n\nI have same file with sheep-object (deleted in this eye_HIP_RT-file) and,\n\n- if I disable 'Eye' in renders, it renders ok and fast (picture 1), if not all hair particles are checked.\n- If I enable render for all particles, it gives same error (picture 2).\n- Without HIP RT it renderer it ok, but taking too much more time (picture \"without_RT\")...\n\nGetting error:\n```\nE0630 13:09:35.933301 25828 sync.cpp:733] Unknown pass Dream Textures\nSystem is out of GPU memory\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nError: Not freed memory blocks: 80450, total unfreed memory 20643.333252 MB\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\nFreeing memory after the leak detector has run. This can happen when using static variables in C++ that are defined outside of functions. To fix this error, use the 'construct on first use' idiom.\n```\n\n\n- Open attached .blend file eye_HIP_RT.blend.\n- Enable HIP RT from Preferences / System \n- Render image\n\n", "Crashes when trying to mirror particles\nOperating system: Windows 11\nGraphics card: Nvidia RTX 2060\n\nBroken: 3.6.1\n\nWhen I try to mirror hair particles Blender crashes. I've tried it multiple times and it happens every single time. Ive tried applying the mirror modifier I have on the character but it still crashes.\n\nI have a retopologized character. I make a particle system for eyebrows. I try to mirror the eyebrows by selecting all the particles, going to particles and selecting mirror and blender crashes.\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" ]
[ "OptiX error in 2.92 (no error in 2.83.13)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nOther info: CPU i7-4790k / 32GB RAM\n\nBroken: version: 2.92.0\nWorked: 2.83.13\n\nOptiX enabled: when turning on Rendered viewport or trying to render a scene an error occurs witch such info:\n\n```\nOPTIX_ERROR_INVALID_VALUE in optixAccelBuild(context, NULL, &options, &build_input, 1, temp_mem.device_pointer, sizes.tempSizeInBytes, out_data.device_pointer, sizes.outputSizeInBytes, &out_handle, background ? &compacted_size_prop : NULL, background ? 1 : 0) (device_optix.cpp:1208)//\n```\n\nThe very same scene opened in 2.83.13 LTS with Optics enabled - rendered viewport works fine, renders fine, no errors.\n\nWith OptiX enabled, turn on rendered viewport or press render scene. An error occurs.\nTurning on/off viewport denoising doesn't change anything - same error.\n", "Error: OPTIX_ERROR_INVALID_VALUE in optixAccelBuild\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\nCPU: Ryzen 3900x\nRAM: 32GB 3200ghz\n\nBroken: version: 2.92.0\nAll past versions on 3070.\n\nEvery time I try to render (F12) with Cycles from render preview in Optix mode (Prefs) it will show this error below. If trying the same in Cuda (Prefs) it will just crash. Denoising is ticked twice with Optix (screenshot). With Openimagedenoise it will be painfully slow (2 minutes vs 16s).\nIn solid view mode there is no problem.\n\nError: OPTIX_ERROR_INVALID_VALUE in optixAccelBuild(context, NULL, &options, &build_input, 1, temp_mem.device_pointer, sizes.tempSizeInBytes, out_data.device_pointer, sizes.outputSizeInBytes, &out_handle, background ? &compacted_size_prop : NULL, background ? 1 : 0) (device_optix.cpp:1208)\n\nOpen any textured object in render preview mode with Optix enabled in preferences and denosing tab (twice). Try to render with F12 - the error will show.\n![screen.png](screen.png)\n\nTest file:\n[beczka.blend](beczka.blend)\n" ]
Display render preview mode not updating with GPU Compute. {[F10274651](Blender_2021-08-09_09-35-29.mp4)}Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 3.0.0 Alpha Worked: blender-3.0.0-alpha+master.efd7c95bb27c{[F10274642](Blender_2021-08-09_09-35-29.mp4)} Display render preview mode not updating when moving camera or objects with GPU Compute. Works ok with CPU. Tested with CUDA and Optix and same issue with veiwport not updating. Works fine in Material preview mode with GPU. Start blender, switch to GPU compute, select display render preview, viewport renders once and then wont update despite moving camera or objects.
[ "Crushed Velvet Eevee render problems in Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: \n- 2.93.0 Alpha\n- 2.82 (sub 7)\nWorked: ?\n\n\nThe *Crushed Velvet* material from the *Material Library* does not render properly with Cycles when setting the device to *GPU*.\n\n- Load the simplified material attached below\n- Set the render device to *CPU* and render. The output should be all black\n# Set the render device to *GPU* and render.. Depending whether you have only GPU(s) activated in the preferences or also CPU(s) you should see one of the following. When only GPU(s) are enabled you should get a proper render. When CPU(s) are also enabled you should get dark render tiles that are rendered on the CPUs.\n\n[VelvetTestSimplified2.blend](VelvetTestSimplified2.blend)\n\n---\n\nOriginal description:\nI'm attaching the .blend file I used to test this issue. I'm not even sure this is a bug or simply me not being overly familiar with materials yet, but it feels like a bug. An dit may be a Blender bug and nothing to do with this add-on. Obviously, this material renders fine in Eevee, but it also renders fine in Cycles when using CPU to render, but has major artifacts when using GPU to render. I've attached a render to show what I'm getting in case you don't experience it.![Velvet.png](Velvet.png)\n\nThe steps I took to get here are, \n\nBasically, I have a default scene I use to do my modeling or as a start point. It's very basic. I was experiencing this issue in another project I was working on and noticed it went away when I changed the material on one object. \n\n- I loaded up my basic start file\n- selected the sphere\n- Scrolled down to the Material Library VX panel in the Material Properties tab\n- Loaded the Sample Library\n- Chose the Crushed Velvet Eevee material and clicked Apply to Selected\n\nThat's it. I had initially thought it was simply a problem rendering in Cycles but for my first render, I forgot to switch from CPU to GPU and noticed it rendered fine. So I did a few more tests and it renders fine with CPU every time, but not with GPU.\n\n[VelvertTest.blend](VelvertTest.blend)\n\n", "Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n![Screenshot 2022-11-08 at 11.49.30 am.png](Screenshot_2022-11-08_at_11.49.30_am.png)\n\n![Screenshot 2022-11-08 at 11.48.41 am.png](Screenshot_2022-11-08_at_11.48.41_am.png)", "Self-referencing driver works in viewport, but not in render.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional) 2.79b\n\nRotation property of object is updated in viewport, but not in render.\nIf run same script in 2.79 - all works fine both in viewport and render.\n\n```\ndef rotator():\n var1=bpy.data.objects[\"Suzanne\"].rotation_euler.z\n var3=bpy.data.scenes[\"Scene\"].render.fps\n\n new_value=var1+math.radians(var3)\n\n return new_value\n```\n\n\n[Script_bug_2.8.2.blend](Script_bug_2.8.2.blend)\n\n- run the file Script_bug_2.8.2 ('Run script', 'Update Dependecies')\n- play in the viewport - the animation works correctly\n- render (Ctrl + F12) - the animation does not work;\n\nViewport:\n[bug_video_render0001-0050.mkv](bug_video_render0001-0050.mkv)\n\nRender:\n[bug_video_render_20001-0050.mkv](bug_video_render_20001-0050.mkv)\n\n2.79 file:\n[Script_work_2.79.blend](Script_work_2.79.blend)\n\n", "Line Art isn't updating active camera\nOperating system: GNU/Linux mint 19\nGraphics card: gforce RTX 2060\n\nBroken: 2.93.4 \n\nLine Art isn't updating active camera when it's changed in a 'Scene' strip (VSE)\n\n\n- Create a scene, a camera and a LineArt object.\n- Now, create a 2nd camera (Cam.001) (not the active one)\n- Create an empty scene in order to be used for video creation.\n- In `Video Sequencer`, add a Scene strip and choose the Cam.001 camera ->it changes ok, but lineart goes dependent on the first one.\n\nTest File:\n[#91971.blend](T91971.blend)", "Shader compilation freeze Blender on Intel Arc770\nOperating system: Windows 10\nGraphics card: Intel Arc770 16Gb (Resizable Bar enabled)\n\n3.6.0\nDate: 2023-06-27 08:08\nHash: c7fc78b81ecb\nBranch: blender-v3.6-release\n\n**Intel driver version**\n31.0.101.4665\nReleased 11.08.2023 (latest on moment of this post)\n\nAll modes of viewport on new scene (default, for example) works fine: solid, material preview, display render. But, if I open my scene, works only 1 and 3 option. Building a shaders freezes Blender. It's around 800+ materials on scene, and GeForce cards works fine with that. The video card works at full power, with enabled Resizable Bar function. Cycles render (oneAPI) also works fine, but i can't switch the viewport on material preview. Blender freezes when shaders start compile.\n\n", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)", "Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)", "Blender stops updating display after GPU spike\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.92.0 Beta\nWorked: I have not found a version that works as expected on this computer. I have tried 2.79, 2.8, 2.91\n\nI was premature in saying the problem is gone for [#85061 ](T85061).\n>After a few minutes of using Blender, the window freezes. Windows does not detect that it is not responding, but Blender does not respond to any input, including clicking on the close button. All elements that are drawn by Blender remain as they were at the moment of the crash except if I resize the window smaller.\n\nIf I watch the performance tab on Windows Task Manager, the freeze coincides with a 100% spike on the GPU.\nAs long as that spike doesn't happen, there is no problem, but once it does, Blender stops responding to any input, but it does not crash.\nI have updated my graphics drivers.\n[blender_debug_output.txt](blender_debug_output.txt)\n\nI have not determined exact steps. It has occurred on multiple files doing multiple different tasks. As far as I can tell, there is no correlation between what I am working on or what task I am performing, and the error occurring.\n", "Lattice Object Data Properties fields do not update on Undo in Edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn Lattice Object Data Properties, when a field is changed to a different value and then the User performs an undo, the undo can be seen to take effect in the 3d viewer but the fields do not revert. This bug happens in Edit mode. It seems to work as expected in Object mode, and the changes do revert when switching back to Object mode.\n\n1. Start Blender. The General option is good.\n2. Add a Lattice.\n3. switch to edit mode.\n4. In object data properties, change a field.\n5. perform an undo.\n6. note that the changes took effect in the 3d viewer, but the fields did not revert in Lattice Object Data Properties.\n7. Switch to object mode.\n8. note that the fields do revert now.\n\n\n\n", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel", "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n", "Wrong render region widget after MMB pan\nOperating system: Linux-5.10.0-7-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: N/A, probably never\n\n\nUsing MMB to pan Camera view to a User Perspective does not update the render region widgets from camera border to viewport border.\n\n\nWith the file attached:\n- Open the file\n- MMB in viewport to navigate from camera view to user perspective\n- Note how the render region widget still corresponds to the camera render region, not the viewport render region\n\n[render_region.blend](render_region.blend)\n\n![Screenshot_20210607_095632.png](Screenshot_20210607_095632.png)", "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-", "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" ]
[ "Preview does not update once preview is done\nOperating system: Linux 5.11.0-25-generic #27~20.04.1-Ubuntu x86_64 x86_64 x86_64 GNU/Linux\nGraphics card: RTX 2070\n\nBroken: 3.0.0 alpha latest master\nWorked: Two weeks ago\n\nFirst bad commit is 4f64fa4f86\n\n\nThe cycles render preview does not update when we move the view once the preview finished.\n\nOpen blender -> change to cycles -> preview the cube -> wait until the samples are 32/32 and marked as preview done -> try to move the view" ]
Display broken when using dyntopo Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48 Broken: version: 3.4.0 Alpha When dyntopo is activated the viewport display become crazy. just activate dyntopo on a geometry, the issue appears in solid, shaded and render mode. ![2022-10-06 11_56_54-Blender.png](2022-10-06_11_56_54-Blender.png)
[ "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "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", "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", "Broken curve drawing in normalized view in graph editor\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.1\nWorked: ?\n\nin the normalized mapping in the graph editor, the curve behaves strangely. In the normal display, everything is fine\n[2022-04-20 22-13-05.mp4](2022-04-20_22-13-05.mp4)\n\n- Open attached .blend file\n- In graphics editor pan view up and down\nDisable Normalized to hide the problem\n[bandit_anim.blend](bandit_anim.blend)", "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)", "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", "Collection instance set to Display As Wire doesn't show in Solid mode when not selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nCollection instanced to scene display options are probably wrongly addressed in code. I'm attaching screenshots with descriptions (JPEGs).\n\n![01_instanceasbounds.jpg](01_instanceasbounds.jpg)\n\n![02_instanceaswire.jpg](02_instanceaswire.jpg)\n\nCreate an object inside a *Collection*. Instance *Collection*to scene and change its *display as* options to *Wire* and/or *Bounds*. You'll see that *display as bounds* shows wireframe while *display as wire* doesn't show anything. I'm attaching my file to help you investigate.\n\n[displayAsBug.blend](displayAsBug.blend)\n\n(Why hunting bugs feels so good?! Glad I can help with developing Blender 💘)\n\n", "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)", "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.", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "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", "Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n", "Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n", "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", "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" ]
[ "Regression: Artifacts/crash when sculpting with Dyntopo \nOperating system: macOS-12.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.4.0 Alpha\n\nIn sculpt mode when selecting Dyntopo a lot of strange artifacts appear, then crash results.\n\n- Start Blender \n- Select Sculpt Mode -> Select Dyntopo\n- sculpt object and observe unusual artifacts. Continue and crash results.\n\n" ]
Workspaces stop working after removing and adding them. Operating system: Manjaro updated Graphics card: Nvidia GTX 580 Nvidia drivers 2.80 13.1.19 download 64 bit Broken: remove a all the workspaces and add some back and remove again then there are NO workspaces that you can add. Raw startup, no work done other than imported preference.
[ "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", "Having a second window open makes top bar dissapear after switching workspaces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI created a new window with \"Window\" -> \"New Window\". Then I switched to a different workspace tab on the main window, which made the top bar with all its workspace tabs dissappear. after resizing the window the top bar is visible can be used again. After closing the new window, Blender behaves normally again.\n\n- Started Blender with new file\n- Open new window\n- Move new window to display with 125% scaling\n- Switch to next workspace\n- Switch to next workspace again\n\nworkspaces tab in main window dissapear\n![Anmerkung 2020-01-01 211726.png](Anmerkung_2020-01-01_211726.png)\n\n\n\n\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", "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)", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "Property tab search does not highlight the \"Active Tool and Workspace settings\" tab\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\nWhen searching for a property, the *Active Tool and Workspace settings* tab and icon do not get highlighted like the other property tabs when a matching property is found inside.\n\n{[F9527643](61775821.png) size = full}\n\n\n- Search for e.g. `obj` or another string that can be found in the activated add-ons\n- Notice that other tabs will be highlighted that match.\n# Open the *Active Tool and Workspace settings* tab and see that it correctly highlights the *Workspace* panel and the *Import-Export: Wavefront OBJ format*. However it does not highlight the tab itself.\n\n[2020-12-24_07-17-43.mp4](2020-12-24_07-17-43.mp4)\n", "Wayland: Unable to access window position, finding the window under the cursor doesn't work\nWayland can't access window positions. From what I can tell this is an intentional limitation and there aren't ways to access this information.\n\nThis means functions such as `WM_window_find_under_cursor` doesn't work.\n\nFrom the user perspective the following functionality wont work.\n\n- \"Swap Areas\" / `SCREEN_OT_area_swap` isn't able to swap areas with another window.\n- Some \"Eyedropper\" functions such as `datadropper_win_area_find` wont be able to access other windows.\n- Dragging items between windows doesn't work (see `wm_event_cursor_other_windows`).\n\nCurrently `GHOST_SupportsWindowPosition()` has been added to prevent other windows being found when they shouldn't be.\n\n\n---\n\nNOTE: there is a proposed solution that might allow Blender to restore the positions of windows saved in a file: see: 18\n", "Area light resize gizmo (amongst other gizmos) missing undo step?\nOperating system: Arch Linux\nGraphics card: GTX Titan\n\nBroken: 2.81.3 (232049dd9408)\n\n\nSeems an area light resize in the 3D view is not registered with the undo system. \n\n\n1. Add an area light to the scene\n2. Grab and move somewhere else\n3. Change size with widget\n4. Ctrl-Z\n5. The light is now back at the origin with the default size\n\nNote that when changing the size using the properties panel an undo *will* work correctly, i.e. only change back the size.\n\nThis seems true for a couple of Gizmos [not adding an undo step -- or at least not working correctly / as expected]\nThese are the ones I quickly checked:\n- Camera Focal Length\n- Area Light size\n- Spot Size\n- Wind Force Field Strength\n- Reference Image size\n- Compositor Backdrop\n- Reference image size and move\n", "Blender hangs due to deadlock caused by two registered draw handlers\nOperating system: Only happens on Linux (Ubuntu 22.04)\n\nBroken: 3.2.2\nWorked: unknown\n\n\nWhen my addon is used together with the addon [\"node minimap\" ](1366781), Blender hangs/freezes completely under certain conditions (details below).\nTo close Blender in this state, not even Ctrl+C is enough, it is necessary to close the parent terminal from which Blender was started.\n\n\n[addons.zip](addons.zip)\n\n[test.blend](test.blend)\n\n- Install the two addons \"node minimap\" and \"test addon\" from the attached zip file.\n- Enable both addons (search for \"node\" in the addon list to find both).\n- Open the blend file.\n- Convert the editor on the lower left to a Shader Editor.\n# Blender will immediately hang.\n\n![Screenshot from 2022-08-17 11-43-07.png](Screenshot_from_2022-08-17_11-43-07.png)\n", "error in custom view3d.move Keymap Setting\nOperating system: Windows11\nGraphics card: It doesn't matter\n\nBroken: up to 3.5.1\n\n\n\nBecause I often use the 2D features in Blender, and the pan view function in Blender is not very convenient (requires using Shift + MMB), I made the settings as shown in the picture to add a new pan view keymap to Spacebar + LMB. In the normal object mode, I can indeed pan the view by using the new shortcut, but once I switch to any other mode, this shortcut key will be disabled. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Rigid Body System stops working when particle system added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.2 26.20.15019.15019\n\nBroken: version: 2.82 (sub 7) & 2.83 (sub 5)\nWorked: -\n\nI have a rigid body collision setup with various chained constraints - if I add a particle system to any of the active rigid body objects, the simulation ceases to run.\n\nBlender file attached. Try adding a particle system to the 'Brick to test particle system' object in the main collection (or any other active object, the specified one simply for convenience). \n\nThe simulation will not run. Remove the particle system, the simulation runs again. \n\nI would like to add particles emitting from the objects to simulate debris/dust but hit this issue and can't find any workaround. \n\nAny insight much appreciated!\n\n\n\n[Wall destruction march v1.blend](Wall_destruction_march_v1.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)", "Latest Blender 4.0 not opening\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: blender-4.0.0-alpha+main.b5c89822ac40-linux.x86_64-release\nWorked: 3.6.3 Release Candidate\n\nAfter double-clicking on the \"blender\" starter-folder, it shows what you can see on the picture, before canceling the session\n\nJust try to start 4.0. I guess it's my drivers and noone can confirm, right?\n\n", "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", "Packed OpenVDB volumes are not working (once unpacked to disk again they are though)\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2070 Super\n\nBroken: 3.2.2\nWorked: None\n\n.blend file size increases with 'Automatically pack resources' when OpenVDB volume is in scene. But it doesn't show up in the scene if the original VDB files are deleted. \n\n1. In an empty scene, {key shift A} to add an object and {nav Volume > Import OpenVDB}\n1. Import the attached VDB file\n1. Save the file (Note that the file size is something around 800 KB)\n1. {nav File > External Data > Pack Resources} or Turn `Automatically pack resources` on\n1. Save the blend file (Note that the file size is something around 6.800 KB)\n1. Delete original VDB files\n1. Revert or Reopen the saved .blend file\n1. Although the size is larger, when you open the blend file again, volume object shows nothing.\n\n[Cloud_1.VDB](Cloud_1.VDB)\n\n9. unpack the volume from the Properties Editor [ `use file from current directory (create if necessary)` option]:\n![image.png](image.png)\nThis will unpack the volume to `//volumes/Cloud_1.VDB`\n10. save the file\n11. revert the file >> now working again\n\nNOTE: doing the unpacking will leak memory" ]
[ "Blender 2.8 (2019-04-03): Workspace cannot be added while in Modelling-Workspace\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.4.10\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nAnother workspace cannot be added while in Modelling-Workspace. Addition works just fine after switching to another workspace\n\n1) Open start-up file\n2) Select \"Modeling\" workspace\n3) select \"+\" Icon and try to add another workspace. \n", "Workspace appending is greyed out in Edit Mode\nOperating system: Windows 10\nGraphics card: Geforce GTX 1070\n\nBroken: 2.80 2019-02-20 20:10\n\nWorkspace appending is greyed out in Edit Mode, but works in Object, Vertex Paint, Sculpt etc. modes\nDuplicating is not greyed out, and functions correctly.\n![image.png](image.png)\n\n\n- Go into Edit mode\n- Click the + next to 'General' up top\n- You'll notice that everything's greyed out" ]
Blender 2.83Beta MAC Build damaged Hi, I have downloaded several times the Blender 2.83 Beta fro Mac from blender.org but when I open the file for install it says that the file is damaged. Cannot install the program so far.
[ "use after free Fluid sim seg fault\nIn Debian testing, and Debian stable.\n\nbroken: blender 3.0.0 f7b22fc3d27113715e8726c69ab3264e1d487439\nbroken: Blender 2.93.0, Commit date: 2021-05-10 22:16, Hash ce62d650945f \nbroken: blender 2.92\n\nSegfaults on bake of modular fluid sim.\nReproducible each time I run blender on it.\n(Building a debug build now. the crash text isn't so useful yet).\n\n1. Load .blend (attached)\n2. Bake fluid\n3. Segfault\n\n[flu.blend](flu.blend)\nAsan report on f7b22fc3d27113715e8726c69ab3264e1d487439 [T88475_asan_use_after_free.txt](T88475_asan_use_after_free.txt)\nTwo crash reports on blender 2.92: \n[Blender_2021-05-22-145034_MACBOOKAIR.crash](Blender_2021-05-22-145034_MACBOOKAIR.crash)\nSimilar to #88113#1157996: [Blender_2021-05-22-193554_MACBOOKAIR.crash](Blender_2021-05-22-193554_MACBOOKAIR.crash)", "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.", "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", "My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n", "Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n![Screenshot 2022-11-08 at 11.49.30 am.png](Screenshot_2022-11-08_at_11.49.30_am.png)\n\n![Screenshot 2022-11-08 at 11.48.41 am.png](Screenshot_2022-11-08_at_11.48.41_am.png)", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "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. ", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value", "mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode.", "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", "3D Connexion Space Mouse Pro - Blender 2.82a on macOS\nmacOS Catalina 10.15.4 (19E287)\n3D Connexion 3dWare10 10.6.5\n\nBlender 2.82a\n\n\nThe mouse appears to almost match the 3D Connexion training app in terms of movement when in object/edit mode but it would appear that none of the buttons & especially the MENU do not work. \n\nI have installed the 3D Connexion drivers a second and third time with firewall and anti-virus off and the problem with these mice seem to persist. \n\n>> This has been edited by another but im wondering if there is some resource file missing where keys are mapped, either this is a 3D Connexion plug in or something to do with Blender?\n\n\nI've seen these tasks; It's still a problem for me. \n#67686 (NDOF mouse not working in code signed macOS builds)\n#67971 (3D Connexion Space Mouse Enterprise Custom Buttons 1-10 Not working in Blender 2.8 (macOS))", "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", "Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n![Screenshot 2022-04-11 at 21.19.50.png](Screenshot_2022-04-11_at_21.19.50.png)\n\nExample node setup:\n![Screenshot 2022-04-13 at 12.33.26.png](Screenshot_2022-04-13_at_12.33.26.png)\n\nSwitch to wireframe:\n![Screenshot 2022-04-13 at 12.34.00.png](Screenshot_2022-04-13_at_12.34.00.png)\n\n" ]
[ "\"Blender is damaged and can't be opened, move it to trash\" error\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.13\n\nBroken: version: 2.90 Alpha\n\nUnable to open this app while right click > OPEN\n\nMay 14, 2020\nThey fixed Blender 2.83 but Blender 2.90 Alpha needs to be fixed.\nFocus for Mac only. \n![image.png](image.png)\n\n" ]
Double Color and Strength inputs on Lights when checking "Use Nodes" Operating system: Windows 8.1 Graphics card: nVidia GT740M Broken: 2.80 Worked: 2.79b Add a Light, check "Use Nodes" and... BAM! You now have **2** Color and **2** Strenght inputs! Why is that? Is it a "feature"? I'd call it a bug, because it's very misleading. Or does it happen only to me? Did I misconfigure anything? May be. Thank you Based on the default startup.
[ "Color Ramp node keyed colors and keyed positions jumps to the next color stop when adding or removing color stops\nBroken: 2.7x, 2.8x\n\nThe keyed color and position should be assigned to the color stop itself, not it's order. As of now it follows the order of stops, so the keyed color and position jumps from one color stop to next one when a color stop is added or removed.\n|[2020-06-16 17-27-47.mp4](2020-06-16_17-27-47.mp4)|[2020-06-16 17-13-58.mp4](2020-06-16_17-13-58.mp4)\n| -- | -- |\n\n- open blender \n- go the shader editor\n- make a new material\n- add a color ramp node\n- Press \"i\" with the mouse hovering the black bar to key the color.\nnow the white color stop and do the same, key the color by pressing \"i\" over it.\nnow select the black color stop and remove it by clicking the \"-\"\n- press space bar to play, the keyed color will jump from the black one that was removed to the white one.\nThe same happens if you key the color stop's position instead of it's color.\nIt also jumps when adding in a color stop instead of removing one.\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.", "'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.", "Eevee preview nodes with drivers performance drop Round 2\n[NodesPerformanceDropRound2.blend](NodesPerformanceDropRound2.blend) this is extend of previos task #71214\nSystem Information\nOperating system:Windows 10\nGraphics card: GeForce GTX 1060\n\nBlender Version\nBroken: Blender 2.81 Beta aff6446e064f and 2.82 Beta 092deb88b074\nWorked: 2.8\n\nShort description of error\nComplex shader with large amount of math nodes and with drivers slow down performance\nin 2.8 60 fps\nin 2.82 30 fps\n\nExact steps for others to reproduce the error\nCreate material with 30 node groups contains 30 math nodes, add driver to shader. Set viewport to material preview and watch performance droping", "Resetting singular values in the Themes disables them\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nInstead of globally resetting the default themes, if I use the \"Reset to default\" for a color or a value, it simply puts it to black/0.0.\n[2021-10-27 14-12-52.mp4](2021-10-27_14-12-52.mp4)\n\nGo to themes and right click a color or value.\n[Based on the default startup]\n\n", "Design: Shading: Extend Clamp and Map Range nodes to work with Vectors\nI'd like to make these nodes work with vector inputs and outputs.\n\nIt's unclear to me as the the best way of doing this. \n\n![image.png](image.png)\n\nSome options:\n\n - **Separate Nodes** : Create separate versions of these nodes with Vector sockets.\n\n - **Dynamic** : Use a dynamic socket. This is better from a UX perspective but how do we show this? For these two nodes, they are pretty pointless without a value input so the edit control could be hidden. The node then operates accordingly depending on the input link. \n\n![image.png](image.png)\n\n- **Mode Switch** : Add vector input and output sockets and add a mode switch to hide the unwanted input socket. \n\n- **Double Sockets** : Add vector input and output sockets and depending what is connected. For vector only input, `Vector` > `Float & Vector`. For float only input, `Float` > `Float & Vector`. If both inputs are connected do `Float` > `Float` and `Vector` > `Vector`.\n\nFor the combined cases, the node would output and show both Value and Vector.\n\n\n\n\n\n\n\n", "Node Group Inputs\nNode groups serve the purpose of combining multiple nodes into reusable components. To make them more useful, node groups can have a set of inputs that the \"caller\" has to provide. Currently, node groups have one Group Input and one Group Output node. This works well for many cases. However, I'd argue that there is a better way to do it (both approaches are used in multiple other pieces of software).\n\nSome motivation for implementing a new approach:\n- When a node group needs more inputs, there is usually a large node on the left side of a node tree that has links to many other nodes. I'd argue that these links add more confusion than they actually provide information to the user. At some point it becomes quite hard to follow these links through the entire node tree.\n- In the current implementation, there is no mechanism that supports grouping of inputs. \n- Important information like the min/max/default values is hidden in a panel in the sidebar.\n\nPersonally, I think it would be good to allow multiple Input Parameter nodes in a node group. Something like this:\n![image.png](image.png)\n\nSome notes on this approach:\n- For different data types, a different set of settings can be shown. Of course the node can also be collapsed when not all information is necessary.\n- The node can be placed exactly where the value is needed, providing better information when actually working on the node tree.\n- All the settings can still be shown in a side bar to have all information accessible in a single place.\n- We could also allow multiple inputs per Function Parameter node for better grouping of related settings.\n\nImplementation wise, this approach might actually be simpler than the old solution.\nAt the same it scales better when node trees get larger and when we want groups to become more powerful.", "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", "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", "Alt modifier key to disable node auto-connection\nWe often get requests to make the behavior of auto-connection when placing nodes optional. This is because it can be tricky to place a node without connecting to overlapping links, among other reasons.\n\nA simple solution discussed in earlier [sub-module meetings ](22309) was is using the `alt` key to disable the auto connection.\n\n", "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)", "Multi-type sockets (int, float, ...) for compact nodes\nNeed a solution for how to:\n* Automatically change socket type based on what is dragged.\n* How to change a socket that supports multiple input types.\n\nA good example is the Switch node\n\nNote: This doesn't account for nodes where we need to switch between attribute and value.\n", "Selecting (or connecting) nodes in Compositor is malfunctioning when when monitors have different dpi\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\nSelecting nodes in Compositor is glitching when when monitors have different dpi. This happens when Compositor is opened on both monitors.\n\n - In Windows 10 set custom scale on the second monitor in Display Settings > Scale and Layout, for example to 175%, so that each monitor has different scale.\n - Put one Blender window on each monitor (same Blender session).\n - Open Compositor in both windows. Enable nodes.\n - In the window with scale equal to 100% try clicking on the Composite node couple times. Selection will switch to the other node.\n[custom_dpi_compositor_bug.blend](custom_dpi_compositor_bug.blend)\n[custom_dpi_compositor_bug_02.03.2020.mp4](custom_dpi_compositor_bug_02.03.2020.mp4)", "Cycles not really excluding lights from volume MIS calculation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nI noticed that cycles, when using volume lights, if we exclude lights from the volume contribution it still affects the sampling of the visible volume lights.[Volumeissue.blend](Volumeissue.blend)\n\nIve included the blend file and also described the issue visually in this thread:\n10982\n\nTo check the issue just turn on and off the Volume Scatter ray visibility and compare the result by hiding the lights instead.\n\nI think this is a serious performance issue in scenes with multiple lights, with some lights contributing to volume while others not, which forces the user to unnecessarily throw a lot of volume samples to get rid of the noise.\n\n\n" ]
[ "Light color and color from the node interfere with each other\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\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79 any\n\n\nWhen you create a light there is a color attribute on it and the Use nodes button. Hitting that button creates a node setup with the emission shader which also has color. Those two color attributes affect each other mixing somehow.\nWhy do we ever want a light without nodes? 2.79 creates nodes right away and the default color attribute disappears. If you'd like to disable nodes, then emission color disappears and the default color attribute comes in play.\n\nOpen the attached file.\n[blender_ligths_color_bug.blend](blender_ligths_color_bug.blend)\n\nHere's the screenshot as well.\n![light_color_bug.png](light_color_bug.png)\n\n", "Lamp data color not replaced when using nodes in cycles\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn Cycles, the data color of the lamp is not replaced but multiplied when using the nodes shading.\n\nOpen the default scene\nSelect the point lamp\nChange the data color to red\nIn the object data, click on \"Use Nodes\"\nIn the Emission node, change the color to blue.\nThe lamp color should be blue, but instead of replacing the data color, the color is multiplied.\n![image.png](image.png)\n[color_data_lamp.blend](color_data_lamp.blend)\n\n\n" ]
X-ray toggle doesn't work when an armature is in pose mode Operating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21 Broken: version: 2.90.0 Alpha X-ray option for mesh objects in viewport doesn't work if an armature in pose mode is selected From the default start up file: do not delete de cube add an armature (single bone) select the bone and switch to pose mode clicking the X-ray button or hitting the shortcut Alt Z no longer changes the X-ray effect on the viewport for the mesh objects The same in 2.83.2
[ "No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n", "Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\n\n", "Mesh Deform modifier doesn't deform after binding\nBlender 3.3.0 (hash: 0759f671ce1f)\n\nMesh Deform modifier simply doesn't work. The cage mesh doesn't deform the effected mesh.\n\nI modeled my base mesh (a simple array of duplicated rectangles). Then i added a cube, as a separate object, entered Edit Mode, adjusted the size to fit my base mesh, added some loop cuts, exited Edit Mode. Selected my base mesh, added the Mesh Deform modifier, chose the object to deform with, clicked on Bind. \n\n[mesh deform.blend](mesh_deform.blend)\nThe deformation mesh is a solid geometry. I just changed the Viewport Display option to Wire. ", "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:", "PyAPI: template_modifiers doesn't work in the viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nThis was working outside the context of the Properties Editor prior to 9b099c8612 -- when it was still template_modifier(md).\n\nDisplaying the dafault modifier layout doesn't work in the viewport (in the sidebar or in a popup). template_modifiers() gives errors:\nPanel type 'MOD_PT_Array' not found.\nPanel type 'MOD_PT_Bevel' not found.\nPanel type 'MOD_PT_SimpleDeform' not found.\n... \n(interface_panel.c, line 292)\n\nBased on the attached file:\n1. Run the script in the text editor to create a panel in the sidebar called \"Modifiers\"\n2. Verify that the modifiers don't show up and there are errors in the console\n3. Click the \"Modifier Popup\" button\n4. Same thing should happen with the popup\n\n[template_modifiers_bug.blend](template_modifiers_bug.blend)\n", "Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n", "Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n", "outliner visibility not binded to bpy.context.object.hide_viewport\nOperating system: Linux-5.7.2-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\noutliner visibility not binded to bpy.context.object.hide_viewport\n\nclicking the \"eye\" icon of an object in the Outliner shows \"bpy.context.object.hide_viewport = True\" in the info panel.\nBut in PythonTerminal the output is:\n>>> bpy.context.object.hide_viewport\n\nFalse\n\nAlso not possible to make it visible again with bpy.context.object.hide_viewport = False.\nSeems like bpy.context.object.hide_viewport is not connected to the Outliner icon at all.\n\n\n", "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.", "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", "Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n![proportional.jpg](proportional.jpg)\n\n", "Meshes that are generated with the screw modifier cant use the box projection type\nOperating system:\nGraphics card:\n\nBroken: 83f9218801d4\n\nThe meshes that are modified or extended by the screw modifier can't use the box projection of an image map. All the objects in the screenshot use the same material and the texture projection. As you can see the box and the plane has no problem with the projection type.\n\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n\n\n\nLoad the attached .blend\n\nEnable the material preview and check the object named \"Screw\"\n\nCtrl-A -> \"visual geometry to mesh\" to see that the texture would normally work on the mesh, except ehwn the modifier is enabled.\n\n[_23012023_1655_00.zip](_23012023_1655_00.zip)", "Select key in dopesheet deselect bone in the viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nIf you select key in Dopesheet without Only selected, it deselect your bone in viewport\n\n1) open [deselectBone.blend](deselectBone.blend)\n2) select bone in Pose mode\n3) select any key in dopesheet without \"Only selected\"\n4) bone is now deselected in viewport\n\n", "\"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)", "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" ]
[ "Xray in Armature pose mode acts like In Front.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\n[2020-07-16_08-03-44.mp4](2020-07-16_08-03-44.mp4)\n\nInstead of x-ray it works like In Front.\nIs there a point to have second InFront mode, if we already have one for armature as object?\nHotkey can be assigned to InFront also." ]
When setting influence of IK constraint back to 0.0 after keying with "visual ..." the 3D View does not update correctly. Windows-7, nvidia Broken: (since many blender releases) Worked: When using "visual keying" while using IK constraints, the current bone locations are propagated to the FK pose. So when i switch back to FK Pose after keying for example with "visual locrot" the fk pose should be the same as the IK pose. This is actually all done right by Blender. Only the 3D view is not correctly updated. I first have to change the timeline frame to see the character snapping into the right FK pose. Based on this blend file: [ik_fk.blend](ik_fk.blend) State on opening the blend file: The yellow bones are IK control bones The green bones are the actual bones The green leg bones are selected The KneeLeft is the active bone IK on the KneeLeft is ON. When you set influence =0.0 in the "Targeted IK" constraint for the KneeLeft in the properties window, then you see the left leg goes straight. now do this: ``` ``` - Set influence=1.0 for the "Targeted IK" - While cursor in 3D View press "i" and select "visual locrot" - Now set influence = 0.0 in the "Targeted IK" constraint for the KneeLeft The left leg should remain in the IK pose (because of the "visual locrot" keying) But what you see is: the leg goes straight. - In the timeline step one frame to the right, then step back to frame 0 Now the left leg snaps into the correct pose. Note: there is a small change in the pose. this is due to a wrong pole angle. This can be ignored.
[ "Snap to Grid in Perspective View performed only at ground level\nGenerally you are not sure which grid point the object is in the perspective view because you need to consider the current depth of the object on the screen.\nThis option would only limit movement at ground level under those conditions.", "Applying Data Transfer Modifier - only the active Shape Key is taken into account\nOperating system: Win 10 x64\nGraphics card: 3080 TI\n\nBroken: 3.3.2, 86abbf717691, master, 2022-11-28\nWorked: ??\n\nWhen applying data transfer modifier to an object (to transfer vertex groups), it only takes into account the selected shape key, not all others too.\n\nExample:\n\nDownload test Blend:\n[datatransfer_shapekeys.blend](datatransfer_shapekeys.blend)\n\nThis is the cube's vertex group:\n![image.png](image.png)\n\nPlane is moved down by shape key \"Key 1\". All looks good in the viewport, this is how the vertex group should look when you apply it:\n![image.png](image.png)\n\nBut if the 'Basis' shape key is selected instead of 'Key 1' when you apply the modifier, it ignores Key 1.\n![image.png](image.png)\n\nSee how the position of the vertex weight is off as compared to the first picture, as if Key 1 were disabled.\n![image.png](image.png)\n\nBut if you were to have Key 1 selected when you apply the modifier, it works as expected:\n![image.png](image.png)\n\nThis is troublesome with objects that have many shape keys, all with different influences on the affected area. When you apply the modifier, it should take into account every active shape key.\n\nThis gets even less predictable if you have multiple shapekeys besides the `Basis` shapekey.\nHere I have two (both with 0.5 weight).\nYou get different results selecting `Key 1` or `Key 2` and none look like what you had in the viewport:\n[datatransfer_shapekeys_multiple.blend](datatransfer_shapekeys_multiple.blend)", "Scaling in edit mode with individual origins and snapping activated is broken\nWin7 x64\n\nBroken: 2.76\n\nFollowing #39161. Scaling in edit mode works well with \"median\" as pivot point but with \"individual origins\" it breaks.\n\n\nIn attached file:\nScale and choose a vertex with \"ctrl\" pressed, cube seems to disappear.\nTo compare, press \"G\" and choose a vertex for snap, the cube's center is moved as a cube (also individual origins could make all selected verts move to that position making a point instead of a cube?) to that vertex.\nScale with \"median\" as pivot, it works\n[bug scale individual origins.blend](bug_scale_individual_origins.blend)\n\nSo maybe to make it consistent, make \"individual origins behave like median.\n", "Blender 2.91 - Custom shortcut keys override the entire Set key interpolation\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 Beta\nWorked: -\n\nWhen the user assigns a custom shortcut to the Set Key interpolation pop up menu, all interpolations\nget the same shortcut menu assigned. The expected action is to get an independent shortcut keyboard targeting a specific interpolation method via shortcut key.\n\nSince the bone constraints have different keyboard shortcuts individually assigned, I thought\nthat key interpolation in the fcurve could have the same individual assignments but it seems not possible\nfrom the right-click->new shortcut->ctrl+shift+L on the \"linear interpolation\" option menu.\n\nCreate a monkey\nOpen an Fcurve window. Set keyframe on frame #1. Move the monkey (rotate, move) to another place in 3d viewport.\nSet another keyframe on frame #10\nSelect both keyframes, press \"T\" to get the interpolation pop up menu.\nRight click over \"LINEAR interpolation\", select make new shortcut.\nuse CTRL+SHIFT+L\nAll the shortcuts in \"Set Key interpolation\" will now use CTRL+SHIFT+L\n\n![Shortcut interpolation.jpg](Shortcut_interpolation.jpg)\n\nIf the user opens Edit->user prefs->keymap->Graph editor->Graph editor (global)-> and creates a new shortcut using: graph.interpolation_type set to Linear, and set the keyboard shortcut, then it gets correctly created.\n![set linear interpolation keybind.jpg](set_linear_interpolation_keybind.jpg)\n\n", "Armature X-Mirror inconsistencies\nCertain bone properties are not affected by the X-Mirror setting. Which properties were and which weren't affected used to be extremely random and terrible, but a lot of improvements have been made, and now you could sum up the remaining unaffected properties as \"bone properties which have no immediate visual effect in the 3D viewport.\" So, although a lot better than before, it is at least a little bit confusing, since the criteria is so specific and unintuitive.\n\nThese properties are:\n```\nenvelope_weight\nuse_envelope_multiply\nuse_deform\nconnected *\nlock **\nuse_local_location\nuse_endroll_as_inroll\ninherit_scale\nuse_inherit_rotation\n\nbbone_handle_type_start\nbbone_custom_handle_start\nbbone_handle_type_end\nbbone_custom_handle_end\n```\n\n*: Even if you argue that the Connected checkbox itself shouldn't be mirrored, the checkbox has the potential to change the bone's transforms, and these transform changes don't get mirrored until the bone is interacted, and the interaction is finished(not cancelled)\n** Is this option anywhere in the UI? It seems useful, but I only found it by looking at the pyAPI.\n\nSo I think there are a few options:\n- Accept that these options are not affected by X-Mirror and document it in the wiki, either listing them out one by one or using the hopefully accurate description of \"properties that don't show up in the viewport\".\n- Make X-Mirror affect these options.\n- Add another checkbox next to X-Mirror along the lines of \"Include ALL bone properties\".", "Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers.", "Fix Animation Channel Selection Sync\nThere are several issues with the selection synchronisation mechanism between pose bones (and shader nodes) and animation channels (in the dope sheet etc.). This task aims to provide an improved implementation of this sync to address these reports:\n\n* #48145 (All bone drivers selected when reselecting bone)\n* studio/blender-studio#58718 (Clicking on Dope Sheet deselects all bones)\n* #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor)\n* #71615 (Select key in dopesheet deselect bone in the viewport)\n* #73215 (Blender autokeying deselects objects channels but not Armatures.)\n\n@Hjalti mentioned that it's probably better to synchronise less, that is, have the selections more separate. I'll talk with him, @PabloFournier, and @Mets in the Blender studio to come up with an initial proposal, which can then be fine-tuned here.\n\nFor me the trigger to start working on this was #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor); in that situation it's really impossible to select certain channels.", "Rigid body simulation malfunctioning\nOperating system: Win 11 64 bit Home\nGraphics card: NVidia GeForce RTX 2060 SUPER\n\nBroken: 3.0.1\n\nI have a scene involving armature deformed meshes that enable as rigid bodies later on in the animation. Basically, nothing has worked right IMO:\n\n\n - Convex Hull is created at the start of the rigid body world and does not update, even if the source thing is set to \"Final.\"\n - The characters have been randomly exploding away from the floor or deciding to clip through it as soon as the \"animated\" toggle checks off, *even if I changed no settings, and it was working fine before.* The first time they started doing that, I realized it was the afore mentioned bug causing the issue, and moved the cache start point forward. Now, they are doing it again, and I haven't done anything to provoke it AFAIK, so I don't know if it's the same problem or not.\n # I am now getting this error in the console, although none of my rigid bodies are zero-vertex:\n\n```\nERROR (bke.rigidbody): C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\blenkernel\\intern\\rigidbody.c:397 rigidbody_get_shape_convexhull_from_mesh: no vertices to define Convex Hull collision shape with\n```\n\nI was unable to reproduce the error(s) with consistency, although I did get situations where an icosphere would inexplicably clip through the corner of a scaled cube just as it was rolling off of it. Here is the file where I'm experiencing the issue. I'm sorry if this is actually three or four issues, but I figured someone who knows the code might be able to either pin it down or tell me I need to dig farther.[super_attack_robots.blend](super_attack_robots.blend) If you move the rigid body cache start back to 1, you are guaranteed to encounter the first problem I mentioned.", "Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)", "Splash Screen: \"Updated Preferences\" Infobox\nFor Blender 4.0 there will be various default keymap updates (#105298) that users should be aware of when loading their 3.6 preferences.\nThis task will become necessary once those patches are merged.\n\nThe idea is to add a popup to make users aware and point them towards resources to inform themselves. This will avoid frustration and many invalid bug reports.\n\n### Mockups\n\nThe addition of an info icon to the operator button that loads the previous preferences (As an indication that this will open a popup with more info).\n\n![splash_info.png](attachment)\n\nA possible layout for the main popup.\nThis info might be very important for some users, so the popup can only be closed with an explicit button press.\n\nThis also includes a an operator button \"Read more...\" that links to the relevant release notes page without closing the popup itself. An added border would make this more recognisable as a button.\n\n![splash_info.png](attachment)\n\nThis popup could then be used for future releases and other important changes (only if absolutely needed).\n\n", "Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n", "Split up pose mode keymap to avoid weight-paint conflicts\nCurrently the \"Pose\" keymap us used in combination w/ weight paint.\n\nThis means we can't add key bindings for animation that conflict with weight painting for eg. F-Key. See: #63667 (Keymap: Weight Painting using the Pose Mode keymap)\n\n----\n\nProposal:\n\n- \"Pose Generic\" for basic selection operations.\n- \"Pose\" for more advanced animation actions.\n\n\"Pose Generic\" would co-exist with weight paint mode when weight painting is mixed with pose mode.", "Shader Image Mapping Issue\nOperating system: Mac OSX High Sierra\nGraphics card: NVIDiA GeForce\n\nBroken: (example: 2.92 Master 02948a2cab44\nWorked: N/A\n\nIt seems the mapped image is not applying to an object that's linked by Object Data\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[repro2.blend](repro2.blend)\n\nIn this file, just going in and out of editmode causes the the (rendered) UVs to not be consistent (they appear fine in the UV Editor):\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\n\n---\nOriginal report:\n[modular.blend](modular.blend)\n\nLook at the image reference in the shader for the second to last vehicle. All other vehicles with similar bodies are linked and are following the map except the second to last object. After linking the body of that vehicle, the object appears to follow the map until you render the image. ", "UI change for the Armature Modifier\nThis task proposes a small update of the Armature modifier's UI.\n\nThe issue the UI currently suffers from is that it is unclear that checking \"Preserve Volume\" actually changes the deformation method, instead of just enabling an additional option in the modifier.\nThis is addressed by replacing the checkbox with a dropdown, containing the two available deformation methods: \"Linear Blending\" and \"Dual Quaternion\".\n\nOn the contrary, a similar method cannot be used for the \"binding\" checkboxes, since those two options are apparently not mutually exclusive.\n\nMockup:\n![mockup.png](mockup.png)\n\nTooltips:\n- Linear Blending: Deforms the mesh without preserving volume. Prone to candy-wrapping artifacts, but does not suffer from bulging issues.\n- Dual Quaternions: Attempts to preserve the volume when deforming the mesh. Generates bulging issues around joints, but does not have any candiwrapping issues.", "Front view Y axis keybinding is reversed\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\nWorked: Never?\n\nFront view key binding should give us +Y view, now it gives us -Y view. The negative Y axis is now key binded for the front view instead of the back view.\n\n- Press numpad 1, viewport switched to -Y view. (Should be +Y)\n- Press cntrl + numpad 1, viewport switched to +Y view. (Should be -Y)\n\n" ]
[ "Update issue with visual keyframing\nOperating system and graphics card\nIrrelevant\n\nBroken: current master, 2.69 release\nWorked: ???\n\nKeyed values are not updated when visual-keyframing, you have e.g. to change current frame to get correct ones.\n\n* With default scene, add e.g. a Copy Rotation constraint to the cube with camera as target.\n* Keyframe visual rotation of the cube (I → Visual Rotation).\n* Note how rotation value of the cube (in Properties) are now yellow (i.e. keyed), but are still showing zero rotation values.\n* Note how the cube goes back to its default rotation when setting constraint's influence to zero.\n* Now, change current frame, and everything is fixed.\n\nDev notes: I do not understand what happens here, end of ANIM_apply_keyingset() (in keyingsets.c) seems to be doing the needed updates (DAG tag, WM notifiers…)???" ]
Drag select and value enter only changes the active slider | Lattice Resolution Broken: version: 2.83 (sub 13) In a lattice, when you drag select multiple resolution sliders and enter a value, only the active slider is updated.
[ "Doubleclick not working in UI_Lists in popovers (e.g., grease pencil /annotations layers renaming)\nBlender 2.81, 2.82, ...\nWorked: ?\n\nUnable to rename grease pencil layer when tooltip says: 'Active layer index, Double click to rename.'\n\n\n- Go to either '2D Full Canvas' or ' 2D Animation', \n- Add a blank Grease Pencil, \n- Change mode to Draw\n- Drag the header bar to left to review 'Layer:'\n- Click the down arrow to show the layer's panel\n- Press + there to add a new layer\n- Select either old or new layer and while leaving mouse pointer hover over it, you should see a tooltip 'Active layer index, Double click to rename.' Try to double click on it and 'NOTHING HAPPENS'. \n- In 2D Animation layout you can access the 'Properties' panel on the left and rename there, in 2D Full canvas, you'll have to split window, creating a new one, change it to Properties before you can do the 'RENAME'.\n\nScreenshot for ' 2D Full canvas' layout, rename is IMPOSSIBLE:\n![Screenshot from 2019-06-30 22-19-40.png](Screenshot_from_2019-06-30_22-19-40.png)\n\nScreenshot for '2D Animation' layout, rename is IMPOSSIBLE:\n![Screenshot from 2019-06-30 22-41-07.png](Screenshot_from_2019-06-30_22-41-07.png)\n\nScreenshot for the same control in Properties panel, where RENAME is possible:\n![Screenshot from 2019-06-30 22-41-42.png](Screenshot_from_2019-06-30_22-41-42.png)", "Proposal: improve functionality of Randomise Transform\nI personally find the way Randomise Transform works to be a bit confusing. The problem goes for all modes (location, rotation, scale) but it is most noticeable when randomising scale.\n\nIf I understand it correctly, setting the number to 1.15 would set the boundaries for the randomisation to 0.85 - 1.15, which is not very clear in this UI. It gets worse when I set it to a number below 1 - is it still the maximum? What's the minimum then?\n\nI would like to propose the following design for this: work with actual, defined boundaries - minimum and maximum values.\n\n![proposal_randomise.png](proposal_randomise.png)\n*Though it's not really a huge issue in the location and rotation modes, I would extend it there for consistency.*\n\nWhile not exactly easier on the eyes than the current UI, I feel this offers more control and predictability than using one number that the user has to imagine going in both directions of the axis. And when scaling, no-idea-where.", "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)", "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)", "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.", "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).", "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.", "Auto Merge Vertices removes Active Element status when active vertex is merged\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\n\nIn edit mode when the active vertex is merged with a non selected vertex, it loses it's Active Element status.\n**Sometimes** this also happens when the active vertex is merged with **selected** vertices, as seen in the second video.\n\n1. Be in edit mode.\n2. Turn on Auto Merge Vertices.\n3. Select two or more vertices.\n4. Let the active vertex merge with a non selected vertex by moving it.\n5. Transform Pivot Point \"Active Element\" no longer works.\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", "Canvas picker doesn't get immediate update with change of active canvas\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nCanvas picker was introduced with 3b5df8a7ea\n\nCanvas picker doesn't get immediate update with change of active canvas. It only gets updated after other action after that.\n\nex: weight paint\n\n![blender_P8iL34hHP5.gif](attachment)\n\nIn case of sculpt paint mode it's dimmed until the first stroke of paint and other update action (hover on canvas picker in this case) after that.\n\n![blender_1BLZdnl1nw.gif](attachment)\n\n", "Multiply and divide in item location only calculates second part of separate units.\nOperating system:any \nGraphics card:any\n\n3.4+\n\n\nWhen separate units (imperial) is enabled, the math (multiply/divide) in the item location field is broken.\n\n\nIn a new blender file, set the scene units to imperial.\nCheck the 'Separate Units' checkbox.\n\nIn the 3d viewport, select the default cube and press G X 6.5 to move the default cube 6'6\" in the X axis.\nNow in the Item Tab, Transform, Item Properties, enter the X location field and add /2 or *0.5 to the end of the line.\n\nThe expected behaviour is to halve the value in the field which would result in 3'3\". What happens though, is it only calculates for the inches portion of the location, resulting in a location value of 6'3\".\n\n", "Gizmo shifting to different value after release with tablet input.\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\nWorked: 2.79 (haven't tested this extensively)\n\nWhen using a tablet to manipulate objects, the gizmo will often pop to a different location. A similar thing happens in the dopesheet when moving the playhead, it will pop to a different (usually very close) frame. I assume this is due to how the tablet input is being interpreted but after exploring and changing every setting I can find, the problem still persists to a certain degree. \n\nBasically, just select an object, choose the rotate tool (not the r shortcut) and use a tablet to rotate on an axis. I've attempted to record this issue in the attached video. [tablet issue.mp4](tablet_issue.mp4)\n\n", "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. ", "No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n![Mask shot.png](Mask_shot.png)\n", "History filled with \"Double click to rename\" when user changed index of a UIList\n\n\nBroken: version: 3.2.0\nWorked: Never\n\n- open Blender\n- add particle systems\n- change particle systems index\n- see how your history got vanished by useless flags\n\nGifs: \n![property bug.gif](property_bug.gif)\n\nI believe in order to fix this bug,\na `SKIP_UNDO` flag need to be implemented at a property level \nexample: \n`my_uilist_idx : bpy.props.IntProperty(options={'SKIP_UNDO'},)`\n\nThis issue is not only linked with UILists indexes, but also with any properties used strictly GUI\n\nsee the blender dev thread where we talk about the general issue of using properties for interface\n4\n\n\n\n" ]
[ "Lattice not updating all resolution values at once\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 2.93, 84da05a8b806\n\nIf you select all resolution inputs at once and set a new value, then it doesn't overwrite previous values except for U-direction.\n\n\n\n - load default scene\n - add lattice\n # select all resolution values as on image:\n ![lattice.png](lattice.png)\n # set new value as 50 for example and press enter -> only U direction is updated\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", "Multiple Input UI for Resolution UVW in Lattice Property is not working properly.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 3.1.0 Release Candidate\n\nMultiple Input UI for Resolution UVW in Lattice Property is not working properly.\nI uploaded gif animation here.\n![Lattice.gif](Lattice.gif)\nThey can be selected at the same time, but parameters are not updated simultaneously.\n(Only single parameter is updated)\n\n1. Add lattice object.\n2. Try to set parameter Resolution UVW at the same time.\n\nOnly a single parameter would be updated.\n" ]
Socket glitch after Vector Math node type was changed Operating system: win10 64 Graphics card: 1050ti Broken: 3.0.0 Alpha - open file - change *Vector Math* node from *Dot Product* to *Add* -> float *Math* node's first socket shows connected status but noodle isn't visible [socket_glitch.blend](socket_glitch.blend)
[ "Geometry Node: Viewer output for instance domain ignore if value nearest to 0.01\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4, 3.5\n\nGeometry Node: Viewer output for instance domain ignore if value nearest to 0.01\n\nIf you explicitly specify the instance domain, then with a value nearest to 0.01, the viewer will ignore the value input\n\n[2022-11-11 23-41-29.mp4](2022-11-11_23-41-29.mp4)\n\n\n- Put some intance to Viewer\n- Connect Float Value to Viewer set to instance domain\n- Test various floats (0.01 and 0.3)\n\nOr in attached file switch between couple of Viewer nodes\n[gn_viewer_value.blend](gn_viewer_value.blend)", "Contents of \"Viewer Node\" image block do not get updated \nThis might not necessarily be a bug, but may be a feature request. I apologize in advance for being very unprofessional here. I don't think my problem is necessarily relevant to the way I build Blender of the system hardware I use. I've seen the same problem over and over on different systems. Anyways, I compile Blender from source as follow on a freshly-installed Ubuntu:\n\nHere's how I set up Ubuntu after installing it:\n\n```\napt-get -y update && apt-get -y install locales \\\n make \\\n\t\t\t\t\t dpkg \\\n wget \\\n bzip2 \\\n libglib2.0-0 \\\n libxext6 \\\n libsm6 \\\n libxrender1 \\\n g++ \\\n gcc \\\n xvfb \\\n libyaml-cpp-dev \\\n\t\t\t\t\t git \\\n cmake \\\n\t\t\t\t\t vim \\\n\t\t\t\t\t curl \\\n\t\t\t\t\t ca-certificates \\\n software-properties-common \\\n\t\t\t\t\t python3 \\\n python3-pip\n```\n\n\n```\ngit clone blender.git\ncd blender\ngit checkout 8ef39d5c882896bd75e0d4d17fb3e3d4710fc768 # Blender 2.79\ngit submodule update --init --recursive\ngit submodule foreach git checkout master\ngit submodule foreach git pull --rebase origin master\n\nblender/build_files/build_environment/install_deps.sh --source=/blender-git/\n\nPPATH=\"$(which python3)\"\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\nmake -j 7\nmake install\n```\n\nI want to do a very simple thing but it seems that it's becoming very complicated to do it. I have described what my problem is [here ]]. I do not necessarily want to simulate clicking but it turns out that I cannot update the contents of 'Viewer Node' image block. Finally, I thought the best way would be to automatically have backdrop enabled. So I followed the instructions given [[ https:*blender.stackexchange.com/questions/72742/depth-data-works-but-not-in-background-mode | here ](https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont) by *Sebastian Koch* thinking that I should be able to dynamically add/remove view nodes and update the contents of the image block automatically. Although I could access to the pixels, but But this does not happen!\nI wrote the right code to do exactly what I show in [this video ]] but the pixels in \"Viewer Node\" image block do not get updated, as they do in the video. Not only that, I tried activating newly-added Viewer nodes manually (as described [[ https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont | here ](https:*youtu.be/YCv5qdKLkZo)) but I am still unsuccessful in updating the pixels in the image block. I also tried removing the image block in Python and then continue adding new Viewer nodes. But from the time I remove the image block its contents will always be zero even if I redo the rendering.\n\nThe only way I could successfully update the contents of the image block was after, first, I followed *Sebastian Koch*'s solution and then wrote some code to remove/add all nodes and their links to get either depth map or surface Normals and did the rendering again. But the whole point of me trying to store pixels into Numpy arrays was to avoid doing re-rendering to get around the IO overhead. I could have instead stored two files (for both depth map and Normal maps) throught two Output nodes with rendering only once.\n\nFirst, if this behavior does not look like a bug, I would appreciate the community provide me an easy solution to do what I want. Second, It would be great if you can improve Blender's Python API and add ways of easily accessing rendering results in memory so that people like me who want to do millions of rendering do not need to deal with the delays cause by IO to transfer rendering results from memory to hard drive and can easily store the results into Numpy arrays and store them on disk in chunks. \n\n", "Animation (e.g. driver) jumps to another socket, when i move input socket in the node group.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.0\n\nOpen file, try to move Scale input socket upper. Driver will jump to Scale socket\n[driver jumps.blend](driver_jumps.blend)\n\n[2022-09-24_22-56-08.mp4](2022-09-24_22-56-08.mp4)\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", "Changing outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nChanging outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update. Have to tab into edit mode to force mesh update.\n[rgb_disp_bug.blend](rgb_disp_bug.blend)\n\nAdd plane with microdisplacement enabled.\nConnect Image node to Separate RGB node and one of the channels into Displacement node.\nChange view to Rendered mode.\nChange channels from R to G to B to R and notice no geometry updates happen in the view port. (Make sure to use an image with different channels)", "EEVEE: Shader error for incorrect type connected to a AOV Output\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\n\n![image](attachment)\n\n```Cpp\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n 8604 | node_output_aov(vec4_from_Closure(tmp34), node_tree.u36, cons37, tmp38);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n |\n 8622 | node_output_aov(vec4_from_Closure(tmp72), node_tree.u74, cons75, tmp76);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n```\n\n1. Material node tree:\n a. Add `AOV Output`.\n b. Connect `Principled BSDF` to a `AOV Output`.\nSee terminal.\n\n", "Some nodes have ambiguois sockets names\nOperating system: Linux-5.0.0-38-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.83 (sub 9)\n\nSome nodes has duplicating names of sockets, which might result in ambiguity when using names to subscript inputs. \n\nFull list of ambiguious sockets:\n\n```\nShaderNodeAddShader.inputs[0].name = 'Shader' \nShaderNodeAddShader.inputs[1].name = 'Shader' \nShaderNodeMath.inputs[0].name = 'Value' \nShaderNodeMath.inputs[1].name = 'Value' \nShaderNodeMath.inputs[2].name = 'Value' \nShaderNodeMixShader.inputs[1].name = 'Shader' \nShaderNodeMixShader.inputs[2].name = 'Shader' \nShaderNodeVectorMath.inputs[0].name = 'Vector' \nShaderNodeVectorMath.inputs[1].name = 'Vector' \nShaderNodeVectorMath.inputs[2].name = 'Vector' \nCompositorNodeAlphaOver.inputs[1].name = 'Image' \nCompositorNodeAlphaOver.inputs[2].name = 'Image' \nCompositorNodeMath.inputs[0].name = 'Value' \nCompositorNodeMath.inputs[1].name = 'Value' \nCompositorNodeMath.inputs[2].name = 'Value' \nCompositorNodeMixRGB.inputs[1].name = 'Image' \nCompositorNodeMixRGB.inputs[2].name = 'Image' \nCompositorNodeSplitViewer.inputs[0].name = 'Image' \nCompositorNodeSplitViewer.inputs[1].name = 'Image' \nCompositorNodeZcombine.inputs[0].name = 'Image' \nCompositorNodeZcombine.inputs[1].name = 'Z' \nCompositorNodeZcombine.inputs[2].name = 'Image' \nCompositorNodeZcombine.inputs[3].name = 'Z' \n\n```\n\n\nExecute script like this:\n ```\nnode = bpy.data.materials[0].node_tree.nodes.new('ShaderNodeVectorMath')\ninputs = dict(node.inputs.items())\nassert len(inputs) == len(node.inputs) # 2 != 4\n```\n\n**Attached script has been used to discover the sockets**\n[check_sockets_names.py](check_sockets_names.py)", "Nodes: Group input subtype \"Angle\" max values are in radians, but the default implies degrees.\nOperating system: Linux-5.4.0-148-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 3.6.0 Alpha\n\nThe subtype \"angle\" in the socket editor provides a default value in °, and a min and a max value, which seem related to the default setting in degrees, so the user assumes the slider in the modifier frontend UI to stop at the set values. Which it doesn't. Set max to say 1, and the slider will stop at 57,3° (180/pi), not at 1°.\n\n\n", "Wrong 'Vector Math' position in 'Add Node' menu\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: not sure, but sure not in blender 2.91a :c\n\nIn Node Add Menu (Shift + A) Vector Math Node (Vector Node) is in Converter submenu/category\n\n1. Add some material to edit\n2. Go to Shader Editor (Shift + F3 or Shading Workspace)\n3. Try to find Vector Math node in Add Node Vector submenu (Shift + A; should be there)\n4. Find it in Converter submenu (but it's not converter, even blender uses Vector Color for this node)\n\n---------------\n - Photos\n - Here Vector Math is:\n![Where is.png](Where_is.png)\n\n### Here Vector Math should be:\n![Where should be.png](Where_should_be.png)\n\n### ...and how it looks in blender over all:\n![Overview.png](Overview.png)", "Name of custom socket types is not set when making a node group via script.\nOperating system: Linux-5.11.0-36-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0 Alpha\n\nWhen making a node group via a script, the custom socket type name is not set.\n\n* load script [P2427: Example of socket interface](P2427.txt)\n```python\nimport bpy\nimport nodeitems_utils\n\nclass CSTree(bpy.types.NodeTree):\n bl_idname = 'CSTree'\n bl_label = \"CS Node Editor\"\n bl_icon = 'NODETREE'\n \n\nclass CSSocket(bpy.types.NodeSocket):\n bl_idname = 'CSSocket'\n bl_label = \"CS Socket\"\n\n def draw(self, context, layout, node, text):\n layout.label(text=text)\n\n def draw_color(self, context, node):\n return (1.0, 0.8, 0.4, 1.0)\n\n\nclass CSSocketInterface(bpy.types.NodeSocketInterface):\n bl_idname = \"CSSocketInterface\"\n bl_socket_idname = \"CSSocket\"\n bl_label = \"CS Socket\"\n\n def draw_color(self, context):\n return (1.0, 0.8, 0.4, 1.0)\n\n def draw(self, context, layout):\n pass\n\n\nclass CSNode(bpy.types.Node):\n bl_idname = 'CSNode'\n bl_label = \"Node\"\n\n def init(self, context):\n self.inputs.new('CSSocket', name='Input1')\n\n\nclass CSNodeGroup(bpy.types.NodeCustomGroup):\n bl_idname = 'CSNodeGroup'\n bl_label = 'Node Group'\n bl_icon = 'OUTLINER_OB_EMPTY'\n\n def init(self, context):\n self.node_tree = bpy.data.node_groups.new('CSNodeGroup', 'CSTree')\n nodes = self.node_tree.nodes\n inputnode = nodes.new('NodeGroupInput')\n\n\ndef make_group(context):\n space_data = context.space_data\n node_tree = space_data.node_tree\n selected_nodes = context.selected_nodes\n node_group = node_tree.nodes.new(\"CSNodeGroup\")\n node_group_tree = node_group.node_tree\n input_group = node_group_tree.nodes['Group Input']\n \n new_node = node_group_tree.nodes.new(\"CSNode\")\n\n to_socket = new_node.inputs[0]\n from_socket = input_group.outputs.new(to_socket.bl_idname, to_socket.name)\n node_group_tree.links.new(input=from_socket, output=to_socket)\n \n\nclass CSMakeNodeGroupOperator(bpy.types.Operator):\n bl_idname = \"crowd.cs_make_group\"\n bl_label = \"CS Make Group\"\n \n @classmethod\n def poll(cls, context):\n space_data = context.space_data\n\n if not (space_data.type == 'NODE_EDITOR'\n and space_data.tree_type == 'CSTree'\n and space_data.node_tree is not None):\n return False\n\n return True\n \n def execute(self, context):\n node_group = make_group(context)\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CSTree)\n bpy.utils.register_class(CSSocket)\n bpy.utils.register_class(CSNode)\n bpy.utils.register_class(CSNodeGroup)\n bpy.utils.register_class(CSMakeNodeGroupOperator)\n\ndef unregister():\n bpy.utils.unregister_class(CSTree)\n bpy.utils.unregister_class(CSSocket)\n bpy.utils.unregister_class(CSNode)\n bpy.utils.unregister_class(CSNodeGroup)\n bpy.utils.unregister_class(CSMakeNodeGroupOperator)\n\nif __name__ ==\"__main__\":\n register()\n\n```\n \n* execute script\n* open CS Node Editor\n* create new node tree\n* Search for \"CS Make Group\" operator\n* switch to \"CSNodeGroup\" tree\n* Open side panel (N)\n* Check that the Group/Inputs has one item, but the name in the list is blank.\n\n{[F10562486](image.png) width=100%}\n", "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", "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", "Drag to add node search prioritizes wrong node type\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen using node socket drag search, the search results prioritize wrong type of the node considering the socket type it was dragged out of. When dragging out a Vector type socket, and searching for \"Combine\", the search prioritizes Combine RGB node instead of Combine XYZ node, which is more appropriate for the given socket type.\n![image.png](image.png)\n\n1. In GN editor, drag out a Vector type input out of any node\n2. Search for \"combine\"\nResult: The highlighted result is Combine RGB node\nExpected: The highlighted result is Combine XYZ node\n", "Node search: Arrow cuts off when highlighting\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 532.03\n\nBroken: 3.0, 4.0\nWorked: never\n\nIn nodes search panel, arrow is partially visible on the hovered element\nThis is due to overlapping as Harley mentioned in: 112183#issuecomment-1017576: [image](blenderattachment)\n\n- Open GN workspace\n- add node tree\n- F3 to open search panel,, notice the arrow of highlighted element\n![image](attachment)\n\n", "The arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport\nOperating system: Linux-5.15.0-78-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro K5100M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\nWorked: never...? 3.3.9~4.0 all broken like this\n\n\nThe arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport.\n\nIt's only drawn once and then disappears. Moving the viewport will show it again for 1 redraw and then it disappears again.\n\nNot _that_ much of a problem, but if you are just using mouse/pen to find it during render preview it's kinda inconvenient.\n\n\n- Switch to cycles\n- Set a render border with `ctrl-b`\n- `Z -> Render Preview`, the arrow flickers for 1 redraw and then disappears.\n\n![图片](attachment)" ]
[ "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)", "Node connect bug (GN and Shader)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nWhen change properties of textures we got breaking connection between nodes and bug with input sockets.\n![Node_Connect_Bug.gif](Node_Connect_Bug.gif)\n[Node_Connect_Bug.blend](Node_Connect_Bug.blend)", "Unexpected/unintuitive behaviour of Mix node connection when data type changed (GN and Shader Editor)\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\n\nUnexpected/unintuitive behaviour of Mix node (both in Geometry Nodes and Shader Editor) connection when data type changed.\nThe connection is not converted or disconnected as expected.\nSee the steps below.\n\nOpen the attached .blend file\n[test07.blend](test07.blend)\nSelect the Mix node\n![Shader01.png](Shader01.png)\nChange from color to for example float\n![Shader02.png](Shader02.png)\nThe link between the Result output and the Base Color input disappears, but the Base Color input remains uneditable.\nDelete the Mix node\n![Shader03.png](Shader03.png)\nBase Color input is now editable.\n\nSimilar behaviour of Mix node in Geometry Nodes:\n![GN01.png](GN01.png)\n![GN02.png](GN02.png)\n![GN03.png](GN03.png)\n\nThanks!\n\n", "GeoNodes: Math node socket gets invisible connection after changing named attribute data type\nOperating system: Linux-6.0.15-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: VERDE (, LLVM 14.0.6, DRM 2.50, 6.0.15-1-MANJARO) AMD 4.5 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.2.0, 3.4.0, 3.5.0 Alpha\nWorked: ?\n\nIn geometry nodes, the second input of a math Add node connected to a Named Attribute node will appear connected without an actual connection after you switch the data type of the Named Attribute node to a different one. Also happens with --factory-startup\n\nIn the default scene, open a geometry nodes editor,\ncreate a new geometry nodes tree,\nadd a Named Attribute node\nadd a Math node\nconnect the Attribute output of the Named Attribute node to the first value input of the Math node\nswitch the data type of the Named Attribute node e.g. to Integer (or any other): the connection of the two nodes is lost\nreconnect Attribute to Value\nnote the second input of the Math node lost it's input field as if it were connected to something\nLMB drag from the second input of the Math node to remove the invisible connection.", "Geo Nodes Random Value node odd behavior on changing Type\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.98\n\nBroken: version: 3.3.0\n\nWhen the Type field of the Random Value node is changed, any existing output connections remain but are inactive and invisible.\n\nNew scene, Cube Selected, Geometry Nodes tab, Create a new GeometryNodes.\n\nIn the node editor, create a Utility-Random Value node.\n\nCreate a couple of nodes to receive the random values. I made two Instance on Points nodes.\n\nWith the Random Value node left in its default state with the Type set to Float, drag the Value output to an input on one of the Instance on Points nodes, say the Rotation input on the first one.\n\nNow change the Type in the Random Value node from Float to anything else, say Vector.\n\nNote that the noodle has vanished, the output no longer affects the Rotation on the Instance on Points node, but it is still connected as the fields are not shown under Rotation as would be the case if it had been disconnected.\n\nNow drag the output Value of the Random Value node to some other input, say the Scale input on the other Instance on Points node. That behaves as expected.\n\nNow change the Type in the Random Value node back to Float. The Vector output noodle disappears and the Scale input it was connected to behaves as the Rotation field did before (invisible input, non-active but still connected), but the old Float connection noodle has now magically reappeared and is actively connected to the original Rotation input.\n\nYou can have four different sets of persistent output connections, one for each Type value. Only one will be visible and active at any moment based on the Type field setting, but the others will exist even though they are invisible and pass no data. There is no indication on their invisibly connected inputs that there is anything there, though the input will no longer have its \"default\" behavior.\n\nI looked at the documentation for the node and Geo Nodes in general, but can't find anything suggesting this is intended behavior, and it seems like crazy UI behavior, so I respectfully submit it as a potential bug.\n\n", "Geometry Nodes: Vector input does not show input boxes with a sudden connection break\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nVector input does not show input boxes after connecting random value(float) and change it to a vector)\n\n- Connect random value (float) to the instance on points Rotation\n![image.png](image.png)\n- Change to vector value\n![image.png](image.png)\n- The connection will break, and the vector not showing three inputs\n![image.png](image.png)\n\n", "Hidden sockets produce loop in parent error\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: 3.2.0\n\n\nHere is an example: \n\n{[F13371095](image.png), size=full}\n\nAs you clearly see, it is not a field/singular socket issue, but a loop in parents!\n\nNo, seriously. It is actually a loop in parents, because Switch produces singular value:\n\n\n\n{[F13371148](image.png), size=full}\n\nYou may ask, where is actually a loop? \n\nIt is simple, it is in hidden sockets, that you can see if you switch the switch node into geometry mode:\n\n{[F13371155](image.png), size=full}\n\nHere you go:\n\n{[F13371160](image.png), size=full}\n\nAfter removing all hidden links, it works as expected.\n \n{[F13371182](image.png), size=full}\n\n\n\nSo it looks like a bug that hidden sockets are taken into account here. Which leads to misinformation of users (especially because of socket types draws wrong). Maybe it's better to remove hidden links due to the fact that it can lead to problems like this?\n\n\n\n\nTest file here:\n\n[Test Hidden Sockets.blend](Test_Hidden_Sockets.blend)\n\n\n", "Material node editor: invisible noodle occupying input socket\nOperating system: Linux-5.17.9-1-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD VERDE (LLVM 13.0.1, DRM 2.50, 5.17.9-1-MANJARO) AMD 4.5 (Core Profile) Mesa 22.0.4\n\nBroken: version: 3.1.2, 3.3.0 Alpha\nWorked:\n\nWhen switching node type, noodles are automatically de-/connected but in this case, an invisible noodle connects to an input, blocking its usage.\n\n- switch to material nodes\n- create Voronoi and math (Greater Than) node\n- connect Voronoi distance to \"Greater Than\" Value socket\n- switch Voronoi node to N-Sphere radius (the connection gets lost)\n- reconnect the Voronoi Radius to the \"Greater Than\" Value input: the Threshold socket becomes occupied, but no noodle is visible\n- disconnecting Radius does not change that\n- free Threshold socket by LMB dragging from the socket like there would be a connection: noodle becomes visible\n\n\n" ]
Blender Material Error windows 7 professional 64-bit Intel(R) Xeon(R) CPU Blender 2.81 When I assign multiple materials on the same object, only the first material slot works correctly the other slots display as alpha/ Transparent in the viewport. ![2.JPG](2.JPG) ![1.JPG](1.JPG)
[ "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", "Multi-Object (Weight) Painting\nMulti-object weight painting would be extremely useful when rigging characters with clothing pieces that are separate objects. If a character has a shirt and a jacket, they both have to be weight painted identically, but separately.\n\nThe objects could be combined, but that would mean they must share a modifier stack, which is not always an option. We could also paint one then transfer the weights, but that only works between very similar objects. So we are stuck with meticulously weight painting both clothing pieces, while making sure the weights match between them.\n\nWith multi-object weight paint, the same brush strokes could affect both meshes, so they would be a lot easier to keep in sync.\n\nThe bare minimum functionality that I would consider useful:\n- Be able to select an armature then several meshes that are rigged to it, and enter weight paint mode\n- Selecting a bone activates the relevant vertex group on all meshes\n- Brush strokes affect all meshes\n- Can switch to multi-object edit mode\n- Geometry masking features work\n\nIn my personal workflow, supporting multiple armatures is not important.\nIf anyone thinks this is important, please comment with a use case example.\n\nAdditional functionality that would be nice to have:\n- Indicating active object in the 3D View. So far this hasn't been necessary, since it was always just one object.\n- Changing the active object without leaving weight paint mode. Symmetry settings are stored on the mesh, so this would be needed to be able to access those.\n- All of the above for Vertex and Texture Paint :)\n\nI tried to keep wall of text to a minimum, I hope this is not too bad @ideasman42 :)", "Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\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", "File->Open Recent behaves different from Edit Override Library on Linked Object Materials\nOperating system: Windows 10\nGraphics card: AMD Radeon & NVidia 1060Ti\n\nBroken: 3.6.2\nWorked: Unknown\n\nWhen using File->Open Recent to change blend files, the overridden materials on a linked object are getting broken/changed. When using Edit Override Library on the linked object, the materials remain consistent.\nI am seeing a behaviour difference that breaks the material order when using File->Open Recent versus Edit Override Library. When using File->Open Recent it is changing the order of the materials destructively. This is related to linked objects and overriding their materials.\n\nDefault startup, 2 files needed.\nWhen using File->Open Recent the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. File->Open Recent->(File from step 1)\n12. File->Open Recent->(File from step 10)\n13. Notice that Material 1 and Material 3 are now the same materials\n\nWhen using Edit Override Library the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. Item->Edit Linked Library\n12. Item->Return to Original\n13. Notice that the Materials are in the order and color from step 7, no change\n\nThis requires several files as the initial set up gets broken. Easiest to follow the steps.\nFiles are included, they are:\n\nLinkedObjectMaterials.blend -> This is the file with the object that will be linked into the other files\nOverrideTest.blend -> File has a link to LinkedObjectMaterials.blend and it has a changed material that was set up and tested using EditOverride Method and the materials are OK\nFileOpenRecent.blent -> File has a link to LinkedObjectMaterials.blend and the 3rd material was changed and now both the first and third materials are the same.\n\nAsk if any clarifications are needed. It took me a while to narrow it down to this case.\n\n", "Cloth physics cache gets reset by changing object materials\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83 (sub 11)\nWorked: unknown\n\nWhen using a cloth physics simulation, if you add or remove a material from an object, the cloth system cache is reset (\"cache is outdated\"). I don't think the material affects the cloth physics in any way (as it seems you can change any parameter within the material without the cache resetting), and therefore this should probably not happen. Please correct me if I am wrong and the material does affect the physics somehow.\n\nIn the default scene, enable cloth physics for the cube. Let the playback run for a few frames, building up the cache. Add a material to the cube; now the cache gets reset.\n\n", "Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n![Screenshot 2022-11-08 at 11.49.30 am.png](Screenshot_2022-11-08_at_11.49.30_am.png)\n\n![Screenshot 2022-11-08 at 11.48.41 am.png](Screenshot_2022-11-08_at_11.48.41_am.png)", "Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n![Screenshot 2020-02-22 at 17.37.06.png](Screenshot_2020-02-22_at_17.37.06.png)\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n![Screenshot 2020-02-22 at 17.40.17.png](Screenshot_2020-02-22_at_17.40.17.png)\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.", "Fill material act weird when two layers masks each other and one of them has Fill Holdout material \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n", "Cycles 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", "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", "Quick Explode operator messes with user materials\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\nWhen using quick explode material, the operator messes with the user created materials present in the first material slot. This results in unintended and unexpected changes to already existing user materials. It also, without any warning, changes the Eevee material blend mode to Alpha Blend, creating severe shading artifacts for materials which were not supposed to be transparent.\n![image.png](image.png)\n\n1. In a new, empty .blend file, create a sphere.\n2. Add new default material to the created sphere\n3. Using operator search, find Quick Explode operator and execute it\nResult: The user created material was changed without warning or user's permission\nExpected: Under no circumstances are user's materials adjusted without warning when running Quick Explode operator\n\n", "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)", "Materials don't support more than 8 Attributes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nMaterials in Blender currently seem to not support more than 8 Attributes in the final material output node. Not quite sure where the problem lies but i stumbled upon it today wanting to expose 12 Node Group sliders in the Custom Property tab.\n\n![ScreenCap.png](ScreenCap.png)\n\nHere is a .Blend file i set up to demonstrate the issue. There is 12 circles which colors are controlled by the custom properties on the object. Only last 8 attributes are registered while the newly added ones past 8 are returned with a value of zero. When previewed individually they do give a correct value however once connected into a chain of nodes it appears they are limited to 8 inputs. Example uses Color output however i did test it on the Fac output and it gave the same results. File was set up on the Factory Settings\n\n[Shader Attributes Limitation.blend](Shader_Attributes_Limitation.blend)\n\n\n\n\n\n", "Mac (Intel) + Eeeve/Metal : Possible \"ignoring\" of the 2nd UVmap on faces\nOperating system: Macbook Pro Intel (the latest before M1)\nGraphics card: Intel Iris Plus Graphics 1536 Mo\n\nBroken: 3.6.0 (latest)\nWorked: n/a\n\n**Short Description**\nOn a Mac Intel, when using Eevee + Metal backend ; (does *NOT* happened with OpenGL backend) ;\nOn a mesh plane (mostly rectangular, representing a terrain evolution, 174 k vertices, 348 k triangles).\n\nI have 2 textures, with each its own UVmap ;\nI checked the content of the UVmap, they are correct, and I was careful to assign the correct UVmap to the correct texture.\n\nThe 2nd UVmap :\n- Eevee + Metal : seems to be \"ignored\" (and the 1st UVmap is used instead)\n- Eevee + OpenGL : works okay\n- Cycles : works okay (Cycles is not configured to use \"Metal\" since it's not a M1/M2)\n\nI think that for UVmaps, \"second\" means nothing, since there should be no particular order and/or the \"order\" is hidden from the user when using only shading \"nodes\" (except in the case of a bug being triggered...)\nEspecially since I explicitly specify the \"UVmap node\" for each \"image texture\" node.\n\nYet, the order in which I created/imported them seems to have an impact here.\n\nBy \"second\" UVmap, I mean the second material and/or second UVmap in the list of Object Data's properties UV maps.\n(Selecting another UV map in the Object Data's properties has no effect, since I explicitly specify the UV map to use in the \"nodes\").\n\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to EEVEE render in viewport\n\n[bug.blend](https://projects.blender.orgattachment)\n\n| bug | no bug |\n| -- | -- |\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |\n\n<details>\n<summary> Original Report </summary>\n\nThe scene is the most simple : a mesh, and 2 materials + 2 UV maps.\nI then created an empty 3rd material, being careful to apply all faces to this 3rd material.\n\nThe shading \"nodes\" of this material is the most simple, in reverse order :\n- default \"material output\" node\n- default \"Principled BSDF\" node\n- a single \"Image Texture\" node\n- a single \"UV map\" node (of course linked UV<->Vector, and \"from Instancer\" disabled)\n\nThe 2 terrain textures which I have do not cover the same mesh area (partial overlap) :\n- One of the textures cover the whole mesh (no more, no less) : a satellite picture (an orthophoto)\n- One of the textures cover a small part of the mesh : an architect plan\nThe UV maps correctly reflects that ;\n\nWhatever Texture/UVmap I import first and then second, the second one seems to always be drawn with the UV map of the first, despite the fact that I explicitly select the second UV map.\n\nHint : If I link the UVmap \"UV\" output directly to the \"material output\" node, it seems to correctly draws the 2nd UV map colors (some square-y green + yellow + red texture, optionally some black if the texture does not cover the whole mesh).\n\nThe catch is that the problem only occurs with Eevee + Metal. It does not happened with Eevee + OpenGL nor Cycles.\n\nI would guess maybe some bug in the Metal implementation and/or Metal shaders?\n\n\nWell, I used blenderGIS to import a DEM (digital elevation map : a point cloud) + some trinagulation which yield a mesh.\nThen I used blenderGIS to import 2 terrain textures (one covering 1:1 the mesh, one way smaller).\n\nWhichever of the 2 textures I import 1st, it will always be the 2nd that has its UVmap seemingly ignored.\nNote : I checked the UV map content in the UVmap editor.\nNote 2 : I use QGIS since 2019, I made sure that the CRS (projection) are the same for all 3 datas (DEM + geotiff textures).\n\n***Based on the default startup or an attached .blend file (as simple as possible).***\n\n***My best guess***\n\nA bug in the Blender's Mac implementation of Eeveee Metal (and or /shaders) ?\n\nPlease note that my 2 textures have different coverage of the mesh, and so the UV map reflects that. Possibly the bug only occurs when it's the case.\n\n</details>" ]
[ "Viewport/crash artefacts with multiple materials and legacy NVIDIA drivers\n> System Information\n> Operating system: Linux-4.19.87-1-lts-x86_64-with-glibc2.29 64 Bits\n> Graphics card: **GeForce GTX 275**/PCIe/SSE2 NVIDIA Corporation 3.3.0**NVIDIA 340.107**\n>\n\n\n\n> System Information \n> Operating system: **Windows-7**-6.1.7601-SP1 64 Bits\n> Graphics card: **GeForce 410M**/PCIe/SSE2 NVIDIA Corporation 4.3.0\n>\n\n\n> System Information \n> Operating system: **Windows-7**-6.1.7601-SP1 64 Bits\n> Graphics card: **GeForce 210**/PCIe/SSE2 NVIDIA Corporation 3.3.0\n>\n\n\n> System Information\n> Operating system: **Windows-7**-6.1.7601-SP1 64 Bits\n> Graphics card: **Quadro FX 4800**/PCIe/SSE2 NVIDIA Corporation 3.3.0\n>\n\n \n> System Information\n> Operating system: Windows-7-6.1.7601-SP1 64 Bits\n> Graphics card: **Quadro FX 3800**/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\n\n> System Information\n> Operating system: Windows-7-6.1.7601-SP1 64 Bits\n> Graphics card: **Quadro FX 3700**/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\n\n\n\n> Short description of error\n> Drawing error with multi-material object. Faces dissapear or showing artefacts with 2 or more material slots applyed to same object\n\n\n\n\n> System Information\n> Operating system:**Linux-5.0.0**-36-generic-x86_64-with-debian-buster-sid 64 Bits\n> Graphics card: **GeForce GT 220**/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.107\n> \n>\n\n\n> Description: \n> \n> When trying to use a second material or more on an object, the faces where it is applied become transparent or in some cases they are distorted as black rectangles that stretch to the origin (this second occurs above all with more complex models than a cube). This bug is noticed in edit mode or object, obviously if in viewport shading the option of material color or texture is used. In the other color modes of the Viewport Shading as Object, Vertex, Single or Random, the meshes of the object are displayed without the errors mentioned above.**It happens in Blender 2.81 as well as in Blender 2.82, but in Blender 2.80 there is no such error.**\n\n\n![material_error.png](material_error.png)\n\n![2.81.png](2.81.png)\n![m.jpg](m.jpg)", "Glitchs of viewport error multimaterial - old computer\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce 8800 GTS 512/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\nBroken: version: 2.90.1\nWorked: no version worked\n\nany multimaterial will show glitchs and triangles on model , in viewport.\n\nadd multiple materials and assign to diverse faces of a single mesh, showing triangles and glitchs.\n\n", "Assigning more than one material messes object up\nOperating system: Pisi Linux 2.1.2 (x64)\nGraphics card: AMD Radeon HD 8330 with the Xorg Radeon driver\n\nBroken: 2.83 to 2.90.1\nWorked: 2.82a, 2.91.0 Alpha (e5aa9decb23f)\n\n![multimatweevee.png](multimatweevee.png)\nRendered with Eevee\n![multimatwcycles.png](multimatwcycles.png)\nRendered with Cycles\n\nAssigning a second material to a mesh makes the portion with said material set glitch. This problem is present in all view modes except for wireframe and Cycles render. Using blender-softwaregl makes no difference in regards to the situation.\n\nCreate an object and set a material to it. Add a second material and assign it to a portion of the mesh.\nTest case available here: [whenyoucanuseonlycycles.blend](whenyoucanuseonlycycles.blend)\nSystem information available here: [system-info.txt](system-info.txt)\n\nUPDATE:\nI removed the references to the nVidia configuration as viewport drawing problems with legacy nVidia cards is a [confirmed issue ](T71576). Also, the glitch didn't surface in 2.91.0 Alpha, which means that a software issue could be at the root of the problem.\nA dmesg capture - [blenderglitch.txt](blenderglitch.txt) - reports GPU faults with Blender 2.83. However, drawing multimaterial mesh in Blender 2.91 produces neither the drawing glitch nor the dmesg message.", "material\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce 210/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nDespués de modelar algo fácil, me di la tarea de asignar material a mi maya (mi equipo no me permite texturizar por lo antiguo que \nes) cuando asigno un segundo material a la maya, esta se crusa y deforma (adjunte una screenshot)\n![material error.png](material_error.png)\nAsí luce renderizado \n![material error rendering.png](material_error_rendering.png)\n¿Como se produce? \nSimple. Solo al dirigirse a la pestaña de material, crear nuevo material al que solo le daré color ( en este caso negro que por defecto se le asigna a todo el objeto) luego al crear un segundo material (rojo anaranjado) y seleccionar un numero x de caras del mismo objeto, cuando pulso asignar es cuando ocurre.\nEste esta modelado con blender 2.79B \n![coraje.png](coraje.png)\nY asi luce en blender 2.81\n![2.81.png](2.81.png)\n-\n-\n de antemano muchas gracias \nPD: Cuando vuelve GameEngine??\n", "Blender 2.81: Applying more than one material on a mesh object does not work on Linux System\nOperating system: Linux-4.19.87-1-lts-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 275/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.107\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nAssigning from more than one material on a mesh object does not work on a Linux System. \nThe assigning face is invisible, it is disappeared.\n\n1. Origin is a standard cube. \n2. Shading Tab -> Material Properties icon\n3. Plus sign -> New button (Add a new material)\n4. Edit Mode -> Face selected -> Assign button \n\n5. Immediately after pressing the Assign button the selected face is disappeared. \n\n[cube.blend](cube.blend)\n[system-info.txt](system-info.txt)\n![cube.png](cube.png)\n\n\n\n", "cannot make multiple material on one object\nOperating system: Windows 10 64bit\nGraphics card: nvidia gforce 210\n\n2.82.7\n\n\nI cannot assign different material on one object's different parts. It cause my object but in cycles render preview there is no problem\n\n**The .blend file**\n[uzaygemisi3.blend](uzaygemisi3.blend)", "Multiple Materials Hide Faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro FX 3800/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nIn both 2.81 and 2.81a using more than one material causes the faces assigned material #2 or more to disappear. This problem does not occur in 2.80.\n\n\nAdd a default sphere\nAssign a material\nCreate a second material\nIn Edit Mode assign the new material to the selected faces\nAll the faces with the newly assigned second material disappear\nSame happens with a third material\n\n\n![image.png](image.png)\n\n[MultiMaterialBug_v01.blend](MultiMaterialBug_v01.blend)\n", "Mesh breaks when adding various materials in texture mode\nOperating system: Linux-5.3.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.107\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen you add several materials with textures, the mesh breaks and you cannot continue working in texture mode.\n![Captura de pantalla_2020-04-04_09-26-25.png](Captura_de_pantalla_2020-04-04_09-26-25.png)\n\n![Captura de pantalla_2020-04-04_09-27-16.png](Captura_de_pantalla_2020-04-04_09-27-16.png)\n\n\nUse the texture type view, in flat mode with shadows activated\nthe initial cube modifies its geometry\nadd 1 texture to the material\nCreate a new material and add it to some parts of the mesh.\nWhen you do this you will see the bug,\nThis also happens when you simply add more materials to a mesh.\n [Video_prueba-2020-04-04_09.20.48.mp4](Video_prueba-2020-04-04_09.20.48.mp4)\n[Video_prueba-2020-04-04_09.34.55.mp4](Video_prueba-2020-04-04_09.34.55.mp4)\n[Video_prueba-2020-04-04_09.36.14.mp4](Video_prueba-2020-04-04_09.36.14.mp4)\n\n\n[Bug in mesh.blend](Bug_in_mesh.blend)\n" ]
Particles not rendered with Vector layer/pass (deliver speed vector pass) enabled -- macOS Operating system: macOS-12.4-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.54 Broken: version: 3.3.0 Alpha and blender 3.2 release from yesterday Partcles getting rendered in viewport but not in final render when **`Vector`**layer/pass is enabled under: secene -> view layer -> passesopen the blend-file goto compositor and hit render. Then switch the vector layer/pass 'ON' and render again. Now compare. The particles are missing. ![system.jpg](system.jpg) [vector layer.blend](vector_layer.blend)
[ "Some particles are not being rendered during the first render\nOperating system: Windows 10\nGraphics card: I tried on two different computers with different GPUs - Nvidia RTX3070 and Mobile Nvidia RTX2060, same behaviour.\n\nBroken: 2.93.6, 3.0.0 Release Candidate, 3.1.0 Alpha\n\n\nBlender is not rendering some particles (in my case this is a grass) during the first render.\nIt does after re-rendering the scene, but this is quite confusing and inconvenient, especially in the moments when I have to resume render of animation.\nApparently this only happens when we add a force field to control the particles.\n\nOn top of this, 3x does not render trees (particles).\n\nOpen the blend file and press F12 to render. You should have similar result as on the screenshot:\n\n![render_first_2.93.png](render_first_2.93.png)\n\nRender again, and the grass will appear:\n\n![render_second_2.93.png](render_second_2.93.png)\n\nI attach results also from 3.0:\n\n![render_first_3.0.png](render_first_3.0.png)\n\n![render_second_3.0.png](render_second_3.0.png)\n\nand 3.1:\n\n![render_first_3.1.png](render_first_3.1.png)\n\n![render_second_3.1.png](render_second_3.1.png)\n\n- Open attached file\n- Render (F12) - See the particles issue\n- Render again - Now it is ok\n\n[turbulence_particle_eevee_bug.blend](turbulence_particle_eevee_bug.blend)\n\n---\nOriginal File:\nBecause file is big (260M) I have decided to share the link: view?usp=sharing <- if you would prefer me to upload it anyway here, please just let me know.", "Viewport rendering bug : unable to make the render progress (infinite calculation)\nOperating system: Windows 11\nGraphics card: RTX 3090\n\n**3.0.1**\n\nI installed the latest studio drivers for the graphic card (28 january 2022 version), and then :\n\nI encounter a really strange bug when using the viewport rendering (with or without denoising) on some projects. This bug only happens on this new computer, not on my iMac.\n\nDescription : it's like the viewport rendering \"never stops\" and fails to progress. I see the object, but in the \"worst\" rendered version only. It doesn't progress at all and I can hear the graphic card working infinitely, trying to calculate it.\n\nThe bug is present both using CUDA and Optix. Notice that normal rendering works really fine.\n\nUPDATE : The bug is also present with an old version of the studio drivers.\n\nBlend file : [realistic-atom-1.blend](realistic-atom-1.blend)\n\n", "Particle 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: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\n", "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", "Inconsistencies between 3D Viewport and Viewport Render Image using the GPU Shader Module\nOperating system: Ubuntu 18.04, Windows 10\nGraphics card: GeForce GTX Titan X, GeForce GTX 1080 Ti\n\nBroken: \n2.83.0\n2.90.0 Alpha\nWorked: Never\n\nRendering the `3D Viewport` with `3D Viewport/View/View Render Image` (i.e. OpenGL rendering) does not render elements drawn with the [GPU Shader module ](gpu.html).\n\nThe problem is illustrated in the following example, which shows the `3D Viewport` (left) and the rendered result of `View/View Render Image` (right).\nThe points drawn with the GPU shader module are neglected during OpenGL rendering.\n![combined_points.jpg](combined_points.jpg)\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n![viewport_render_image.jpg](viewport_render_image.jpg)\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ![combined_lines.jpg](combined_lines.jpg)", "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", "Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n", "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", "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 ", "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", "Hair display error in blender 3.0.1\nHello, when I add new hair in the Particle Edit mode. Then the hair does not come from the mesh itself, but as if it weighs above it. What's the problem, maybe I'm doing something wrong?\n\n{[F12865495](Безымянный.png)}Operating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.148202 Core Profile Context 21.3.1 27.20.15003.1004\n\nBroken: version: 3.0.1\n\n\n\n", "Eevee Motion Blur not applied to AOVs\nOperating system: Ubuntu 18.04\nGraphics card: GTX 2080 Super\n\n2.92 Official\n\nWhen rendering with eevee, motion blur is only applied to the beauty pass. Other passes such as cryptomatte or normal dont have mblur applied, but you can see the steps of the accumulation blur in some passes. This is a huge problem for compositing, it makes all the passes mostly useless.\n\n- animate an object\n- turn on passes\n- render with eevee with mblur on\n- check the aovs, there will be no mblur on them\n\n[aov_motion_blur.blend](aov_motion_blur.blend)", "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", "View port compositor is fast, but the compositor workspace is slow\nOperating system: Linux, ubuntu 22.04.3\nGraphics card: Rtx 3070 ti oc edition\n\n**Blender Version** \n3.6.0 LTS\n3.6.2 LTS\n4.0 alpha \n\nBroken: blender-4.0.0-alpha+main.0ff8ed788dd8-linux\n\nWorked: (worked well in windows, it's mainly a linux thing)\n\n\nHi, basically when on linux/ubuntu, the blender compositor works fast in the view port, but when in the compositor workspace, the results take a very long time to calculate.\n\n\n\nWithin linux (3.6.2 should replicate the issue), use the view port compositor as normal, and notice it works in real time, but then go to the compositor workspace, and it should take a long time for the nodes to kick in.\n\n", "Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)" ]
[ "Particle render in cycles bug\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 2.91.2\nWorked: Unknown\n\nParticles generated on current frame do not render in cycles if vector pass is enabled for view layer that the emitter is on.\n\n1. Set the default cube to a particle emitter that emits relatively high velocity particles (50 m/s is a good number. High velocity only makes it easier to see the problem) and at an appreciable density (2000 particles over 250 frames with the default cube).\n2. Set particles to render as objects and pick any object that is easily seen to be the instanced objects.\n3. Go to the \"View Layer Properties\" tab and enable \"vector pass\" that's under passes>data.\n4. Position the camera so that it will be easy for the render to see the first few particles to be generated.\n5. Allow animation to run for any amount of time (as long as particles have been generated ie: not frame 1)\n6. Render when there is a good balance between brand new particles and 1-frame old particles. Render 2 slots within the image editor where one has \"Vector pass\" enabled and the other slot has \"Vector pass\" disabled to make it easier to compare, although it should be obvious even without saving the first image rendered.\n\nThe blend file included has the vector pass enabled. Disable to see the difference.\n**Blend file:**\n[bug report particles sample .blend](bug_report_particles_sample_.blend)", "Checking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.80, 2.83.8, 2.92.0 Alpha c271600101, \nWorked: 2.79b\n[T82260_2.79_Sample.blend](T82260_2.79_Sample.blend)\n\nChecking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered. This issue is visible when using a fast moving emitter.\nRendering on the GPU or CPU doesn't seem to make a difference, the issue still occurs.\n\n - Open the attached .blend\n\n[T82260_2.92.0_Alpha_Sample.blend](T82260_2.92.0_Alpha_Sample.blend)\n - F12 to render.\n - Click on the Vector Blur pass checkbox.\n - F12 to render.\n - Compare the 2 render results.\nVector Pass unchecked\n![577_NO _vector_pass.png](577_NO__vector_pass.png)\n\nVector Pass checked.\n![577_with _vector_pass.png](577_with__vector_pass.png)\n\n[Desktop 2020.10.30 - 21.14.11.01.mp4](Desktop_2020.10.30_-_21.14.11.01.mp4)\n\n\n\n\n" ]
GPencil: Animated Layer Transform does not display correctly when scrubbing if two constant frames Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59 Broken: version: 3.30 and 3.4.0 Alpha When animating separate layer transforms using constant interpolation or if the duration is only two frame, the animation becomes stuck on the last frame. Results are the same regardless of Object Mode. Selecting a key in the Dopesheet/changing Viewport Shading will temporary display the correct key, but scrubbing will revert back to the stuck frame. Rendering the frame will provide intended results. Adding the Offset Modifier will provide intended results. - Default 2D animation startup. - Draw something. - Put two key frames in Layer Transform, either two frames in duration or with constant interpolation. - Scrub between two key frames. [layer_animation_bug.blend](layer_animation_bug.blend) [layer_animation_bug.mp4](layer_animation_bug.mp4)
[ "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", "Dopeheet (in the Grease Pencil submodule) take account the transform keys of the GP object wen you press jump to previous/next key frames.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon (TM) Pro WX 7100 Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context FireGL 21.Q4 30.0.14011.2006\n\nBroken: version: 3.4.0 Alpha\n\nDopeheet (in the Grease Pencil submodule) take account the transform keys of the GP object wen you press jump to previous/next key frames.\nIn this Grease Pencil submudule only the GP drawing keys should be taken into account.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Grease pencil mode in Dope Sheet\n- Jump to next keyframe \n[#100538.blend](T100538.blend)\nHere a quick video with the issue:\n [2022-08-21 15-13-26.mp4](2022-08-21_15-13-26.mp4)\n\n\n\n", "Double click list renaming not working on heavy scenes\nVista64, 2.7a, gtx470\nWhen the scene is heavy, so that interface becomes slightly laggy, double click list rename stops working, especially for fast clicking.\n\n - Add subdivision modifiers to any mesh until interface becomes laggy.\n - Add a vertex group or UV map.\n - Double click to rename - renaming is not activated.\n", "Mixing sequencer and preview regions causes logical problems\nWith the addition of many editing operations to the sequencer preview,\nthere are an increasing number of logical problems with parts of the\nUI that operate on the area, not the region.\nMainly menu items and the tool-system.\n\nNote that this is only a problem with both are enabled at once.\n\nTo pick some examples:\n\n- Delete from a menu (should this delete the selection in the preview or the sequencer?)... same for select-all... and in the future copy/paste.\n- Transform (Move for e.g. is a different operation for the sequencer and preview).\n- Box select from the menu currently can't run in both sequencer and preview regions.\n\nIf the code-base is left in it's current state I'm concerned users will run into glitches/bugs (finding the mixed preview/sequencer to be broken).\nFor the most part these won't be things that can be resolved in isolation, so I think it's worth considering a solution now.\n\n----\n\n**Supporting Mixed Preview/Sequencer**\n\nTechnical solutions for this are possible but impractical in my opinion, for example the operator_context could support multiple items:\n\n```\n layout.operator_context = {'INVOKE_REGION_PREVIEW', 'INVOKE_REGION_WIN`}\n```\n\nFor the sake of argument we could have 2x menu items for Delete, Select-All... etc.\n\nOther options include introducing an \"Active Region\" concept or having a header for each region.\n\nThis amounts supporting functionality in separate regions that areas already handle.\n\n---\n\n**Proposed Solutions**\n\nNote that I don't have a strong opinion on the exact solution,\nonly that it should not over complicate the current code-base\n*(unless we wish to support larger changes to Blender's windowing in general).*\n\nWhen mixing preview/sequencer:\n\n* Remove the preview region interactive behavior.\n\n```\nThis would make it view-only, any interactions, menu items, tools etc\nwould only apply to the sequencer.\n```\n\n* Remove support for mixing preview/sequencer at once.\n\n```\nWe could handle this with versioning (splitting the area).\n```\n\n", "\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n![comparision.png](comparision.png)\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.", "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", "NLA: Action Track Hold Forward Inconsistency\nBug Report: #66946 (NLA strip unexpectedly auto-switching from Hold to Hold Forward)\n\n**Problem:** For the Action Track (non pushed action), extrapolation `None` and `Hold` is respected but `Hold_Forward` is not. It's a source of confusion. \n\n**Solution:** [Originally proposed by angavrilov]]. We treat extrapolation `Hold_Forward` as bounded on the left and infinite on the right.*FModifiers note:*It's important to note that the Action Track does not evaluate the same as normal strips which is [[https:*developer.blender.org/T66946#723602 |intentional](https:*developer.blender.org/T66946#724251). FModifiers will affect the track's boundaries so keyframes don't necessarily define the Action Track's evaluation bounds. So adding a default cyclic modifier to channels effectively makes the Action Track's evaluation bounds infinite. Even extrapolation `None` in this case appears to not work properly. This behavior is still intentional even though it appears broken. The user-side solution is to restrict the modifier's frame range. ", "Make channel selection consistent with outliiner\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\n\nChannel selection are either cleared or not detected when selecting with Shift-ctrl-LMB\n\n- open attached file\n- In outliner `ctrl-click` on two objects to select them\n- then `shift-ctrl-click` on third object (selects third object and doesn't clear previous selection)\n- Now perform same with animation-channels\n\n", "Video Editing: Strip Offset Start/End not consistent with adjusting the strip handles\nOperating system: Win 10, 64bit\nGraphics card: no (CPU)\n\nBroken: (v 2.82a) and also (v 2.83 Alpha, Date 2020-03-18 17:16, Hash c9c08dc7c873)\n\nFrom the Manual:\nstrip.html\nStrip Offset Start/End [...] This is the same as adjusting the strip handles.\n\n\nHowever currently it is NOT really the same, which adds a lot of confusion to the already complicated concept that includes several offsets:\n\n![strip not consistent.png](strip_not_consistent.png)\n\n**Detailed description of error**\n- Good: Extend the Strip using Handles: The Strip gets a helpful color code. The \"animated\" part is colored. The extended \"NOT animated / last frame repeated\" part is transparent.\n- Bug: Extend the Strip using Strip Offset: \"Animated\" and extended parts of the Strip get the same color.\n\n- Good: Shorten the Strip using Handles: Strip Offset is correctly calculated.\n- Bug: Extend the Strip using the Handles (or Extend *Keyboard E* or Slide *Keyboard S*): Strip Offset is incorrectly reset to 0.\n\n- Good: Handles: The Strip can not be shortened past the last \"animated\" frame.\n- Bug: Strip Offset: The Strip can be shortened, until no \"animated\" frame is left, and even further until the Duration becomes negative.\n- Bug: Using Slide *Keyboard S*, the \"animated\" frames can be moved completely outside the Strip. At least one \"animated\" frame should remain inside the Strip.\n\n**To further improve clarity, I would**\n- rename **Hold Offset Start/End** to **Trim Source Start/End**\n- change **Hold Offset Start/End tooltip** to \"Shortens the Strip by skipping frames at the start/end of the source\"\n- add **Strip Offset Start/End tooltip** to \"Extends the trimmed strip by repeating it's first/last frame or shortens it further\"\n- make **End** editable (it should do the same, as moving the right strip handle)\n- add **End tooltip** \"X position where the strip ends\"\n- change **Duration tooltip** \"The length of this strip after applying Trim and Strip Offset\"\n\n**If you feel very courageous**\n- change **Start** so that it points to the start of the Strip (currently it points to the first \"animated\" frame)\nI think, Blender heavily depends on **Start**, while it happily ignores Strip Offset Start and Strip Offset End. So, changing the internal meaning of **Start** likely makes a huge mess. However, maybe you can introduce and display a new variable \"display start\" or \"strip start\" instead, that does the trick, without messing too much with the internals.\n\nHappy Coding!", "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)", "Camera background image is hidden by GPencil fill with alpha\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I change the fill alpha while a background image is loaded, it behaves weirdly. i.e, when the alpha value is 0, the background image is visible, when alpha crosses 0.001, the image mysteriously disappears.\n\nIn Grease Pencil, I added a background image in the camera object data context menu,\nthen I drew a box and changed the alpha of fill, then the above said bug appears.\n\nI have included the blend file and a video to produce the bug.\n\n[blenderGreasePencilBugVid.mp4](blenderGreasePencilBugVid.mp4)\n\n[greasePencilBug.blend](greasePencilBug.blend)\n\n", "GPencil: lines on surface quality difference between F12 and viewport render\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.83.0\nWorked: I don't think it ever worked\n\nThere's a difference in GPencil line quality between viewport render and F12. The GPencil lines are drawn on top of a 3d surface. The difference in quality seems to be the level of intersecting.\n\nBlend file has GPencil lines drawn over a 3d surface.\n1) render viewport in rendered viewport shading\n2) render with F12 and compare both renders\n[GP_on_3D_ViewportVsF12.blend](GP_on_3D_ViewportVsF12.blend)\n\n![GPencil_difference.jpg](GPencil_difference.jpg)", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n", "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)" ]
[ "GPencil: framechanging does not evaluate keyframed layer transform correctly (if this would result in identity matrix)\nOperating system: MacOs 12.6\nGraphics card: M1\n\nBroken: 3.4.0 (3.4.0 2022-09-17)\nWorked: ?\n\nWhen animating Grease Pencil Transforms in Stroke Properties, there is a refresh problem (it doesn't refresh) when going back to first frame of animation using Jump to first frame ... \nWorkaround seems to be clicking a keyframe in the Dopesheet.\n\n- Open attached file\n- Drag playhead away from 0th frame (say 20)\n- Press `Jump to Previous keyframe` button from timeline header \n(notice viewport doesn't update. Clicking anywhere in dopsheet later updates the viewport)\n\n[Kapture 2022-09-18 at 12.59.55.mp4](Kapture_2022-09-18_at_12.59.55.mp4)\n[AnimatedGP_Transform_Refresh_Bug.blend](AnimatedGP_Transform_Refresh_Bug.blend)\n\nSeems to only be the case with exactly 0° rotation?\nIf I change the first rotation keyframe to have a value of 1°, this all of a sudden seems to work fine:\n[AnimatedGP_Transform_Refresh_Bug_repro.blend](AnimatedGP_Transform_Refresh_Bug_repro.blend)\n\ngoing to / going from zero rotation goes wrong:\n[gpencil_layer_transform_zero_rotation_.blend](gpencil_layer_transform_zero_rotation_.blend)" ]
Blender Bump node unusable mapping for smooth normals This current result of Bump Node and bake. Can`t get correct result of Bump node for procedural textures. ![Screenshot_375.png](Screenshot_375.png) The issue is still relevant today! D9833 T74367 T74981
[ "Cycles adaptive subdivision tasks\nAdaptive subdivision and displacement needs some work still to be considered stable and fully supported. This task is to keep track of what needs to be done.\n\nSubdivision:\n* #49159: Normal maps do not work, no tangents are computed.\n* #49585, also #86684: Adaptive subdivision setting linking issue (Make adaptive subdivision a proper modifier setting so it is copied correctly)\n* #49431: Missing smooth (face-varying) UV subdivision.\n* #73395: Pointiness not working with subdivision\n* #73403: Missing vertex colors\n* Motion blur not working ([test file ](open?id=12qOQg-5YSj4rTwwwFU3VFQJBE7-pPRNp), report #83639)\n* Support for instances, two strategies both worth trying:\n**Object space dicing option so users can manually set it for all instances** Bin instances according to distance from camera, so we have about log(N)\n* Grid primitive to reduce memory usage\n* Optimizations, reduce memory allocations, .. (#73564 (Adaptive subdivision modifier takes to much memory ))\n* In Blender 2.8, Blender subdivides the mesh itself which leads to too much memory usage.\n* #78055: panorama dicing works poorly compared to matching perspective camera\n* #92893 (\"Persistent Data\" stops \"Adaptive Subdivision Surface\" from working properly.)\n* #97364 (Adaptive subdivision breaks attributes passed from geometry nodes to shader editor)\n\nDisplacement:\n* Fast BVH refit updates when tweaking displacement shader\n* Better results for bump from vector displacement.\n* Vector displacement tangents compatible with other software.", "Subdivision modifier breaking custom normals.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.6.0 Core Profile Context 23.7.2.230718\n\nBroken: version: 4.0.0 Alpha (Also tested in v3.5.0 & v3.6.1)\nWorked: N/A\n\nIdentical normals are slightly messed up when a subdivision surface modifier is enabled, breaking cell shaders.\n\n1. Download the attached .blend file\n2. Change Viewport Shading to \"Rendered\"\n3. Enable/Disable the subdivision surface modifier.\n4. You might need to rotate the light slightly on the x-axis.\n\n\nSome notes:\n- All mesh normals were copied and pasted via \"Mesh/Normals/Copy Vector\" and \"Mesh/Normals/Paste Vector\".\n- \"Subdivision modifier/Use Custom Normals\" property is enabled.\n- Changing \"Render/Performance/High Quality Normals\" or \"Subdivision modifier/Use Limit Surface\" changes alters where the issues appear on Suzanne. (Sphere is unaffected.)\n- Issue doesn't occur on flat meshes.\n- Even after applying the modifier, repasting normals still leaves some artifacts.", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "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)", "Tangent node used as a vector on Texture Nodes yields nothing through a Bump Node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIf you plug a tangent node into any procedural noise texture as the vector, it will work, however once you plug the result into a vector bump node it will draw as an empty bump map. \n\n1. In the shading workspace, grab a noise texture\n2. Grab the tangent node and plug it into the noise textures vector input. Any tangent mode will do fine (x,y,z)\n3. Grab a vector bump node and plug the noise texture into height. \n4. View the resulting bump, nothing will be yielded (however if plugged into the normal input it will)\n[Example.blend](Example.blend)\n", "Custom Normals Render Artifact in Cycles \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.99\n\nBroken: version: 3.0.1\nWorked: Unknown\n\nWhen rendering a cube with custom normals in cycles the render result in cycles has artifacts. This is an issue for us because we also use cycles to bake Ambient Occlusion data to the vertex colors. Those artifacts are than also visible in the vertex colors. The same artifact occurs in previous versions of blender aswell (LTS Blender 2.93.7)\n\n\nBased on startup file:\n\n- Shade the default cube smooth\n- Apply Normals Auto Smooth\n- Add a single bevel using a bevel modifyer and apply it\n- Add a Weighted normal modifyer with weight 100 to the cube and appy it aswell\n# Render in cycles and behold render artifacts near the beveled edges\n\n[custom-normals-cycles.blend](custom-normals-cycles.blend)\n\n\n", "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", "Alpha hashed material produces shifting artifacts when animated in EEVEE\nWhen an object with material that has alpha hashed transparency is animated in EEVEE, the noise pattern may look either unstable or shifting as shown below: \n[alpha-hashed-transparency-problem.mp4](alpha-hashed-transparency-problem.mp4)\n\n\n\nYou can observe that the artifacts on top staying in place rather than rotating with the cube while those on the sides keep flickering, thus producing shifting and unstable appearance.\n\nThe symptom is also noticeable when changing the camera position in rendered viewport mode in Blender. And it's particularly problematic in UPBGE (a fork of the old BGE based on the latest Blender source) because a game engine must animate objects in realtime with relatively small number of samples per frame.\n\nUpon an examination from the developers of UPBGE, it is found that the problem is due to the fact that the current implementation of alpha hashed transparency uses the world coordinate instead of the object space, as it is often recommended (e.g. [2017 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games](p4TYf5DDpbQ)).\n\nIt appears that a simple change from the world to object coordinate fixes the problem as shown in this [test commit (see line 80) ](e0a8638d0b255f2fc6ce778d10dd0d12a467b4d3#diff-2b8bf4f9e10009510d02c14e3659ee032c73f829de5453d6abcdf6a3f884fdfdR80), which produces the following result:\n[alpha-hashed-problem-solved.mp4](alpha-hashed-problem-solved.mp4)\n\nIt's my understanding that the [original author ]() decided to use the world matrix to avoid the difficulties with certain corner cases, like when the object is scaled by an extreme factor. However, while such a problem may be circumvented relatively easily (e.g. discard the scale information from the matrix) such a problem described above may pose more substantial issues with making an animation or rendering in realtime.\n\nSo, I hope this problem and the suggested fix may be evaluated again since we have more people interested in using Blender for such purposes now, thanks to the gaining popularity of EEVEE.", "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)", "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)", "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).", "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.", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "Architecture Texture Coordinates in Cycles\nHello dear Cycles team and developers :)\n\nI've been working in an archiviz project and stumbled upon a short come of Cycles: we don't have a straightforward way of setting world-based-dimensioned textures . This is a must for architecture, and I can give a few real-world use cases if requested.\n\nAs a Blender user I came up with a node system that can handle this. You can check my approach here: ?p=1198. Basically what this does it to take the Object texture coordinate and transform it based on the face normal (so we have an unstretched mapping for X, Y and Z).\n\nAs a Blender/Cycles developer I think we can do even better, and have this feature into master once we agree on the design and approach for the implementation.\n\nI wonder why this never came up before as an issue. As a side note, if you read the Expose 3D Blender migration post on BlenderNation () you will find that they consider the \"Lack of architectural UV mapping\" as the number one \"flaw\" of Cycles rendering.\n\nMy initial suggestion would be to have a Node where you could control (via socket input) the offset, scale and rotation of the texture. At first I would like to keep it simple and have offset to be a Vector(2), Scale to be a Vector(2), and Rotation to be a Float. In other words, I wouldn't bother with having per-axis nitty-gritty control. Also, the object size should NOT affect the texture size (unlike my original approach, or even the one from the \"Sure UVW mapping” addon used by the Expose 3D team). I'm not sure if this last bit is possible though.\n\nAny thoughts?", "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" ]
[ "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)", "Bump produces sharp seams on edges even with procedural textures.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 10)\n\n\n![33182319.jpg](33182319.jpg)\n\n![33193019.jpg](33193019.jpg)\n\n![33204519.jpg](33204519.jpg)\n\n![33215319.jpg](33215319.jpg)\n\nuse bump with procedural textures to see it clear\n[SeamyBump.blend](SeamyBump.blend)\n\n", "Baad smoothing artifacts using bump\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: 3.3.2 Release Candidate\n\nApplying a procedural bump texture leads to artefacts in normal smoothing. This is particularly visible with shiny surfaces.\nFound some old reported issues about similar problem but any solution, the geometry normals are good the issue appear only when using bump texture. \n\n\n\nTry to open the blend file.\n![bump_smooth_issue.jpg](bump_smooth_issue.jpg)\n\n[bump_smooth.blend](bump_smooth.blend)\n\n", "Blender > 3.0.0 Version Normal Map showing Polygons Issue\nOperating system:\nWindows: Windows 11 and 10 were tested.\nGraphics card: Nvidia ROG Strix RTX 3090\n\n** >3.0.0, 3.1.0 Alpha**\nBroken: (example: 3.0.0, f1cca3055776, master, 2021-12-02)\nWorked: (Blender version < 3.0.0)\n\n**Blender Cycles. and Eevee render Normal map issue (If Normal map applied, Normal or Bump, the polygons start showing up when increasing the strength). The effect gets worse by increasing the strength, but it's always there. Also, I tried every version above 3.0.0, the older version didn't have this issue. I think it started with the new Faster render update. A friend of mine has the same issue with a completely different system using Windows 10 and different Drivers as well.**\n\n**Use any Model (Sphere works best), apply smooth shading, Place a Point Light and move it, Add a material to your model with a Noise Texture with a Bump Node and connect it to Normal (Principled BSDF), and look a the results. Eevee and Cycle both show the Polygons when Normal is applied.**\n\n[Blender Issue.blend](Blender_Issue.blend)\n\nHere you can clearly see the Polygons showing which should not be seen. Even with decreasing the Bump map so it's just a little detail, it's showing up, but not as heavy.\n![7076dec498b69383dd1c27fc029ca71c.png](7076dec498b69383dd1c27fc029ca71c.png)\n\nAs reference that these are really the polygons that showing up.\n![5ac0c713819e561f1bea571044ce1e13.png](5ac0c713819e561f1bea571044ce1e13.png)\n\n\n", "Attributes faceting in bump channel\nOperating system: Window 10\nGraphics card: Nvidia 3060ti\n\nBroken: 3.4 latest stable release\nWorked: Hasn't ever worked\n\nUsing the color attributes, either from sculpt vertex paint or from geometry nodes attributes - none of these attributes can be used in the bump channel due to these faceted polygons showing. \nEven when the mesh is shade smoothed, the attributes ignore shade smooth and remain faceted.\n\nThis makes it impossible to use any kind of attribute in sculpt vertex painting for bump maps.\n(Leaving users no other choice but to subdivide to tens of millions of polygons and sculpting fine details that otherwise should be just done with a bump map.)\n\nAnd doesn't allow for any kind of bump map to be produced in geometry nodes and passed to the shader.\n(Leaving users no other choice but to subdivide to tens of millions of polygons for geometry details that otherwise could be done with a bump map. Or forcing the user to create a bump map with shader nodes that has no coherency with the geometry)\n\n- Sculpt vertex paint something. Put the attribute in the bump channel of shader.\n- Create a geometry node texture and pass it to the bump channel of shader.\n![blender_3.4_BqWyk3URA6.png](blender_3.4_BqWyk3URA6.png)\n![blender_3.4_rKiLhDp4sT.png](blender_3.4_rKiLhDp4sT.png)\n[bump map artifacts - geometry nodes attribute.blend](bump_map_artifacts_-_geometry_nodes_attribute.blend)\n[bump map artifacts - sculpt vertex paint.blend](bump_map_artifacts_-_sculpt_vertex_paint.blend)" ]
[High] OptiX Viewport Denoising Crashes the Graphics Card Driver Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68 Broken: version: 3.1.0 Alpha Worked: Yesterday's daily build Enabling Denoising in the viewport with OptiX crashes CUDA kernels. - Start Blender - Set to Cycles > GPU > Viewport Denoising - Denoise. Crash. ![Screenshot 2021-11-11 000150.png](Screenshot_2021-11-11_000150.png) Same thing happens on the factory settings too. In fact, on factory settings the app does not automatically detect my GPU. I have to manually set it in Settings.
[ "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\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 Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "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)", "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", "OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.", "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)", "Crash when importing / working with big or multiple VDB's in Shaded or Rendered 3dView (GPU & CPU)\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.6.0 Alpha\n\n\nBlender crashes when using big VDB files or scattered VDB's.(clouds)\nIn the viewport, when scattering VDB files, it is only possible in wireframe view mode.\n- When switching to only GPU shaded or rendered mode blender crashes.\n- When switching to only CPU you are able to use wirframe and rendered 3dview as well as rendering the image.\nBut not shaded view!\n\nMacOS 13.3.1 CPU --> 64GB \nAMD Radeon Pro 5700XT GPU --> 16GB\n\nSingle VDB files up to 450MB are OK. \nBigger cloud VDB used = 2.8GB crashes right after or while importing.\nThe scattered clouds are smaller in filesize, but more of them used.\n\nWhen opening the files, it's then only possible in wireframe mode.\n\n3DViewport used without realtime compositor !\n\nSince this is to big to upload here, the VDB file is here for free to test: clouds/\n\nOpen latest MacOS Blender version, switch to wireframe mode and CPU.\nImport the VDB from the link above.\nNow try shaded & rendered 3dview with CPU and then GPU. \n\n\nCRASHLOG:\n```\nRead prefs: \"/Users/NURB/Library/Application Support/Blender/3.6/config/userpref.blend\"\nDevice with name AMD Radeon Pro 5700 XT supports metal minimum requirements\nMETAL API - DETECTED GPU: AMD Radeon Pro 5700 XT\nregister\n\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\n\n[MTLTextureDescriptorInternal validateWithDevice:]:1344: failed assertion `Texture Descriptor Validation\nMTLTextureDescriptor has depth (2088) greater than the maximum allowed size of 2048.'\n\n[1] 42841 abort /Users/NURB/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender\n```\n", "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)", "Inconsistency between CPU and OptiX GPU when using OSL hash function \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken version: 3.5.0 Alpha\nWorked: NA\n\nWhen using the Open Shading Language \"hash\" noise function there is an inconsistency between the CPU and OptiX GPU implementation. The most noticeable is that the OptiX output is grey scale while the CPU implementation has colour.\n\n|CPU|OptiX|\n| -- | -- |\n|![OSL Hash CPU.png](OSL_Hash_CPU.png)|![OSL Hash GPU.png](OSL_Hash_GPU.png)|\n\n1. In user preferences change your Cycles rendering backend to OptiX (requires a OptiX compatible GPU)\n2. Download the attached blend file and open it.\n3. Enter the rendered viewport and compare the results with CPU rendering and OptiX GPU rendering.\n\n[OptiX CPU OSL Hash Inconsistency.blend](OptiX_CPU_OSL_Hash_Inconsistency.blend)", "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)" ]
[ "OptiX denoise error on Blender 3.1 and nvidia 495.44: Misaligned address in cuMemFree_v2 \nOperating system: Linux-5.11.0-38-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.1.0 Alpha\nWorked: Blender 2.93.5\n\nOpen Car Demo (bmw27_gpu.blend) scene on Blender 3.1.0 alpha:\n#cycles\n\n(The problem also occurs with other scenes)\n\nEnable viewport Rendered view. Enable OptiX Denoise for viewport. You will get the next error:\n\n\n```\nMisaligned address in cuMemFree_v2(mem.device_pointer) (intern/cycles/device/cuda/device_impl.cpp:801)\n```\n\nThe error for final render image with OptiX denoise is:\n\n\n```\nError: Misaligned address in CUDA queue copy_to_device ()\n```\n\nEdit:\nThe aforementioned was using CUDA as Cycles Render Device in preferences. If I choose OptiX as Cycles Render Device, the error message I get is:\n\n```\nError: Misaligned address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\n```\n\n\n" ]
Deleting and restoring faces destroys particle haircut / Tail Operating system: Windows 11 Graphics card: RTX 3080 10Gb Broken: 3.0 / 2.8 Worked: I think it never did. Particles look messy when deleting and restoring faces on a subdivision modifier. Delete 2 Faces where the weight paint isn't affected by (Start of tail), press F to fill the gap, then use the knive tool to restore the faces. After that, go to object mode and the particles go crazy and dont look like they did when i combed the hair. Update: It happens with and without subdivision modifier. (please ignore the rig warning) Image to show others: ![Particles Bug.jpg](Particles_Bug.jpg) Blend File: [Tail with Particles for bug report.blend](Tail_with_Particles_for_bug_report.blend)
[ "Particle system with collision modifier hangs on baking\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: 2.81a\n\n[#88965.blend](T88965.blend)\n\n- Open file\n- Bake particles on LRG_Submarine_Propeller object\n\nIt fails. When you disable collision modifier on LRG_Submarine_Hull object or simplify it considerably, it works.", "Crash while using the Cloth Filter brush with collisions enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 3.0.0 Alpha\n\nUsing the cloth filter brush with collisions enabled on *both* the deforming object and the non-deforming object causes Blender to crash.\n\n- Open the attached .blend file with a minimal scene where this error can be observed. Everything has been already set up.\n- With the pre-selected *Cloth Filter* brush set to *Gravity* and both *Use Collisions* and *Use Face Sets* enabled, `LMB` on the \"Skirt\" mesh, and start dragging to the left of the screen, causing the \"Skirt\" mesh to start flying upwards.\n- After a brief while, release `LMB` and repeat the above operation by dragging to the right. Note how the direction of the cloth filter brush was not reversed this time.\n- Almost as soon as this new sculpting operation is initiated, typically Blender crashes. Occasionally it might take a few more attempts.\n\n[facesets-crasher.blend](facesets-crasher.blend)\n\n**Additional notes**\nIf extensive changes are performed to the \"Collisions\" mesh, the bug will not be able to be reproduced anymore.", "Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n", "Flickering in unrelated hair strands when deleting hair\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\nWorked: n/a\n\nWhen I delete the hair, the rest of the hair flickers. This doesn't happen when adding hair, changing their length, combing, ...\n\nNote it also happens when deleting hair with the density brush.\n\n* Open this file and delete some hair.\n\n[hair_flicker.blend](hair_flicker.blend)\n\nVideo:\n\n[flicker-2022-06-21_14.38.51.mp4](flicker-2022-06-21_14.38.51.mp4)", "Can't Animate Texture Mapping Offset For Particle Hair\nWindow 7 64bit 8gb\nnvidia 660\n\nBroken: 2.72 RC\nWorked: I thought this was possible all the way back into the 2.4 series.\n\nAdd a single keyframe to particle texture mapping coordinates.\nMove to another frame and type a new number in the *Offset* mapping field and it will jump back to the number of the first keyframe.\nIn this state there is no way to animate the*Offset*. Even if I insert the same value at the new time location and edit the value in the graph editor the system still refuses to use the *Offset*information for the particle system hair density.\n\nOpen the Attached BLEND file and type a new number in the *X Offset* field.\nThe system refuses to accept the input and resets to the keyframe value.\n\nNOTE: This seems to only be a problem in the *Offset* and *Size* properties for Mapping. You will also see in the BLEND file that I have successfully keyframed the R value of the RGB without experiencing the same problem.\n\n[27_sequin_star_curtain_1a.blend](27_sequin_star_curtain_1a.blend)\n", "particle instancer modifier 20 years BUG \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n![BUG_001.png](BUG_001.png)\n![BUG_002.png](BUG_002.png)\n", "Hair particles: 'Use modifier Stack' option removes all hair if particles have been added or removed in particle editmode\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)\n\nUse modifier stack checkbox deletes all the hair particles if they were created with the add hair brush and combed (not necessary), even if there are no modifiers before the particle system. This also happens if particles have been deleted (X) in particle editmode.\nAnd there is no way to get those hairs back. It can really destroy all your work on grooming.\nBy the way, that check box becomes inactive in 2.79 after grooming, but it's active for some reason.\n\nCreate a hair particle system.\nGo into particle edit mode.\nDelete all the hairs (by the way, you won't be able to do that until you comb it, may be a second bug).\nAdd some hairs via add hair brush (you can add hair without deleting on the previous step, the bug will occur anyway).\nGo back to object mode.\nCheck the use modifier stack checkbox.\nAll the hairs disappear!\n\nThe attached file has all that done except the very last step.\n\n[hair_use_modifier_stack_bug.blend](hair_use_modifier_stack_bug.blend)", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "Keyframing object scale with object hair particles makes particles scale in viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 75)\n\nObject with hair particles (rendered as objects or collection) if scaled, scale only emiter, not particles (that is desired effect), but after keyframing scale on object, particles also are being scaled with emiter. This happens only in viewport (any type of shading), renders are ok.\n\n1. Add emiter mesh (plane)\n2. Add particles object (cube)\n3. Create particle system with plane as emiter\n4. Set particle system to hair\n5. Set particle system to render object then select cube\n6. For emiter object (plane) add two keyframes with different scale\n[scaling particles.blend](scaling_particles.blend)\n", "Surface Deform Modifier invokes \"Invalid surface UVs\" error when applied to Hair\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 770 Intel 4.5.0 - Build 31.0.101.3959\n\nBroken: version: 3.5.1\n\nWhen adding Fur to the mesh in the example file, the Surface Deform modifier produces the error message \"Invalid surface UVs on x curves\". This also appears related the rippling visibility of the hair an animation (see also [#109285](109285#issuecomment-965921))\n\n\n1. Load the attached file and press play\n2. Note the \"Invalid surface UVs on x curves\" error in the Surface Deform modifier\n3. Stop the playback, and note that the figure in the error corresponds with the appearance of hairs on the surface\n4. Select the Body object and Add > Curve > Fur\n5. Observe the same error in the newly added Surface Deform modifier\n\n", "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", "Sculpt brush Reverts to Default When Undoing\nOperating system: Windows-10-10.0.25336-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\nWorked: 2.79\n\n**Description of error**\n\nWhen using a non-default brush such as clay strips, then undoing, the brush switches to the default one (draw brush). Now this is frustrating to the user because you need constantly switch back to your brush after every ctrl + z. Stupid bug that interrupts the workflow.\n\nNow this bug is not limited to sculpt mode, it happens in vertex painting, weight painting, texture painting and hair sculpt mode.\n\nHowever this bug doesn't happen to most users because for it to happen you need to have two main windows.\n\n* Add a new main window (`Window > New Main Window`) and switch the workspace (say \"shading\")\n* In primary main window: switch to sculpt mode\n* Choose clay strips\n* Press ctrl + z\n* Observe the brush is draw brush and not clay strips 😵‍💫\n\nNote: I think this has to do something with workspace since switching them can fix this bug but also crash blender\n\n[video](https://projects.blender.orgattachment)", "cycles stalls with hair particles in viewport\nOperating system: Windows 10 home version 21H1 OSBUILD 19043.1415\nGraphics card: no card\n\nBroken: 3.0.0\nWorked: prior to 3.0.0\n\n\n[CUBE HAIR packed.blend](CUBE_HAIR_packed.blend)\n\ncycles stalls in viewport with hair particles, final render does not work\n\n\n1. Change the render engine to Cycles\n2. Create the material shown below (The parameter surrounded in red have been modified on the Principled BSDF)\n![#94555 - Slowed down material.png](T94555_-_Slowed_down_material.png)\n3. Give the material created above to a mesh object.\n4. On that same mesh object, add a hair particle system.\n5. Enter the rendered viewport. And take note of the slow rendertimes.\n6. \"Restart\" the render by doing something like **one** of these steps:\n - Move, scale, or rotate an object\n - Click on a material in the 'Material Properties' tab of the `Properties editor`\n - Adjust a material property in the world material or the object material\n - And probably others\n7. Notice the viewport render is now much faster.\n\n> Original Steps to reproduce\n> click display render preview in viewport, observe cycles stalling, then click on 'material' in layout panel, now observe cycles picking up and running at fast pace, then try final render, observe that it does not proceed", "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", "Missing undo push for Paint Mask and Vertex Selection in weight paint\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 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n![image.png](image.png)\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n![image.png](image.png)\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone" ]
[ "Modifying emitter's topology breaks edited hair\n\nAdd a particle system to a character's body\nset it to hair\nassign it to a vertex group\ngo into \"particle edit mode\"\ncomb the hair\nthen make any adjustments to the mesh such as adding, or removing vertexes.\n\nthen once you leave editmode, you will find that the hair is all over the place.\nbasically, once you made the characters hair, you cant edit the body's mesh. you can manupulate it by moving polygons, but you cant add or remove anything.\nthis is a minor thing, so i set it to low priority, but unless its complicated, i think its defenitly something worth fixing.\n\nbasically, i've assigned the density to a vertex group, so if i make any changes to anything that is NOT a part of the vertex group, then the hair should not be affected in any way." ]
No export image after render image (F12) Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 Broken: version: 2.93.0 Alpha Worked: Stable 2.91 When exporting a single picture, it does not create an image, but when rendering an animation of 1 frame, it works perfectly Try to export with F12 Export then with the settings to starting frame = 1 and ending frame = 1 and press F12 THe default standard project can be used to recreate this bug
[ "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", "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", "Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)", "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", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ", "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", "Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.", "Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)", "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", "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", "--render-output command line argument and backslash\n## Commandline Rendering\n\nOperating system: Windows 11\nGraphics card: NVIDIA GTX 3060 Ti\n\n3.4.1\n\n\nIf the value for \"-o\" or \"--render-output\" ends with a backslash no rendering occur and Blender exits clean (0) with no error.\n\n### Example\n\nRender blender-file in current folder to subfolder with a space.\n\n>blender -b myfile.blend -o \"my folder\\\\\" -F PNG -f 1\n\n```\nBlender 3.4.1 (hash 55485cb379f7 built 2022-12-20 01:51:19)\nRead prefs: C:\\Users\\***\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nRead blend: c:\\blender\\myfile.blend\n\nBlender quit\n```\n\n**Observed behavior**\nNo render. No errors. No information of what went wrong.\n\n**Expected behavior**\nBlender should render to generic file \"0001.png\" in folder \"c:\\blender\\my folder\".\nBlender should provide some information why nothing got rendered.\n\n\n", "Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)", "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", "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." ]
[ "2.81 Output image not working\nOperating system: windows 10\nGraphics card: nvdia GTX 280\n\nBroken: (example: 2.81, aff6446e064f,beta,2019-10-30, as found on the splash screen)\nWorked: (optional)\n\nOutput after clicking on render image is not working.\n1. open blender.\n2. setup output properties for rendering image in the properties panel.\n3. Click on output.\n4. Setup render image location by clicking of the folder button.\n5. press F12 for rendering image.\n6. Now check the place where you have put the render image location, there will be no rendered image.\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Blender Crushes evry Operating system: macOS-12.6.1-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Pro Apple 4.1 Metal - 76.3 Broken: version: 3.4.1
[ "crash while setting vertices positions using foreach_set\nOperating system: macOS-12.6.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-18.8.6\n\nBroken: version: 3.6.0\n\ncrash while setting vertices positions using foreach_set\n\nstart blender, run script\n\n```python\nimport bpy\nimport numpy as np\n\nl = 2 ** 28\nme = bpy.data.meshes.new('mesh')\nme.vertices.add(l)\na = np.random.random((l, 3))\nme.vertices.foreach_set('co', a.ravel())\no = bpy.data.objects.new('mesh', me, )\nbpy.context.view_layer.active_layer_collection.collection.objects.link(o)\n```\n\noutput:\n```\nWriting: /tmp/blender.crash.txt\n[1] 13339 segmentation fault /Applications/Blender/blender-3.6.0.app/Contents/MacOS/Blender\n```\n\nin blender 3.4 while using 2**27 length output is this\n```\nError: Array length mismatch (expected -402653184, got 402653184)\nError: Python: Traceback (most recent call last):\n File \"/Text\", line 8, in <module>\nRuntimeError: internal error setting the array\n```\n\ncontents of `/tmp/blender.crash.txt` is just me running script, nothing interesting\n\ninteresting bit from crash report (i can provide in full)\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bbaef04 foreach_getset + 1124\n1 Blender \t 0x112f45046 cfunction_call + 134\n2 Blender \t 0x112f01015 _PyObject_MakeTpCall + 373\n3 Blender \t 0x112fdf95b call_function + 971\n4 Blender \t 0x112fdbc41 _PyEval_EvalFrameDefault + 24817\n5 Blender \t 0x112fd5a22 _PyEval_Vector + 146\n6 Blender \t 0x112fd5978 PyEval_EvalCode + 120\n7 Blender \t 0x10bb9cd2a python_script_exec + 506\n8 Blender \t 0x10c6754b0 text_run_script + 64\n9 Blender \t 0x10b600ce6 wm_operator_invoke(bContext*, wmOperatorType*, wmEvent const*, PointerRNA*, ReportList*, bool, bool) + 582\n10 Blender \t 0x10b600a03 wm_operator_call_internal(bContext*, wmOperatorType*, PointerRNA*, ReportList*, wmOperatorCallContext, bool, wmEvent const*) + 515\n11 Blender \t 0x10b602025 WM_operator_name_call_ptr_with_depends_on_cursor + 165\n12 Blender \t 0x10c36bffd ui_apply_but_funcs_after(bContext*) + 285\n13 Blender \t 0x10c366fc2 ui_handler_region_menu(bContext*, wmEvent const*, void*) + 434\n14 Blender \t 0x10b604a4f wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1007\n15 Blender \t 0x10b604020 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n16 Blender \t 0x10b6033ba wm_event_do_handlers + 2554\n17 Blender \t 0x10b5f91b0 WM_main + 32\n18 Blender \t 0x10adea41e main + 878\n19 dyld \t 0x12788152e start + 462\n```\n\n", "Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n", "Blender 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 4.0.0 - Armature Rig with IK broken\nOperating system: MacOs Ventura 13.4.1\nGraphics card: Radeon Pro\n\nBroken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-23 19:52, hash: 7c2dc5183d03, type: release\nCaused by 6b872079fec9336865638ad9cfa76e37e8e627c5\n\nI have rigged mesh, commercially available at ArtStation. It worked well up until now. In 4.0.0 it is broken:\n- shapes not rendered until i switch to wireframe mode and back\n- IK ignored\n\nLook at video - i open the file in 3.6.3 and in 4.0.0. In 3.6.3 everything fine, in 4.0.0 the problem mentioned occur.\nBlend file also attached\n\n", "MetalRT: Rendering being unresponsive with AO node\nOperating system: Ventura 13.4.1\nGraphics card: Apple M1 Max 32 Core\n\nBroken: Blender 3.6 LTS\nWorked: Blender 3.5.1\n\nAfter downloading the newest Version of Blender it seems that using the Ambient Occlusion Node need leads to Blender being unresponsive. Sample count stays on 0 and neither Viewport nor F12 Render is starting as expected. Trying to quit, Blender crashes completely.\n\n- Add new material\n- Add Ambient Occlusion Node\n- Select cycles and GPU\n- Enable MetalRT\n- Start Viewport Rendering.\n\n", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)", "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", "Enable Python library optimizations for macOS\nTo match the same change in Linux: f222fe6a3a0750d1dfdb74f8db817c8f9f5b7236\n\n", "Metal Backend causes UV editing to glitch out, crash Blender\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1, 3.6.3, 4.0 alpha\n\nTrying to do UV editing with the Metal backend causes unexpected UI behavior. Islands will glitch out, disappear, randomly stretch and contort, or Blender will crash entirely. It makes Metal useless for work and requires a switch to OpenGL to have expected performance. This happens on my M1 Air, M1 Pro MacBook Pro, and M1 Max Mac Studio. They all had to be switched back to OpenGL.\n\n<video src=\"attachment\" title=\"error.mov\" controls></video>\n<video src=\"attachment\" title=\"Screen Recording 2023-09-09 at 5.50.49 PM.mov\" controls></video>\n\n- Open the included Blender file with Metal backend\n- Make sure the 3D viewport has either Material Preview or Rendered View enabled.\n- Start UV editing on the `Azumi` object (go to Object Mode > Select the Azumi object > go to UV Editing Workspace)\n- Zoom, pan, scale, rotate...\n\nIt'll happen eventually.\n\nEDIT: This issue seems to stem from having multiple UV Maps on the model somehow. If the additional UV Maps are removed, the issue stops occurring.\n\nEDIT 2: Further digging seems to show that it specifically has to do with the texture atlas expression swapping using the UV Map and Mapping Nodes in the \"Colors.001\" material. Clearing the field in the UV Map node also immediately resolves the issue.\n\nI've attached two screen recordings of some of the behavior, as well as the error log when Blender crashed, and the file I'm working with.\n\nEDIT 3: Uploaded a simple test file with just a cube using the same material setup as my character file. It exhibits the exact same behavior.", "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", "QuadriFlow Remesh Crash\nOperating system:iMac (Retina 5K, 27-inch, 2020)\nGraphics card:AMD Radeon Pro 5700 8 GB\nRam: 96 GB 2133 MHz DDR4\n\nBroken: 3.6.0, 3.5.0 Beta and 3.2.1\nWorked: N/A\n\n\nDear all\n\nI found that the QuadriFlow Remesh will crash when i try to remesh (40K) from also most 900K faces. I tested on 30K and so on. The only sucessful try is down to 500 faces.\n\n\nHere is the model for your reference which is modified after 3D print addon (cannot QuadriFlow if not) from the orignal question below and i also record a 1:30min video for reference as well ( YR6oPpNbKis )\n\nModel file: view?usp=share_link\n\nPlease check. Many thanks\n\nOrignal Question: mesh-doesnt-follow-the-armature", "Memory Leak in Blender 3.1.2 Metal CPU + GPU\nOperating system: macOS 64 Bits (12.3.1?)\nGraphics card: AMD RX 6900 XT x 2\nCPU: i9 10859K\nRam: 64Gigs (2x32)\n\nBroken: version: 3.1.2\nWorked: -\n\nI've been encountering a consistent Memory Leak using the new 3.1.2 Version, rendering in Cycles \"Metal\", on both GPUs and the CPU.\nAll rendering settings are default - the output Render samples are set to 1200 cycles.\nAll export settings are default - Resolution is set to 1920x1080 at 100%\n\nThere is no difference when Cycles Render Rate or Resolution Output is changed - I always end up with a memory leak in that I can render around 440 Frames before the memory has become full enough to suddenly increase render time. The system eventually reaches about 60.64Gigs of usage and stays there:\n|![Screen shot 1.jpg](Screen_shot_1.jpg)|![Screen shot 2.jpg](Screen_shot_2.jpg)|![Screen shot 3.jpg](Screen_shot_3.jpg)\n| -- | -- | -- |\n\n**Workaround:** Render only 400 frames. Close Blender, restart and start the next render at Frame 401, etc.\n\n- \n\n---\nStill new to Version 3.1.2, quite different from 2.7 But I begin to really like the new layout and system - big shout out to all developers!\nJens", "Blender 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)", "CommandBuffer Failed: cycles metal integrator_ shade_volume --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: 4.0.0 Alpha\n\nStarts rendering fine until the error. About 2-3 min. into the render.\n\n\nOpen the ziped blend file with 'Intel MacOS' blender 4.0a and hit render in the compositor!\n\n\nProbably related to: 104744\n\nPS: MacOS blender fails with most Volumes on latest major addons like PureSky, CloudScapes, etc... since blender 3.x .... ! The same applies when creating Volume emtys and volume Modifiers (mesh to volume & volume displace). At some point, blender will quit when clicking on the data tab (cloud icon) for volumes, as reported before.\n\n" ]
[ "Crash when Rendering Hair in EEVEE\nOperating system: macOS-12.6.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.4.1\n\n**Short Description**\nBlender Crashes Every Time when I start Render Hair EEVEE\n[TEMP.blend](TEMP.blend)\n" ]
Can't Download on Mac OS 12.4 hello can you help me I can't get blender on my laptop when I try to install blender my computer tells me that the versions are not compatible
[ "persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\n\n", "Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n", "Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "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", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Shader compilation freeze Blender on Intel Arc770\nOperating system: Windows 10\nGraphics card: Intel Arc770 16Gb (Resizable Bar enabled)\n\n3.6.0\nDate: 2023-06-27 08:08\nHash: c7fc78b81ecb\nBranch: blender-v3.6-release\n\n**Intel driver version**\n31.0.101.4665\nReleased 11.08.2023 (latest on moment of this post)\n\nAll modes of viewport on new scene (default, for example) works fine: solid, material preview, display render. But, if I open my scene, works only 1 and 3 option. Building a shaders freezes Blender. It's around 800+ materials on scene, and GeForce cards works fine with that. The video card works at full power, with enabled Resizable Bar function. Cycles render (oneAPI) also works fine, but i can't switch the viewport on material preview. Blender freezes when shaders start compile.\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", "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", "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.", "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", "Python exception typing units into a spinner that accepts units\nMac OSX\n\n2.79a\n\nTyping in \"10 px\" in a field that accepts units raises a Python exception\n\nSelect Blender Render\nGo go the render tab\nScroll down to \"Bake\"\nType in \"10px\" into the \"Margin\" spinner, hit enter\n\n('unexpected EOF while parsing', ('<string>', 1, 4, '10px'))\n\nInput value does not save\n\nInput value should accept and strip px and behave correctly", "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", "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?", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n" ]
[ "macOS download defaults to Apple Silicon on Intel machine\nOperating system: macOS Monterey version 12.5.1\nGraphics card: Intel Iris Plus Graphics 1536 MB\n\nBroken: Blender version 3.2.2\nWorked: I can't install this version\n\nI download blend-3.2.2-macos-arm64.dmg and can't install this version\n\n![image.png](image.png)" ]
Stereoscopy crash on Cycles when tiling is on Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 Broken: version: 3.2.0 Alpha Tested and crashes on 3.1.0 `97c2c3991620` as well. Worked: version: 3.0.1 Blender crashes using Cycles when both stereoscopy and tiling is on where at least two tiles are produced. Change to Cycles. Turn on stereoscopy under Output properties. Turn on tiling under Render properties>Performance. Set the tile size to where it would produce at least two tiles. (Tested with 1024 and 128). Blender crashes on render at the end. Additional details: CPU and GPU rendering both crashes, denoising on or off, CUDA or OptiX. Not tested with AMD. I also set the sample count to 1 in the attached blend file, but this setting doesn't affect the outcome (still crashes). [stereocrash.blend](stereocrash.blend)
[ "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n", "Blender 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 on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Subdividing degenerate faces can cause a segfault\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: N/A, crashes in 2.93 and 3.1.0 alpha as well\n\nSubdividing specific faces on a mesh with overlapping faces can cause a segfault/access violation\n\n1. Open the attached subdivide-crash.blend file\n2. Run the *Subdivide* operator with the currently-selected faces\n3. Crash\n\n[subdivide-crash.blend](subdivide-crash.blend)\n\nManually building the shape doesn't cause a crash. I presume it depends on the exact ordering of the edges and faces. The offending mesh doesn't cause any warnings during validation, though.\n\nThe following remarks are from a lite build of \n5a3d5f751f :\n\nIn a debug build, I hit an assert failure instead of an getting an access violation.\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:149, connect_smallest_face(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment that out, I get an identical assert failure from elsewhere:\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\intern\\bmesh_mods.c:206, BM_face_split(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment *that* out, I hit the segfault:\n\n`SUMMARY: AddressSanitizer: access-violation D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:869 in tri_3edge_subdivide`", "Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n![2.9-alpha-clean.jpg](2.9-alpha-clean.jpg)\n\nNotice the vertical and horizontal line noise\n![3.0-alpha-dirty.jpg](3.0-alpha-dirty.jpg)\n\n[system-info.txt](system-info.txt)", "Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n", "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", "Stereo 3D settings not shared between main window and children\nBroken: 2.83\n\nIf you render (or create a new window that is not a Main Window you don't see the menu to change the stereo mode.\n\n(based on the original report, though saving and re-loading is a bit irrelevant here)\n\nOpen blender with a camera pointing at a camera\nGo into scene view and turn on; \n- Stereoscopy\n- Stereo 3D mode (not Multi-View)\n- Views > Stereo 3D (not individual)\n\nDo a test render and notice how the blender render window shows anaglyph fine.\n\nSwitch to a different stereo mode e.g., Interlace and notice how the render still displays an anaglyph image.\n\nThe stereo setting of the main window doesn't get shared between the children windows.", "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.", "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", "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", "2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Crash 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)" ]
[ "Regression: Crash on Stereoscopic Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: `37d6ae16be2b`\nWorked: `e6ca0b33e920`\nCaused by ae28d90578\n\nIn Blender 3.1 I cannot render a scene with just the default cube and a stereo camera at any resolution above 2k. The same file renders perfectly in Blender 3.0 and earlier.\n[3.1_stereoRenderTest.blend](3.1_stereoRenderTest.blend)\n\n* Open attached .blend file\n* Hit f12 to render\n\nThanks for taking a look!" ]
Particle hair - Simple children with UV textures produce black materials, unlike interpolated Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.96 Broken: version: 2.80 (sub 57) Worked: (optional) UV textures work fine when particles children are in Interpolated mode. But when I switch to simple mode (Due to [another bug ](T63534)), they turn black. When I switch to other coordinates like Generated or Object, it actually produces the right colors, but obviously not in the correct places. Even tried to bypass the problem with baking the textures to vertex colors, and even then it didn't work. Everything with SSS produces the same bug as well. ![BLACKInterpolated_001.PNG](BLACKInterpolated_001.PNG) ![BLACKSimple_001.PNG](BLACKSimple_001.PNG) ![BLACKSimple-OtherCoordinates_001.PNG](BLACKSimple-OtherCoordinates_001.PNG) Just switch between Interpolated and Simple. [BugReport_001.blend](BugReport_001.blend) Provided a blend file, Apparently, when I try to reproduce the same steps on a simple monkey it works fine.
[ "Lifetime-Keyframes for particle system are ignored when rendering a baked particle simulation\nOperating system:Windows 10\nGraphics card:GTX1070\n\nBroken: Blender 3.5\nWorking:\n\n\nKeyframing the Lifetime of particles inside of a particle-system and baking the system (Both bake/bake all dynamics) leads to only the first keyframe being utilized when rendering an animation. For both the viewport and single-frame renders it works as expected.\n\n1. Create a simple particle system.\n2. Keyframe the Lifetime value at **1** on frame 30, and value **50** on frame 31.\n3. Bake all particle dynamics.\n4. Observe how the particles disappear after 1 frame up until frame 31, where they then last for 50 frames.\n5. Render an animation of the particle system.\n6. The particle system will only utilize the first keyframe for the duration of the animation, in this case 1. So even after frame 31 the particles will despawn after 1 frame.\n\nThe blendfile has a particle system setup, you merely need to look at the behavior in the viewport vs rendering an animation.\n\nThank you.\n\n", "Unable to accurately sample colors in Vertex Paint mode\nOperating system: Linux-5.10.11-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\nBroken version: 2.83.1\nWorked: 2.79b\n\nSampling colors in Vertex Paint mode is unreliable even in flat shading or when utilizing an emission shader and standard color management (although this reports the correct color some of the time) in both Cycles and Eevee.\n\n1. With the default cube selected, enter Vertex Paint mode.\n2. Switch the viewport shading to Solid, the lighting to Flat, and the color to Vertex.\n3. Change the brush color to #000003.\n4. Go to the Paint menu and select Set Vertex Colors (or press Shift+K)\n5. Sample the color on the cube by either using the eyedropper from a color picker, or pressing S with the mouse hovering over the cube (doesn't matter if Sample Merged is checked or not)\n6. Check the brush color and see that it has changed to some other color (#010103 on my machine)\n", "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.", "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).", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "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", "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", "bake hair dynamics issues\nOperating system: wind 10\nGraphics card: gtx 1070\n\nBroken: blender-2.80-79f67acccb36-win64\nWorked: idk\n\nunable to bake hair dynamics. i click the button but nothing happens. in particle edit mode particle hair still looks as if it was not simulated.\n\n", "UV Editor Header and Windows background colors do not match in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0\n\nWhen setting UV Editor and Header Color and Window Background color to same value, the resulting displayed UI colors do not match in neither hovered or unhovered state. This is inconsistent with other editors, such as Properties editor, where the colors match correctly.\n![image.png](image.png)\n1. In Theme editor, UV/Image Editor, Theme space, set both Window Background and Header color to the same dark gray color.\nResult: The colors displayed in the UI do not match when cursor is not over the editor\nExpected: The colors match when cursor is not over the editor, like with other editors\n\n", "Hair particles won't follow instaced position under 2 level nested collections.\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.3\n\nHappens when you have an object with hair as instanced collection (A) inside another collection (B). Then, when you instance (B) the hair particle from (A) will not follow the relative position correctly.\n![Screenshot from 2021-08-28 20-36-53.png](Screenshot_from_2021-08-28_20-36-53.png)\n\n- Open .blend file\n- Select \"Cube\"\n- Object -> Quick Effects -> Quick Fur\n- {key Shift A} -> Collection Instance -> Collection\n- Move the instanced collection little away\n- {key M} -> New Collection -> Ok\n- {key Shift A} -> Collection Instance -> Collection 2\n- Move the instanced Collection 2 little away\n- You will notice the hair particle with a wrong position in relation to the original emitter Cube.\n\n1 min video here:\n[bugOrFeature.mp4](bugOrFeature.mp4)\n\nblend 2.93 here:\n[#91008.blend](T91008.blend)\n\n---\n\nNote that the concept works under 2.7 using Instaced Groups:\n![Screenshot from 2021-08-28 20-18-47.png](Screenshot_from_2021-08-28_20-18-47.png)\nblend 2.7 here:\n[ConceptWorks_b27.blend](ConceptWorks_b27.blend)\n", "Cycles rendering artifacts with fluid particles + Vector pass (missing particles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nSections of fluid particles are missing when rendering in cycles.\nThe issue occurs when you enable the vector render pass.\nThere are no issues when rendering in the viewport, only during the final render.\nThe parts that are missing changes every frame.\nIt also happened on the same computer with a different graphics card (RTX 2060). \n\nViewport render\n![viewport.PNG](viewport.PNG)\ncycles render\n![render.PNG](render.PNG)\nrendered only the particles\n![particles only.PNG](particles_only.PNG)\n\n- Open attached file\n- Bake fluid simulation data and particles\n- In {nav View Layer Properties > Passes > Data} enable `Vector`\n- Render scene\n\n[FluidSplash2.blend](FluidSplash2.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.", "White Noise Glitch using Value Attribute of Particle Instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\nWorked: (?)\n\nThe White Noise Texture (in 1D) does not display as expected using the Value Attribute of Particle Instances in both EEVEE and Cycles. Instead of showing a single random value or color on the surface of an instance there's a fuzzy mess of different values similar to the look of overlapping faces:\n![ValueAttribute_WhiteNoise.jpg](ValueAttribute_WhiteNoise.jpg)\nThe issue also appears on non flat geometry not only on planes. The using the Index attribute shows the same result. It's the same on the current stable release (that being 2.91.2) and previous releases. I tried the same setup with a Noise Texture and it seems to work just fine:\n![ValueAttribute_NoiseTexture.jpg](ValueAttribute_NoiseTexture.jpg)\n- Choose any object as the emitter of a particle hair system.\n- Adjust the settings of the particle system to display the desired quantity of hairs\n- Add another object and add a Particle Instance Modifier to it\n - under 'Object' set the emitter object\n - check 'Create Along Paths'\n - in the object data properties under vertex color create a new vertex color\n - choose the same vertex color as the 'Value' data of the particle instance modifier under 'Layers'\n- use the created data as the name in the Attribute Node\n- connect any output of the Attribute Node to a White Noise Node set to '1D'\n- display the results\n(same last 5 steps for Index Attribute)\n[ParticleInstanc_ValueAttributeBug.blend](ParticleInstanc_ValueAttributeBug.blend)\n\nThank you so much for looking into it! And keep up the great work.", "Textures mapped on UVs with very high location values appear emissive when rendering on CPU\nTextures mapped on UVs that have vertices with very high location values appear emissive or black with CPU rendering. The UV vertex location values are around the range -3960966. \n\n### Original Report\n\nOperating system: macOS Monterey 12.4\nGraphics card: Apple M1 Max\n\nBroken: In every version I can find but for example in 3.2.1 2022-07-06 and 2.80 2019-07-29 as well as the nightly alpha 3.3.0 2022-07-17\nWorked: Cannot find a version in which it works.\n[system-info.txt](system-info.txt)\n\n**Background**\n\nI'm generating images in python using a script and I load objects from a dataset called SceneNet. Some of these objects have poor UV mapping, which is not a big deal, but it's causing rendering artifacts which are a problem.\n\n**The Bug**\n\nWhen a surface has incorrect UV mapping and has a stretched out texture, it leads to the surface becoming extremely bright. It does not *emit* light, the issue only occurs when there is a light source, emissive surface, or world background in the scene. The surfaces with stretched textures seem to multiply the reflected light by a high factor.\n\n**In the viewport** the issue only occurs when rendering on CPU. When rendering on GPU, the texture looks stretched out but with the correct color and not bright.\nExample 1:\nGPU ONLY ![ex1-gpu.png](ex1-gpu.png) CPU ![ex1-cpu.png](ex1-cpu.png)\nExample 2:\nGPU ONLY ![ex2-gpu.png](ex2-gpu.png) CPU ![ex2-cpu.png](ex2-cpu.png)\nExample 3, the same scene but with UV mapping fixed for part of the wall:\nCPU ![ex3-fixed-partially.png](ex3-fixed-partially.png)\nExample 4, blender 3.3.0 2022-07-17:\nGPU ![original-gpu.png](original-gpu.png) CPU ![original.png](original.png) Replaced problem faces with 100% white diffuse material ![white.png](white.png)\n\n**When rendering to file**, I have seen two cases:\n - The image looks like in the viewport while rendering, but when finishing the render the image becomes black.\n - When rendering with mixed CPU+GPU in Blender 3.1.0, the upper part of the image has the lighting issue from the CPU, and the rest of the image looks fine. ![ex4.jpg](ex4.jpg)\n\n**Desired behavior:**\nThe result from pure GPU rendering is the desired behavior.\n\nOpen attached .blend file, change viewport to render, switch between GPU and CPU rendering to see the difference. Try render to file using CPU/GPU/Mixed.\n[bug-textures.blend](bug-textures.blend)", "GPencil: Square type strokes do not react to Rotation option with Solid Shading\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: ?\n\nThe stroke type Squares draw little squares at the points of the stroke. The rotation is controlled by the alignment option and the rotation slider, which in this case does nothing if solid shading mode is selected. Note that textures are not displayed in solid shading mode and even if used the squares don't rotate as long as I am in solid shading mode.\n\n1. Add default Stroke Grease Pencil Object\n2. Navigate to the Material and change Line Type to Squares\n3. Make sure you are in Solid Shading Mode with \"Color\" not set to \"Texture\"\n4. Change the Rotation slider from the same panel, which says in the tooltip it should rotate the squares\n5. observe how the squares do nothing at all.\n\n" ]
[ "Hair particles: 'Use modifier Stack' option with simple children leads to texture disappearing in cycles [interpolated children are fine]\nOperating system: Mint Tara\nGraphics card: GTX 1080ti\n\nBroken: 2.79 latest, 2.80 latest\n\nThe render engine can't read a texture while using the \"use modifier stack\" checkbox with simple children. Works fine with Interpolated or None.\n \nOpen the attached blend file.\nSet the viewport to render.\nActivate the \"use modifier stack\" checkbox.\nTexture disappears.\n\n[hair_use_modifier_stack_texture_bug.blend](hair_use_modifier_stack_texture_bug.blend)" ]
Snapping + Sub-division surface modifier results in Blender freezing. Operating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.94 Broken: version: 3.1.0 Alpha Worked: Bisecting points to eed45d2a23 being the culprit commint When trying to move an object, with snapping to geometry enabled, and at least one of the objects in the scene contains a sub-division surface modifier, and the sub-division surface modifier is set to CPU, Blender will freeze and have to be manually terminated. Here is a video demonstrating the issue: [Blender freezing with snapping.mp4](Blender_freezing_with_snapping.mp4) Watch the video above for a visual guide if you need one. 1. Select from the top of Blender `Edit -> Preferences`1 2. In the `Preferences` window navigate to the `Viewport` tab and ensure `GPU Subdivision` is turned **OFF** 3. In the 3D viewport of Blender, give an object a `Subdivision Surface Modifier` 4. Add another object to the scene. 5. Enable snapping `Shift + Tab` and change the snapping type to some form of geometry (E.G Vertex snapping) 6. Try to move the object and notice Blender freezes.
[ "Edit-Mesh \"Select Next Active\" doesn't handle a wire edge loop (vertex mode)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nIt works with loop ,that surrounden by others, but can`t deal with single circle, when I am trying to select one per one.\nPlease watch video:\n[2020-01-17_19-06-34.mp4](2020-01-17_19-06-34.mp4)\n\n[untitled.blend](untitled.blend)", "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.", "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", "Very slow interaction with Armature, if GPU Subdiv is enabled\nOperating system: Ubuntu 20.04\nGraphics card: Gefore MX230\n\nBroken: 3.3, 3.2.2\n\nwith the enabled GPU Subdivision, interactions with the armature are much slower than with the disabled\n\n[2022-10-23 13-29-00.mp4](2022-10-23_13-29-00.mp4)\n\nmove the bones with GPU Subdivision on and off\n[kira_lite.blend](kira_lite.blend)", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "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", "Subdividing degenerate faces can cause a segfault\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: N/A, crashes in 2.93 and 3.1.0 alpha as well\n\nSubdividing specific faces on a mesh with overlapping faces can cause a segfault/access violation\n\n1. Open the attached subdivide-crash.blend file\n2. Run the *Subdivide* operator with the currently-selected faces\n3. Crash\n\n[subdivide-crash.blend](subdivide-crash.blend)\n\nManually building the shape doesn't cause a crash. I presume it depends on the exact ordering of the edges and faces. The offending mesh doesn't cause any warnings during validation, though.\n\nThe following remarks are from a lite build of \n5a3d5f751f :\n\nIn a debug build, I hit an assert failure instead of an getting an access violation.\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:149, connect_smallest_face(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment that out, I get an identical assert failure from elsewhere:\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\intern\\bmesh_mods.c:206, BM_face_split(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment *that* out, I hit the segfault:\n\n`SUMMARY: AddressSanitizer: access-violation D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:869 in tri_3edge_subdivide`", "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", "Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n", "Solidify modifier rotates custom normals incorrectly\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 516.93\n\nBroken: version: 3.4.1\nWorked: not as far as I know.\n\nWhen solidifying an object with custom normals, the newly created geometry rotates (destroys) these normals on the newly created geometry. So a smooth surface gets a non-smooth (faceted-looking) surface on the other side. \nHowever, activating the Normals --> Flip option in the modifier actually produces the correct (smooth) normals on the new geometry, but destroys the custom normals of the original surface. The newly created surface then has flipped normals, but these can be flipped again inside edit mode after applying the modifier. They are then facing the right way and still smooth. So the modifier actually has the code to correctly calculate the new split normals.\n![image](attachment)\n\n- Take a mesh surface with custom normals, make two copies.\n- Object 1: Add a solidify modifier with a relatively small thickness. Look at the newly created surface: it's not smooth but faceted. \n- Object 1:Apply modifier, turn on display of custom normals, zoom in on new geometry: the normals on the new vertices are divergent.\n- Object 2: Add a solidify modifier activate with Normals --> Flip. Look at newly created surface: it's smooth as the original one. Great. But the original surface is now broken up and not smooth.\n- Object 2: Apply modifier, turn on display of custom normals, zoom in on new geometry: the normals on the new vertices are identical, do not diverge, they are simply facing the wrong way. Apply \"Normals (ALT-N) --> Flip\", now they are correct.\n\nSo basically there is a work-intensive workaround (which also means losing the flexibility of having a modifier): make two copies of the object, add modifer with flipped normals, apply, flip normals again in edit mode, manually select and delete original geometry, join with the original object (original geometry). This is what the modifier itself should be doing.\n\n- See the attached Blend file. Four objects: original, two solidify copies, and one created with the workaround.\n\n", "Freeze on performing any operation when compositor tab is open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n", "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", "Displace modifier with Image Texture causes scene slowdown\nOperating system: Linux-5.4.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nCaused by 23919d2275\n\nMesh object with a Displacement modifier using IMAGE TEXTURE can grind scene to a halt by forcing modifier stack to reevaluate on smallest changes to scene (such as adding objects, removing etc). \n\nInterestingly with built in textures (Cloud, Voronoi) it's very fast and functions as should.\n\n\n- Add subD modifier. Relatively high level (with respect to detail)\n- Any image texture (e.g rocks, wood, cloth)\n- As bonus can add Decimate modifier to confirm slowdown and force reevaluation of scene.\n- Try add new objects, erase etc, everything will freeze until that particular objects modifier stack is reevaluated.\n\n![displace_slowdown.gif](displace_slowdown.gif)\n\n[displace_image_slowdown.blend](displace_image_slowdown.blend)\n\nThank You!\n", "Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!", "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) " ]
[ "UI freeze after adding Subdivision Surface\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel HD Graphics 4600\n\nBroken: Blender 3.1.0 Alpha (self build from git on 17:31 dec 27)\n\n\n\n1) Open attached file\n2) Add into stack of modificators one subdiv and click to Advanced then happen UI freeze. \n\nthen is only one variant - kill app\n\n[rigs.blend](rigs.blend)" ]
Program crashes when starting a video editing file Operating system: WIndows 10 Graphics card: Nvidia 960M Broken: (example: 2.82, edbf15d3c044, master, 2018-11-28, as found on the splash screen) **video file crashes when started, does not display error screen. Debugging it doesnt work** **Open file** Based on the default startup or an attached .blend file (as simple as possible).
[ "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", "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 !", "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", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "Blender 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 on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Crash 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 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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. -----------------------------------------------------------", "Crash playing animation with rigid body\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.83.1\n\nAfter opening a blend file (ver BLENDER-v280RENDH). The frame starts at 25 upon opening it. I changed the frame to 0. I pressed space to play then the application closes.\n\n[Whiskers Away.blend](Whiskers_Away.blend) \n- Open file\n- Rewind to frame 1 {key Shift Left}\n- Seek to frame 0 {key Left}\n- Play animation\n\nCrash doesn't happen every time. Redo all steps in such case. There is about 30% probability to reproduce successfully.", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "Movie Strip not showing in video editing preview only sound is working\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nI was dragging and dropping my usual .mp4 file to my video editing project, the sounds are working but the video isn't showing. I tried the same .mp4 file in VFX project and it worked there. I ![Annotation 2020-06-19 210737.png](Annotation_2020-06-19_210737.png)\n\n{[F8632488](Thank_you_bencrulis.png)}then tried to import the same video file using the add - movie strip but I got an error. Then I renamed the file containing the following characters: C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 18-19-35. And it worked. Bare in mind I have 15 other movie strips carrying the same characters but different numbers. I am using an external drive. I drag and dropped the file (like I normally do) and the preview doesn't show. I copied the file to my computer and still the preview did not show. If I have a video with these characters, then the preview doesn't show: C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 03-56-05 C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 03-20-53 C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 02-33-57 C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 02-27-21. **HOWEVER,** if I have the following characters, the video preview in the video editing shows and works just fine: Call of Duty®_ Modern Warfare® 2020-04-26 21-00-17 Call of Duty®_ Modern Warfare® 2020-04-26 21-16-20 Call of Duty®_ Modern Warfare® 2020-04-26 22-10-30 and so on with previous dates. By renaming the rest of my new .mp4 files, all of them work correctly in the video editing sequencer. ![Thank you bencrulis.png](Thank_you_bencrulis.png)\n\nOpen Blender\nSelect the blend.file that you are working on\ndrag and drop a .mp4 video to the sequencer with the following characters of the file name: C​a​l​l​ ​o​f​ ​D​u​t​y​®​_​ ​M​o​d​e​r​n​ ​W​a​r​f​a​r​e​®​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​ 2020-06-15 18-19-35\nClick play\n\n[COD Pro Kills Part 1.blend](COD_Pro_Kills_Part_1.blend)\n\n", "Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n", "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)" ]
[ "blender crash opening .blend file\nOperating system: linux debian sid\nGraphics card: GeForce GTX 1050 Ti\n\nBroken: 2.82a\n\nAfter performing a strip cut, opening the blend file make blender crash.\nI would not know how to recover the project. \n\n\n - open blender\n - load attached blend file. \n\n**Note:**\ntested also on windows 10, blender 2.82a, same crash behavior\n\n[movie.blend](movie.blend)\n\n[system-info.txt](system-info.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Program crashes when editing a video file, corrupted it.\nOperating system: Windows 10\nGraphics card:Nvidia 960M\n\nBroken: (example: 2.82, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n**Error**\nwhenever i open the file it crashes without displaying an error screen. Its an 11 minute video clip consisting of videos (i made proxies for all of them) images and audio files(voice and background music). its fairly simple, less than 20 000 frames (30fps). I'm new with video editing and that took me a very long time to make. So I hope you're able to help me restore it\n\nI would also like to say that the program crashed fairly often before that, especially when i tried moving long audio clips and adding cross transitions. i got around that by saving every 10 seconds which, annoying as it was, didnt stop me from doing my job. The video was just about finished when it crashed for the last time (and i havent been able to open it since). \n\n\nTry to open the file\n[postmodernismus Video.blend](postmodernismus_Video.blend)" ]
New Window rendering overrides preference window Operating system: Microsoft Windows 7 GPU: ASUS Strix Radeon Vega 64 CPU: Intel(R) Core(TM) i7-5960X RAM: 32.0 GB Full System Information: [Here ]() Broken: 2.80, `blender-2.80.0-git.e60890075b37-windows32` Broken: `2.5-alpha0` Worked: Never When there's a separate 'Blender Preferences' window called from: `Application --> Preferences` (will revert to just 'Blender' when opened from a saved file) rendering will take over that window with: `Display Mode --> New Window`. When a window is created from: `Window --> New Window` or a shift-click corner this doesn't happen. - Open .blend - Render [Overrides Prefs.blend](Overrides_Prefs.blend)
[ "Changing the 'Render Region' when rendering with Python with 'Persistent Images' checked results in glitched renders\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: -\n\n\nI have a (simplified) script that moves to a specific frame, sets the render region to a specific position and renders, before repeating the process for the next frame with a new render region position. When the 'Persistent Images' option in *Render> Performance> Final Render* is on, some of the resulting renders are glitched (they open but have artifacts) and the objects do not seem to be in the correct position. \n\nTurning off 'Persistent Images' results in renders with the objects in the expected location and without artifacts.\n\nFor some context, I do not specifically *want* to have 'Persistent Images' on; I have an add-on which repositions the render border on a per-frame basis and a user reported glitching renders.\n\n**Frame 8** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0008.png](Persistant_Images_off_-_frame_0008.png)\n\n**Frame 8** - Persistent Images **on**- Incorrect location in render and artifacts\n\n![Persistant Images on - frame 0008.png](Persistant_Images_on_-_frame_0008.png)\n\n**Frame 7** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0007.png](Persistant_Images_off_-_frame_0007.png)\n\n**Frame 7** - Persistent Images **on**- Incorrect location in render\n\n![Persistant Images on - frame 0007.png](Persistant_Images_on_-_frame_0007.png)\n\n\n[Render Region + Persistent Images bug.blend](Render_Region___Persistent_Images_bug.blend)\n\n 1. Open the attached blend file and set an output directory for the render.\n 2. Press 'Run Script' in the open text editor to render out the images.\n\nImages 3, 7, 8 and 9 will probably have artifacts and for the other frames the objects will be in the incorrect location (the border should be positioned perfectly around them).\n\n**Note**: I have set the script to render 10 frames because it seems to depend on what was rendered previously as to whether the glitches/incorrect positions will appear. Rendering the glitched frames on their own does not produce the errors consistently.\n\n", "bpy.ops.outliner.select_walk + INVOKE_DEFAULT + temp_override crashes Blender\nBlender 3.6.2\n\n\nSteps to reproduce:\n1. Default Blender scene.\n2. Run the code in the outliner (it will step selection down in outliner)\n3. Uncomment two last lines (same operator but with `temp_override`). Blender will crash.\n\n```python\nimport bpy\n\ncontext = bpy.context\n\noverride = {\"area\": next(area for area in context.screen.areas if area.type == \"OUTLINER\")}\nbpy.ops.outliner.select_walk(override, \"INVOKE_DEFAULT\", direction=\"DOWN\")\n\n#with context.temp_override(**override):\n# bpy.ops.outliner.select_walk(\"INVOKE_DEFAULT\", direction=\"DOWN\")\n```\n\nNoticed similar case #107805, not completely sure they're really related though.\n\n", "Selection problem on new 'add modifier' menu\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nin new 'add modifier menu' which introduced in Blender 4.0 if you hover your mouse over a main menu items like 'edit' to open edit's submenu then move your mouse diagonally from top right to bottom left on main menu, other main menu items not highlighting or selecting.\nI attach a video take look at it, in this video I move my mouse from edit(while it's open) to physics , non of menus open, not even physics which I stop mouse there no matter how much time my mouse stay there it will not open.\nalso I moved my mouse from edit to generate and also menu did not open.\n\n", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n", "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", "Cycles viewport rerender when changing any color management setting if a rigidbody is on any object\nOperating system: WIN 10\nGraphics card: GTX1660\n\nBroken: 3.0.0, 3.1 BETA, 3.2 ALPHA\nWorked: Never\n\nWhen changing any of the color management settings in blender, a viewport rerender will be triggered if you have a rigidbody on any object.\n\nOpen blender\nput renderer to cycles\nput a rigidbody on the default cube (or any object)\ngo into viewport rendered preview mode\nchange any setting in colormanagement (eg. exposure, gamma, false color, medium contrast to high contrast)\nwatch the viewport rerender\n\n[BugTest.blend](BugTest.blend)", "GPencil: Canvas Overlay becomes inconsistent when both Object and Layer are transformed\nOperating system: Windows\nGraphics card:\n\nBroken: 3.4.1\nWorked: never?\n\nModifying Grease Pencil Layer transforms affects the Canvas overlay, but when both the Object and Layer have transforms the overlay does not describe the drawing plane actually being used by tools.\n\n- Open attached .blend\n- Draw new strokes into the Lines layer\n- Rotate the viewport to view the stroke placement.\n\n", "\"RENDER_OT_render\" called with \"EXEC_DEFAULT\" freezes Blender with Eevee motion blur enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\n\nbpy.ops.render.render() called without 'INVOKE_DEFAULT' from the Python Console or script freezes Blender when Eevee motion blur is enabled.\nAnd the same issue is in the 2.91 Alpha version.\n\n----\n\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Open Python console\n- type in bpy.ops.render.render() and hit enter\n\n----\n\n*Edit* (added method that doesn't activate via Python).\n\n**Exact steps to reproduce the error without activating from Python.**\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Run this script in the text editor\n\n\n```\nimport bpy\ndef menu_func_import(self, context):\n layout = self.layout\n layout.operator_context = 'EXEC_DEFAULT'\n layout.operator(\"render.render\", text=\"Blocking Render\")\nbpy.types.TOPBAR_MT_render.append(menu_func_import)\n```\n\n- Run \"Render -> Blocking Render\" from the top-bar.", " 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)", "Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)", "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.", "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.", "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.", "Bevel Custom profile becomes unmodifiable after opening a new window\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5129\n\nBroken: version: 2.83.1\nWorked: None\n\nOpening a new temporary window while beveling make the bevel profile unchangeable, its stuck with the default linear curve till you undo, or any do other operation. Discovered this accidentally and doesnt really affect any workflow much, since people don't usually open new windows while using operators.\n\n[4.mp4](4.mp4)\n\n\n1. Enter edit mode\n2. Select a edge and bevel it\n3. Enable custom profile, add a few points \n4. Open a new window, and click on any option there\n5. Switch back to main window and move any points.\n\n" ]
[ "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." ]
adding to the batch rendering scene switch issue, with the latest BuildBot version I only get an ACCESS_VIOLATION_EXCEPTION title says it all, this happens not only when batch rendering, Shift-Z in the viewport simply closes Blender
[ "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", "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).", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous", "heap-use-after-free when cancelling animation playback from frame change handler\nOperating system: macOS-13.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: Don't know. Only managed to reproduce using ASAN builds, which is time consuming to do for the previous releases\n\n\nExecuting `bpy.ops.screen.animation_cancel()` from a `frame_change_post` would lead to `heap-use-after-free` ASAN error with the following stacktrace: [stacktrace.txt](attachment)\n\nThis is one of the minimalistic ASAN errors which I've found while looking into updates in the #107248 (107248#issuecomment-962171).\n\n\n- Start blender with ASAN (to give it the best possible chance of success)\n- Open attached .blend file\n- Run the script\n- Hit spacebar to start playback\n\n", "Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000198c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001088\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001aac\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002a14\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000030f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000c60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002248\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00003084\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002514\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000b84\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000005dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE4F59F73C Symbols not available\n\n\nThread : 00002fec\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001754\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e54\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000029ac\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002474\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nThread : 000007a4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ed4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001410\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000154c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002bf4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f78\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000031e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6E63E0000 3.4.0.0 blender.exe F:\\Диск I\\programm\\blenders\\свежак 24-14-9-11\\b \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n", "Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n\n", "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). ", "Unable to export/import EXR files after doing `import bpy` and when using the multiprocessing in Python (Blender freezes)\nI am trying to render depth maps and surface Normals using Cycles and store the results in OpenEXR format using nodes. I set up the nodes as follow using Blender's Python API:\n\n\n```\n#blenderClass.py\nimport importlib\n\nclass Blender(object):\n def __init__(self):\n self.bpy = importlib.import_module(\"bpy\")\n self.scene = self.bpy.context.scene\n self.scene.render.use_sequencer = False\n self.scene.display_settings.display_device = 'sRGB'\n\tself.scene.view_settings.view_transform = 'Raw'\n\tself.scene.sequencer_colorspace_settings.name = 'Raw'\n self.scene.render.engine = 'CYCLES'\n self.scene.use_nodes = True\n\tself.setupRenderNodes()\n\n def setupRenderNodes(self):\n\t\t\n\tfor node in self.scene.node_tree.nodes:\n\t\tself.scene.node_tree.nodes.remove(node)\n\trenderNode = self.scene.node_tree.nodes.new('CompositorNodeRLayers')\n\n\t# Depth map\n\tself.depthOutputNode = self.scene.node_tree.nodes.new('CompositorNodeOutputFile')\n\tself.depthOutputNode.format.file_format = 'OPEN_EXR'\n\tself.depthOutputNode.format.color_depth = '32'\n\tself.depthOutputNode.format.color_mode = 'RGB'\n\tself.depthOutputNode.format.exr_codec = 'ZIP'\n\tself.depthOutputNode.base_path = 'somePath/'\n\tself.depthOutputNode.file_slots[0].path = 'fileNameDepth#'\n\n\t# Link\n\tself.scene.node_tree.links.new(renderNode.outputs[2], self.depthOutputNode.inputs[0])\n\n def render(self, objPath):\n self.bpy.ops.import_scene.obj(filepath=objPath)\n self.bpy.ops.render.render(write_still=True)\n```\n\n```\n#main.py\nfrom multiprocessing import Process\nimport blenderClass import Blender\nblender = Blender()\n\nobjPaths = ['obj1.obj', 'obj2.obj', 'obj3.obj', 'obj4.obj']\n\nprocList = []\nfor path in objPaths:\n proc = Process(target=blender.render, kwargs={'objPath': path})\n procList.append(proc)\n proc.start()\n\nfor job in procList:\n job.join()\n```\n\nThe problem is when I do bpy.ops.render.render(write_still=True) Blender freezes and the results are not saved on disk. However, if I change OPEN_EXR_MULTILAYER and OPEN_EXR to PNG and change the color_depth to '16' everything works and I get the rendering results on disk. Note that I do not change any of my rendering engine settings like tile size, resolution etc. Does anyone know why Blender freezes and the rendering results are not on disk when using OpenEXR?\n\nThe strange thing is everything works normally when running Blender with GUI and setup the nodes and rendering engine the same way. It would be also useful if someone can try this and let me know if things work fine on their side.\n\nI'm not sure if this has something to do with the problem that I'm facing but I have compiled Blender manually and import it as a module in the Python installed on my machine. Here are the CMake settings I used to compile Blender 2.79b from source:\n\n\n```\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\n```\n\nUpdate: I experience the same behavior with Blender 2.78 and 2.79, compiled with the same exact settings above.\n", "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", "Missing note in the documentation about contexts in application handlers\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 580 Series (polaris10, LLVM 14.0.6, DRM 3.42, 5.15.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.1.4 - kisak-mesa PPA\n\nBroken: version: 3.2.0\nWorked: Could not find one\n\nWhen running `bpy.ops.render.render` with 'INVOKE_DEFAULT' as a result of a render_complete handler throws an exception, stating that `Missing 'window' in context`\n\n1. Create new file\n2. Add script to run render on render finish\n```\nimport bpy\n\ndef render_complete(a, b):\n bpy.ops.render.render('INVOKE_DEFAULT', write_still=True, use_viewport=False)\n\n\nbpy.app.handlers.render_complete.append(render_complete)\n\n```\n3. Run script and start render\n4. Exception gets thrown in Terminal:\n```\nTraceback (most recent call last):\n File \"/Text\", line 6, in render_complete\n File \"/home/richards/Documents/BlenderDev/blender-3.2.0-linux-x64/3.2/scripts/modules/bpy/ops.py\", line 113, in __call__\n ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo)\nRuntimeError: Operator bpy.ops.render.render.poll() Missing 'window' in context\n```\n\nI am unsure if this is intended behavior, as invoking a render in other circumstances reopens the render view. If it is intentional, it would be a useful thing to mention in the handler documentation, that inside the handler, the context does not contain 'window'", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "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.", "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)", "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", "API's new context.property causing immediate Blender access violation crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: N/A\n\ncertain properties cause immediate access violation when using the new context.property which was introduced recently. See: 6ba0346797f43cd73eb1003ce65a62b8409203fb and 107280\n\n\n\n1. open attached blend file makins sure 'load ui' is ticked in the file open options.\n2. click the play button on the script editor to register the shortcut key\n3. hover the mouse over the font size in the text editor's font size property\n ![image](attachment)\n4. press tab\n5. immediate access violation is triggered in the poll function on line 28.\n\n" ]
[ "command line batch rendering: Scene Switching is ignored\nWindows 7 x64, nvidia Quadro 2000{[F256246](BatchRenderIssue.zip)}\n\nBroken: 2.76.2, hash a3530b3\nWorked: 2.76.1, hash 0499c5a\n\nI am using a DOS batch script to batch render various scenes of a specific Blend file. In the script I iterate over the scenes in the Blend and render one by one, always starting a new session of Blender. I set the scene to render using the command line switch -S SceneName. With the Blender version hashcode 0499c5a, this works fine (also with any pre-2.76.0 build of Blender). With the hashcode version a3530b3 (or basically any recent one) the scene switching is ignored, Blender renders the active scene again and again.\n\nI have attatched a ZIP file containing a simple Blend plus a DOS batch script. Place this anywhere on your machine, then edit the batch file and enter the locations of the Blender installations on your machine accordingly. After that, save and close the batch file, and drag&drop the Blender scene onto the batch file in a Windows explorer." ]
Freestyle + Cycles: when the strokes set is empty, a cycles render's background is black and takes very long **version** master rendering a cycles render with an empty strokes set gives a disproportionately long render time (producing no strokes) and will make the background of the render black. open a default scene move the cube out of view use the cycles render engine set the background to transparent (Render > Film > transparent) render an image what you should notice is a "strokes set empty" message in the console. when debugging is enabled, you'll also note that the stroke render time (Stroke rendering) is quite high, even though the system should already know that there are no strokes to be rendered. I believe that the Freestyle render process could and should be exited as soon as an empty strokes set is detected. it makes no sense to continue. Also, as far as I tested, this is a cycles-only problem (both the background and the long render time). This problem was reported to me by @plasmasolutions **example file** [CyclesTransparencyBug.blend](CyclesTransparencyBug.blend)
[ "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", "Line Art - Freestyle Edges disappear when boolean solver is set to 'Exact'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.75\n\nBroken: version: 2.93.0\n\nEdges marked as 'Freestyle Edge' disappear in the Line Art when there is a boolean modifier on the object that is set to 'Exact' as a solver. When the boolean is set to 'Fast' the lines appear. \n\n\nI just created a sphere that gets a boolean from a cube. I marked a few edges as 'Freestyle Edge' and when I switch between Fast and Exact it removes the lines. \n[Based on the default startup or an attached .blend file (as simple as possible)][LineArtBoolean_Bug.blend](LineArtBoolean_Bug.blend)\n", "Cycles Regression: Changing \"Start Samples\" in denoiser resets viewport render\nOperating system: Linux-5.14.0-3-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.29.05\n\nBroken version: 3.0.0 Alpha\nWorked: Prior to Cycles-X merge\n\nChanging the `Start Samples` value for the viewport denoiser resets the viewport rendering. This did not happen prior to the Cycles-X merge.\n\n1. Create a scene that has noticeable amounts of noise in Cycles.\n2. Enable viewport denoising.\n3. Enter rendered viewport mode.\n4. Change the `Start Samples` value of the viewport denoiser. You will notice that viewport rendering will reset back to 1 sample. This did not happen prior to the Cycles-X merge.", "In cycles, ignore shadow of volume object will cost more time.\nOperating system: windows 10 64\nGraphics card: rtx 2080\nCpu: AMD Ryzen 7 2700\n\nBroken: 2.83 2.82 .....\n\nIn cycles, ignore shadow of volume object will cost more time.\nUse texture in volume material.\nVolume object cross other object.\n\n![v_bug.png](v_bug.png)\n[vol_bug.blend](vol_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", "Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "GPencil: New operator to set Stroke start point\nThis operator allows to set the start point for any cyclic stroke.\n\n[SetStartPoint.mp4](SetStartPoint.mp4)", "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]().", "Cycles dupli object baking issues\nnvidia g880m\n\nBroken: blender-2.73-d56c9fb-win64\nWorked: (optional) probably never\n\nwhen assigning object as duplis to some mesh, and then trying to bake these duplis to another mesh, duplis appear black. But in normals mode, it works, so they are there, just without material or something.\nAlso, you can see that the duplis are there actually twice, one offset quite strongly. In some other file, I got them also four times...\n\n\n[bakebug.blend](bakebug.blend)\nopen the file, hit bake. \nthe group of objects in the ceter bakes to the cube.\n\nalso, you can see another group of objects, where duplis have been made \"real\" and it works well, it's group of objects called \"fine\", baking to the cube works well with seemingly same meshes.\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", "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", "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)", "Dynamic Paint evaluated even when disabled\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.3.1\nWorked: (Unknown)\n\nAfter disabling the Viewport Display and Render options for both the Canvas and the Brush in the Dynamic Paint settings, the system continues to be evaluated during timeline playback, resulting in a very low frame rate. The only way to fix this is to completely delete the **Dynamic Paint modifier** from **both** the Canvas **AND** the Brush. This is not ideal, as settings need to be tweaked in between testing an animation, so the system **should be properly bypassed** when the Viewport Display and Render options are disabled.\n\nThanks very much for looking into this!\n\n**[exact steps needed to reproduce the issue]**\n\nPlease see example .blend file. The landscape mesh is used as a proximity brush to paint \"shoreline\" interaction onto an animated canvas. The project exhibits the same low frame rate even when the Dynamic Paint modifiers have their Visibility and Render settings disabled. Only by completely deleting the modifiers, does the the frame rate return to normal.\n\n![image.png](image.png)\n\n[DYNAMIC PAINT TEST FILE.blend](DYNAMIC_PAINT_TEST_FILE.blend)\n\n", "Fluid simulation result not visible after reloading file\nOperating system: MacOs\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.91\nWorked: -\n\nHello. After I opened project, that I closed before, the fluid simulation didn't exist. It is very easy, to know the issue. Thanks for attention.\n- New file\n- Quick liquid effect on default cube\n- Save file\n- Close Blender\n- Open the same file again\n- The domain is just a smooth shaded cube until you play the file long enough for it to loop back to the first frame." ]
[ "Cycles + Freestyle + border render = black render\nWhen border render is used in an area outside the geometry affected by freestyle, instead of transparency it renders black.\n\nTested versions: \n- 2.72a 73f5a41\n- 2.73 c24b694\n\nSystem configuration: Intel Windows. Likely system independent.\n\nAttached a simple example. Steps to reproduce:\n- open the file, hit render. you'll see the bug in action\n- uncheck the \"border\" checkbox, hit render. You'll see the desired outcome\n\nThanks!" ]