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crash in preview mode with volume shader
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96
Broken: version: 3.2.0 Release Candidate
Blender crashes (close) after update to the last 3.2 release when switching in preview mode with this single scene (no crash with 3.1.2, no crash with 3.2 before today).
[cloud_test_crash.blend](cloud_test_crash.blend)
Try the blender file above, open and switch to preview mode, blender should close instantaneously.
| [
"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 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",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"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",
"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 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\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe",
"Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n\n\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"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)",
"Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n",
"MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n",
"Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"Crash 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)"
] | [
"Volume: Crash on switching viewport shading mode\nOperating system: macOS-12.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.54\n\nBroken: version: 3.3.0 Alpha\nCaused by fa3bd17ae8\nWith provided volume file crash occurs when viewport shading mode is switched\n\n**Steps to reproduce**\n- Extract provided file\n- Open default scene\n- {nav Add > Volume > Import OpenVDB > extracted files}\nfree-vdb-animations/\n\n[Fire_01.rar](Fire_01.rar)\n[Screen Recording 2022-05-13 at 1.56.09 AM.mov](Screen_Recording_2022-05-13_at_1.56.09_AM.mov)"
] |
Combine XYZ transform from Degrees to Radians
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
Broken: version: 2.91.0
I try to expose the Rotation option of the mapping node by usign a Combine XYZ node, but I noticed that it converts the value from Degrees to Radians.
Opne the file, I pinned the 2 nodes editors, so it's easier to compare the two behaviors.
In order to get a 90° degrees rotation using the Combine XYZ node I had to use π/2.
While on the right I got it by using the Mapping node slot with a value in degrees at 90.
Since I think the fastes way to expose those 3 values is by using the Combine XYZ, I expect that the result won't change.
thank you.
[angle_degrees.blend](angle_degrees.blend)
| [
"Toggling mesh symmetry (X, Y or Z) by shortcut doesn't refresh its icons\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0\n\nIf I assign a shortcut to enable symmetry on X axis in the tool settings > symmetry, symmetry works when sculpting and the X icon turn on/off accordingly.\nThe full path is bpy.data.meshes[\"Cube.001\"].use_mirror_x.\nIf I assign a shortcut to enable symmetry on X axis in the viewport, symmetry works when sculpting, but the X icon turn on/off only when mouse leave the viewport, like it needs a refresh.\nThe full path is bpy.data.objects[\"Cube.001\"].use_mesh_mirror_x\n\nOther than that it seems the two icons don't talk each other on the fly: if I turn off X in viewport, X in settings is still on and it will be off only when mouse goes over it.\nIf it's not fixable, my suggestion is to take down the three XYZ icons in viewport and just leave the butterfly icon with the actual drop down menu, in my opinion it's more important seeing there's the \"ghost brush\" on the other side, rather than having a not working icon or substitute them with the three icons from settings.\nThank you\n\n- with the default Cube go to Edit, Paint or Sculpt mode\n- Assign a shortcut to one of the mesh symmetry axis\n- press the shortcut\nSymmetry is enabled but the icon doesn't show it.\n",
"Vertex Transformation, Number Rounding Problem, versions 2.79 and above!\nOperating system: Windows 7 x64 Ultimate SP1\nGraphics card: onboard Intel HD 4600\n\nBroken:\n2.79 (latest) AND 2.80 latest beta\n\nWorked: (optional)\n2.77a works correctly!\n\n\nThis problem is happening on blender versions 2.79 and 2.80! It is NOT present in 2.77a.\nHow to replicate: Selecting a vertex and clicking on its axis transformation on the right pane (N), for example on the Y-axis, enter the number 47.15426 for example.\nSo far, so good. But after clicking on that same field again (to edit or just copy the value to the clipboard), it gets automatically rounded off (just by clicking on it) to 47.1543 for no reason.\nBasically, when I want to select the coordinate of that vertex (47.15426 is its correct value) and just copy it to my clipboard so I can paste it into another program, that number gets changed automatically to 47.1543 inside Blender and it stays that way after de-selecting the Y-axis number field in the Transformation tab!\n\nIn 2.77a version, no such thing can happen, I have been using it since 2016 and there weren't any problems with that.\nI have tested both the 32-bit and 64-bit versions of the affected 2.79 and 2.80 releases, all have this issue.\n\nOpen the attached .blend file: [vertex_coordinate_rounding_problem.blend](vertex_coordinate_rounding_problem.blend)\nThe vertex is already selected. Just navigate with your mouse to the Y: axis transformation and click on the field with the number. It will change from 47.15426 to 47.1543 (which literally lowers the precision of the float by a decimal point). If you try that in Blender 2.77a, this will not happen.",
"Duplicating a node with a driver loses the driver\nWindows 10 Pro, GTX 1060 6 GB\n\nBroken: 2.79b\nWorked: (optional)\n\nDuplicating a node with a driver (e.g. an RGB mix with a driver for the factor) causes the driver to be lost from the duplicate. This makes node setup more tedious than it needs to be.\n\nAdd an empty to the scene.\nSet up an RGB mix node with two color inputs.\nCreate a driver on the factor that uses the empty Y world position.\nWith the node selected, shift-D to duplicate.\n\nThe duplicate will have lost the driver.\n",
"Regression: Multi sockets on muted nodes display wrong internal noodle\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0 Release Candidate\nAlso broken in 3.4\nWorked: 3.3.1\n\nWhen a node with a multi socket (e.g. Join Geometry or Mesh Boolean) is muted, the visual internal noodle goes from the last (bottom) input instead of the first (top) input, even though it is the top input that is actually passed through.\n| 3.3 | 3.5 |\n| -- | -- |\n|  |  |\n\n- Open attached .blend file or\n - Create a geometry node group\n - Connect two or more different inputs into a Join Geometry node\n- Mute the Join node\n\nObserve the discrepancy between the visualized noodle and the actual result in the viewport\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)",
"Account for curvature in curve to mesh node\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103\n\nBroken: version: 2.90.0\n\nI used a curve as a bevel profile on another one with 90 degree angles but the result is not 90 degrees on the result\n\nplease see attached file\n[badBevel.blend](badBevel.blend)",
"Eevee: math wrap and floor, AMD Driver precision issues\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500 XT ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.1 27.20.21003.1028\n\nBroken: version: 2.92.0\nBlender 2.83 LTS has same problem\n\nMath and Vector Wrap give different results for Eevee and Cycles, also doesn't swap min max, when max is less than min\n\n\n**More info**\nThis is important for an upcoming Shader Nodes patch that relies on wrap operation\nalso for shader setups that rely on this\n\nother people tested this, the problem seems to appear only on AMD Windows\n\n\nWhen Using -3 as Min for wrap, and 3 as max, some values give different results in Eevee than in Cycles\nFloor operation is probably the cause of this\nthis node setup \n\n\nCycles\n\n\nEevee\n\n\n[eevee_math_wrap_different_from_cycles.blend](eevee_math_wrap_different_from_cycles.blend)\n\n",
"Mirror Uv\nThere already exists an operator called Copy Mirrored UV Coords. This could be extended to support the features described below\n\n\n- From +X to -X for example (source can be positive or negative X, Y or Z) \n- Options:\n - By object space\n - By world space\n - By topology \n\n\n\n**Starting point**\n\n\n**Desired result**\n\n",
"Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)",
"Bone's Transformation constraint numbers won't be symmetrized correctly.\nOperating system:Windows 10\nGraphics card:RTX 2070\n\nBroken: 3.3.1\n\n[Use this file](https://projects.blender.orgattachment)\n\nThis will break:\n\n- open the blend file\n- delete the selected Left bone\n- select Right bone and symmetrize it\n- check both Right and Left bones' Transformation constraint setting. Numbers on the Left one will be messed up.\n\nBut this works:\n\n- delete the selected Left bone\n- go to pose mode\n- select the Right bone\n- go to edit mode again and symmetrize it\n- Transformation numbers are both fine. \n\n------\n\nOriginal description:\n\nWhen Bones have Transformation constraint and are symmetrized in edit mode, its numbers are symmetrized correctly too.(Map from numbers like Location X min , Location X max and Map to numbers like Location min max etc) but if Transformation constraint's Target and Owner space are set as not Local those numbers are totally messed up and broken.\n\n",
"Graph Editor generator for angles works in Radians while the graph editor displays the result in degrees.\n**System Information:**\nN/A\n\nBroken: Blender 2.80 Beta (18e5540a48b6) and Blender 2.79 (e290a0b0568e)\n\n**Short description of error:**\nIf you use the \"generator\" modifier in the graph editor for an angle, the generator will work in radians while the graph editor will display the output in degrees.\n\n1. Open the startup file.\n2. Select the default cube and key frame one of the rotational axis.\n3. Open a graph editor and give the \"key framed rotation\" an \"generator\" modifier.\n4. When entering values into the modifier such as 0 and 1 so your polynomial is y=x, the result shown on the graph editor is y=57.3x. This is because the values input to the generator is read as radians while the scale in the graph editor is read in degrees.\n\n",
"Transform: Tilt values in curves are not transformed\n2.8, 2.81\n\nWhen mirroring curves, tilt values are not mirrored.\n\nIn edit mode, MIRROR(or SCALE -1) dose not change tilt values.\nSo I can not get mirrored result (bebel geometry).\n\n(In object mode, I can get mirrored 2 curves by MIRROR(or SCALE -1),\nBut JOIN the two curves results not mirrored tilt effect.)\n\nOpen:\n[mirrored_curve.blend](mirrored_curve.blend)\n* The file contains 2 splines. One is a scaled duplicate of the other.\n* Note that the tilt of the corresponding point remains the same on both splines.",
"Unify Image Texture node in geometry and shader nodes\nGeometry nodes added a new Image Texture node where the image datablock is a socket.\n\nWe should unify these two nodes. There are some design decision to make regarding how to deal with image users and the frame offset socket, see discussion in {[D12827](D12827).}. ",
"Connect Curve Splines Node\n{[F10175900](image.png) size=full}\n{[F10175899](image.png) size=full}\n\nThis node join splines from the input geometry sets into a single spline, depending on the merge settings.\n\n**Details**\n* The use cases are building and later filling a single shape from multiple curve primitives, creating a single spline from multiple objects, and other options where connecting splines is useful like in edit mode.\n* If end points of two splines are within the \"Merge Threshold\", they will be connected, just like in curve edit mode with the `F` shortcut.\n* If \"Add Segments\" is off, the node will not create new segments, only join end points and start points. (This corresponds to `F` and then deleting one control point in edit mode.\n* If the spline types do not match, a poly spline will be used for the result of that set of the input splines, in evaluated form. Poly splines are a good choice because they are the \"base\" of curve functionality.\n* If three end points are inside the merge threshold, the closest points will be connected, and as a fallback a choice could be made based on index.\n\n**Related Nodes**\n* \n\n**Further Questions**\n* Naming: \"Concatenate Curves\" or \"Join Splines\" or \"Connect Curves\" are other name possibilities.\n\n**Implementation**\nA first pass should find which start and end points are within a merge threshold. Keeping this operation from having N^2 runtime will be important. Then >2-way intersections should be dealt with, then data should be copied to the result, or possible moved with `std::move` if no connections were made to a spline.",
"A combination of shader nodes causes lack of material emission at any brightness (Cycles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.0(tested as well on 3.3.0 and 3.5.0 alpha)\nWorked: (none)\n\nA difference of bevel node and normal coordinates produces no light at any emission level. Clipping the result due to suspicion about negative brightness has no result.\nNote: adding any value to the result adds corresponding emission, but despite visuals, brightness from combination above does not.\n\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n"
] | [
"\"Rotate\" compositor node units inconsistent\n - MacBook Pro (Late 2013, 15-inch retina) with Intel Iris Pro 1536 MB\n - Lenovo ThinkPad T440s (2014, 13-inch) with Intel Haswell-ULT Integrated Graphics\n\nBroken: 2.77 (22a2853), 2.77a (abf6f08)\n\nThe \"Rotate\" node uses degrees when a literal value is input, but radians when a noodle is fed in. This is misleading, because the label says \"Degr\" in each case.\n\nI imagine this is due to [`do_versions_nodetree_convert_angle` in source/blender/blenloader/intern/versioning_260.c](versioning_260.c#L107-L108), which converts the `sock->default_value` of a `CMP_NODE_ROTATE` from radians to degrees, but doesn't have any implicit conversions for a non-default input. One clear fix, then, is to omit that case and rename the label to \"Radians\" (or \"Rad\"). Not sure if this is what you want to do. (I'm happy to do it if so!)\n\nRepro video: [F334882](rotate_bug.webm) or open?id=0B5NL1qvOouLnYmpyT3dBUDBXbEE\nSample blendfile: [F334881](rotate_bug.blend)"
] |
In weight paint mode xyz-mirror widget conflicts with x-mirror option
Operating system: Linux-5.3.0-23-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21
Broken: version: 2.82 (sub 1),
Worked: 2.80
In weight paint mode xyz-mirror widget conflicts with x-mirror option

* Open weight paint.
* Disable xyz-mirror
* Enable x-mittor option
* Now x-mittor works, even xyz-mirror shows that it doesn't work.
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"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",
"Nonfunctional \"Vertex Weight Proximity\" Modifier's Influence Mask Inversion\nOperating system: Linux-5.4.0-66-lowlatency-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nLast Broken: version: 2.93.0 Alpha\nFirst Broken: version: 2.90.0\nWorked: version: 2.83.13\n\nButton for inversion of Influence Mask (modifiers[\"VertexWeightProximity\"].invert_mask_vertex_group) in \"Vertex Weight Proximity\" Modifier doesn't work.\n\n\n* Open the attached .blend file.\n* Click Invert button of \"Mask Vertex Group\" in \"Vertex Weight Proximity\" modifier (Influence section).\n* Mask is not inverted on the model & Face button of Geometry proximity mode gets wrongly highlighted. (Its highlighting seems to be linked with the Invert button.)\n\n* Another thing I observed is that any change of Geometry Proximity mode (ie. Vertex / Edge / Face) clears both Falloff inversion and Mask Vertex Group inversion if they are switched on. Which was the case in Blender versions 2.83.x too.\n\n[Vertex Weight Proximity Bug.blend](Vertex_Weight_Proximity_Bug.blend)\n\nP.S.: This issue might be connected with the issue:\nT83863\n\nThanks and have a good day!\n",
"Curve / Geometry / Bevel Objects don't accept Mirror Curve\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[i try to use a curve with mirror modifier, to use it as Bevel Object in ObjectDataProperties Curve. Now i see the half , it miss the modifier]\n\nCreate curve with mirror modifier, add it to new curve inside ObjectDataProperties Bevel Objet\n[CurveBevelMirror.blend](CurveBevelMirror.blend)\n\n",
"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",
"2.7x interface ctrl tab breaks/inconsistent in weight paint\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Beta\nBroken: version: 2.92.0\nBroken: version: 2.91.0,\nWorking: version: 2.90.1\nWorking: version: 2.83.14\nDiscounting LTS, this has been broken for a few versions, although I can't tell you exactly the last time it worked. Probably 2.83 or 2.91. Sorry, I've been lazy with reporting bugs.\n\nUsing ctrl tab to switch out of weight painting mode sometimes fails to switch modes.\n\n\nInstall Blender. At your initial startup options, choose 2.7x interface (+spacebar search, your basic pre-2.8 settings). I believe this is necessary to get ctrl-tab mode switching.\n\nSelect your starting cube. Ctrl tab to enter weight paint mode. Ctrl tab to return to object mode. Repeat as desired; this is expected functionality.\n\nCtrl tab to enter weight paint mode. Tab to enter edit mode, then tab to return to weight paint mode. So far, this is expected. Ctrl tab to try to return to object mode and nothing happens. LTS and previous versions take you to object mode.\n\nI believe there are other operations that break the mode switching out of weight paint, but I chose tab to edit as a simple, easily reproducible example.\n\n",
"Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)",
"Can't select bone while Weightpaint with Face PaintMask\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0\nWorked: Never (2.79+)\n\nBones can't be selected while in Weightpaint mode and Face Paintmaks option is activated.\n\nBased on the Select with Left Mouse button option and Default Blender Keymap:\n\n[PaintMaskAndWeightPaint.blend](PaintMaskAndWeightPaint.blend)\n\n1- Open the attached file called PaintMaskAndWeightPaint.blend\n2- You see the Cube rigged with 2 bones already in pose mode and cube in Weightpaint mode\n3- You can change Bone selection while weightpainting pressing the CTRL + LMB (Left Mouse Button), there is any problem for now\n4- Now, if you activate the Face Paint Mask button at the top-left and try to select another bone like before pressing CTRL+LMB on a bone, bone will not be selected, instead of that, you select a face mask. \n5- If you go to keymap options, and deactivate the option \"**Select**\" from \"**Weight paint**\" to avoid select faces with CTRL + LMB, now if you try to select another bone, it will not select another mask face, but it will not select the new bone and will exit the Weight Paint mode.\n",
"Auto-Merging keyframes in the Driver Editor has unappropriate threshold (merges keyframes that shouldnt)\nOperating system: windows 10 & Linux ubuntu\nGraphics card: GTX 1070\n\nBroken: 3.6.2\nWorked: unknown\n\nSee att. blendfile and pictures; moving the base of the armature in the Y direction drives the shapekey of the torus.\nIf you edit a driver keyframe by just slightly moving it to the right, the keyframe next to it is removed\n\nTry editing keyframes in the driver f-curve editor\n\n\n**Note**\nDrivers editor has the driver value as the x-axis (this can be arbitrary low, e.g. in the report, this was the x location [in meters] so handling quite small values where \"keyframes\" where ~0.01 apart\n\n`BKE_fcurve_merge_duplicate_keys` acts with a threshold of `BEZT_BINARYSEARCH_THRESH 0.01f`",
"Weight paint brush: front faces only not working.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 11)\nAlso 2.82a broken\ndisabling and enabling «Front faces only» do nothing. Brush still paint backfaces.\n\n[2020-04-08_10-48-06.mp4](2020-04-08_10-48-06.mp4)\n\n\n\n",
"Viewroll doesn't respect QuadView's 'Lock Rotation'\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\n\nA bit of an inconsistency.\n\n- In the viewport, press Ctrl + Alt + Q to enter Quad view.\n- In one of the axis aligned views, F3 Search -> View Roll.\n- The view rolls even though \"Lock Rotation\" is enabled in the side panel.",
"overlay.show_paint_wire doesn't work in vertex paint modes depending on edit mode selection\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: 3.0.0 Alpha\nWorked: 2.80?\n\nThis overlay option seems to take into account edit-mode selection\n\n\nHere's what it's supposed to do:\n[viIeK7Tkv0.mp4](viIeK7Tkv0.mp4)\n\nBut on 2.93 and 3.0 it appears to do nothing in Weight/Vertex Paint mode if the geometry is selected in edit mode. This seems like a bug, unless it's some odd design choice?\n\n- Create a cube and select all its verts in edit mode.\n- Enter weight paint mode\n- Toggle the Show Wire setting under Viewport Overlays->Weight Paint (NOT \"Wireframe\" under Viewport Overlays->Geometry)\n- Nothing happens\n- Switch to edit mode\n- Deselect all with Alt+A\n- Go back to weight paint mode\n- Wireframe display now works as expected.\n\n\nNote: This now changed again in 44d2479dc3 (now it does not draw **at all** -- reported separately in #89880 (overlay.show_paint_wire doesn't work anymore))",
"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",
"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)",
"The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\n\n",
"Curves sculptmode: brush Strength (and Strength Pressure) UI inconsistencies\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: -\n\nSculpt curves: brush Strength (and Strength Pressure) UI has inconsistencies between the Toolsettings in the header and the sidebar\n\nfrom the default startp:\n- add Curves\n- enter sculptmode\n- `Add` brush: does not have `Strength` in the header toolsettings (correct, not supported) yet the Brush Settings in the sidebar shows Strength (wrong)\n- `Delete` brush: same as above\n- `Slide` brush: shows `Pressure Sensitivity Strength` in the header toolsettings (has a bug, see #100324, should be removed)\n- all other brushes: shows `Pressure Sensitivity Strength` in the header toolsettings (correct) yet the Brush Settings in the sidebar dont show it (wrong)\n\n{[F13666040](image.png) size=full}\n\n{[F13666059](image.png) size=full}\n\n"
] | [
"Buggy Weight Paint Mirroring in 2.81\nBroken: 2.81\nWorked: 2.80\n\nEver since I installed 2.81. I have been having some trouble painting the weights on mirror mode. The mirroring just does not work on the vertex groups. If I try painting the weights, lets say the LeftArm group, then the weights on that vertex group will be painted on the other side instead of being painted on the symmetrical group (RightArm group)\nThis bug really needs to be fixed, cause weight painting non-symmetrical is a nightmare.\n\nOf course I can fix this myself by exporting the armature and mesh into an fbx file or something else, and then import it back into a new project. But that fix won’t take long after you make a modification on the mesh. Like scaling it up or down.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nGet a mesh that requires symmetrical bones\nMake the armature for that mesh\nmake sure you name the bones correctly to get the symmetry working\nAssign automatic weights\nNow try painting the weights with the value of 1 on a bone from the left side.\nThe weight will be painted on the other side of the mesh on the same vertex group selected"
] |
Buggy Weight Paint Mirroring in 2.81
Broken: 2.81
Worked: 2.80
Ever since I installed 2.81. I have been having some trouble painting the weights on mirror mode. The mirroring just does not work on the vertex groups. If I try painting the weights, lets say the LeftArm group, then the weights on that vertex group will be painted on the other side instead of being painted on the symmetrical group (RightArm group)
This bug really needs to be fixed, cause weight painting non-symmetrical is a nightmare.
Of course I can fix this myself by exporting the armature and mesh into an fbx file or something else, and then import it back into a new project. But that fix won’t take long after you make a modification on the mesh. Like scaling it up or down.
Based on the default startup or an attached .blend file (as simple as possible).
Get a mesh that requires symmetrical bones
Make the armature for that mesh
make sure you name the bones correctly to get the symmetry working
Assign automatic weights
Now try painting the weights with the value of 1 on a bone from the left side.
The weight will be painted on the other side of the mesh on the same vertex group selected | [
"Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve",
"2.8 - Dynamic Paint and Rigid body does not work\nOperating system: Linux-5.0.1-050001-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.43\n\n\nBroken: version: 2.80 (sub 51)\nWorked: 2.79\n\n\nThis file is for 2.79.\n[dynamic_paint_paint-Rigid Body-2.79.blend](dynamic_paint_paint-Rigid_Body-2.79.blend)\nI can not see paint results in LookDev/Rendered mode in 2.8. I also could not recreate the scene from scratch in 2.8",
"Sculpt undo bug, mixing sculpt brush and multi-res modifier changes.\nWith current master (also 2.83).\n\nThe following steps show and error when redoing sculpt mode undo, when mixing multi-res subdivisions.\n\n- Startup file\n- Add multi-res modifier.\n- Enter sculpt mode.\n- *Repeat this 3-5 times.*\n - Multi-res subdivide.\n - Brush Stroke.\n\n- Now undo until the very beginning.\n- Now redo until the very end.\n\nWhen redoing, there are glitches where the multi-res has tearing/artifacts.\n\nSee video: [sculpt_undo_bug.mp4](sculpt_undo_bug.mp4)",
"Weight Painting intermittent issues with brush, not adding or subtracting weight, not influencing correct areas\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080ti + 3x GTX 1080Ti - Running 4 monitors and a pen tablet at three different resolutions using outputs from two GPUs (4k, 1440p, 1080p)\n\nBroken: 2.81 stable\nWorked: 2.80\n\n\nI have had numerous issues with weight painting in 2.81, however duplicating them has been problematic as this crops up intermittently. In this example, I saved this working file right at the moment I started having problems. Here I can neither add nor subtract weight with the brush in Weight paint mode from a certain distance from the model. \n\nIn other instances, I've had issues with the brush *not painting over the vertices it's over*. I use a hard falloff brush, so anything inside the circle gets painted, anything outside gets nothing. Essentially, it acts like the circle where the brush is being displayed, is not where the circle actually is, if that makes sense.\n\n\n*I tried exporting this to it's own file, but that seems to fix it. It has to be in the full working file I'll provide here. You should hopefully be able to open the file, already be in weight painting mode, with the brush set up, over some masked vertices ready to add or subtract. Try switching the brush to add, and zoomed in fairly close, add some weight, and nothing happens. However, zoom out and do the same thing, and watch weight be added.*\n\nYou can kind of jump around and try rigging other parts of the car, I've been having issues with it off and on for the past few days.\n\n[70sNewYorkers.blend](70sNewYorkers.blend)",
"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",
"Mesh Optimization Project Progress\n### Committed\n\n- 2b640622ff\n- aa6f0f3d1f\n- deb71cef38\n- 5f749a03ca\n- 44d2479dc3\n- c2fa36999f\n- 496045fc30\n- e4c6da29b2\n- d8b8b4d7e2\n- bcefce33f2\n- 8a1860bd9a\n- 6bef255904\n- 174ed69c1b\n- b3f0dc2907\n- 513f566b40\n- 2d60c496a2\n- 27da305a40\n- 51568030e9\n- b5542c1ea4\n- 2d4ec90497\n- 4f9ef65dac\n- 04313f1bb5\n- 0f201049b4\n- f9c9e000ca\n- 1b4d5c7a35\n- 25c2875e0f (depending on 8839b4c32a)\n- 178086d581\n- 4ba06ad0a8\n- 39b2a7bb7e\n- 399b6ec76c\n\n### Differentials\n\n*Remove once committed.*\n\n- [D11294: DrawManager: Use threading for ibo.fdots_nor/hq](D11294)\n- [D11969: Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM' - Second solution](D11969)\n",
"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:",
"Sculpt Mode Painting\nThis task outlines the remaining To Do's for fundamental sculpt mode painting.\n\n### Color Swapping\n\n- `X` for switching primary and secondary color\n- The current shortcut for `X` for the draw brush will be removed.\n\nIn one of the upcoming releases all brush shortcuts in sculpt mode will be removed anyway, for maximum user customization.\n\n### Canvas Picker & Viewport Color\n\nSince painting is something optional in sculpt mode we need to make sure that:\n- Color Attribute shading isn't enforced\n- Color attributes will be displayed when using painting tools\n- A fast way of choosing color attributes in the UI\n- An optional & discoverable way of switching the viewport shading for all objects (optimal painting scenario)\n\nThe proposal for this is:\n- Use [D16241](D16241) canvas picker UI in sculpt mode. Always visible but grayed out if viewport shading color is not `Attribute`\n- Whenever a painting tool is active, the canvas picker is no longer grayed out and the color attribute viewport shading is enforced in workbench shading on the active object only\n- In the canvas picker popover, add a message or button to switch the viewport color to Attribute if this is not yet the case, so that colors stay visible between brushes/tools. \n- Remove the current behavior of automatically switching the viewport color when a painting tool is used\n\nTo make sure the sculpting experience is already taking color attributes into account, the default sculpting template and workspace should use color attributes for viewport shading.",
"Bone's Transformation constraint numbers won't be symmetrized correctly.\nOperating system:Windows 10\nGraphics card:RTX 2070\n\nBroken: 3.3.1\n\n[Use this file](https://projects.blender.orgattachment)\n\nThis will break:\n\n- open the blend file\n- delete the selected Left bone\n- select Right bone and symmetrize it\n- check both Right and Left bones' Transformation constraint setting. Numbers on the Left one will be messed up.\n\nBut this works:\n\n- delete the selected Left bone\n- go to pose mode\n- select the Right bone\n- go to edit mode again and symmetrize it\n- Transformation numbers are both fine. \n\n------\n\nOriginal description:\n\nWhen Bones have Transformation constraint and are symmetrized in edit mode, its numbers are symmetrized correctly too.(Map from numbers like Location X min , Location X max and Map to numbers like Location min max etc) but if Transformation constraint's Target and Owner space are set as not Local those numbers are totally messed up and broken.\n\n",
"XYZ symmetry options: unclear release notes\nThe 2.91 release notes for 5502517c3c are lacking, both in clarity of the description and the discoverability of that change for the people it impacts.\n\n- The change is described in the Sculpting section, under \"[Sculpting Workflow with multiple objects](Sculpt#Sculpting_Workflow_with_multiple_objects)\". However, it is much broader than just that. Since this change also impacts weight painting, it is relevant to riggers as well. It should be described in a place such that riggers can find it.\n- The only description is \"XYZ symmetry is now a per mesh settings which is shared between all painting and editing modes\". This doesn't convey what this change means practically, it doesn't show the changes in the UI, and doesn't tell riggers how they have to change their workflow to account for this change.\n\nAs a side-note, the #animation_rigging module should have been involved in design task #79785 and the review of [D8587](D8587), since this change impacts workflow of riggers. Instead, it went completely under the radar.\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)",
"Render difference with big quad light and ray visibility\nall vendors\n\nBroken: 1ebc14064b\nWorked: 2.79a\n\nsome parts of principled shader render very glossy in latest master\n\nOpen attached file [bug principled v2.blend](bug_principled_v2.blend), render. \nIn 2.79a you get this (correct):\n\nand in latest master this:\n\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.",
"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",
"Armature > Symmetrize doesn't symmetrize Inverse Kinematics constraints correctly\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\nWorked: non\n\nWhen one Armature > Symmetrize a bone, the IK constraints aren't correctly symmetrized. For example, IK constraint Limit Z (Min -180°, Max 10°) is symmetrized as (Min -180°, Max 10°), while the proper symmetrized result should be (Min -10°, Max 180°). Note that this behavior is inconsistent with how Limit Rotation constraint works. When using Armature > Symmetrize, Limit Rotation Z (Min -180°, Max 10°) is symmetrized as (Min -10°, Max 180°), which in my opinion, is the correct result.\n\n\n1. Create an armature\n2. Create a bone at (1, 0, 0)\n3. Set Bone Properties > Inverse Kinematics > Limit Z (Min -180°, Max 10°)\n4. Enter Edit Mode\n5. Armature > Symmetrize\n\n",
"Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n"
] | [
"In weight paint mode xyz-mirror widget conflicts with x-mirror option\nOperating system: Linux-5.3.0-23-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 1), \nWorked: 2.80\n\nIn weight paint mode xyz-mirror widget conflicts with x-mirror option\n\n\n* Open weight paint.\n* Disable xyz-mirror \n* Enable x-mittor option\n* Now x-mittor works, even xyz-mirror shows that it doesn't work.\n\n"
] |
UI incorrent shading
Operating system: Linux-4.19.0-16-amd64-x86_64-with-debian-10.9 64 Bits
Graphics card: AMD JUNIPER (DRM 2.50.0 / 4.19.0-16-amd64, LLVM 7.0.1) X.Org 3.3 (Core Profile) Mesa 18.3.6
Broken: version: 2.92.0
UI incorrent shading:

Could you please fix ui shading on old GPU video cards. It was correct on blender 2.80. but not now. | [
"Blender 3.1 CPU/GPU rendering denoise is broken on M1 Mac / Monterey\nOperating system: MacOS Monterey (M1 Max)\nGraphics card: Integrated GPU\n\n**Blender Version** 3.1.0 release for M1 Macs\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.93.3\n\nOn all my projects, when rendering via the CPU or GPU, the render works as expected, but on completion the entire screen blacks out to a solid color and the render is LOST! I suspected it must be a post render step, and I have confirmed that it is the DENOISER that is broken in this version of blender. When I go into the scene and remove the denoiser, the render completes, and I can save the image!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou need a project that uses denoising as a final compositing step. Attached is a simple matt object set to denoise at the end. Render it, and at the end you get a gray screen. Go into compositing and remove the denoise node, and you get the render.[TestRenderWithDenoise.blend](TestRenderWithDenoise.blend)\n",
"System UI Freeze and blender UI blinks\nOperating system: Linux-6.4.12-zen1-1-zen-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) HD Graphics 630 (KBL GT2) Intel 4.6 (Core Profile) Mesa 23.1.6-arch1.4\n\nBroken: version: 3.6.2\n\nblender often freezes (with the entire UI of the System), sometimes blender comes back to control, but, there are times when doesn't, the blender UI blinks to come entirely black and unresponsive.\n\nThis happens when I was using a graphic tablet to sculpt something.\nJust opened blender and started to sculpt, eventually the situation occur.\n\n",
"CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n",
"Integer attributes not usable in shader nodes\nOperating system: Linux-5.15.23-76051523-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken: version: 3.2.0 Alpha\n\n[integer_attribute_rendering-2022-04-04_19.04.26.mp4](integer_attribute_rendering-2022-04-04_19.04.26.mp4)\nInteger attributes seem to be snapping to 0 and 1,073,741,824 (2^30) when used in shader nodes. This happens with both Eevee and Cycles. When the attribute is output as a float instead, everything works fine.\n\nFor interpolation I expect the renderer to handle integers internally as floats but currently integer attributes are simply unusable for shading.\n\nFile:\n[integer_rendering.blend](integer_rendering.blend)",
"Workbench: shadow/face still visible at clipped side of view\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\n\nClipping view do not clip shade effect\n\n\n\n[untitled.blend](untitled.blend)\n",
"Sculpting produces weird shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen sculpting a low poly mesh, weird shading artifacts appear. \nIf you remove them with a modifier, then over time they reappear when sculpting\n[X9Tkiufd2w.mp4](X9Tkiufd2w.mp4)\n\n|.blend file showing in the video:|[test.blend](test.blend)\n| -- | -- |\n\n- In a clean scene with no objects, Add a cylinder (or any low poly object, preferably with N-gons)\n- Enable Shade Smooth on the object. {nav Object > Shade Smooth}\n- Go to Sculpt Mode\n- Use a brush anywhere - the affected vertices will have their normals updated and change their look\n\n||\n| -- | -- |\nIf you undo or do any operation that affects the entire mesh it will change the shading everywhere\n|\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)",
"Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n\n\n\n\n\n\n",
"Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n\n",
"Regression: Ambient Occlusion causes shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.1\nWorked: 2.91, 2.92\n\n Under lookdev mode, when object has \"alpha blend\" turned on in the shader, \"ambient occlusion\" with \"bent normal\" option enabled will cause shading artifact that looks like the object is shading flat. \n\nSwitch the scene to lookdev mode. \nCreate a UV sphere\nShade it smooth\nTurn on Ambient Occlusion and make sure \"Bent Normals\" is checked. \nAssign a material to the sphere. \nUnder the material settings turn on \"Alpha Blend\". \nNow the object will look like it's shaded flat/without smoothing. \n\n[Eevee_bug_scene.blend](Eevee_bug_scene.blend)\n\n",
"Regression: Mesh render artifacts\nOperating system: Windows 10\nGraphics card: GTX 1070 TI\n\nBroken: 3.1, 3.6\nWorked: (3.0.1)\n\nNormals on hair mesh is corrupted in newer versions of blender while being perfect in older ones.\nMesh name is LOD0_1_front_hair_omote597.\n\n- Open the attached .blend file\n- View the model/mesh in normals/ambient occlusion render pass (cycles)\n\n",
"Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.",
"Low unit scale values show wrong Values and Units in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (< 0.0001 e.g. 0.00009), the values in all sliders will jump up to the value they would have with a unitscale of 1.0. This causes problems with the clipping planes of the viewport camera (didn't do this in 2.80). This seems to be independend of the unit system (metric/imperial).\n\nIf this is a known limitation then the shown precision of the unit scale slider should reflect that. Also a fix for the clipping plane issue is needed as that did work in 2.80.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unitscale of 0.00009 or less (metric r imperial)\n3. observe what the dimensions sliders tell you about the dimension of the default cube.\n4. observe the buggy floor grid in the viewport probably due to the same bug in the clipping sliders (wasn't there in 2.80)\n",
"Shader color affects Shadow Pass in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0\n\nShadow Pass is not working as it should in Cycles. It somhow works much better in EEvEE (altough other problems arise).\n\nEasiest setup is just adding a plane, a sphere and setup cycles as a render engine.\nActivate **Shadow Pass** (not the Shadow Catcher Pass).\nDo an image render and everything works, more or less, as expected. So you get as a result a Black and White image (right side) where black is shadow and white is none:\n\n\nBut, as soon as you texture the objects with any image you get the darkest areas of those images in the Shadow pass (something like if one of the rgb channels is leaking to the final image):\n\n\nI have already tested it in Blender 2.83, 2.93, 3.1, 3.2 and 3.3 alpha and I have got always the same behaviour... so no idea if it ever worked or not as it should do. Right now it is absolutelly useless as you can't compose it without textures afecting the masked shadow.\n\nAs I said I already tested in EEvEE and it works better:\n\nBut another problem arises, tesselation of the objects aren't smoothed, like if it is not using Smooth Shade setting at all.\n\n\nI attach a scene that reproduces the problem: [Shadow_Pass_3.1_Packed.blend](Shadow_Pass_3.1_Packed.blend)\n\nAs a last detailed behaviour, in the scene I'm actually working, I nottice that some Specularity and Diffuse are also \"leaking\" to the Shadow Pass:\n\n\nI hope it can be fixed.\n\nOf course, If I can somehow workaround it let me know as it would be of much help as I didn't found, yet, a way to overpass the trouble other than creating a new scene with untextured materials.\n\nThanks in advance, and cheers!\nIgnasi.\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"
] | [
"UI drawing artifacts on Mesa after recent commit.\nOperating system: Linux + Mesa\nGraphics card: AMD HD5450\n\nThis issue was introduced in 630c6226e29444113950d1073175fdf1723fbe34.\n\n\nTriangle-like artifacts appears in the UI. Viewport seems unaffected.\n\n"
] |
3D area does not appear
Operating system: Windows 7 Professional 64 bites
Graphics card: Gigabyte H81M-H
Broken:
blender-2.80.0-git.c1f6ecdfabf-windows64)
The 3D viewport screen simply does not appear. The 3D viewing area is completely black. | [
"Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)",
"Viewpor render includes color management, even if the view shading mode does not\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2\n\nA viewport render should look exactly as what's seen in the viewport, especially if that viewport is set to, for example, solid shading. Right now, it does not, because color management is taken into account even in shading modes which do not use it.\n\n1. Set viewport to shaded mode\n2. Set viewport background to a white color\n\n3. Set something in the color management panel to something crazy\n4. Observe how the viewport does not change.\n5. Make a viewport render\n\nResult:\n\nThe viewport render includes the crazy values from color management.\n\nExpected:\n\nIt should look like the viewport and nothing else. It's *technically* not a viewport render currently.",
"Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n\n\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)",
"Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n",
"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",
"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",
"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.",
"Some particles do not appear in the render when the 'Vector' pass is enabled\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: 3.2.2 - 3.3.1\nWorked: 2.79\n\nParticles in Render don't match particles in viewport. Some particles do not appear. When they move very fast the issue is more visible.\nIt happens when we enable the pass `Vector`\n\n- Open attached file or:\n - In the default scene (with the Cube), add a Plane\n - Add a ParticleSettings toe the plane\n - In {nav Particle Properties > Render} set `Render As` to `Object`\n - For the `Instance Object` choose the Cube\n - In {nav Particle Properties > Field Weights} set `Gravity` to `0.0`\n - Optionally bake for cache\n - Set `Render Engine` to `Cycles`\n - In {nav View Layer Properties > Passes > Data} enable `Vector`\n - Move Cube out of camera view\n- Choose a frame in the middle and render\nNote that the particles closest to the plane disappear\n\n[particles displaced.blend](particles_displaced.blend)\n\n",
"2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem.",
"Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n\n",
"Workbench shadows disappear and reappear depending on what's selected.\nOperating system: Linux-6.5.3-arch1-1-x86_64-with-glibc2.38 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.104.05\n\nBroken: version: 4.0.0 Alpha\n\nWorkbench shadows disappear and reappear depending on what's selected. Makes no real sense as to why. This behaviour seems odd and I don't know if it was ever supposed to be like this.\n\n\n1. Open a new default scene and raise the default cube to sit on the floor.\n2. Add a mesh plane and scale it up to create a floor underneath it to display the cube's shadow.\n3. Change the render engine to Workbench and activate shadows in viewport shading popover menu.\n4. Optionally, toggle shadows in workbench render properties, as well.\n5. Select cube and watch the shadow disappear.\n6. Select the plane and watch the shadow reappear.\n\n",
"Particle hair (chilrden) not showing up on viewport - Blender 3.1\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)",
"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",
"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",
"EEVEE and Workbench missing animatable properties\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n\nWorking-ish*:\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release) \nBroken:\t\t\t`blender-2.80-f6cb5f54494e-windows64` (official release) and later\n\n\nEEVEE and Workbench's render properties (`Properties Editor --> Render Properties`) are, for the most part, not animatable.\nThis is in contrast to Cycles which, *for the most part*, has all settings set to be animatable.\nBack in 2.79b the OpenGL \"Workbench\" Render options were supported:\n\n\n\nSome of the panels like Film, Simplify and Colour Management (which exist in all render engines) work as expected from 2.7X to 2.8X."
] | [
"SOME KIND OF BLACK SCREEN BUG\n\nOperating system: Win 8.1\nGraphics card: intel core i3-4005U CPU 1.70GHz \n\nBroken: blender-2.80.0-git.faecac0b5e14-windows64\n\n\nWhen I open Blender 2.8 the screen is black, and I can't do nothing cause I see nothing.\n\n\n1n3PeYF\n```\n",
"Black viewport with Windows + GTX 860M\nOperating system: Windows 8.1\nGraphics card: Nvidia GeForce GTX 860m\n\nBroken: blender-2.80.0-git.c97c76c01c1d-windows64\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nStartup viewport is black, the same problem with objects (not correct also with changing solid/wireframe view etc.), impossible to highlight vertexes, edges, and polygons, they are highlighted only when pressed central mouse button(wheel) and mouse is moved. After mouse stopping - every highlighted parts just disappears.\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Start Blender.exe\n2. Go to Edit Mode.\n3. Change Solid, wireframe or other view and move object.\n4. Change solid, wireframe etc. view again to see the differences.\n5. Try to select vertex, edge, polygon, then turn the object.",
"Blender 2.8 - Black Viewport\nOperating system: Windows 8.1\nGraphics card: Intel(R) HD Graphic Family (not sure)\n\nBroken: Blender 2.8, 2019-03-08, 0ba143a1d675\nWorked: Blender 2.79b\n\nWorked perfectly with Blender 2.79b.\nWhen open 2.80 the viewport is completely black. I can still see the initial cube if I turn on wireframe (just the outline of the cube. The rest is black) or if I switch to LookDev.",
"The Screen of the program doesn´t show anything, Just black. \nSo, i´ve just installed Blender and when i first runned the .exe file the screen where you suppoused to see the objects is completly Black, sometimes you can see the object and the floor but in a weird colour, \ni dont know if my computer is the problem but i tried opening and closing the program a lot of times and its the same result.\n\nHeres some images so you can see what i see...\n\n\n\n\n\n\n\nIm using Blender 2.8 (Beta)",
"black screen on 2.8 startup\nOperating system: Windows 8.1\nGraphics card: Radeon 8670M series \n\nBroken: 2.8Beta, 2018-12-3 \n\nWorked: 2.79b\n\nDescription:\nNothing appears in the shaded view in the viewport, to make something appear I have to go to the rendered view of one of the renderers. Either eeve, cycles or others available. I have given screenshots of my hardware information as well as the problem.\n\non startup.\n\n\n\n\n\n\n\n\n\n",
"weird error with blender 2.8\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.4264\n\n\nBroken: version: 2.80 (sub 50)\nWorked: (optional)\n\n\n[weird color in the render in viewport like sometimes the background turn yellow or red or black and the object turn to black or purple and many other color ]\n\n[so when i open my blender the viewport is black i can't even see the cube the i change a different shading and the object appear with those weird color each time i rotate the scene]\n\n",
"Viewport is black solid mode\nwin7 x64\ngraphics card - intel hd graphics 4000\n\n2.8 Beta -2019-03-18\nhash: a29186efb12\n\nWorked: \nblender x32(same day release) is crashing when before splash screen\nblender x64 has errors as follows:\n\n- colors of viewport are blinking when rotating 3d view;\n- viewport is black when 3d view is still or in lit mode.\n- render of default scene view has random colors.\n- light is not affecting a scene.\nall errors describes are in eevee. \n\nI'm not going to add any of blend. file becouse this happens in every first run of every blender 2.8 in this computer\nScreen with error - ",
"Black Screen in 3d View\nOperating system: Windows 8.1\nGraphics card: Nvidia Gforce 920M\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nCompletely black screen in the startup screen.\nCannot even see the cube, camera or anything\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Blender 2.8 opens with black screen\nOperating system: Windows 8.1\nGraphics card: Seems to be built in. Adapter : intel(R) HD Graphics family \n\n**Blender Version**blender-2.80.0-git.d5cb425b8745-windows64\nBroken: \nWorked: (optional)\n\n\nWhen I start it, the splash screen is displayed properly, but when I click off the splash screen, the view port is just black except for the cursor surrounding a small orange dot, all the menus and tool bars seem to be there. They do alter things but there is no object to work on so it doesn't seem to have much effect.\n\nFollowing advice this morning on how to get my Windows 7 desktop working, I checked that the graphics driver was up to date, which it was, and I have restarted just to make sure. All with no effect\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n\nWhat should I do?\n\nGraham",
"3D Viewport problems\nOperating system: Intel i5-4200U laptop, Win 8.1\nGraphics card: no additional GPU\n\nBroken: blender-2.80-a77b63c56943-win64\n\nOn startup (clean install), the 3D viewport ic completely black, except for the 3d cursor (see attached image{[F6181922](Startup.jpg)}). Only when entering edit mode, and clicking numpad 0-9 (not 5), then the viewport is displayed properly.\nIf Shading is set to rendered, the background shows a seried fo colors (grd, green, blue and black. LookDev appears fine, but Wireframe shows a similar RGB screen, with an odd horizon effect .\n\nNote that the grid os not visible in any of the shading sets except for Solid mode after the edit mode fix.\n\nIn edit mode, the selected edge is not highlighted (ok for vertices and faces)\n\nSelecting an object does not highlight properly (works after edit mode fix)",
"Black 3D / Corrupted viewport with Intel HD and Windows 8.1 / Windows 7\nOperating system:Windows 8.1\nGraphics card:Integrated Intel HD Graphics\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\n\nThe 3D Viewport looks complete black, meshes become visible after changing shading type, but grid floor is never visible\n\nStart the program and the error is right there.\nBased on the default startup or an attached .blend file (as simple as possible).\n"
] |
Library Overrides: Restrictive workflow API.
Adds a restrictive workflow to the library overrides.
In a restrictive workflow the library contains a template of what can be overridden when linked into other files.
As the UI/UX is unclear this workflow is available via API.
| [
"Drag data-block into \"Current File\" asset library to create local asset\nIt's not obvious to users how they can create assets. One thing many seem to expect is that they can drag a data-block into the Asset Browser. We can easily support this for the *Current File* repository. For others, we'd have to error out for now.",
"Support Multiple Catalog Definition Files\n",
"Operators to add to the Outliner\nCurrently the Outliner allows users to fully manage Collections. You can add them, remove them and manage them fully.\n\nHowever, for other data this is very limited currently. Many users would like to be able to use the Outliner to do many more basic management tasks. I think we should add many more basic things here that are related to adding, removing, copying, duplicating and so on.\n\n\n\n\nThese features we can add to the Outliner context menu system:\n\n**Objects:**\nCurrently you can perform these operations in the Outliner for objects.\n - - [x] Delete\n - - [x] Rename\n - - [x] Copy/Paste\n\nIn addition, it would be useful to add these commands too:\n\n - - [ ] Add New (with full list of primitive types)\n - - [ ] Duplicate\n - - [ ] Make Local\n - - [ ] Make Proxy\n - - [ ] Add Constraint\n - - [ ] Add Modifier\n\n\n**Constraints & Modifiers**\nCurrently you can:\n - - [x] Delete\n - - [x] Rename\n - - [x] Toggle visibility, but only in the context menu, strangely\n\nIn addition, we should add:\n - - [ ] Visibility toggles\n - - [ ] Re-ordering (by dragging)\n - - [ ] Transfer modifiers & constraints from one object to another (by dragging)",
"Mitigate the risk of wrong shape key selection in sculpt and edit mode.\n# The Issue\n\nA major weakness of any layered editing system is that it matters which layer is selected for editing operations, but this selection is not apparent in the actual editing space, because layer effects are by definition combined into a single result for display.\n\nFor instance, unless the single key mode is turned on, the effects of all relative shape keys are summed up into a final shape, which doesn't change no matter which one is selected.\n\nThis means that it is easy to apply editing operations to the wrong selected layer, including a possibility that the undo stack will be exhausted before the mistake is noticed.\n\nAn additional risk factor is that shape influence sliders are located in the same list, and a hurried misclick on a slider can change selection.\n\n# Proposed Solution\n\nThe industry standard way to mitigate this risk is layer locking: layers that are not currently being worked on can be locked by the user, in which case all editing operations that would affect that layer will instead abort with an error.\n\nBlender already supports this with Vertex Groups and weight painting - even though with groups it is more obvious which one is selected, and locking has additional effects related to normalization.\n\nI propose adding this feature for shape keys (implemented in #104463):\n\n\n\nSince it is a standard approach that is used by any advanced image editor, most users would likely be already familiar with the concept. However there are some details in its application that need discussing.\n\n## Scope Issue\n\nThe primary design question is which operations should react to layers being locked, balancing mainly implementation complexity and the effectiveness and convenience of the feature.\n\nIn implementing the prototype I decided that the main criteria should be:\n\n* Operations that affect vertex positions, and thus shape keys.\n\n* Operations where the shape key selection matters:\n\n For example, applying object mode transformation updates all shape keys. Thus the selection doesn't really matter, and respecting locks would inconvenience the user that is working on the scene layout, rather than individual object details.\n\n* Deform-only operations:\n\n Even though selection may affect the final vertex positions, operations that change topology necessarily change all shape keys. For that reason, topology manipulation also belongs in an earlier stage of the design pipeline than shape key creation, even though it may be necessary to do it later sometimes for various reasons. Finally, topology change is seldom not accompanied by using transformation operators that respect the locks.\n\n### Current Scope\n\nThis is the current scope of the checks in the prototype:\n\n* All Edit Mode <u>transformation</u> operations.\n\n Specifically, everything invoking the generic transform system initialization code.\n\n* All <u>Sculpt brushes</u> that affect vertices, and not colors or masks.\n\n Specifically, everything invoking the generic brush stroke initialization code.\n\n* <u>Smooth</u> and <u>Laplacian Smooth</u> operators in Edit Mode.\n* <u>Blend From Shape</u> operator in Edit Mode.\n* <u>Propagate To All Shapes</u> operator in Edit Mode.\n\n This one is a bit of a problem, because technically shape selection doesn't matter here: it snaps all shape keys to the current position. However currently I implemented a check to abort if any shape key is locked on the principle that it is a shape key operation. Maybe it should only check the main Basis, or work in some other way.\n\n* <u>Mirror Shape</u> and deleting shape keys.\n\n* A few other operators...\n\nThis [spreadsheet](edit?usp=sharing) containts an exact listing of which operators should and actually do check for locks.\n\n# Discussion\n\nIt is necessary to discuss whether the main criteria, or this specific list needs changing. For instance, I'm not confident that I remembered all operations that match the criteria for the checks.\n\nAnother minor design point is whether attempting to edit a locked layer should be an error (shows a message under the cursor) or a warning (appears in the status line).\n\nSince the checks are done by operators rather than low-level code, add-ons would have to implement them too where relevant. I wonder how many would be affected, and whether some API additions to help them do that easily would be necessary.\n\nThere have also been some questions raised in #104463, like:\n\n> - Are shape keys a special case? (is there other data we might want to lock).\n> - Is the current implementation disallowing editing in all anticipated situations? There seems to be quite a few ways to transform vertices that aren't included here, applying transform, moving object origins, ... to name a couple, probably other mesh tools too. It may feel like an incomplete feature if these are left out, yet, this means we need to add check in many more places.\n> - Are there ways this can be implemented in a way that doesn't frustrate users. For example, you load someone elses file, select objects and want to apply transform. If they have locked a shepe-key it could mean having to manually select and disable the the locks. Users may request a ways to disable locks on all selected objects, maybe going along in this direction is fine, but we can anticipate some of these issues and consider functionality that doesn't add unnecessary overhead. \n",
"Implement UI for brush assets and Draft operators\nWe don't have all the operators yet, and we may change their icons. But the core UI can be worked on already:\n\n* Getting information from Asset\n* Have an element that shows the thumbnail that is not clickable\n* Show override color for drafted settings.\n\n\nFor the design, see #106898.\n\n",
"UV: Add 3D Gizmos for UV projections, Cube, Cylinder and Sphere projection\nThe \"Unwrap > Projection\" operators are powerful, but would be even better with artist control over exact placement in 3D space.\n\nPropose to add gizmos in the 3D viewport to allow precise artistic control over the cube, sphere and cylinder.\n\nConsider adding Planar Projection as well.\n\nThanks @BlenderBob for the suggestion!\n\n",
"UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n\n\n\n\n* Move display settings to a popover\n* Change the Pixel Coordinates toggle into an enum to choose between Pixels or Normalized\n\n\n* Slightly re-arrange the header:\n\n* Move th UV Vertex panel away from the Image Sidebar category and into Item, and include Coordinates option here too:\n\n",
"Override Linked armature with bone constraint inconsistent behaviour\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.3.6\nBroken: version: 3.5.1\n\nOverriding a linked armature with bone constraints makes bone constraints editable but saving and re-opening the file displays the constraint as not fully editable but overridden. This is confusing and source of mistakes.\n\n- Link `Armature` object from the given file: [rig.blend](attachment)\n- In outliner, right click on it and `Library Override > Make > Selected`\n- Have a look to the Properties panel, under `Bone Constraint`, the constraint appears editable: \n- Save your file, and click on `Revert`\n- The constraint appears now as not fully editable but overridable: \n\nNB: you can also rename the constraint by adding \"Test\": \nSaving and reverting will duplicate the constraint, which is a strange behaviour and not what the UI suggests will happen.\n\n\n\n",
"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```",
"Refactor AssetCatalogservice\nAfter Blender 3.0 has been released, the `blender::bke::AssetCatalogService` class needs some refactoring. It has too many responsibilities in this single class:\n\n- Finding catalogs (by ID, by path)\n- CRUD operations on catalogs\n- Writing to & loading from disk\n- Undo/redo system\n- ... by the time you read this, likely more.\n\nOnce Blender has been released (or at least after the release branch has been created), there should be a better view on the necessary functionality, and a refactor of the code should be fairly straight-forward.\n",
"Menus & Context Menus: What to do if operators aren't valid\nThis is a design doc to clarify how we should handle cases where operators aren't applicable. \n\nCurrently, we deal with this poorly:\n\n - In the context menus, we often show properties that won't work (such as when nothing is selected)\n - In regular menus, sometimes operators don't work in certain criteria, but it isn't communicated\n\nHere's how I think we should solve it:\n\n## Context menus\nRule: Only ever show operators here that actually work in the current context.\nThis means that, if nothing is selected, we should not show operators to act on the selection, since this will fail.\nIn general the context menus are always meant to show the user relevant items for the current situation, so this fits with that concept.\n\n**When nothing is selected**\nFor the case where nothing is selected, there often won't be very many applicable operators. In that case, we should add operators to add new items (objects, meshes, strips etc).\n\n## Regular menus\nThese we should keep constant, and not hide or show items, since it breaks muscle memory. Instead, we should use greying out. Preferably we should improve operator polling so that operators get greyed out when not applicable. When nothing is selected, or the wrong kind of item is selected, operatoers that don't do anything then should become greyed out.",
"Fix/Refactor NLA Track library override\nWhen refactoring the [NLA create track methods](104929), some questions came up about library overrides. \n\nMainly:\n1. What defines an NLA Track as a library override?\n2. What behavior differs when the NLA tracks in the Animation Data are updated (new track added, removed, ordered, etc)\n\n\nCurrently, every newly created NLA track has the [NLATRACK_OVERRIDELIBRARY_LOCAL](nla.c#L352) flag set by default. It's not super clear why this flag is set, or how it indicates a library override. \n\nThe second open question, is how a library override impacts the NLA tracks. [This comment](nla.c#L352) suggests that the library override tracks need to be grouped together at the front of the list, and anything local should be after that. The codes doesn't seem to enforce this however, as tracks can be inserted before/after each other, regardless of library override status. \n\n--- \n\n\n### Next step\[email protected] and I decided that we should open this discussion to the larger community for feedback. We'll be discussing this issue in one of the upcoming [Animation & Rigging module meetings]().\n\n",
"Not optmized bpy.data.screens for some Workspaces in template files\nOperating system: Windows 10\n\nBroken: 2.93.0\n\nIn Blender, each workspace adds a screen struct at `bpy.data.screens`.\nFor instance, the \"Animation\" workspace adds a \"Animation\" screen at `bpy.data.screens[\"Animation\"]`.\n{[F10173259](workspace-animation.png), size=full}\nThat's the expected behavior.\n\nBut some workspaces, like \"Video Editing\", add an extra screen with generic names, like \"Default.024\" and \"Default.025\".\n{[F10173268](workspace-video-editing.png), size=full}\n\nLooking further, I could easily redo the \"Video Editing\" workspace from scratch with only one screen:\nCurrent: \nFixed: \n\nThere is no visual difference that could justify the extra screen.\n\n**Affected workspaces**\nNot optimized workspaces and the screens they add:\n| Workspace | Screen\n| -- | -- |\n| 2D Animation > 2D Animation | \"2D Animation\", \"Default.009\"\n| 2D Animation > 2D Full Canvas | \"2D Full Canvas\", \"Default.001\"\n| 2D Animation > Compositing | \"Compositing\", \"Default.016\"\n| 2D Animation > Rendering | \"Rendering\", \"Default.020\"\n| Sculpting > Sculpting | \"Default.012\"\n| Sculpting > Shading | \"Default.003\"\n| VFX > Compositing | \"Default.021\", \"Default.022\"\n| VFX > Masking | \"Default.025\", \"Default.026\"\n| VFX > Motion Tracking | \"Default.000\", \"Default.001\"\n| VFX > Rendering | \"Default.019\", \"Default.020\"\n| Video Editing > Rendering | \"Default.019\", \"Default.020\"\n| Video Editing > Video Editing | \"Default.024\", \"Default.025\"\n\n**Steps to reproduce the issue**\n* Delete all workspaces, and leave just \"Layout\"\n* File > Clean Up > Unused Data Blocks\n* Outliner > display mode \"Blender File\" > expand \"Screens\"\n* There should be only one screen called \"Layout\"\n* Add one of the affected workspaces\n* Check the new screens in the Outliner\n\n**Workaround**\nIt was easy to correct screen names, but I couldn't find a way to remove extra screens through the UI or bpy.\nEach copy of an affected workspace also duplicate the extra screen, and it can't be dissociated.\nSo I remade the affected workspaces from scratch using only one screen, and replaced the template files in:\n`{BLENDER_SYSTEM_SCRIPTS}\\startup\\bl_app_templates_system`\nIn my system it is in:\n`\"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\startup\\bl_app_templates_system\"`\n\nThe fixed files: [bl_app_templates_system.zip](bl_app_templates_system.zip)\n\n**Fixed workspaces:**\nOptimized workspaces and the screen they add:\n| Workspace | Screen\n| -- | -- |\n| 2D Animation > 2D Animation | \"2D Animation\"\n| 2D Animation > 2D Full Canvas | \"2D Full Canvas\"\n| 2D Animation > Compositing | \"Compositing\"\n| 2D Animation > Rendering | \"Rendering\"\n| Sculpting > Sculpting | \"Sculpting\"\n| Sculpting > Shading | \"Shading\"\n| VFX > Compositing | \"Compositing\"\n| VFX > Masking | \"Masking\"\n| VFX > Motion Tracking | \"Motion Tracking\"\n| VFX > Rendering | \"Rendering\"\n| Video Editing > Rendering | \"Rendering\"\n| Video Editing > Video Editing | \"Video Editing\"\n\n**The actual fix**\nIf this bug is confirmed, would it be enough to patch these files?\nI feel like the real bug may be what's causing a workspace to have extra screens.\nMaybe something that was fixed ages ago, but still after the templates were created? \nI couldn't reproduce the behavior of adding a new workspace with extra screens by copying a non affected workspace.",
"Data-block Selector Design Changes (latest iteration)\nNOTE: This task does **not** cover the search menu of the data-block selector. There were ideas for this in the past, but they are not covered here.\n\n## Motivation\n\nThis initially was motivated by the addition of library overrides. Data-block selectors need a way to show library override operations.\n\nThere are a few other issues the following proposal addresses:\n* **Scalability**: The current solution of adding little icon buttons next to the data-block name field doesn't scale well. It only works if there's a small number of operations. We need to be able to place more items for better data-block management. Especially with the introduction of library overrides.\n* **Discoverability**: It's not obvious what some of the icons do. They appear and disappear, but it's not clear why some are available at times and others not.\n* **Unclear Status**: Currently their library status (linked, indirectly linked, broken link, library override) isn't really clear.\n* **Unusual behavior**: Some of the icon buttons allow Shift or Ctrl clicking to invoke alternative behaviors. This is not a usual pattern in Blender.\n* **Misleading/incorrect terms and icons**: The current design mixes \"Duplicate\" and \"New\", as well as \"Delete\" and \"Unlink\". So it's unclear what a click on the duplicate-icon does for example.\n\nThere is a conflict here: Many of the data-block selectors have little space, but users want to see many things at once: Fake user status, user count, name with sufficient space for long ones, often used operations (duplicate, unlink), etc. And there needs to be access to a data-block search box and advanced operations.\n\n## Proposal\n\n[TODO properly explain this]   \n\n**Operations Menu**\n\n**Necessary Changes**\n\n**Remaining Issues**\n\n* Space is still an issue. The proposed design may be an improvement in some regards, but only slightly reduces needed space.\n* For now, this design won't display the library status icon (linked, indirectly linked, broken link, overridden, is-asset). There is just too little space for this. What other ways could we communicate this?\n\n## Higher Level Issues\n\nThere are at least two higher level issues, which are not addressed in this proposal, but can be addressed in a more or less orthogonal way:\n* Fake user is an ancient concept that should probably go (see #61209). Once that is done we don't need to show the fake user status icon. Maybe we can show the library status icon instead then.\n* Data-block selector is \"abused\" for general data-block management, because there is no proper place for that. E.g. the data-block could visualize the data-block relations (e.g. see <2.5 OOPS schematic) and provide better tools for managing them. A data-block selector should really just be used for managing a simple data-block user.",
"Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)"
] | [
"Library Override - 'Cherry-Picked' Properties\n\nGeneral Idea\n****\n\nThe idea behind this task is to help with collaboration between the different pipeline stages artists. In a nutshell, the artists creating an asset will be able to define which properties should be typically editable by the artists using this asset.\n\nWhile the primary goal of this task is to handle the library overrides case, this feature should not be limited to them, not even to overrides in general.\n\nThe main two ideas are:\n* Defining a set of 'cherry-picked' properties for each data-block, when creating the asset. Then add a 'filtered' mode to the properties editor, that would only show those favorite properties. This filtered mode would be enabled by default for library override data-blocks.\n* Non-cherry-picked properties remain editable, but there will be tools (in the Outliner, and RNA/python API) to quickly detect and revert those if they are edited.\n\nNOTE: This design is the latest evolution of the 'restrictive workflow' idea.\n\n-------------------------------\n\nUI/UX, Workflow\n****\n\nA new filtered option will be added to the Properties editor, only enabled by default for linked/overridden IDs, when they do define a set of cherry-picked properties.\n\n\n\nA new mode will be added to the Outliner, to help visualizing and bulk-editing 'cherry-picked' properties.\n\n\n\nCreation\n----------\n\nDefining which properties are cherry-picked (and therefore shown by default when the data is linked and overridden) will happen during asset creation.\n\nWhole data-blocks may also be defined as 'cherry-picked', in which case all of their properties will be shown/editable.\n\nThe main place to define them will be the properties editor (from an entry in the contextual menu on the relevant widgets). The same option could also be added to the contextual menu of the 'Data API' view in the Outliner, for completeness.\n\nVisualizing/editing defined favorite properties can happen either from the Properties editor itself, by toggling the filtered mode on, and/or using some visual feedback on their widgets (specific color, hashed-grayed-out...), or from the dedicated mode in the overrides Outliner view.\n\nUsage\n-------\n\nBy default, users of a linked/overridden data-block which has cherry-picked defined, would only see these in the properties editor.\n\nThey can toggle the filter off though, if they want to have access to other properties.\n\nThe Outliner Overrides views will show a warning when a non-cherry-picked property has been edited.\n\nTechnical Implementation\n****\n\nWhile they have a lot in common with liboverrides, 'cherry-picked properties' should be implemented in a separate data structure/BKE module, as they also can extend beyond liboverrides scope. The idea of 'liboverride templates' is then not used here.\n\nProposal is then to have a new optional struct (through pointer) in ID, with a general flag (e.g. to define the ID as fully editable), and a 'allow' list of RNA paths (+ flags potentially) for the 'cherry-picked properties'.\n\nThe basic management code would be in a new BKE module (`BKE_lib_cherrypicked_properties` or so). *Ideally some generic handling could be factored out of this module, the liboverride one, and potentially the future dynamic override one, in the future.*\n\nAn RNA-based API will be added for scripts control.\n\nChanges to the outliner and properties editor code needs to be defined.\n\nChanges to the existing liboverride code is expected to be minimal. One side task may be to clean up the 'half-dead' code of the initial 'template' implementation, could simplify slightly the liboverride code.\n\nTasks\n****\n\n- [x] Decide on actual name: ~~\"Favorite Properties\"? \"Exposed Properties\"? \"Principal Properties\"?~~ \"Cherry-Picked\" properties\n- [ ] Create an Icon for them (with ON/partially ON/OFF variants). For now, the 'eye' one could be used.\n *Could be e.g. some mix of 'heart' and 'system' icons? {[F12890805](favorite_props_icon_proposal.png)}*\n- [ ] Create the low-level BKE code and DNA data structures.\n- [ ] Create the RNA API.\n- [ ] Add the Properties editor filtered view.\n - [ ] Add a 'only show' mode (i.e. fully hide the filtered out properties)?\n - [ ] Add a specific 'grayed-out' mode (e.g. using a hash-pattern grayed-out)?\n- [ ] Add a visual feed-back in library file about which properties are cherry-picked (could be e.g. a new 'column' next to the 'animation' one, or a specific background/border color for the widgets).\n- [ ] Add the 'Cherry-Picked' view to the Outliner (or as a new mode for the 'Blender File' view?).\n- [ ] Add entries to the contextual menu in Properties and Outliner editors (including high-level management operators).\n"
] |
Screen Layout Freezes Blender
Win7 64bit; AMD HD 7700 (display); NVidia GTX 560 (rendering only)
Broken: 2.69.0 r60995 (official), 2.69 ab49437 (current buildbot)
Worked: It didn't work for me..
There are some broken layouts (Default.XXX) in attached file which can freeze Blender when activated.
[Delete_Layout.blend](Delete_Layout.blend)
1. Open the file and switch to layout Default.001
2. Try to delete the layout - freeze
OR 2. Try to change layout - freeze
OR 1. If you switch to Default.002 the screen turns black
I couldn't find out what causes this problem - maybe some appended models. I didn't make those layout by myself, they just appeared somehow :) | [
"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",
"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",
"Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n\n\n\n",
"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",
"Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n",
"Cycles destroys an existing texture image while baking to a new image\nOperating system: Windows 11\nGraphics card: rtx 2070\n\nBroken: 51bc44420b89\n\n\nBlender seems to destroy or empty an existing texture in a multi material setup while baking to a new image.\n\n\n\n\nload the attached file\n\nselect the BAKE material\n\nselect the BAKE image node\n\nRender Props -> Bake ( it is already setup)\n\nPay attention to the viewport to see that one of the textures turn black, and the BAKE texture is still black\n\nYou can try variations as in putting the BAKE node in other materials however the result seems to be the same failed bake.\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",
"Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n",
"Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.",
"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",
"Scene Proxies in the Video Sequence Editor\nWindows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary)\n\nBroken: (2.79a) Official builds\nWorked: (2.79) Official builds\n\n\nTo cut a long story short @ideasman42 disabled Scene proxies in the Video Sequence Editor because:\n\n> In #54048#485268, @ideasman42 wrote:\n> Looked into this and for now **building proxies doesn't support anything besides movie, so disabling support for this.**\n> \n> 6535f668b4\n\n\n*This shocked me, have I been using Blender wrong?* Because I've been happily doing this for months.\n\nI don't quite understand the rationale behind the removal of is.\n\nThe main problem for me is that I have projects (made in 2.79 and earlier) that rely on scene proxies and when opening them up in 2.79a viewing or creating them doesn't work.\n\nNow there *are* issues with Scene Proxies most notably the aforementioned (#54048) one and it can be really bad:\n\n[0001-2565.mkv](0001-2565.mkv)\nand\n**Other proxy issues**\n - Skipping frames whilst rendering.\n - Properties side panel scrolls up after changing proxy location in the File Explorer.\n - Overwrite don't have the same behaviour as Overwrite does in the render setting (in the properties editor)\n - and [inconsistent functionality ](F2418236).\n\nBut I've always treated this as an incomplete feature, (same way I treat NetRender, it's somewhat stable but is inconsistent. e.g. blender/blender-addons#52502) throwing in a bug report due to just crashing (#53792) and have been fine.\n\nBut now with the update, the [Proxy/Timecode Panel ](proxy.html) is still there and does nothing. and as I said in my query to @ideasman42's decision to disable this:\n\n> In #54048#485618, @ChristopherAnderssarian wrote:\n> So, @ideasman42 does this invalidate my bug report? #53792\n> Also, is it a good idea to disable this considering the Proxy/Timecode Panel option still there (or are you still working on this)?\n> \n> With no information or feedback in the Blender Manual or when trying to create proxies (nothing happens), `you are going to get users confused on a essential feature that worked` (works fine in cycles for me (not the file names the crashing)) in 2.79 `and now doesn't with no apparent reason why. `\n\n___\n\n> In 6535f668b4, @ideasman42 wrote:\n>>...generating proxies currently only works for movies...\n\n*No... they don't. They worked for Scenes before. (and they work for images for that matter)*\n>>...cancel until other types of sequence strips are supported...\n\n*What do you mean by this? That it's officially 'supported', documented?* \n___\n\nNow that I've been trying to research around a bit, is this an incomplete feature or has it slowly gotten broken in time?\nThere's #43857 which uses a scene proxy. So there must be other uses who uses this right? Or was this just an example?\nI would love to use this with Eevee; having the proxies rendered in no time and my GPU not getting taxed.\n___\n\nWhat I think to be good next steps:\n\n - Having the functionality back as it was before.\n - An open task to deal with the *Other proxy issues.*\n___\n\nZipped folder with a working Blender file and proxy:\nTested in Ubuntu VM both 2.79 and 2.79a with reproducible behaviour.^\nTested on a separate laptop with both 2.79 and 2.79a with reproducible behaviour.^\n(Note: In my Ubuntu VM I had to toggle Textured Solid button in the Scene Preview/Render Panel to get the proxy showing in 2.79.)\n(^ Reproducible behaviour being: fully working in 2.79 and not working at all in 2.79a)\n[Blender_VSE_Testing_Scene_Proxy.zip](Blender_VSE_Testing_Scene_Proxy.zip)\n\n\nI'm sure this was just a misunderstanding.\nYours,\nA passionate Blender user",
"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",
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n",
"Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work",
"MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n"
] | [
"GUI becomes defunct in certain screen layouts\n**Relates to**: #36175\n\n\n%%%--- Operating System, Graphics card ---\n\n```\n CPU: AMD Phenom II X4 955\n RAM: 4096 MB\n GFX: ATI Radeon HD 5700\n OS: Windows 7\n Drivers: Catalyst 13.1\n```\n\n - Blender version with error, and version that worked ---\n\nwith error: version 2.68 (sub 0), revision b'58537'. b'Release'\n\n - Short description of error ---\n\nA screen/layout becomes corrupt, so that selecting that screen removes all GUI functionality. Blender appears to be crashed, and dragging the window leaves window repaint artifacts/patterns. However, keyboard shortcuts to switch layouts restore normal functionality. Returning to the corrupt layout reliably reproduces the problem.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\nI think I've nailed when that happens and here are the steps for reproducing this defect:\n\n1) Run Blender\n2) Shift+drag the 3D viewport to duplicate it into a new window\n3) Move that window to the second monitor\n4) Switch it to UV Image Viewer\n5) Minimize it\n6) Save the file\n7) Reload the file\n8) The new screen layout created for that duplicated window is now defunct. The window is initially black and stays that way. You can switch it to a working screen layout using the keyboard shortcuts.\n\nI've linked the original bug as related to this report since it's been closed for not having the exact steps to reproduce it.%%%"
] |
Bone Copy rotation constraints in local to local space do not work reliably. Rotation has abrupt steps in relatively simple cases.
Operating system: Ubuntu
Graphics card:
Broken: 3.4.1
Copy rotation has a non intuitive behavior, leading to abrupt changes in relatively simple cases. This happens in simple cases if the influence value is set to less than 1. It also happens if influence value is set to 1 if the chain is a a little more complex and positions are not aligned with the canonical axes.
In the attached blend file:
* In Simple Arm collection, Arm and ForeArm bones have a copy rotation to the Hand bone, in YZX order, in local space. Rotating the hand mainly around its Y axis breaks the rotation of the Arm bone when rotating a certain amount as it has an influence of 0.5 (less than 1). However, the ForeArm constraint works as expected (has an influence of 1). However, we would expect the Arm bone to behave more reliable as it has a lower rotation speed.
* In the Arm Collection: ForeArm rotation also breaks even with influence = 1. Maybe because it has a position not aligned with the axis.
[rotation_constraint_bug_report.blend](rotation_constraint_bug_report.blend)
[SimpleArmRotBug.mp4](SimpleArmRotBug.mp4)
[ComplexArm.mp4](ComplexArm.mp4) | [
"Better Rigidbody and Constraint Memory Management\nHere is a general diagram of the relevant pieces of the `Object` and `RigidBodyWorld` models\n\n\n\n\n**Problem Scenarios:**\n1. There is an empty with the constraint. Two objects with rigidbodies are linked to the constraint.\n\n - Deleting one of the objects.\n - Deleting the empty with the constraint.\n\t\n\n 2. There is an object with a rigidbody and it has the constraint on it. There is another object linked to the constraint.\n - Deleting the other object.\n - Deleting the object with the constraint.\n\t\n\n**Scenario 1.A:**\nEmpty - Has constraint.\nObject1 - First object in constraint\nObject2 - Second object in constraint.\nPlay simulation for a few frames. Pause simulation. Delete Object2 from scene.\n[Test1a.blend](Test1a.blend)\n\t\n**Problem**\nFor Object2, its btRigidBody has a pointer to the btTypedConstraint. When deleting the btRigidBody, we tell the btTypedConstraint to `removeConstraintRef()`.\nThis however just marks Object2's btRigidBody as not colliding with Object1's btRigidBody, it does not remove the btRigidBody from the btTypedConstraint.\nThe memory for Object2's btRigidBody gets deleted, and btTypedConstraint now contains junk memory that crashes when attempting to run the simulation for the scene RigidBodyWorld.\nFrom looking at the header of btTypedConstraint, it seems like the intent is to never swap out the rigid bodies or change them after the creation of the constraint.\nSo we need to ensure that when an object gets removed from the scene, the btTypedConstraint gets removed from the btDiscreteDynamicsWorld for the scene.\t\n(This also happens when both objects are set in the rigidbody constraint, the simulation is played for a few frames and then paused, and then UNDO takes the object out of the constraint.)\n\n**Scenario 1.B:**\nEmpty - Has constraint.\nObject1 - First object in constraint\nObject2 - Second object in constraint.\nPlay simulation for a few frames. Pause simulation. Delete Empty from scene.\nDidn't cause any crashes that I could find\n\t\n**Scenario 2.A:**\nObject1 - Has constraint.\nObject2 - Second object in constraint.\nPlay simulation for a few frames. Pause simulation. Delete Object2 from scene.\n\n**Problem:**\nEssentially the same as **1.A**\n\t\n**Scenario 2.B:**\nObject1 - Has constraint.\nObject2 - Second object in constraint.\nPlay simulation for a few frames. Pause simulation. Hit Ctrl-Z to undo and move back to start of simulation. \n[Test2b.blend](Test2b.blend)\n\nWhen hitting UNDO, we iterate throught the objects in the scene to delete and recreate them in the previous state.\nWhen deleting, if Object1 is deleted first, that has the constraint on it, we delete the physics object and the constraint.\nEach btRigidBody contains an array of pointers to constraints that it is in. When deleting the physics body, we need to ensure that it is removed from all constraints.\nWe remove the constraint from Object1's btRigidBody, and then delete the btTypedConstraint.\nHowever Object2's btRigidBody still has a pointer to the btTypedConstraint. When deleting the btRigidBody, we attempt to remove it from the btTypedConstraint,\nbut the memory has already been freed, so we get a crash.\n\n\nThese are the most obvious issues with the current implementation, though it is not exhaustive. There are further problems with memory getting corrupted between undoing and rebuilding the simulation that I could not pin down so specifically, but I think these are representative of what the issues boil down to. \nThe crux of the issue is that when deleting any physics object, it needs to know about all the constraints it is in and all the other objects that are related to it in the physics simulation. And if it is in a constraint, but doesn't actually own the constraint, there's no way to find the other objects and relationships it cares about. This also leads to the order-of-processing issues depending on which objects get deleted first when undoing/rebuilding a simulation.\n\n\n**Resolution Ideas**\nMy suggestion is to no longer free `ob->rigidbody_object` or `ob->rigidbody_constraint` directly from an `Object`.\nThe Scene's `RigidBodyWorld` should be responsible for handling removal of all rigidbody related data.\n - It should contain a map from `Object` -> `Set<RigidBodyCon>` so when any Object is being removed the RBW has a link to any related constraints. An object could be in multiple constraints, hence the `Set<RigidBodyCon>`. In theory we could loop through all constraints in the scene to find which constraints an object is in, but this would obviously have a performance impact on a scene with a lot of constraints.\n - When an object is being removed/deleted, the RBW will remove any btTypedConstraint that references it from the btDiscreteDynamicsWorld.\n - It can also remove the btTypedConstraint from any other objects in the constraint so it no longer has a junk pointer.\n\nCreate a hashmap on the `RigidBodyWorld` data structure to contain a map of Objects to the constraints they are in.\n\n```\n /** (blender::Map<Object *, blender::Set<RigidBodyCon>>) */\n void *object_rbc_map;\n```\n\nWhen rigidbodies or constraints are going to be added to/removed from the scene, ensure that the RigidBodyWorld is responsible for deleting all relevant physics objects and constraints, rather than deleting them from the Object directly. \n\nFor **Scenario 1.A/2.A:** the RBW would ensure that if a `btRigidBody` is removed from a `btTypedConstraint`, the `btTypedConstraint` should get removed from the `btDiscreteDynamicsWorld`.\n\nFor **Scenario 2.B:** the RBW would ensure that when deleting a constraint, all objects in the constraint have the `btTypedConstraint` removed from their `btRigidBody`.",
"Blender continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n",
"Ability to cancel viewport operations (rotate/pan/zoom)\nSince most transforming view-port operations can be cancelled, it would be useful if viewport operations such as rotate/pan/zoom could be cancelled by pressing Escape. [See request ](showthread.php?392619-Call-for-Quick-Hack-ideas-(for-beginner-students-to-complate-in-a-day)&p=3010312&viewfull=1#post3010312).\n\nWhile not high priority, this is nice to support for consistency with other parts of Blender.",
"Batch Rename Operator's lacking additional features for user-defined organisation of numerical (e.g., 001, 002) reassignment on the Bones in the Selection\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.4.3.230420\n\nBroken: version: 3.3.7\nWorked: Never developed feature I guess.\n\nThis problem arises when we are trying to Batch-Rename a bigger Selection of Bones, and we want to assign numerical naming to them (such as Bone.001, Bone.002, Bone.003...), but, additionally, we want to logically order/reorder which Bone will start with \"001\" and which other Bones in 3D space will then get the other names \"002\", \"003\", etc.\n\nParticularly, when we Batch Rename the same Selection of Bones (all the Bones in given file) with the follow settings:\n**Selected: Bones\nType: Set Name\nMethod: New**\n**Name:** e.g., **Bone.001** or **Bone**\nand that we want to order these number names to 'swap' between the Bones in different, useful orders (for example, imagine, opening the file, that we just want to Batch Rename the Bones so that they are named Bone.001 to Bone.007, but on an inverse order: that is, in the 3D Viewport, from right to left instead of from left to right). So, what I've learned by accident is taht we can actually Batch Rename [Ctrl+F2] the same Bone Selection, with exactly the same settings, applied over and over again (iterations of the Batch Rename Operator); and this will make those number names to swap (and sometimes this is very helpful in [re]organising a project), however, if we keep doing that (iterations), what we see is the emergence of a strange cyclic pattern, that is actually very specific and hard to understand at first; unfortunately, this pattern is not that useful for multiple reasons in reorganisation, as it seems to be controlled only by (what I assume could be) the Bones' Indices (\"IDs\"), which are not very accessible nor very controllable, and we certainly do not have features in Batch Rename which relate in a clear and directive way to the Bone's Indices. Originally, I did expect Bone Parenting hierarchy, if any, would help in some sort, in terms of smart automation, of the Batch Rename feature; or, perhaps, the order in which the Bone Selection was made for a current use of the Batch Rename Operator would have an effect; or, at least, the Active element in that Bone Selection would have and influence. However, apparently, none of these factors seem to apply or be consistent: only the order in which the Bones were originally Added to the Armature Object [so, an ID/Index thing for the Bones?] seems to have an effect in the pattern which emerges from the iteration of the Batch Rename Operator on such settings for the same Bone Selection.\nMoreover (annother very peculiar and annoying limitation): the \"001\" will NEVER swap place! differently from the other number names. So, to give the name \"Bone.001\" to, for exemple, the Bone on the opposite side (which is not the 1st Bone with the earliest Index in my file), we can't just Batch Rename to get this job done (especially not, if there is already a Bone named \"Bone.001\" name in the Armature Object and that we want to keep this exact Name structure \"Bone.###\").\n\n1) Please, open the Blend file.\n2) Select All the Bones and Batch Rename with the following settings:\n**Selected: Bones\nType: Set Name\nMethod: New**\n**Name:** give something like **Bone.001** (could be just **Bone**) or **Test.001** (could be just **Test**)\n3) OK on the Operator, see how the Bones were Renamed;\n4) Once again, command another Batch Rename Operator [Ctrl+F2], keeping exactly the same settings (so this time just press OK);\n5) Observe the output;\n6) Keep re-iterating, and try to understand the pattern that shall emerge from it (is this really about Bones' Indices/ID only? Can we spot this data for Bones in the UI? Can't we swap Bones' Indices as well between themselves?). See if the Bones' Names 'swapping' could attend to different, some very specific reordering that we might wish to obtain in an automated way (like, in my example of an inverse ordering.\n7. So, in clonclusion: it took me months to come up with an hypothesis about the emerging pattern and to finally assume it might be relevant to Report it as... 'something odd and worth Reporting'. I understand it is probably not a bug after all, but originally it sounded very random. But most importantly I thinl: whatever logic the pattern is based upon, it is not a versatile pattern in relation to all the cool possibilities the Batch Remame Operator on a Multi-Selection can do; so it does look like it could require some assessment. Thank you for your attention and sorry for the excessive amount of information on such very specific use of the feature.\n\n",
"Auto IK pose for FK chains moves the entire bone chain\nOperating system: Linux-5.13.0-39-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: 2.79 - 3.2.0 Alpha\nWorked: Not found\n\nChanging the position of the first bone change the position of the last bone's tail. \n[Peek 2022-04-01 11-50.mp4](Peek_2022-04-01_11-50.mp4)\n\n[bugautoik.blend](bugautoik.blend)\n1-Select the bone \"Bone\"\n2-Start moving the bone (G)\n3-Apply the new position by pressing left click or space bar\nThe last tail should move as in the video. \n\nNOTE: in the video im using a stylus wacom4 and the bug its trigger every single time clicking or using space bar, more or less intense but its there, using a regular mouse its not that consistent but it happened one of ten tries randomly. \n",
"Clearing parents keep transform changes children's position and rotation.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\nWorked: Never\n\nClearing parents keep transform changes children's position and rotation. Watch the attached gif\n\nOpen attached .blend file, clear parent while keeping transformation\n\n",
"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",
"IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.2 to 3.4 alpha\nWorked: not sure.\n\nPlease note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.\n[boney bug.blend](boney_bug.blend)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[2022-08-23 20-55-41.mp4](2022-08-23_20-55-41.mp4)\n\n",
"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",
"Rigid Body Constraints break when copying its empty object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nCopying a rigid body constraint via CTRL+C / CTRL+V breaks it permanently (you have to remove and re-add the constraint to make it work again).\n\n- Create a simple rigid body constraint setup. You can use this file to start: [bug_rigidbodyconstraints_copy.blend](bug_rigidbodyconstraints_copy.blend)\n- Select all objects\n- CTRL+C to copy\n- CTRL+V to paste\n- Move the new objects a bit to avoid clipping, and play the animation - the active object just falls down\n- Fixed by removing and manually re-creating the constraint on the Empty.001 object\n\nThis does not happen when using SHIFT+D to duplicate.\n\n---\n\nSeems like the dependency graph loses the connections between the constraint and the rigid body objects after copying.\n\nWorking (before copy): \n\nBroken (after copy): ",
"Curves: Edit mode transform pivot on individual origins does not work\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 23.2.1.230210\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso 3.5 beta.\n\nIn curves edit mode, transform pivot on individual origins does not work.\n\nPivot on active element also does not work, but it seems curves edit doesn't have the concept of active element at all, so not sure if this is a limitation right now.\n\n[CurvesEditTransformPivot.mp4](attachment)\n\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",
"Click selection and box selection in 3D view do not work properly in scenes with many objects\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n[In my environment, if there are close to 100,000 objects, the objects can not be selected normally]\n[select_bug.mp4](select_bug.mp4)\n\nUploaded blend file has nearly 100,000 simple cubes\nClick on an object in the 3D view to select a distant object\nEven a box selection can make a crazy choice\nBut lasso selection and circle selection work fine\n[test_file.blend](test_file.blend)\n\n",
"Bendy Bones Head swing gradually locks up, when Tail handle vector approaches Head-inverted rotation, resulting in Bone swing flipping.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\n\nIn Bendy Bones, the closer end Handle vector gets to reverse orientation of Bone Head, the more bone head swing locks up, resulting in swing flipping.\nIn theory this could be a feature, if the lock-up would be relative to the bone head roll. Unfortunately direction of the lock is practically unconstrollable. In practice this means flipping of horizontal character necks when looking back, flipping of no-joint bendy knees/elbows etc.\n\nPlay animation, swing flipping is visible on the rightmost sample.\n[bendy-test.blend](bendy-test.blend)",
"Bone Override Transform affects bone local axis display.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nWhen a bone gets assigned a display transform override, it's viewport display axis gets transformed, which probably shouldn't happen as its purpose is to display the Bone's not it's Shape's local axes.\n\n[override-transform.blend](override-transform.blend)\n - Remove Override Transform from Bone's Viewport Display's Custom Shape -> Displayed Bone's axes change location."
] | [
"Copy Rotation doesn't work properly when influence is set to 0.5\nOperating system and graphics card\nWindows 7 , AMD Radeon HD 6570\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n2.74\n\n\nWhen I set the copy rotation to less then 1 ( I used 0.5) to have a gear turning twice while the driving gear turns one turn ) the drive small gear 'jumps forward,' so you can see on the arrows I have done to make it visible.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nSee the attached file\n[Copy_Rotration_Bug.blend](Copy_Rotration_Bug.blend)\n[Jumping_Wheel.mp4](Jumping_Wheel.mp4)"
] |
Texture Paint - External editor using only 8bit PNG (only!) even if texture 16bit int or even if texture is 32bit float!
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36
Broken: version: 2.81 (sub 2)
Worked: (optional)
In Texture Paint mode - using External editor always grab screen in 8bit PNG even if texture on model 16bit int or even if texture is 32bit float!
Fresh project.
Delete cube.
Add Suzanne.
Create 1024x1024 float checkerboard texture.
Apply this texture to texture slot for shader and add this material to Suzanne.
Switch Object to Texture Pain mode.
In Blender preference define path to External app (in my case i using Photoshop, but can be any)
Define Screen Grab size in Texture Paint window - Tool -External
Press Quick Edit.
External app will open 8bit PNG.
This is sort of bug. Because not allow edit 16bit or 32bit textures using Blender.
Screen grab need to be at least 16bit or better if it will be depend on texture image properties: 8bit texture - 8 bit. 16 - 16, 16 float/32float - 16/32 float.
PNG also a sort of issue. Save and Load always extremely slow.
I think user should have a choice for external app file format.
PNG, Tiff, PSD, EXR...
Any that support alpha and 8/16bit | [
"problem Blender 4.0 in a mac mini\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\n\nI'm trying to get Blender 4.0 (Alpha) running on a Mac Mini running OS Ventura 13.14.1(c). When the cube appears (by default) it is not surrounded by the yellow paint and cannot be selected with the left mouse button or the pointer of the digital tablet either. It can only be selected in the outliner\n\n\n",
"Migrate Texture To Texture mask for existing brushes\nTexture painting brush uses two textures:\n* Texture that overrides the color of the brush (`brush.mtex`)\n* Texture Mask that acts as a masking reducing the effect of the brush. (`brush.mask_mtex`)\n\nSculpt/Vertex painting only supports a single mask.\n* Texture that acts as a masking to reduce the effect of the brush. (`brush.mtex`)\n\nThis is confusing when we combine the texture painting and vertex painting in the same mode.\n\nCleanups to be done:\n* `BKE_brush_sample_tex_3d` currently only uses mtex, perhaps a reason why sculpt is using mtex as mask_tex. masktex only has a 2d variant.\n\n\n## Approach\n\nAfter doing some prototypes and detecting the different viewpoints about mtex by different developers, I was researching a solution that could sanitize this issue. Sanitation is required due to:\n* Sculpt mode uses `mtex` for masking. Newly created brushes that could benefit from color masks are hard to implement in a maintainable fashion.\n* Sculpt mode uses a concept of primary and secondairy mask texture.\nMain idea is that all functions that access mtex/mask_mtex would access it via a wrapper.\n```\nstruct MTexAccessor {\n MTex *color;\n MTex *mask;\n};\n```\nDifferent tools/modes would then be responsible to create and fill this struct.\nSpecific implementations would only access the mask via the wrapper that is suitable for the functionality.\nFor example `SCULPT_brush_strength_factor` should pass `MTextAccessor::mask` to the `BKE_brush_sample_tex_3d`.\n\nAfter this is done we could migrate per mode/tool to the actual brush mtex attribute that is designed for it.\n\n",
"Attribute Editing\n## Attribute Editing\n\nFor the original design task see #97168\n\n* Mesh, curves, and point clouds\n* Edit mode\n * Use case is as an input for procedural generators\n * Miscellaneous features like randomize attributes, etc.\n * Operators act on the active attribute\n * All attributes are displayed for the active element in the viewport sidebar \"Attributes\" panel\n * For multiple selection\n * The buttons/sliders \"offset\" the mean value\n * Operator to set all selected elements to a value (prefilled with active value)\n * Attribute overlay for active attribute\n * Drawing edge attributes\n * Thick wireframe drawing like seams, bevel weights, etc.\n * Gizmos to edit original data (for later)\n * Checkboxes for booleans\n * For vectors: directions, offsets, etc.\n * Rotation gizmos\n * Connects to the node tools project a bit\n* Attribute paint modes\n * Artistic paint mode\n * Supports meshes\n * Point and corner domain and color types and float attributes/textures\n * Sculpt color implementation should apply to any attribute type (within reason)\n * Technical paint mode\n * Supports meshes, curves, points\n * Supports any domain and any type with special tools for some types, also supports textures\n * In between edit mode and the more artistic painting currently in sculpt mode\n * Choose a value of any type and paint it directly\n * More advanced painting\n * Flow maps\n * Face set interaction like sculpt mode\n * An option on the attribute chooses whether it shows in the more artistic mode\n * Paint canvas\n * Texture canvas\n * Choose between a list of all textures associated with an object\n * The canvas can be sourced from (1) material + layer stacks; (2) modifiers; (3) attributes\n * The source is used for filtering and visual clues\n * Embrace syncing the active texture between the node editor and the paint modes\n * Make setting the active texture canvas active an explicit action\n * UV is set per layer stack, or sourced automatically from the node texture\n * Multi-object texturing\n * Painting on the same texture across multiple objects\n * Bleeding should be smart about other users of the same texture\n\n",
"just activating osl, without using it, makes any render 3 to 4 times slower\nWin7 x64\n\nBroken: 2.76b\n\nTake any prodution render with CPU, just activate osl in the render tab, it will render \" to 4 time slower, without using it in the scene. Compared to GPU render wich is already 5 times faster than a cpu render, it is = 15 to 20 times slower. OSL is unusable with this bug. Note that other renderer with OSL don't have this speed hit.\n\nWith CPU and 16x16 tiles, render this scene: pabellon_barcelona_v1.scene_.zip\nthen just activate osl, render again and compare times. although there isn't any use of OSL in the scene, the render times crawls down.\n(you can also lower the samples to 10 to make it faster for both render)",
"External Text Data Support\n**Motivation:**\n\nSometimes it's useful to reference a text file from Blender, similar to how images are currently handled.\n\nThis means the text files data is stored on disk and managed by version control for example.\n\n**Description:**\n\n- Text data could be external/unpacked.\n- The contents would not be saved in the Blend filer.\n- On first use, the file content would be loaded into the text editor.",
"Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).",
"Force keyframe with “insert only needed” option on\nBroken: 2.80\n\nI suppose this was intended not a bug, but from an animator perspective it seems like a bug.\n\nWhy when \"insert only needed\" options is ON I can't insert keyframes manually? I only get \"Keying set failed to insert any keyframes\" info\n\nInserting manually only works if you do it outside the current range of animation, but then it removes the key frames next to it. I know there were flat, but it's frustrating when the software deletes keys from my animation. Is it possible to disable this option?\n\nI usually put keys on all available attributes so I don't accidentally change the pose, but on the in-betweens I like to have only keys on changed attributes\n\nIs there a possibility to forcefully insert a keyframe? or just set Autokey to insert only modified attributes? \n\nI somewhat got the functionality I wanted using KeyinSets with overriding the ION option but that worked only when Target ID-Block was set for a specific object. But creating & switching specific keyingsets for all animated object is way to troublesome while animating\n\nCheck the \"insert only needed\" in Preferences > Animation.\nManually add 2 keys for an object e.g. frame 0 & 10. Then try the same keyframe on frame 5. -> Keying set failed to insert any keyframes\" \nAlso later try setting keyframe on frame e.g 15 - > Keyframe on 10 disappears ",
"Add option to show an image in black & white in image editor.\nCurrently we have channel sizzling in the image editor.\n\nAlthough this sounds an easy task I would prefer to have a color transform function for this OCIO. But that would need some discussion with Brecht + Troy.",
"Fix big LIghtCache restriction\nAs reported in #78529 saving big lightcache is impossible due to blocksize restriction.\n\nFor now we restrict the lightcache size that can be written to disk but it would be better to slice the huge textures to avoid such limitation.\n\nHowever this needs some refactors in GPUTextures namely the need of a properly exposed `glTexSubImage2D` and `glTexSubImage3D`.",
"Improve performance for Render Engines Addons\n**Status:** Ideas from this thread: 7 to improve speed and ease for external render engines to work with Blender\n\n---\n\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @BrianSavery \n**Project members:** `-` *Optional other developers, can be in multiple projects at once.*\n\n**Description**\n**Big picture:** There are certain issues external renderers working with Blender have that Cycles does not due to it's access to the blender C data structures. Render Engine Addons have to work through the Python API and thus have limited performance. This \"TODO\" will include various subtasks for improving the render engine interface.\n\n**Use cases**: Or possible things that could be improved\n* Faster reading of mesh vertices (as numpy array?)\n* Faster reading of hair or paritcles rather than using particle_system.co_hair(...)\n* Pre-load image data so that image.pixels.foreach_get() is not blocking. (see 9)\n* Detecting deleted objects? \n\n**Branch**: `-` *Existing patches or branches.*\n\n---\n\n**Relevant links**:\n* `-` 19251/",
"Camera projection mapping for brush texture\n**Status:** Task design and engineer plan review\n\n---\n\n**Team**\n**Code Review:** @Jeroen-Bakker @ideasman42\n**Project leader:** @ivpe \n**Project members:** @ssh4 \n\n\n**Preamble**\n\nGoal of this project are add code support and tools for Camera Projection Painting to Blender.\nSuch workflows used in 3D CG from early days for matte painting, 3D and video integration, etc.\nIn all workflows most logical UX is projection preview as it seen from camera and projection preview overlay on 3D model or scene that visible from any point.\n\nWhen matte painting is one of oldest workflows. Last years we can see huge progress in 3D scanning/Photogrammetry methods, that now one of main parts of 3D assets or scenes creation process. And in same time a lot of artists use photo modeling workflows with photo or video data as a source for textures.\nAnd again, most logical and fast way to work with textures for that models is using 3D paint feature directly in 3D app, instead of use external 3D painters or 2D editors to work with UVed textures.\n\n-----------------\n\n**Who can use it**\n\nThis project improvements in used UX from 3D assets creators, Photogrammetrists (3D scanners) and VFX/Matte painters point of view.\nFor that we made a list of current limitations and propose improvements for wide type of 3D CG users.\n\n* 3D assets creators:\n\nProbably one of biggest group. Standard photo modeling workflow use photo or images as a backgrounds. Final model UVed in human readable form and textures are making with standard for 2D editors or texture painter's workflows with using layers, masks, etc.\n\nPaint tool that can allow project image or photo from specific camera view can speedup time for mock-ups iterations in works with clients and art/creative directors. Due to real-time preview of results in 3D. In same moment using real photo, especially in architectural models limiting possible source of images. Due to lens distortions in all photo, required additional attention to used only high-quality professional photo equipment. Or applying undistortion to all sources before using them for texturing. And when using video in that moment required lot of additional disk space to store that temporary data.\n\nIf 3D assets are low-polygon than this also required creation of “proxy” objects with higher polygons count, because current Blender UV Projection give visible distortions on textures if used low-poly mesh or mesh with n-gons.\n\n* 3D sculptors:\n\nAnother and also big group of 3D content creators. And if in early CG days that was mostly artists that working with organic shapes or characters. In current time a lot of artists doing hard-surface modeling in 3D sculpting editors.\nThat group of artists also need the way to project photo data to textures and using paint editor in same app, speedup sketching or work in progress iterations.\n\nAll models made in that workflows in time of work can have complicated and non-optimized UVs. And using external 2D editors or texture painters not usable until model are retopologized and UVed in human readable form.\nCurrent Blender UV projection have less issues with such meshes. But polygons count already have a big impact on CPU time required for work. Computing new UV Projection from new camera/view for 5-10 million poly meshes already far from real-time.\n\nThis user group also have demand on works with photo or video sources, and lens distortion in source data required to use of undistorted images.\n\n* Photogrammetry and 3D scanning:\n\nLast years one of most growing groups of 3D content creators. That group work with a huge poly count meshes. And it more narrows to 3D sculpting by used workflows in post-processing scan data. With one but important difference, 3D scans are often monolith or split to chunks 3D meshes. And in the middle of process this meshes have completely non optimized UV's with thousands UV islands made by UV parametrization algorithms optimized for speed and works with thousands or even hundreds of millions polygons meshes.\n\nPhotogrammetry with all its power have a limitations in used algorithms due to a huge amount of data used in time of creation of 3D meshes and their texturing. And photogrammetry user not always have way to easily control process of choosing best source for texture in specific part of model. And result texture can use source data from image (camera) with worse depth of field or changed environment lights.\n\nLot of clients of 3D scan studios prefer to work with raw meshes and original textures to be sure that all possible details from 3D scan was used in most efficient way for their project.\nBut photogrammetrist still need fast way to quickly fix raw mesh and raw texture from specific image (specific camera) with better details, or correct light, etc.\n\nAs with 3D sculptors, mesh polygon count is more than enough to avoid UV projection deformations on textures. But used polygon count around 10-20 million of polygons in raw mesh is not a rare use case for high-quality high-resolution 3D scan.\n\nOne of biggest differences for other groups, is an image (camera count) used for 3D model and texture creation. 50-60 images/cameras are average small photogrammetry scan.\nBig or precise scans can easily have 1000 or even 10000 images with 8K or bigger resolution.\nGood point that using all these images/cameras for final texture is not a mandatory. But workflow that allow quickly switching between images/cameras are big time saver.\n\nAnd as soon as source for 3D model and texture are real photo, that always have lens distortions. But if other groups probably can work with some small distortions. Photogrammetry due to it high precision required using mathematically correct lens distortion models. That allow precise copy of source texture from scanned objects with sub millimeter resolution.\n\nUsed image count and size of this images required a lot of disc space for any additional temporary files like undistorted images.\nSo support for using lens undistortion in projection painting “must have” feature.\n\n* Matte painting/VFX:\nThat group can combine workflows and issues from all groups mentioned above. But in addition, this group often work with video sources. That mean this can be hundreds or thousands of frames that also can have real lens distortions or even rolling shutter issue (visible as a skew image deformation).\n3D models can be a combination of low-polygon models or blocks or n-gons for quickly build different distance planes on scene.\nAnd all of this in production or sketching time required quick integration with projection mapping painting.\n\n----------------\n\n**Current Blender workflow limitations and issues**\n\nSummarizing the above limitations of Blender:\n\nBlender currently has a way to do camera projection painting, with \"Clone\" brush and \"UV Project\" modifier. This method is enough labor intensive on the part of the user experience, requires to choose a lot of options even just to change camera from which projection act, which negatively affects the speed of the workflow. The main disadvantage of this method is the requirement for the density of the geometry. Low poly models (for example, after retopology) will have unnecessary distortions when drawing. Also, an extra step in this process is the export undistorted images/movie clips, because datasets can be large enough to create a lot of unnecessary files. It is also desirable to have control over brightness/contrast, ect, this method do not allow this.\n\n-----------------\n\n**User workflow expectations**\n\nThe ultimate goal of this project is to build a workflow that eliminates these shortcomings:\n\n**Scene setup**\nAssumed that the user has a scene with mesh objects, created by himself or imported from third-party software. There are also a number of cameras and original images/movie clips.\n- Automatically attach images/movie clips to specific cameras, they have similar names in any software. It should also be possible to do this manually.\n- Distortion parameters can be obtained through Movie Tracking Solver, but it should be possible to set parameters separately.\n\n**Canvas texture correction/painting process**\nAssumed that user is in Texture Paint Mode.\n- Select a camera. It is assumed that when you select a camera, the corresponding image/movie clip will also be selected for painting.\n- Paint. It is assumed that texture projection will occur from the camera with distortion correction according to the distortion parameters.\n\nMore globally, a major refactoring of the Texture Paint module is needed (like this one [#73935 ](T73935)), all users expect smooth workflow with high-polygon objects and high-resolution images/movie clips.\nAlso, an important part is to give the user a visual representation in the viewport of exactly how the texture will project on the object and from which camera the projection is act (the most obvious is to project from the active camera of the scene).\n\n------------------\n\n**Suggestions**\n\nHere described only a suggestions, each of them can be an open question.\n\n- For both \"Movie Tracking\" and \"Texture Paint\" modules image/movie clip as well as distortion parameters should be part of a particular camera (That should be coordinated with Movie Tracking module). About the Brush Management project. The described workflows have a tight relationship with a specific scene and objects in it, hence from the point the user's view of the photogrammetrist or VFX artist, it is expected that the work done by him at the scene setup stage will be saved specifically for this scene and objects in it. Therefore, it is important to understand that the camera with which the projection is act, its distortion parameters should not have relations with a specific brush. Since the dataset of images/movie clips can be large and also associated with specific cameras of a specific scene, it is also cannot relate to the brush.\n- Automate the process of attaching images/movie clips to specific cameras. This is most often possible by the name matching of the camera and the image/movie clip file.\n- Add \"Camera\" brush texture projection mode. It should use data (image/movie clip) from the active scene camera for the brush texture and also to determine the current parameters of the distortion.\n- Refactoring the brush preview. At the moment it is not informative and has limited presentation of the end result (for example, for \"3D\" texture map mode it's not presented for many years). In the context of this project the preview should be an overlay that takes into account the geometry of the object and gives an actual representation at any view.\n\n**All this but more visually**\nPreviously, we (@ssh4, @ivpe) did it as an addon, it was more photogrammetry-oriented so UI/UX should be different in some cases. In this short video described basic principles of workflow with large dataset of raw (distorted) images, viewport preview. Non-commercial scene is used.\n[Camera Projection Mapping.mov](Camera_Projection_Mapping.mov)\n\n-------------------\n**Work plan**\n> This section will proceed only after final design is ready:\n\n- ...\n\n**Open questions**\nOpen questions according to the suggestions below. Everyone can have their own opinion, so we need a general solution to be approved by everyone. Therefore, I leave a link to the original post, as well as its summary. After design document update some suggestions are included into it and some are still questionable:\n\n- [Original post by]] @brecht [[ https:*developer.blender.org/T81662#1038426 | Original post by](https:*developer.blender.org/T81662#1037146) @Sergey Where to store the distortion parameters of images/movie clips as well as the relationship between a specific camera with a specific image as given the current Movie Tracking design and in the case of its modification to more unified?\n- [Original post by](T81662#1037214) @brecht In case if camera store image or movie clip as background image. Should we have option for automation switch brush texture image / movie enabled by default? Or it should be the only way? \n- [Original post by](T81662#1046815) @sebastian_k Camera background image is enough for visual preview or it should be shader based?\n- [Original post by](T81662#1046815) @sebastian_k VFX scenes has already set background movie clips on cameras. It can be used for any workflow as well, I think. In terms of current project - to store image or movie clip relative to specific camera. But if we have more than one background image on single camera? In this case background images/movies are blended. The oldest principle: \"You get what you see\" should work here too. So how can we handle this? In my opinion the simple way - remove list of background images and leave only one. As I remember in older releases (< 2.8x) we had this as a list to use from different view angles (from left, right, top, camera). So, I think it is more Blender's design questionable too.\n- [Original post by](T81662#1047507) @ssh4 should be camera intrinsics animated for support videos that captured using zoom lenses as well as using optical or sensor stabilization?\n\n- Refactoring of the Texture Paint mode. Is it planned and is it worth counting on help in its implementation?\n- ...\n\n**Relevant links**:\nA small research on YouTube about current limitations:\n[CGMatter: Blender 2.8 Panorama stitching projection painting (part 2)](s_x62z1T9tk?t=467)\n[CGMatter: 2D To 3D](nWCWtojeM14)\n[CGMatter: Realistic 3D? EASY](uWkKV0HxwFQ?t=919)\n[IanHubert: Wild Tricks for Greenscreen in Blender](RxD6H3ri8RI?t=131)\n\nPrevious implementation using UV-projection method in separate boost-module:\n[Camera projection painter addon](watch?v=lasdJIIAv70&t=13s)\nIndustry-compatible lens distortion models:\n[Brown-Conrady]], [[ https:*developer.blender.org/D7484 | Nuke ](https:*developer.blender.org/D9037)",
"Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script",
"EEVEE: Add support for extracting alpha channels from a color\nI mistakenly filed a bug report --> #72856 EEVEE transparency problem with mtpaint PNG\n\nI didn't fully understand the bug and attached a blender file that didn't show the bug properly.\nPacking the image file with blender command 'Pack' makes the image\nopaque so it is worthless to include a blender document. I will\ninclude a mtpaint PNG image instead and you can load it into\nblender 2.81 yourself and see how it renders in EEVEE versus cycles.\n\nI noticed that your forum converts the image to opaque if I try to attach to this post\nso I'll use a shareable link that preserves the transparency:\n\nopen?id=1TjfSjzabYEmVHXTODPFymGVNwuL02SnJ\n\nHere is how I created the mtpaint image to reproduce the problem...\n\n1) Launch GIMP -->new gimp document -no alpha channel - paint with brush\n2) save as PNG format with no alpha channel\n3) Launch mtpaint ---> open the PNG document\n4) 'Save as' to output the document - one color chosen to be transparent - PNG format\n5) Launch blender 2.81 (linux) - images > Images as planes\n\nEEVEE rendering doesn't respect the transparent region.\nCycles rendering does respect the transparent region.\n\n\nNot a high priorty.",
"Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties.",
"Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter."
] | [
"Quick edit image buffer is saved as 8bit image\n%%%--- Operating System, Graphics card ---\nNvidia 750gtx, Windows7 64\n\n - Blender version with error, and version that worked ---\n2.66\n\n - Short description of error ---\nWhen painting textures it is common to export the current camera buffer to an editing applicationn and bring bacvk adn reapply as project in Blender and other apps. Blender provides this functionality as \"quick edit\" in the texture painting panel. It is all great however the buffer seems to be saved as 8bit which renders the integrity of an highbit (16/32) images. I believe that the quick edit buffer bit depth should be saved as the original image bit depth. As of right now the fidelity of an high bit image is compromised with 8 bit image buffers.\n\nI use Photoshop for image editing so this is not an image editing app mistake, as in that would be with Gimp since it has no support for anything else besode 8bit images.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nAdd a 32 bit image to your model for texture painting\nopen texturing mode\nclick quick edit on the texturing pane\nIt should open up your editing application for quick painting.\n\nYou can also try the blend file I attached.\n\n%%%"
] |
Blender not loading correct
Operating system: AMD Atlhon 3000G 
16GB RAM
Graphics card: Radeon Vega 3
Broken: all
Worked: no version
when I start blender, it doesn't load the textures correctly, and also leaves everything stretched
I haven't used Blender for a while, and yesterday when I went to open it I came across this error
when I start blender | [
"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",
"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",
"Some GUI Pannel takes forever to load\nHello,\nOperating system: windows 10\nGraphics card: NVDIA RTX a2000 with latest driver\nIntel I7 with desactivated integrated gpu\n\nBroken: 3.5, 3.6\n\nBlender starting up is very slow\nmore importantly GUI is unresponding ( often around 25 sec ) when accessing to:\n>\"shading\" panel\n>Window explorer ( loading an image texture for example)\n>Material preview mode\n>Display render preview\n>Accessing preferences\n>Rendering window\n\nNo problem for modeling rendering etc. loading theses GUI parts seems to be the only lag itself.\n\nWhat i've tried:\n>Disable all addons\n>Factory user prefs\n>Deleted user pref app data folder\n>Updating driver to the latest version\n\ntried on 3.5. > Still the same\n\nThe lag is present even with the most basic file available\nIt has always been like so since i installed my pc.\n\nThanks\n\n",
"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",
"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\n\n1. copy the code from here gpu.html#rendering-the-3d-view-into-a-texture\n2. run it \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",
"Blender card only showing a default cube when open even the file size is 100 mb\nI am working on a blender file on my pc . The file size is almost 100mb . I saved the file. But when i opened it again the file is just showing a single default cube. No layers no anything. Just default interface. My file was just having the room interface . It consists of some free models also which i downloaded from the internet. Like free 3d website like sketchfab. \nThis thing happened with me 1 week ago. But then i made the file again and get my pc hard disk and windows changed. And now it happened with me again. I dont know what to do. Please tell me what to do to recover my file and to prevent this issue next time.\n\ni was able to recover it through .blender1 format but still i know this will happen again. please guide me on this, i have not added anything in my addons also \n\nblender 3.6 version \ngraphic card 750 Ti \nWindows 10 \nnew hardrive of 250 gb\n\n",
"Blender 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",
"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|||\n| -- | -- | -- |\n\n**Workaround:** Render only 400 frames. Close Blender, restart and start the next render at Frame 401, etc.\n\n- \n\n---\nStill new to Version 3.1.2, quite different from 2.7 But I begin to really like the new layout and system - big shout out to all developers!\nJens",
"Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n",
"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",
"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 3.6 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",
"Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n\n[donut.blend](donut.blend)",
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n"
] | [
"Menu not showing\nOperating system: Windows 10 21H2\nGraphics card: Radeon RX 6600\n\nBroken: 2.8-newest (steam version but .org also dont work)\n\nWhen starting Blender everything will be like always but menu on sides of the screen and timeline are just black. Everything is working but its invisible\ndon't tell to install again, I tried it many times\n\n\nI don't know how to recreate this, it's random i opend Blender one day and its not working for like 2 months"
] |
Menu not showing
Operating system: Windows 10 21H2
Graphics card: Radeon RX 6600
Broken: 2.8-newest (steam version but .org also dont work)
When starting Blender everything will be like always but menu on sides of the screen and timeline are just black. Everything is working but its invisible
don't tell to install again, I tried it many times

I don't know how to recreate this, it's random i opend Blender one day and its not working for like 2 months | [
"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",
"3D View - removing Hotkeys for Toolbar/Sidebar throws empty keymap 3D View Generic error\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\n3D View - removing Hotkeys for Toolbar/Sidebar in the View menu throws empty keymap 3D View Generic error in the console.\n\n\nOpen Blender. In the View menu of the 3D View remove the hotkeys for Toolbar and Sidebar. Open the Console ...\n\n\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)",
"Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n\n\n\n",
"Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!",
"Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender",
"Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton",
"Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n",
"Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n",
"The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n",
"Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n\n",
"Missing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nMissing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\n\n- set viewport shading to `Material Preview`\n- Select cube\n- go to sculpt mode\n- select paint tool\n- open canvas menu\n\n- create new material slot texture with a certain color\n- result: \"Compiling Shaders 1\" in the viewport statistics top left, but this never finishes, update (incl. seeing the actual texture on the cube) only takes place after interaction with the viewport (rotating, zooming, doing an actual paint stroke)\n\n",
"Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080.",
"Blender 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 on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: \n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```"
] | [
"Blender not loading correct\nOperating system: AMD Atlhon 3000G \n16GB RAM\nGraphics card: Radeon Vega 3\n\nBroken: all\nWorked: no version\n\nwhen I start blender, it doesn't load the textures correctly, and also leaves everything stretched\nI haven't used Blender for a while, and yesterday when I went to open it I came across this error\n\nwhen I start blender"
] |
Corrupt Viewport with x-ray + in front display
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14742 Core Profile Context 21.Q3 27.20.22024.8
Broken: version: 2.93.5

[bugu.blend](bugu.blend)
Set the default cube's viewport display to in-front
toggle x-ray (alt+z)
Add a new mesh object (shift+a) | [
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n\n\nNot sure if this can be a bug. Please check.",
"Support previewing geometry in the viewport\n",
"2.93 texture coordinate display bug\nOperating system: win10\nGraphics card: 2070 super\n\nBroken: 2.93.0-321eef6a0c0f 4/2\n\n\n\ntexture coordinate display bug differently in viewport compared to render\n\ni used a generated coordinate. in the viewport it seems that blender applied the coordinate after the curve modifier (maybe)\n\nbut in render it will apply the coordinate before the curve modifier, so the gradient is able to follow the curve which is my desired look.\n\nsometimes it will display the coordinate correctly but I don't know how I achieved it\n[bug.blend](bug.blend)\n\n",
"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",
"Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n",
"Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n",
"Shadows stop working properly when changing render pass in viewport.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404\n\nBroken: version: 3.5.1\n\nWhen doing a certain shading setup and changing render pass, the shadows break.\n\n- Create a new project, keeping the render engine to eevee\n- Make a new material and apply on default cube\n- Connect any image texture into the color input of principled bsdf\n- Connect any image texture into the normal input of principled bsdf while setting its color space to non-color\n- Switch viewport shading to rendered\n- Switch render pass to shadow and then back to combined\n- The lights will now not produce any light unless their shadow setting is turned off\n\nAny other nodes added before or in-between the image texture node do not seem to affect the result.\nThe shadows will stay like this until blender is closed and reopened again.\n\n",
"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\n\n\nAdd an object in geometry nodes and view with viewer node\n\n",
"Viewport render still cannot render \"non-antialiased\" Outline overlay.\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: 3.0.0 Alpha\n\nHi, I'm trying to get a non anti-aliased image out of the viewport render option, but the final image is still anti-aliased.\n\n\n\nUsing these settings in the preferences:\n\n\n\n\n",
"Ability to cancel viewport operations (rotate/pan/zoom)\nSince most transforming view-port operations can be cancelled, it would be useful if viewport operations such as rotate/pan/zoom could be cancelled by pressing Escape. [See request ](showthread.php?392619-Call-for-Quick-Hack-ideas-(for-beginner-students-to-complate-in-a-day)&p=3010312&viewfull=1#post3010312).\n\nWhile not high priority, this is nice to support for consistency with other parts of Blender.",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n\n\nAfter clicking the glossy node header a few times:\n\n",
"Multi mesh edit mode select assert\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 3.6 alpha, main branch as of writing.\nWorked: Not sure, any release build I suppose.\n\nWhen editing multiple meshes while xray is enabled, using pick select can call assert:\n```\nBLI_assert failed: C:\\GitHub\\Blender\\blender\\source\\blender\\blenkernel\\intern\\object.cc:1756, BKE_object_eval_assign_data(), at 'object_eval->runtime.data_eval == nullptr'\n```\n\nMake sure you're using a debug build.\n1. Add one cube, or two if you don't have one yet.\n2. Select both cubes and enter edit mode.\n3. Enable x-ray.\n4. Click on a vertex on one object, then on the background, then on a vertex on the other object, then on the background again.\n5. Repeat this a few times and it should raise an assert.\n",
"Flip the Render\nI proposed this idea to Campbell via email and he said it sounded reasonable enough to add here...\n\nThe idea: In the image editor, when the Rendered Result is displayed, pressing F will flip the render horizontally. This is a common action that many digital painters use in Photoshop to refresh their eyes and see new flaws in their work.\n\nSome notes:\n - It will should only work in the Rendered Result, not on regular images\n - All tools that normally work in Rendered Result, should work here as well. (rendered border, sampling image color, painting)\n - Only Flip X. I've tried Flipping Y before, but I haven't found it to be that helpful in the artistic process. Could be added later though if people want it?\n - Should apply the Flip state to all Slots. Eg. If flipped in Slot 1, when you change to slot 2 it will also be flipped. If you turn Flip off in Slot 2, it will also be off in Slot 1 and all slots.\n - To remove the potential confusion for users who flipped it by accidentally pressing F but don't know the hotkey, a new button should display in the toolbar. Here: ",
"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",
"Box tool in Ortho does not behave as expected.\nPlace the 3D Cursor where you want the box to appear. Go to an orthographic projection view of X Y or Z. Trying to create a box results in a box with max value dimensions and sometimes crashes Blender.\n\nExpected behavior would be to go to the X orthographic view, draw a rectangle for the X and Z dimensions, and be able to type in the X dimension, see a callout for the X or type in the X dimension.\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.45\n\nBroken: version: 2.90.0 Alpha\n\n\n\n"
] | [
"viewport display error as in front checked\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.01 30.0.13023.1012\n\nBroken: version: 3.0.0\n\nIn viewport shading mode, using poly build, selected the mesh and tried to set viewport display to \"in front\"\nThe viewport has glitched and stays that way even after I saved and reloaded the file. \nAlso, it doesn't display selections in editor mode.\n[dress1.blend](dress1.blend)\n\n\n\n",
"Issue in viewport/shading mode with Color Type Random and Object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.9.1 27.20.12029.1000\nCPU AMD Ryzen 3700X\n\nBroken: version: 2.91.0\n\nIn the viewport/shading, in the color tab, when I switch from Material to Object or to Random, all the viewport and the model start to glitch, until I switch back to the Material.\nAnd the same awful glitch starts to appear when I toggle on the x-ray mode (alt+z).\n\n1 - Open the file and go in the upper right part of the screen in the shading menu\n2 - Switch from Material visualization mode to the Object or Random, and then the glitch starts to appear all over the screen, and all over the model. (See the Screenshot Attached)\n3 - Switch again to the Material visualization mode and the glitch disappears.\n4 - Toggle on the x-ray mode (alt+z), and the glitch starts to appear. (See the screenshot attached).\n5 - Press again Alt+z to turn off the x-ray and the glitch disappear.\n\nI tested on the previous version of Blender, the 2.9 and it works fine. I have the Graphics Driver of my GPU updated.[__bug.zip](__bug.zip)",
"X-Ray malfunction\nOperating system: Microsoft Windows 10 Home\nGraphics card: Radeon RX 580 Series\n\nBroken: 2.91\nWorked: 2.90\n\nWhen I went to change the viewport display color and added some transparency for an individual piece and then entered into X-Ray mode, it became a jumbled mess of colors like it had glitched out really bad. Once I returned it to full opacity, it worked fine again. This seems to only happen occasionally as I just reproduced the steps on a new file and it worked fine. The file included seems to have issues in general, from extremely long loading times to the x-ray issue. Every other file I have seems to work fine. \n[Helmet Idea3.blend](Helmet_Idea3.blend)",
"Issue in viewport/shading mode on amd card\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0\n\nMesh in viewport becomes glitchy an pixelated, when using amd videoadapter in scene viewport shading color set to material or texture. And any other color when x-ray is toggled in viewport.\nI figured out that it happen when any object in scene have more than single material slot, and any of that slots (even unused) have alpha transparency less than 1 in color of viewport display in material.\n*This issue force me to use old version of blender.*\n\n\n**route1**\n\n - Open startup file.\n - Create any object.\n - Assign to it default material.\n - Change in material viewport display color alpha value less than 1.\n - Add another material slot.\n - Viewport gets weird at this point.\n\n**route2**\n\n - Open startup file.\n - Create two objects.\n - Assign to any object default material.\n - Change in material viewport display color alpha value less than 1.\n - Viewport weird at this point.\n\n\n```\nThe file with this issue appearing after opening (tested on 2 different amd systems):\n```\n[bak-report-amd-viewport.blend](bak-report-amd-viewport.blend)\n",
"Transparency in Solid View Causes Glitch Artifacts\nOperating system: Windows 10\n| Graphics card | Radeon RX 470 |\n| -- | -- |\n|| Radeon RX 460 |\n|| Radeon (TM) RX 480 Graphics ATI Technologies |\n|| Radeon RX 560 Series ATI Technologies |\n|| AMD Radeon RX 570 |\n|| AMD Radeon RX 580 |\n|| AMD Radeon 370 R7 |\n|| AMD Radeon(TM) 535 ATI Technologies |\n|| AMD 15D8:C9 ATI Technologies |\n|| AMD Radeon(TM) Vega 6 Graphics ATI Technologies |\n|| AMD Radeon Vega 8 |\n\nBroken: 2.91.0\nWorked: 2.90.0\nLooks very scary once you get it. All objects turn black and the transparent object turns white and all that is covered with randomly colored artifacts. Once you pan around the viewport, you can see the black stuff leaves a trail behind it. See the attached image\n\nOpen a new scene with the default cube\nOn the material tab, scroll down to Viewport Display and in Color make alpha something different than 1.\nClick on the plus icon that adds a new material slot.\nVoila.",
"Viewport artifacts when changing object color alpha \nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0\nWorked: version: 2.83.0 \ni dont know when exactly it broke but it was broken in 2.93.7 too\n\n\nViewport artifacts when changing object color alpha only when multiple objects are present.\nChanging object alpha in material settings has the same problem.\n More reference in video below.\n\nThanks!\n[blender bug object alpha.blend](blender_bug_object_alpha.blend) [bug_objectalpha.mp4](bug_objectalpha.mp4)\n\n\n",
"Workbench: display corrupted in 2.91 with file from 2.90\nOperating system: Windows 10\nGraphics card: AMD Radeon Vega 8 (driver: 19.10.02.13 and 20.9.1)\nCPU: AMD Ryzen 5 3500U\n\nBroken: 2.91.0\nWorked: 2.90.1\n\n\nWhen I open a file created in Blender 2.90.1 with the new Blender 2.91 in workbench mode the display of transparent materials (alpha set in material shader viewport properties) is corrupted: no transparency, just a bunch of \"random\" pixels (see window in first screenshot).\n\n\n\nThen, when I enable x-ray mode, all the viewport display becomes corrupted (see second screenshot).\n\n\n\n**Note:** the issue **doesn't appear if I create a new file in 2.91**. It seems to only happen with the file I created initially in Blender 2.90.1 (bad settings saved in file ?).\n\nLoad attached .blend file in Blender 2.91\n\n[fenetre-02.blend](fenetre-02.blend)\n",
"Pixelated Objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) Pro WX 9100 ATI Technologies Inc. 4.5.14831 Core Profile Context FireGL 21.Q2.1 27.20.21026.2006\n\nBroken: version: 2.93.5\n\n[Pixelated screen all objects in the scene are affected. Objects are set to a transparent Alpha Value, say 0.5 and given a colour. This works. .. then, when importing and STL file into the scene, all objects are distorted and become pixelated.]\n\n**Creaet a cube, set a colour and change the alpha value. Then import any stl file.**\n\n",
"Glitching in X-ray Mode\nOperating system: Windows 10\nGraphics card: AMD RX-480\n\nBroken: 2.93.2\nWorked: none\n\nSevere glitching/artifacts while retopologizing a head sculpt. Only appears when I try to turn on X-ray mode while in viewport shading. Does not appear in more simple projects. A friend was able to open the file in Blender 2.93.2 and 2.8 with no issues on CPU.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nWorking on a large file (retopologizing high-poly head sculpt) in viewport shading, turn on X-ray mode. \n\n[RogojinRetopo01.blend1](RogojinRetopo01.blend1)",
"Weird Pixel when using alpha in viewport display\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.2 26.20.15019.19000\n\nBroken: version: 2.91.0 2.91.0 / 2.92.0 Alpha\nWorked: 2.90.0\n\nEvery time I use alpha in the viewport display I get a graphics bug. Its only in Solid View. Doesnt happen in small simple scenes afaik. Blender 2.90.0 works perfectly. 2.91.0 and higher doesnt work.\nI discovered this while using the botaniq addon from Plygoniq. Some people with polygoniq addons have this issue. Looks like they use a lot of this alpha in viewport display thing. Some people say they have the same problem and some people say they have no problems. I think its an AMD problem. I saw one guy with the same problem with a RX 580 and I saw one guy with a 2070 without problems. I also tested it on a Intel i3 6100 without problems.\n\n\n\n- Open the Junk Shop file ( or any other \"complex\" file is also ok I guess )\n- make sure you are in solid view\n- choose a object and go to the material properties\n- go to viewport display and change the alpha of the color to a value between 0 and 0.999\n\n\n\n\n[Blender 2.blend](Blender_2.blend)\n\n",
"X-Ray and display In Front makes the viewport glichty.\nOperating system: Win 10\nGraphics card: AMD Radeon RX 570\n[blenderxraybug.mp4](blenderxraybug.mp4)\n\n[blenderxraybug.mp4](blenderxraybug.mp4)\n**Blender Versions**\nBroken: 2.92.0 Alpha (master), 52a6c4f34d4a, 2020-12-05 13:56; 2.91.0 (master), 0f45cab862b8, 2020-11-25 08:34\n\nWhen selecting X-Ray in edit mode and then setting an object to In Front the viewport becomes glitchy.\n\n\nAdd any object set the Viewport Display of this or another Object to In Front then enter edit mode and enable X-Ray.\n\n"
] |
UV map Faces Not Appearing
In UVMap I am unable to see faces that have been selected after changing the settings in preferences.
I have altered the alpha transparency under Themes>UV/Image Editor>Face Selected>Alpha but the elected faces in The UV Map do not change.
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Broken: version: 2.81 (sub 16)
Worked: (optional)
| [
"Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n\nDisable render for the Selected object.\n\nClick on Bake again, and a black image will be created.\n\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.",
"straighten edges and unfold uv island\nStraighten selection and unwrap unselected vertices\n\n**Starting point**\n\nThe uv has pretty wonky topology. \n\n\n\n\n**Desired result**\n\nThe selection is straightened and the non selected uv’s of the UV island is unwrapped. Should work on multiple uv islands\n\nSuggested approach:\n- Store\n - Original pinning\n - Original seams\n- Run “seams from islands”\n- Remove all pins\n- Pin selection\n- Align auto on selection\n- Unwrap\n- Restore \n - Original pinning\n - Original seams\n\n\n",
"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",
"Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n",
"Intel (R) HD graphics 4600 also has the problem of cubemaps shows black\nIntel (R) HD graphics 4600 also has the problem of cubemaps shows black\n\nSystem Information\nOperating system: windows7 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 3.4.0 - Build 10.18.14.5117\n\nBlender Version\nBroken: since 2.83.3 branch: master\nCurrent broken: 2.93.7\nWorked: 2.82a\n\nShort description of error\nLike #75943 and #79158, HDRI cannot be displayed normally\n\nCan be resolved adding \"**HD Graphics 4600**\" to the blacklist\n\nComment from #79158: \"*I'm not sure whether Intel's graphics cards are like this. Can you put this repair method in preferences as an option?*\"\nOr perhaps adding command line flag like: **--disable_texture_cube_map_array**",
"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",
"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.",
"UV Loop Select with Double Click and Shift+Double Click to Extend. Need to triple click to Extend + Border Extend problem\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nBroken: 2.93.1\nWorked: probably none of the versions\n\nInconsistent behavior for selecting multiple edge/face loop.\n\nChange keymap values:\nUV Loop Select: `dbl-Left Mouse`\nUV Loop Select (Extend): `Shift dbl-Left Mouse`\nWith custom key for UV Loop Select, selecting with extend become a problem\n\n\n- Load factory settings.\n- Change keymap as suggested\n- Click on UV Edge or Face selection\n- dbl-click selects loop\n- Shift + dbl-click - does not select the loop, need to click 3 or more times\n[UV_Loop_Selecting_Issue.mp4](UV_Loop_Selecting_Issue.mp4)\n\n",
"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 ",
"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.",
"UDIM tiled images with generated contents dont render in Cycles\nOperating system: Windows 10 pro 64 bit, AMD Ryzen 5 3400 G with radeon vega graphics, 16 gb ram\nGraphics card: nvidia GTX 1650 super\n\nBroken: 2.91.0, 0f45cab862b8, master, 2020-11-25 \n\n\n\nworking on the new udim mode I was proving my uvs with a uv grid and when i went to try to get a render i note that when you change to cycles in the render engine the texture is lost and dont appears in the render but in eevee it works fine. the error only happen when you try to use cycles.\n\n*Open the file\n*Go to render preview mode\n*Change to cycles in the render engine section",
"EEVEE: Add support for extracting alpha channels from a color\nI mistakenly filed a bug report --> #72856 EEVEE transparency problem with mtpaint PNG\n\nI didn't fully understand the bug and attached a blender file that didn't show the bug properly.\nPacking the image file with blender command 'Pack' makes the image\nopaque so it is worthless to include a blender document. I will\ninclude a mtpaint PNG image instead and you can load it into\nblender 2.81 yourself and see how it renders in EEVEE versus cycles.\n\nI noticed that your forum converts the image to opaque if I try to attach to this post\nso I'll use a shareable link that preserves the transparency:\n\nopen?id=1TjfSjzabYEmVHXTODPFymGVNwuL02SnJ\n\nHere is how I created the mtpaint image to reproduce the problem...\n\n1) Launch GIMP -->new gimp document -no alpha channel - paint with brush\n2) save as PNG format with no alpha channel\n3) Launch mtpaint ---> open the PNG document\n4) 'Save as' to output the document - one color chosen to be transparent - PNG format\n5) Launch blender 2.81 (linux) - images > Images as planes\n\nEEVEE rendering doesn't respect the transparent region.\nCycles rendering does respect the transparent region.\n\n\nNot a high priorty.",
"Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n|  |  |\n\n1. Open the attached blend file bugball.blend, and enter edit mode on the ball to see the random floating ghost edges.\n2. Press 2 and try selecting things (selections on the un-hidden faces are invisible, and the ghost edges can't be selected).\n3. Press Alt-H and Shift-H to see that a different set of floating edges appears every time.\n\nIf the blend file doesn't work, try and import the attached STL file using file -> import -> stl and observe the same behavior.\n\n",
"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\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)",
"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)"
] | [
"UV/Image Editor alpha in theme\nOperating system: Windows 10\nGraphics card: gtx 1070\n\nBroken: Blender 2.81 STEAM version (the same from blender website version) same issue on different PC\n\nWhen try change alpha on color in UV/Image Editor nothing happen \nLooks like alpha always on 0\n\nBlender 2.8 works good"
] |
texture paint mode: visual bug, mesh objects without textures
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13417 Core Profile Context 0
Broken: version: 2.80 (sub 74)
Worked: (optional)
texture paint mode: visual bug, mesh objects without textures

[bugnotexture.blend](bugnotexture.blend)
| [
"Meshes that are generated with the screw modifier cant use the box projection type\nOperating system:\nGraphics card:\n\nBroken: 83f9218801d4\n\nThe meshes that are modified or extended by the screw modifier can't use the box projection of an image map. All the objects in the screenshot use the same material and the texture projection. As you can see the box and the plane has no problem with the projection type.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLoad the attached .blend\n\nEnable the material preview and check the object named \"Screw\"\n\nCtrl-A -> \"visual geometry to mesh\" to see that the texture would normally work on the mesh, except ehwn the modifier is enabled.\n\n[_23012023_1655_00.zip](_23012023_1655_00.zip)",
"Eye-dropper missing in texture paint mode.\nOperating system: Windows-10-10.0.22593-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.2 30.0.21017.1000\n\nBroken: version: 3.3.0 Alpha\nThe same with version 3.2\n\neye-dropper is not appearing on the color selection whell when doing texture paint, both on the 3d view, or 2d texture painting.\n\nOpen blender, select the cube, go to texture paint mode, right click, left click on the color square on the top left corner, then you'll see the eye-dropper is missing. \nOpen blender, switch to texture paint workspace (or switch the tab to texture paint), create a new texture, right click, click on the color square on the top left corner, then you'll see the eye-dropper is missing. \n\n",
"Sculpt Mode Painting\nThis task outlines the remaining To Do's for fundamental sculpt mode painting.\n\n### Color Swapping\n\n- `X` for switching primary and secondary color\n- The current shortcut for `X` for the draw brush will be removed.\n\nIn one of the upcoming releases all brush shortcuts in sculpt mode will be removed anyway, for maximum user customization.\n\n### Canvas Picker & Viewport Color\n\nSince painting is something optional in sculpt mode we need to make sure that:\n- Color Attribute shading isn't enforced\n- Color attributes will be displayed when using painting tools\n- A fast way of choosing color attributes in the UI\n- An optional & discoverable way of switching the viewport shading for all objects (optimal painting scenario)\n\nThe proposal for this is:\n- Use [D16241](D16241) canvas picker UI in sculpt mode. Always visible but grayed out if viewport shading color is not `Attribute`\n- Whenever a painting tool is active, the canvas picker is no longer grayed out and the color attribute viewport shading is enforced in workbench shading on the active object only\n- In the canvas picker popover, add a message or button to switch the viewport color to Attribute if this is not yet the case, so that colors stay visible between brushes/tools. \n- Remove the current behavior of automatically switching the viewport color when a painting tool is used\n\nTo make sure the sculpting experience is already taking color attributes into account, the default sculpting template and workspace should use color attributes for viewport shading.",
"Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script",
"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\nF12 on the outputless scene throws an error.\n\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.",
"Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)",
"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)",
"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",
"3D Texturing: Fix seam bleeding non-manifold meshes\n",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG \n\n\n\n",
"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",
"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.",
"Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">",
"Very high or low values in the exponent parameter of the minkowski voronoi texture causes parts to become completely black\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the minkowski voronoi texture completely black spots appear when the input values are outside of a ~0.3,~40 range.\n\nTest file:\n[Test.blend](Test.blend)\n\nPlease open the shader editor to see all nodes.\n\nThank you and have a great day!\n\n",
"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"
] | [
"Texture Paint Overlay Visual Glitch\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 480/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 64)\nWorked: version: 2.80 (sub 64), branch: blender2.7, commit date: 2019-05-10 9:55, hash: `196dbc0f314e`\n\n\nThe texture paint overlay for a missing texture is incorrect in the last couple builds. \n{[F7036796](TexturePaintOverlay_Working.PNG), layout=inline, float, height=250} {[F7036798](TexturePaintOverlay_Broken.PNG), layout=inline, height=250}\nI have attempted to recreate the bug from the default file, but I couldn't figure it out. It works with the object in the file attached. \n - Open the file and compare between the current build and the build from last week. \n[TexturePaintBugFile.blend](TexturePaintBugFile.blend)\n\n\n"
] |
UI glitch in Outliner when opening file containing linked file
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68
Broken: version: 2.93.5
Seems like a very minor bug, reporting it anyway just in case :-)
See video: when loading a file containing a second, linked file, the mouseover state on the outliner behaves weirdly, until the UI updates, at which point it behaves normally again.
[blender outliner bug.mp4](blender_outliner_bug.mp4)
1. Download the two attached files. Alternatively you can make your own - just *link* something from File A into File B, and make sure you save File B with an open `Outliner Panel` set to `Blender File Mode`.
2. Open File B (`OutlinerTestB.blend`, if you're using the downloaded example)
2. Hover the mouse over the outliner - you will see a wrong double highlight
3. Do anything that causes the UI to update - e.g. switch to another workspace and back. Guess what, it's fixed :-)
It shouldn't do that, right?
[outlinerTestB.blend](outlinerTestB.blend)
[outlinerTestA.blend](outlinerTestA.blend)
| [
"Modifier sub-panel drawn over selection outline\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.0 Alpha\n\nThis is just a visual bug and nothing serious, but I wanted to point out that the sub-panel background is drawn on top of the selected modifier outline, which causes it to look broken up when expanded. This is visible but not obvious in the default theme, but very obvious in custom themes where the sub-background alpha is set to 1. \n\n\n\n1. Add a Bevel or Subdiv modifier\n2. Expand a sub-panel \n3. Set the properties editor Sub Background theme color to an alpha of 1 \n\n",
"File open / save dialog wrong tooltips\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: -\n\nIn the file -> open dialog, the tooltip for the 'open' button says 'execute file' instead of 'open'\nIn the file -> save as and save copy dialogs, the tooltips for cancel and save refer to the loading dialog ('cancel loading' and 'execute') instead of saving\nSame goes for other/probably all file dialogs such as import, export, append, link dialogs.\n\n-\n",
"Regression: Strange crease when using proportional editing with the \"connected only\" option turned on (edge selected)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nPretty sure this is caused by 21b9231d7f\n\nWhen using proportional editing, there is a strange pinching/creasing that is going on where it should be smooth. It seems to only happen when \"Connected Only,\" is turned on\n\n1. Open new file\n2. Add plane\n3. Add a whole bunch of edge loops\n4. Enable proportional editing + \"Connected Only,\" option\n5. Grab one edge and move it up || down\n\n\n\nTest File:\n[#89968.blend](T89968.blend)",
"UI BUG: Icons in the property editor \"flicker\" when you hover them or click on them\nOperating system: Windows 10, 64 bits\nGraphics card: Geforce 1080 8gb, Geforce 1070 8gb\n\nBroken: blender-2.90.0-874af5301cdf-windows64\nWorked: 2.83.0 LTS\n\n\nIcons in the property editor annoyingly flicker, they change border thickness 1-2 pixels upon hovering over or clicking on them.\n\nThin:\n\n\nThen they get thicker:\n\n\nIt's very visible if you use Icon border settings in your theme and many monochrome themes dop use that setting, because not everyone wants to see distracting rainbow colors in their UI.\n\n\nGo to Blender Preference, Themes.\nOpen Icon colors tab and set icon border to 1.\nEssentially use any bright theme as it is very visible when your theme is bright and icons have borders.\n\n\nHover over icons in the property editor, see the flickering.\n\nHere's the video of the bug:\n\n[2020-06-22 01-18-44.mp4](2020-06-22_01-18-44.mp4)\n\n\n",
"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",
"Wrong tool highlighted\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\nIf you change any default tool and save startup file, highlighted tool shows wrong tool:\nI's related to new great feature: d99af958d7f990427d663e7eea969deb152c7297\n\n1. Change your selection to `select circle`.\n2. Save startup file (file-default-save startup file).\n3. Now create new file (file-new-general).\n4. Click and hold your selection tool to choose between them.\n5. You see wrong item highlighted like picture below.\nOther tools have same problem.",
"Assert duplicating a collection in a linked scene\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.31\n\nBroken: version: 3.1.0 Alpha\n\nAssert duplicating a collection in a linked scene\n\nfrom the default startup:\n- 1) `Scene` > `Linked Copy`\n- 2) select the collection `Collection` in the Outliner\n- 3) context menu > `Duplicate Collection` or `Duplicate Linked` (does not matter which)\n\n```\nBLI_assert failed: source/blender/blenkernel/intern/collection.c:184, collection_owner_get(), at '(id->tag & LIB_TAG_NO_MAIN) == 0'\n```\n\nIf the file is saved (and reloaded) before step 3), the above assert does not happen",
"Auto keyframing causes Duplicate Linked object to change location \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.1.0\nWorked: Never (2.8+)\n\n- Open new general animation template,\n- Turn on auto keyframing\n- Add a mesh object\n- Alt+D create few Duplicate Linked objects,\n# Change frame\n\nDuplicate Linked objects will change location.\n",
"Linked Instances Across Scenes have unreliable updates when editing their common mesh data.\n\nBroken: 2.93.4 LTS;\nBroken: master\n\nWith two different objects in two different scenes sharing a same obdata Mesh, editing the mesh in one of the scene can fail to properly update object in the other scene.\n\n- Open attached file.\n- Go to scene 2.\n- Switch to Edit mode.\n- Assign the red material (first slot) to the cube in edit mode.\n- Switch back to Object mode.\n- Go to Scene 1, the Cube in Scene one still uses the second slot material (green).\n# Switch to edit mode and back, now the cube is shown with expected first material slot (red) as well.\n\nNOTE: If you replace step 4 by a mesh geometry editing (e.g. rotate the mesh in Edit mode), in current master there is the same missing update issue in Scene 1, but in 2.93LTS it is properly updated... Regression introduced by 51568030e9.\n\n[Example.blend](Example.blend)\n\n------------------------\n\n# Original report\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.0\n\nIf you link an instanced object to another scene, having it's material link to object, it can have a different material from the non-instance. However upon saving and re-opening the scene, the instance's material will revert to that of the non-instance. \n\n- Open attached file or\n - Take the default cube and assign a material to it. In the viewport display settings assign a color for the material, this will give feedback in the viewport to highlight the issue. \n - Create another material on the same cube and once again assign a color in the viewport display settings.\n - Set both materials to Object Link in the material properties. \n - Name the current scene \"Scene 1\" and proceed to create another scene named \"Scene 2\".\n - Return to Scene 1, and using Alt+D instance the cube.\n - Using Ctrl+ L, link the instance to Scene 2. Delete the newly created instance in Scene 1.\n- In Scene 2, assign the instance a different material than Scene 1 in edit mode. You now have 2 scenes, with 2 cubes that share mesh data, but that are using 2 different materials. This is the desired goal in practice.\n- Save the file and re-open it. Blender will have automatically assigned both cubes to 1 material.\n[Example.blend](Example.blend)\n",
"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)",
"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",
"Override Linked armature with bone constraint inconsistent behaviour\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.3.6\nBroken: version: 3.5.1\n\nOverriding a linked armature with bone constraints makes bone constraints editable but saving and re-opening the file displays the constraint as not fully editable but overridden. This is confusing and source of mistakes.\n\n- Link `Armature` object from the given file: [rig.blend](attachment)\n- In outliner, right click on it and `Library Override > Make > Selected`\n- Have a look to the Properties panel, under `Bone Constraint`, the constraint appears editable: \n- Save your file, and click on `Revert`\n- The constraint appears now as not fully editable but overridable: \n\nNB: you can also rename the constraint by adding \"Test\": \nSaving and reverting will duplicate the constraint, which is a strange behaviour and not what the UI suggests will happen.\n\n\n\n",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"File Browser editor bug: Selecting checkbox in 'File Filter' dropdown, selects a file/dir in the underlying window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.0\n\nWhen you click on a check box in the 'Filter Files' dropdown it highlights a folder/file in the underlying window.\n\n1. Select File Open\n2. Make sure the are a number of files/dirs in view.\n3. Select 'Filter Files' dropdown.\n4. Select any checkbox. If there is a file/directory under the dropdown it will be highlighted. To get the effect again you will need to re-open the File Browser.\n",
"Refactor how we handle versionning during readfile, to allow creation of new IDs in a reliable way.\nThis design task aims at enabling creation of new IDs at any stage of the read file process, in a safe and sane way. In particular, the place-holders for missing linked data, and the IDs created as part of versioning.\n\n## Problem\n\nSeveral recent issues and incidents have shine some light over several weaknesses of our current do_versions code, regarding adding IDs:\n\n * It is forbidden in `after_liblink`, with some exceptions for certain ID types (!).\n * It is allowed by code, but not considered good practice, in regular `do_version`.\n * It is recommended to use `BLO_read_do_version_after_setup` when adding new IDs, however this adds some serious draw-backs too, and its usage should remain as exceptional as possible.\n * In any case, 'new' IDs are added at readtime too, before any do_version code is ran: the empty 'place holders' generated when some directly linked data reference cannot be found anymore.\n * The main issue with creating new IDs before/during versioning is that these new IDs, even though they have been created with current BKE code, will still go through all the versioning code required by the version of the loaded blendfile.\n * Adding new IDs before the lib-linking process also means that they need to be taken into account during the liblinking process itself, as their addresses are not known by default by the readfile code. Although to my knowledge there were never a reported bug about it, this is a very nasty 'potential' bug in our current code.\n\n## Proposal\n\nThe general idea is that IDs actually read by readfile process should be tagged for do_version, such that versioning code can only process them, and skip the others (which are assumed created according to current data version) entirely.\n\nWhile tagging read IDs is fairly trivial, the problem is to avoid processing them in current do_version code.\n\n* [ ] Create a new `LIB_TAG_DO_VERSIONING` ID tag.\n* [ ] Tag all IDs read from blendfile with this new tag (except for the placeholders generated for missing linked data).\n * This tag needs to be cleared out at the end of the readfile code, which means that `BLO_read_do_version_after_setup` code will not be aware of this. This is not expected to be an issue in practice, as code there is supposed to work on high-level data info (like 'is this object a proxy'), not on version-based info.\n* [ ] Refactor the do_version code to let the generic readfile code decide whether a given ID needs to be versioned or not.\n * This is the complex part, see below for details.\n\n### `do_version` Refactor\n\nThe proposal is to replace the usages of `LISTBASE_FOREACH` over ID types listbases in versioning code, by a dedicated iterator. This iterator code would ensure the generic checks (placeholders, newly created IDs, etc.).\n\nThis should also cover slightly more specialized iterators, like e.g. `FOREACH_NODETREE`, or the generic `FOREACH_MAIN_ID`.\n\nThis change can be implemented in two steps, the first one by proxying current iterators with new defined names. This would be a very noisy commit, but it would be guaranteed to have no effect at all on the behavior of the code.\n\nProposed new names are to re-use existing ones, prefixed with `DO_VERSION_`.\n\nThe second commit will then be the one implementing the new 'filtered' behavior, together with the other aspects of this design.\n\n#### Other Ideas\n\n##### Move versioning code to IDTypes.\n\nInitial idea was to have some sort of IDType structure defined in versioning code, which would gather all versioning for each type. Could even have been added to the actual IDTypeInfo maybe?\n\nBut this is likely a fairly complicated change to implement, in case e.g. there are interactions between IDs.\n\nFurther more, defining a code structure that would work nicely with the do_version requirements is challenging (each ID can be processed many times, for each version increment, and it's very likely not a good idea to switch to a model where each ID would be processed in one go over all the required versions).\n\nSo for now it feels like a potentially huge time consuming task, which does not seems to be worth it.\n\n##### Add newly created IDs to a temporary separate Main.\n\nWhile this would avoid the need for new tag for these IDs, and the change to the versioning code itself to filter them out, this has several drawbacks that are likely harder to address:\n* It requires a new Main with special meanings, and special handling, in the whole readfile code. Probably even one extra main for each library too.\n* It requires specific handling of naming for the added IDs, to avoid name collision with IDs from the 'real' read Mains.\n\n## Notes:\n* Somewhat related to #92333.\n* The current 'multi-stage' versioning process causes another type of problems, which is that a later versioning code before lib-linking can make an earlier versioning code in `after_liblink` invalid/broken. The same is (even more) true when it comes to code in `BLO_read_do_version_after_setup`, however this is a known and expected issue, since that one is fairly version-agnostic.\n _There is no clear solution to this problem currently, since it does not seem to be possible to process versioning at a single point in readfile code._\n"
] | [
"Outliner: Blender File view will collapse/expand libraries of different .blends simulatiously\nOperating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.90.0\nWorked: 2.83.8\n\nWhen you have a file that links in other .blend file, then the Outliner `Blender File` view will display multiple blend files (along with their contents). If multiple blend files [top hierarchy] are expanded, ten expanding/collapsing children libraries [such as \"Objects\"] will expand/collapse corresponding libraries in all other expanded .blend files as well.\nThis goes away if areas are joined or if you toggle window fullscreen for example.\n\n[src.blend](src.blend)\n\n[main.blend](main.blend)\n- Open `main.blend`\n- In the lower Outliner (set to `Blender File` view), hover over `Current File` > `Collections` (you should see `//src.blend` > `Collections` highlite as well)\n- expand Collections, the other Collections library will also expand\n[Outliner.webm](Outliner.webm)"
] |
Ctrl + Num+ closes blender
Operating system: Windows 10 1903
Graphics card: 1050 ti
Using an XP-Pen Tablet (Star G-640) (Don't think that matters)
Broken: Blender quits
Worked: Blender 2.8
Ctrl + Num+ close the whole blender window leaving no autosave behind.
Open Blender.exe
New File> 2D Animation
Draw one or two strokes (Brush doesn't matter)
Click on the Dope Sheet and move to frame 2
Click Ctrl+Num+
Program Close without save
And I don't think that my drawing tablet matters, the error can be recreated even by a mouse.
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"Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n",
"Graph Editor Expand/Collapse Channels collapsing happens on all hierarchy levels at once [Outliner doesnt do this, expanding is also one step at a time]\nOperating system: Mac 10.15\nGraphics card: \n\nBroken: 2.90.0\nWorked: never\n\n(This might be considered a feature request, it would be consistent with the Outliner though)\nIn the Graph Editor when working on the left panel and use '+'/'-' keys on Numpad, the '+' is working well, it opens the collapse levels one each time, but the '-' is collapse all the level in one time. It is not convenient when having lots of things in this panel.\n\n[Screen Recording 2020-09-13 at 22.22.54.mov](Screen_Recording_2020-09-13_at_22.22.54.mov)",
"Wintab rarely gets into a bad state and prevents Blender startup\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nFor a few months now, I have been getting a fairly rare, but reoccurring issue (maybe once a week on average) where Wintab gets into some erroneous state and prevents Blender from starting if the Tablet API setting of the Input preferences is set to `Wintab` or `Automatic`.\nWhen Wintab gets into this erroneous state and Blender is already open, Blender will crash if I attempt to open the User Preferences. I'm not sure what else might cause a crash when Blender is already open.\n\nBy adding extra logging to a custom build of Blender, I've determined that the crash when starting Blender occurs when calling the `open` (`WTOpenA`) function: GHOST_Wintab.cc#L85\n\nMy drawing tablet's software also reports an exception in `WTOpen`, the value of which appears to equal 0xC0000005 which I think indicates a `STATUS_ACCESS_VIOLATION` according to 596a1078-e883-4972-9bbc-49e60bebca55.\n\n\nIn the drawing tablet's software, this exception only occurs if I actually connect the tablet to my PC, whereas Blender crashes even when the tablet is not connected.\n\nCurrently, if I don't actually need my tablet, I'm working around the issue by starting Blender headless, changing the Tablet API setting to Windows Ink, and then starting Blender normally.\n\nI have already tried updating the drivers for my tablet to the newest version and it made no difference.\n\nIf I start Blender with `--debug-wintab`, all that's printed is:\n```\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release> .\\blender.exe --debug-wintab\nRead prefs: \"C:\\Users\\Thomas\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\config\\userpref.blend\"\nLoading Wintab for window 00000000000910C4\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release>\n```\n\nEvery version of Blender I've tried between 2.79 and 4.0.0a crashes unless I have the Tablet API set to `Windows Ink`.\n\nI don't know the specifics of how Wintab is handled, but could it be possible to either catch the exception in `WTOpen` and allow Blender to continue loading, or to check for a connected tablet before attempting to call `WTOpen`, similar to what my tablet's software appears to be doing?\n\nUnfortunately, Wintab getting into this erroneous state where it crashes in `WTOpen` occurs too rarely for me to figure out how to reproduce it and I'm not even sure if it's Blender that is causing it to get into this state in the first place.\n\n",
"Dyntopo detail size drawing with Shift + D seems broken\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: At least a few alpha versions ago\n\nDyntopo size control with Shift + D seems broken.\nThe first time I tried, the gizmo simply froze and the Resolution value didn't change after mouse movement.\nAfter installing the latest GeForce Studio Driver — version 457.30 — I tried again. The gizmo casts infinite lines, but I noticed that the Resolution value does change after mouse movement.\n\n1. Enter Sculpt Mode.\n2. Activate Dyntopo.\n3. Switch to Constant Detail mode.\n4. Press Shift + D.",
"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.",
"Material Properties Button\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.18.220726\n\nBroken: version: 3.5.0\n\nevery time i click on the materials properties button on the right, blender shut down.\n\nit happens when you start or anytime what you are doing. Just start program, click materials properties button.\n\n",
"Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n\n",
"Holdout material no export in PDF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.57\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected)[story bug.blend](story_bug.blend)\n\n\n\n",
"Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.",
"Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)",
"Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n",
"Workspace tabs click-dragging only works when starting from current tab.\nSystem Information\nOperating system: Windows 10\nGraphics card: Geforce GTX 1070\n\nBlender Version\nBroken: 2.80 2019-02-20 20:10\n\nShort description of error\nClick-dragging on tabs works fine in the Preference's tabs now, but fails to work on the Workspace tabs *unless*you start from the current one (so to rephrase, for clarity: if you start on one that's not the currently selected one, it will simply not go through the tabs)\n\n- Create workspace (either duplicate or append) so there's more than one\n- Click on one of the workspaces that isn't currently displayed\n- Drag left and right, you'll notice nothing happens.\n- Click on the currently selected workspace's tab\n- drag left and right: this should switch between workspaces as you pass over their tabs",
"mask animation is not undoable\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: tested 2.79, 2.80\nWorked: non\n\n\nmask animation is not undoable\n\ncreate a mask and make an animation keyframe\npress ctl+Z or edit->undo : nothing happens!\n",
"GPencil: Curve Editing - curve data desync issues\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0 Beta\nWorked: (feature was added in 2.92)\n\nThe curve data can be desynced from the stroke points. This happens when the stroke points were edited directly (like in sculpt mode), but the curve received no update. This task describes one way of generating the desync, but there may be more.\n\n\nThis can usually be fixed by toggling Curve Editing off and on again.\n\n\n - Start Blender with the 2D Animation template.\n - Draw a stroke.\n - Switch to Edit Mode.\n - Select the stroke and turn on Curve Editing to generate the curve.\n - Turn Curve Editing off.\n - Switch to Sculpt Mode.\n - Turn stroke selection on then deselect all ({key Alt}+{key S}) and turn stroke selection back off.\n - Use the grab brush and move the stroke around (to see the desync later on).\n - Go to Edit Mode.\n - Turn on Curve Editing. The data should be desynced now.\n\nor\n\n - Open attached `.blend` file in 2.92.0 Beta.\n - Turn on Curve Editing. The curve should be desynced. Toggle Curve Editing to fix it.\n\n[curve_data_desync.blend](curve_data_desync.blend)\n",
"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"
] | [
"Blender crashes when typing CTRL + '+' with the mouse´s pointer on Grease Pencil timeline\nOperating system: Windows 10 Home Single Language\nGraphics card: AMD RX 570\n\nBroken: V 2.80 Release Candidate 3\n\nI was drawing on grease pencil and I tried to increase the size of the grease pencil timeline (the spaces between the frames) typing: CTRL + '+' and Blender just shutdown itself. \n\nJust create a new 2D animation going on File > New > 2D Animation. After, put the mouse´s pointer on GPencil timeline and instead of using the '+', type CTRL + '+'.[crash.blend](crash.blend)"
] |
HSV sliders and values doesn't match
Operating system: windows 10
Graphics card: RTX 2070 Super
2.92
when i adjusting the values on HSV rgb colors, the number and the slider doesn't match.
Example: When the V value is on 0.2, it shows 0.5 on the black and white slider.
| [
"VSE Sequencer timecodes display almost correct values\nOperating system: Linux-5.4.0-94-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nsometimes the timeline displays 1m60s instead of 2m. this is kind of correct but actually not correct. I have no idea what could cause this, this appears on various zoom levels and only on specific positions that seem to be fixed positions.\n[superstious.mp4](superstious.mp4)\n[2022-01-14 20-43-02.mp4](2022-01-14_20-43-02.mp4)\n\n\n[#94920.blend](T94920.blend)\n",
"Working sliders are faded in the overlays panel\nBroken: 3.0\n\n**Short description of error** \nthe wireframe and wireframe opacity sliders are faded in the overlays panel even when they're working.\n\nFor better visibility, delete the cube, add a suzanne, press ctrl+3 to subdivide it, then apply the modifier.\nIn the Object Properties, under viewport display, turn on \"show edges\" OR set the object to \"Display As: Wire\".\nIn the viewport's Overlays panel, drag the wireframe threshold and wireframe opacity sliders. Make sure that you are in solid shading and the wireframe option is off in the overlays panel. \nThe sliders are faded even though they are working.",
"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",
"UI BUG: Icons in the property editor \"flicker\" when you hover them or click on them\nOperating system: Windows 10, 64 bits\nGraphics card: Geforce 1080 8gb, Geforce 1070 8gb\n\nBroken: blender-2.90.0-874af5301cdf-windows64\nWorked: 2.83.0 LTS\n\n\nIcons in the property editor annoyingly flicker, they change border thickness 1-2 pixels upon hovering over or clicking on them.\n\nThin:\n\n\nThen they get thicker:\n\n\nIt's very visible if you use Icon border settings in your theme and many monochrome themes dop use that setting, because not everyone wants to see distracting rainbow colors in their UI.\n\n\nGo to Blender Preference, Themes.\nOpen Icon colors tab and set icon border to 1.\nEssentially use any bright theme as it is very visible when your theme is bright and icons have borders.\n\n\nHover over icons in the property editor, see the flickering.\n\nHere's the video of the bug:\n\n[2020-06-22 01-18-44.mp4](2020-06-22_01-18-44.mp4)\n\n\n",
"Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause.",
"Statistics Viewport Overlay Showing Incorrect Value\nOperating system: Windows 11\nGraphics card: Nvidia GeForce RTX 1650\n\nBroken: 3.6\nWorked: Every other version I've used so far\n\nWhile working in the viewport, the \"Viewport Overlay: statistics (edges count)\" glitches out and shows the wrong number. Sometimes being absurdly high. The image shows the main objects in my scene with the most geometry, mostly being 2k to 10k faces each. It gets a bit annoying when I can't see the right count. I'm not sure how to reproduce the error on command, but I'll keep looking!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nIt happens mostly while I swap in and out of pose mode but then again, I'm not too sure. However, this is usually the last action I take before I notice. I'm sorry for the insufficient information, but I hope you find the problem.\n\n",
" Annotations are blended incorrectly (looks like added?) on viewport backgrounds in viewport renders\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER\n\nBroken: version: 3.0.0\n\nBlender renders colorful annotations as white while using the viewport render function, when the viewport background is set to be completely white.\n\n- Draw an annotation (e.g. blue)\n- Set the viewport background (via Viewport Shading) to \"Viewport\" and set it to be red (could be world as well if you like).\n- 3D Viewport > View > Viewport Render Image.\n- notice the blue annotation being added to red background (resulting in pink)\n- if you do this with a white background, you will think the annotations are gone (all strokes add to white... giving.... white :)\n\n[#93748.blend](T93748.blend)\n\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}",
"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",
"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\n\n_Design done with [Pablo Vazquez](pablovazquez)._",
"Regression: Mouse cursor jumps to the left when keep clicking on the colour circle under Windows\nOperating system: Windows 10, 21H2\nGraphics card: Intel A770\n\nBroken: 3.4, 3.6.0\nWorked: 3.3\n\nIf I keep clicking random place in the colour circle, the mouse pointer randomly jumps to the left edge of the circle. This seems to be happening only under Windows, not under Linux. \nI have only one Windows installation, so I am not sure if this would happen on other computers. Please check for it.\n\n- Just keep clicking random places on the color circle for about 10 seconds. (See the attached screen recording.)\n\nNot necessary: ~~I was using a 4K monitor with 200% scaling and Blender interface scaling was 1.0.~~",
"World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n\n\n\n**2.83:**\n\n\n**diff:**\n",
"Regression: Wrong colors editing list items in dark theme\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)\n\n\n It's same problem that I mentioned here:\n\n111942\n\nbut in dark theme. highlighting(selecting) text to rename it in dark theme is wrong color. I upload an image and compare it to 3.6 take a look at it.\nthe problem is that highlighting text is just same as selecting item and you will not notice that you are renaming it.\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",
"Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)"
] | [
"Regression. Inconsistency of visual color and values\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\nWorked: blender-2.92.0-4797c13e8f3a-windows64\n\n{[F9518794](61235316.png) size=full}\n\nValue is about half visually, about half on the stripe, but Blender shows 0.208.\n\nExpected/worked\n",
"Color Picker tool shift color value slider and RGB values incorrect\nOperating system: \nWindows 10 x64\nGraphics card:\nAsus GTX 1050ti\n\n\nBroken: (example: 2.93.0 Alpha, master, 2018-02-25)\nWorked: 2.91.2\n\nColor Picker tool shift color value slider and RGB values incorrect\n\nWhen using Color Picker tool with ColorRamp in Shader Editor\nwhen entering values HSV H = 0.000 S = 0.000 V = 0.500 color value slider set up ~80% though it should 50%. If you click on the tab RGB we see values 0.500 Instead of ~ 0.730, because the gamma correction method should be applied in RGB mode. \n\n",
"0.5 value is not 50% gray in Blender 3.0 or above.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 5GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.37\n\nBroken: version: 3.0 or above\nWorked: version: 2.93\n\n0.5 value is not 50% gray. I don't think it's correct.\n\n\n\n"
] |
Narrow linear artifacts in Point Density volume when rendering on GPU
Windows 7 64-bit with dual NVIDIA GeForce GTX 960
Bug appears in 2.77 release of March 19, 2016 and in 2.77 build of March 27, 2016 (Hash #211b539)
When rendering on GPU, narrow linear artifacts appear in a volume with a Point Density texture. The artifacts appear in both Rendered Viewport Shading and in a Rendered image (F12). The artifacts are not present with CPU rendering.
The artifacts appear if the Mode for the Point Density texture is set to Object Vertices or Particle System. They appear if the Point Density texture is applied to any of the volumetric Shaders (Emission, Absorption, Scatter).
Rotating the source Object (mesh or particle emitter) illustrates that the artifacts are always in the Object's local Z direction. The rotation of the domain object with the Point Density volume material does not affect appearance of the artifacts.
The artifacts only appear to originate from the object vertices or particles with the largest or smallest Z values. Vertices or particles at other locations in a particle distribution or in a mesh do not generate the linear artifacts.
This image illustrates the linear artifacts with a cube as the source Object of a Point Density texture. Here all four upper vertices generate the linear artifacts: 
This blend file [point-density-Z-bug.blend](point-density-Z-bug.blend) illustrates the artifacts generated by a subdivided Cube object and a Particle System emitted from the Plane object. The Domain object holds a volumetric material called "PD Emit". Both an Object Vertices texture and a Particle System texture are set up within the Domain object's material by connecting the desired Emission Shader to the volume Material Output. The artifacts appear in Rendered Viewport Shading and in an Render using GPU, but not CPU.
Rotating the Plane or Cube objects in Object Mode rotates the direction of the artifacts. Rotating the mesh of the Plane (or Cube) in Edit Mode changes which vertices or particles generate artifacts but the artifacts remain pointed in the Plane (or Cube's) local Z direction. | [
"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)",
"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\n\n",
"Diffuse Direct, Indirect Bake to Vertex Color Artefacts\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n",
"Line Art errors when rendering small details\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.1\nBroken: version: 3.1.0 Beta\nBroken: version: 3.2.0 Alpha\n\nWorked: version: 2.93.8\n\nLine art when rendering fine edge mark details now produces errors that were not present in 2.93.\n\n**Example of Error**\n{[F12864446](3.0_World_Space.png)}\n\n**Expected Results**\n{[F12864444](2.93_Screen_Space.png)}\n\n\nEXAMPLE BEND FILE: [Line Art Fine Detail Error.zip](Line_Art_Fine_Detail_Error.zip)\n1. Open Example File \n2. Ensure Line Art is enabled\n3. Render Image\n\n",
"EEVEE-Next Volume Rendering\nUnified volume rendering will first be ported before adding any other feature. Fixing the flickering and object bounds are still major targets for the 4.0 release but are considered nice to have and could be made during Bcon2\n\nHere is a breakdown of the tasks:\n- [x] Needs compute shader based pipeline for world and geometry.\n- [x] #107176 Port current unified volume rendering as-is using compute shaders.\n#### Milestone: Volume Rendering minimum-viable-product for 4.0 release.\n\n- [ ] Correct bounds.\n- [ ] Fix flickering by changing the sampling scheme.\n#### Milestone: Extended feature for 4.0\n\n#### Extended targets\n- [ ] Support shadow casting onto opaque surfaces.\n- [ ] Support irradiance.\n- [ ] Support in bake.\n- [ ] Support per pixel volumes.\n- [x] Optimize by skipping unseen tiles.\n",
"CYCLES: Surfaces inside volumes are Not Lit or Shadowed by the volume if the volume is not visible to Camera Rays\nLinux Mint Mate\nGTX 1050\n\n\nBlender 2.81 Alpha\n2019-09-27 22:44\nHash: 1c1a3198af9d\n\n\nDiscovered while trying to catch shadows from volumes on surfaces for compositing.\n\nSurfaces inside of volume meshes are not shaded (lit/shadowed) by the volume if the volume is invisible to camera rays\n(checkbox in Object Properties -> Visibility -> Ray Visibility -> Camera)\nAs far as i can tell this also affects Holdout.\n\n\n\n\nCurrent workaround: make sure volume IS visible to camera rays, and instead bypass it in the volume shader using the Camera Ray socket on the Light Path node\n\n\nTo Reproduce:\n\nOpen attached .blend , press render\nNote the missing shadow/light where the volume cubes intersect the default cube.\n\nI have in the .blend also included the \"expected behaviour\" by using the workaround, switch the Scene from \"Bug\" to \"Workaround\" and press render again.\nNote the shadow/light now covers the default cube properly.",
"Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n|  CPU |  CUDA |  OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n",
"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\n\nVector Pass checked.\n\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",
"Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).",
"Particle system bug with texture influence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: N/A.\n\nParticle system caching issue. \n\n1. Make a particle system with collider that kills particle. Add a cloud texture to influence it's density.\n2. Now bake.\n3. Now later when you increase or decrease size of the particle. the cache breaks. \n4. Some particle is starting to stay on collide serve instead of killing . And some particle floats around.",
"Grid lines showing up when origin is far from mesh\nOperating system: Win 10 Home\nGraphics card: GTX 1070\n\nBroken: (example: 3.2.1, a2d59b2dac9e, master, 2022-07-05, as found on the splash screen)\n\n\nGrid lines showing up when origin is far from mesh but only when bumping out the normals in the shader editor, more testing required. (only happens in cycles regardless of optix/cuda or cpu rendering)\n\nopen the attached blend file and go to camera view, then switch to viewport shading or render an image. you will notice a grid on the surface of the plane in certain areas. And the grid goes away when origin is set to centre of mesh. Or you disable the bump node in the shader editor. Seems to be a rendering bug.",
"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",
"Particle volume distribution calculation is not creating particles inside the volume\nOperating system: Win 10\nGraphics card: Gtx 3090\n\nBroken: 2.91\n\n\nTrying to fit particles inside a simple volume using the grid based particle volume distribution creates mostly misplaced particles.\n\n\nPlease see the attached image and the attached .blend for what is going on and for the settings.\n\n\n\n[vol_28012021_1313_27.blend](vol_28012021_1313_27.blend)\n\n\n\n",
"Mantaflow - Flickering Square pattern of the particles\nOperating system: Windows 10\nGraphics card: Quadro RTX 4000\nCPU: Ryzen Threadripper 2950x\nRAM: 64GB\n\nBroken: (2.90.0 // 2.83.5)\n\n\nI got the Problem both in the 2.83 LTS & 2.9 Version:\nIf i bake the fluid simulation in Mantaflow the particles of Bubble & Foam result in flickering squares: In one frame the particles are present and in the next frame they are abscent (in a square pattern). If I render an animation sequence out of this the video is flickering. I added the .blend-File for the used Settings and also two screenshots to demonstrate the square Pattern. Furthermore a rendered animation of another scene of mine shows the flickering result when rendered. \n\n\n[Mantaflow Flickering.avi](Mantaflow_Flickering.avi)\n\n[2020_09_19 - Fluid Test.blend](2020_09_19_-_Fluid_Test.blend)\n\n\n\n\n\nJust bake the attached .blend File (You need to change the saving location)",
"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\ncycles render\n\nrendered only the particles\n\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"
] | [
"Point density sometime seems streched when rendered on GPU\nOperating system and graphics card\nWindows seven, GPU NVIDIA GeForce GTX750 Ti\n\nBroken: 2.77RC2 1e1118e \n\ni've rendered 200 frames of an animation with point density on GPU, and some frames (54 exactly) have some kind of \"streched\" point, i've also rendered some of the faulty frames on CPU and no more streching.\n\nGPU render :\nwssnpc.png\nCPU render :\n1t0je0.png\n\ni don't really know how to reproduce this error, i can send you the .blend file and the N° of the frame where it appear.\n"
] |
Thumbnails are flickeringin file browser
Operating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21
**Broken**: version: 2.83 (sub 6)
**Worked**: version: 2.82 (sub 7)
When opening directory with image files, thumbnails are flickering. See attached video:
[file_browser_issue.mp4](file_browser_issue.mp4)
1. Open Blender and select `General` on the Splash Screen
2. Press `Shift`+`A` and select `Image` -> `Background`
3. Navigate somewhere in your file system
4. Take a look at the thumbnails
––––––––––––––––––––––––
Merry Christmas and a Happy New Meal :)
| [
"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.",
"VSE: Artifacts in histogram (NVIDIA)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\n\n\nmove the UI region/border and zoom into histogram/chroma vectoroscope/luma waveform and purple artifacts appear. tested on blender 3.5.1, 3.6.1, 4.0a\n\n",
"Basic File Browser UI/UX reiteration\n**This topic requires better focus to be discussed.** Some aspects of the proposal (\"Setting\" status) can be looked at separately, while the rest of the proposal needs better communication and broader consensus to move forward. Keeping the original text for a later iteration.\n\n> Original text:\n> After investigating the updated File Browser functionality in Blender 2.8, a few changes should be introduced:\n> ~~- [ ] [D12667](D12667): Restore single-click navigation of folders (selection is possible with right-click) in the Blender keymap. The industry compatible keymap can keep double click.~~\n> ~~- [ ] [D12668](D12668): Move file name field under file path field (as in 2.7)~~\n> - [ ] Save the status of the \"Settings\" region across sessions\n> ~~- [ ] Re-introduce parent folder `..` navigation. Allows for fast file browsing (no need to switch context between files list and navigation menus)~~\n> The goal of these changes is to allow for faster and more focused interaction with files. Artists often browse through hundreds of files and folders everyday and having a more compact and responsive interface helps.",
"Interface. Sculpt mode, checkbox title not react to click\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: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n",
"Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)",
"File browser: filename not updated immediately after rename\nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.15.21-1-MANJARO, LLVM 13.0.0) AMD 4.5 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.0.1, 3.2.0 Alpha\nWorked: -\n\nOpening renamed files does not work if you click \"Open\" in the file browser immediately after renaming.\n\nLet's assume there is a file A.blend\nOpen Blender's file browser, right-click A.blend and rename it to B.blend.\nPress Enter to confirm your changes, then click \"Open\"\nBlender now tries to open a file with the old name A.blend and can't find it anymore, so it shows an error message:\n\"Report: Error\nCannot read file '/yourpath/A.blend': No such file or directory\"\n\nThe renamed file will open:\n- if instead of clicking \"Open\" the renamed file is double-clicked.\n- after selecting a different file and then selecting the renamed file again (now \"Open\" works).\n- after clicking refresh/changing to a different directory and back.\n\nChanging display mode or clicking in the search field before clicking \"Open\" does not help.\n",
"GPencil: Texture Image Alpha pass through grease pencil strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.1\n\nContext: Using texture image to make some kind of 2d fur on top of a GPencil Object\n\nThe Image Texture used to make some fur is mostly transparent and the brush used to make the colored part is a texture paint brush with Cloud Mask (it was made entirely in Blender with Blender tools).\n\nWhen on top of the GPencil object, the part of the Image Texture that is only half transparent(between 99%-1% transparent), makes the GPencil color disappear, even when moving the center point behind the one of the fur images.\n\nOn the contrary, when on top of another Image Texture (imported to be used as camera mapping), the Image Texture of the fur doesn't impact the transparency of that one.\nNotice that the Image texture boundary, even from the imported one, has problems with clipping and always makes a white line appear.\n\n- Open attached .blend file\n- Zoom in and out to notice the alpha transparency influencing the GP object\n\nThanks for your help!\n\n\n\n\n\n\n\n[bug_alpha.blend](bug_alpha.blend)",
"Crash when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)",
"Can't control image transparency\nSystem:\n```\nKernel: 5.4.64-1-MANJARO x86_64 bits: 64 compiler: gcc v: 10.2.0 \nDesktop: GNOME 3.36.6 Distro: Manjaro Linux\n```\nCPU:\n```\nTopology: Dual Core model: Intel Core M-5Y10c bits: 64 type: MT MCP \narch: Broadwell rev: 4 L2 cache: 4096 KiB \nflags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx \nbogomips: 7981 \nSpeed: 798 MHz min/max: 500/2000 MHz Core speeds (MHz): 1: 798 2: 798 \n```\n 3: 798 4: 798 \nGraphics:\n```\nDevice-1: Intel HD Graphics 5300 vendor: Hewlett-Packard driver: i915 \nv: kernel bus ID: 00:02.0 \nDisplay: x11 server: X.org 1.20.8 driver: intel unloaded: modesetting \nresolution: <xdpyinfo missing> \nOpenGL: renderer: Mesa Intel HD Graphics 5300 (BDW GT2) v: 4.6 Mesa 20.1.7 \ndirect render: Yes \n```\n\nBroken: Blender 2.90.0\n\tbuild date: 2020-09-04\n\tbuild time: 21:14:50\n\tbuild commit date: 2020-08-31\n\tbuild commit time: 11:26\n\tbuild hash: 0330d1af29c0\n\tbuild platform: Linux\n\tbuild type: Release\n\nI've also tested on 2.83 from the site, and some appimages i found on github of 2.9 and 2.83 it did not work on any of those.\n\nCan't control transparency of images on this machine, the image keeps the same transparency with every value except 0.0 where it completely disappears.\nI've used blender on a different system (with different hardware and linux distro) and this error does not occur there, just to check I was pressing the right buttons.\nI can control the transparency of the basic cube through Materials>Viewport Display>Color, so it's not problem with transparency in general\n\nSince this only happened on this system I can't give many details I just added a image (background or reference) and tried to control it's transparency\n\nThanks for your time, have a nice day.",
"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",
"If 'Open Folders on Single Click' is enabled, double-clicking performs 3 clicks\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen option `Open Folders on Single Click` in Preferences>Keymap>File Browser is enabled, double-clicking on a folder will open it and then perform additional double-click on a file that ends up under the mouse cursor. So in total it acts as a single-click + double-click. This is very bad, because this way it's very easy to overwrite a wrong file when saving.\n\n\n- Open the file browser in blender\n- Find a folder that shows a file under a mouse cursor when you open it\n- Double-click on such folder\n\n",
"Make \"offset edge loop\" slide evenly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\n\n\n\n[2019-09-17_15-04-45.mp4](2019-09-17_15-04-45.mp4)\n\nJust repeat the video example\n",
"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.",
"File Browser Window Size Change\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n//Small display: 1280 x 1024 pixels\nBig display: 3840 x 2160 pixels -- Windows UI scaling set to 150%//\n\nBroken: version: 2.83 (sub 15)\nWorked: Never.\n\nWhen opening window of File Browser from a low resolution Monitor (resolutions listed in System Information), it appears, on high resolution display, with smaller size than before. When you close and reopen it again this way it gets even smaller.\n\n1) On your secondary (small display) open shader editor.\n2) shift+a an \"Image Texture\"\n3) Click on \"open\" to open image file\n4) A File Browser pops up on the big display\n5) Close the File Browser\n6) Repeat step 3)\n7) The File Browser window appears again, but this time smaller.\n\n8) If you repeat steps 3) and 5), the File Browser window gets smaller and smaller.\n\n",
"Movie clip editor theme color unclear for 'Path Before/After'\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: 2.92.0 Beta\n\nThere are 2 repeated fields in the theme as \"Path Before\" and \"Path After\" for a total of 4 theme colors the user doesn't know which color refers to what path or color.\n\nOne set of Before / After is affecting the drawing of the path around a marker (you can even see that in your screenshot)\nThe other set of Before / After is affecting keyframes on the marker (e.g. if search area is keyframed) and this is working fine.\n\nTODO is just to make the UI texts a bit more descriptive\n\n\n\n"
] | [
"Filebrowser does not show thumbnails\nOperating system: Linux-5.4.17-200.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 7), branch: master, commit date: 2020-03-10 07:58, hash: 2841b2be39\nWorked: 2841b2be3949^\n\nFilebrowser does not show thumbnails\n\n- open blender with factory settings\n- change to `Shading` workspace\n- browse to any directory containing images\n- icons are shown, but not their thumbnails\n\n\n\nCaused by 2841b2be39\n\n#74609 (File Selector Crashes Showing Thumbnails) is probably related\n\n"
] |
Blender 2.92 Daily Crashes on calling the Search Menu with Empty Scene
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38
Broken: version: 2.92.0 Alpha
Worked: version: 2.92.0 Alpha
Blender crashes upon accessing the Search Menu from an empty blend file
Open Blender,
delete all objects,
open Search Menu | [
"Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n",
"Windows Lock Screen (Windows+L) writes a single character 'l' in the Text Editor\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M\n\nBroken: 2.83.3\n\nWindows Lock Screen (Windows+L) writes a single character 'l' in the Text Editor.\n\n- Open Blender.\n- Open a Text Editor.\n- Create a new text by pressing the \"+ New\" button.\n- Move your mouse on the Text Editor area.\n- Press Windows + L\n- Login by entering your password if you have.\n- Check that there is a letter l (lowercase of L) in the Text Editor.\n\nI'm a coder with python script and I can no longer use Windows + L, it's dangerous. The thing that makes me confuse is I used Blender Script since a few years, I always press Windows+L all the time, since Blender 2.79 which also have the bug, but I've never remark that bug, but I remark it today. If I understand, my code is full of letters 'l'. I tried to restart Windows but the bug is still there. I updated Windows recently about a couple weeks ago.",
"Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```",
"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",
"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",
"Crash after undo \"Mask slice to new object\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: This problem happens to me with 2.92, the pc that I use now I formatted it, unfortunately before I used version 2.82\n\nMy problem is that when I use the option \"mask slice to new object\" and then I use ctrl + Z the blender closes !! I formatted the PC a few weeks ago, unfortunately I didn't use version 2.92 before. What I realized is that when I use the \"mask slice to new object\" option and then go to edit mode, I can use control + Z without any problem, that is, it does not close.]\n\nThis happens to me in any file:\n\n1. Sculpture mode.\n2.Use the \"mask\" or \"box mask\" brushes\n3. I paint the mask.\n4.I go to the \"MASK\" menu.\n5. I click on \"mask slice to new object\".\n6. Press CTRL + Z.\n7. Blender closes.\n",
"The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\n\n",
"Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n",
"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```",
"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 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 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",
"Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n",
"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",
"Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)"
] | [
"Blender crashes when using F3 (Edit->Menu Search) while no active object in scene?\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.92.0 Alpha, branch: master, `5713626422`\n\nBlender crashes when using F3 (Edit->Menu Search) while no active object in scene.\nIt happens form time to time, I don't really understand if this is persistent issue or something on my side.\n\n1. Open default Blender scene\n2. Delete all objects or select cube and delete (basically we want to have no any active object in scene)\n3. Press F3\n4. Blender crashes\n\n```lines\nBKE_modifiers_is_deformed_by_armature(Object * ob) Lines 727\tC\nED_object_vgroup_selection_itemf_helper(const bContext * C, PointerRNA * UNUSED_ptr, PropertyRNA * UNUSED_prop, bool * r_free, const unsigned int selection_mask) Lines 746\tC\nrna_vertex_group_with_single_itemf(bContext * C, PointerRNA * ptr, PropertyRNA * prop, bool * r_free) Lines 769\tC\nRNA_property_enum_items_ex(bContext * C, PointerRNA * ptr, PropertyRNA * prop, const bool use_static, const EnumPropertyItem * * r_item, int * r_totitem, bool * r_free) Lines 1632\tC\nRNA_property_enum_items(bContext * C, PointerRNA * ptr, PropertyRNA * prop, const EnumPropertyItem * * r_item, int * r_totitem, bool * r_free) Lines 1664\tC\nRNA_property_enum_value(bContext * C, PointerRNA * ptr, PropertyRNA * prop, const unsigned char * identifier, int * r_value) Lines 1809\tC\npyrna_string_to_enum(_object * item, PointerRNA * ptr, PropertyRNA * prop, int * r_value, const unsigned char * error_prefix) Lines 1265\tC\npyrna_py_to_prop(PointerRNA * ptr, PropertyRNA * prop, void * data, _object * value, const unsigned char * error_prefix) Lines 1936\tC\npyrna_struct_setattro(BPy_StructRNA * self, _object * pyname, _object * value) Lines 4518\tC\n \t[External Code]\t\nbpy_class_call(bContext * C, PointerRNA * ptr, FunctionRNA * func, ParameterList * parms) Lines 8522\tC\nmenu_draw(const bContext * C, Menu * menu) Lines 875\tC\nUI_menutype_draw(bContext * C, MenuType * mt, uiLayout * layout) Lines 5745\tC\nmenu_items_from_ui_create(bContext * C, wmWindow * win, ScrArea * area_init, ARegion * region_init, bool include_all_areas) Lines 677\tC\nUI_but_func_menu_search(uiBut * but) Lines 1133\tC\nwm_block_search_menu(bContext * C, ARegion * region, void * userdata) Lines 1690\tC\nui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Lines 587\tC\nui_popup_block_create(bContext * C, ARegion * butregion, uiBut * but, uiBlock *(*)(bContext *, ARegion *, void *) create_func, uiBlock *(*)(bContext *, uiPopupBlockHandle *, void *) handle_create_func, void * arg, void(*)(void *) arg_free) Lines 824\tC\nUI_popup_block_invoke_ex(bContext * C, uiBlock *(*)(bContext *, ARegion *, void *) func, void * arg, void(*)(void *) arg_free, bool can_refresh) Lines 588\tC\nwm_search_menu_invoke(bContext * C, wmOperator * op, const wmEvent * event) Lines 1768\tC\nwm_operator_invoke(bContext * C, wmOperatorType * ot, wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Lines 1293\tC\nwm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Lines 2134\tC\nwm_handlers_do_keymap_with_keymap_handler(bContext * C, wmEvent * event, ListBase * handlers, wmEventHandler_Keymap * handler, wmKeyMap * keymap, const bool do_debug_handler) Lines 2450\tC\nwm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Lines 2746\tC\nwm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Lines 2870\tC\nwm_event_do_handlers(bContext * C) Lines 3401\tC\nWM_main(bContext * C) Lines 638\tC\nmain(int argc, const unsigned char * * UNUSED_argv_c) Lines 526\tC\n```"
] |
Convert to command does not work
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31
Broken: version: 2.80 (sub 71)
The convert to command doesn't do anything
Create a curve, bevel it then Convert to -> Mesh from curve/meta/surf/text
Nothing happens
| [
"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)",
"Carve vs. Bmesh booleans\n__ Copy for archival purposes from: 049334.html __\n\nAfter the removal of Carve for booleans, which is an important part of the \nFracture Modifier, I did some tests with Bmesh booleans to find out the \ndifferences and what we need to change in order to make FM work with that \nsystem. I'd like to share some of my observations and maybe discuss possible \nimprovements for consistency with you. \n \nOverview: \nBlend file: [booleans-bmesh-vs-carve.blend](booleans-bmesh-vs-carve.blend)\n(Note that you need an older Blender build with Carve) \n \nOur premise always was to make the Fracture Modifier a robust tool that should \nnot be nitpicky about the given input mesh. It should basically work for the \nartist at all times. This means the FM should also accept and work with \nnon-manifold, self-intersecting and complex meshes which are typical use cases \nin production and provide solutions for that. We have used Carve for this in \nthe past and analyzed and utilized its behavior to make that possible, thus my \ntests include all those possible variants. \n \nResults:\n\nMy first impression was that Bmesh is doing quite well now. It produces more \npredictable results for non-manifold targets and even for some manifold ones. \nHere are my observations: \n \n1 - Bmesh is leaving free edges in non-manifold results (well visible in orange \nin the lower right), those should be removed after operation. \n \n2 - Bmesh is not face normals aware. I'm not sure if this is good or bad thing \nin a higher sense, but I know that this is limiting factor for some users (see \ninverted normals variants which would flip results in Carve). \n\n3 - As a result of 2. Bmesh can produce meshes with inconsistent normals as it \nkeeps the original normals of the operator object but ignores them for the \nactual boolean operation (row 3 and 6). \n\nThis is what I could see, maybe there are more differences. I think that Bmesh \ncould be more consistent with Carve in general but it should at least output \nclean results. We have no \"make normals consistent\" modifier in Blender for \ninstance to fix normals within a modifier stack. \n \nI'm aware that these are not necessarily considered being bugs, so I'm just \nputting it here for discussion and making you aware of that.\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)",
"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",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n\n\nChanges appears only after You enter to object mode.\n\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"Unsubdivide support for non-grid topology\nOperating system:mac os mojave 10.14.5\nGraphics card:intel iris 550\n\nBroken: d62a749fcf48\nWorked: never\n\nUnsubdive either from the edge menu or under the decimate modifier not giving expected result with many production models. This never worked well so I figured I put in a report since I haven't seen an active one.\n\nAttached blend file, unsibdivide fails more often than not, producing triangles with unsubividealbe geometry. Works in other packages though, so it's not a problem with the geo.\n\n\n[unsubdivide.blend](unsubdivide.blend)",
"Transform: Tilt values in curves are not transformed\n2.8, 2.81\n\nWhen mirroring curves, tilt values are not mirrored.\n\nIn edit mode, MIRROR(or SCALE -1) dose not change tilt values.\nSo I can not get mirrored result (bebel geometry).\n\n(In object mode, I can get mirrored 2 curves by MIRROR(or SCALE -1),\nBut JOIN the two curves results not mirrored tilt effect.)\n\nOpen:\n[mirrored_curve.blend](mirrored_curve.blend)\n* The file contains 2 splines. One is a scaled duplicate of the other.\n* Note that the tilt of the corresponding point remains the same on both splines.",
"Cannot paginate shape key list\nSteps to reproduce:\n* add any mesh (e.g. a cube)\n* in Object Data Properties > Shape Keys click '+' twenty times\n* clicking above or below the scroll bar does not paginate the list\n\nBroken: 3.5 alpha, 50c7eb14f455, master, 2022-12-19\n",
"Sculpt mode: Set Pivot to Mask Border doesn't work with the initial mask generated by the Box/Lasso mask tools\nWin 10\n\nBroken: blender-2.81-382e7ce9ecfb-windows64\nWorked: ?\n\nThe Set Pivot to Mask Border function doesn't work with the initial mask generated by the Box/Lasso mask tools.\n\nLaunch Blender\nOpen the Sculpting template (File ➞ New ➞ Sculpting)\nChoose the Box or Lasso mask tool\nMask a part of the mesh\nSelect one of the Transform tools (just to see the pivot)\nRun the Set Pivot to Mask Border (Sculpt menu ➞ Set Pivot ➞ Pivot to Mask Border)\n*And nothing happens* \n\n[2019-10-18_18-09-13.mp4](2019-10-18_18-09-13.mp4)\n\n**Note**, if I \"blur\" the mask **(Mask menu ➞ Smooth Mask)** then the \"Pivot to Mask Border\" will start working.\n\nAlso, masks generated with the regular mask brush don't have this problem...",
"Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n>  \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n",
"Transfer attributes in the fill curve node\nThis is like [D12363: Geometry Nodes: Transfer attributes in the curve to mesh node](D12363), but most likely much simpler.\n\nWhen there are non-builtin attributes on the curve (anonymous or named), they should be transferred to the vertices created by the curve fill node. The Delaunay triangulation can generate an index map for such situations, which should make the transferring quite simple.\n\nThe Delaunay index map shouldn't be created if no attributes will be transferred anyway, since it has a performance cost.",
"Breaking change? Curve point tilt default orientation rotated by 90°\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\nWorked: 2.80\n\nThe default orientation (0°) of curve points has changed by 90°. If the curve is used for another object's curve modifier, the result between Blender 2.80 is different to newer versions (reproduced with 2.81...3.6). This is a change that I did not find listed in the release notes, so this is either a bug or by design. In any case, it's a breaking change.\n\n2.80 vs 3.6:\n\n\n\n1. Open the attached project in Blender 2.80 and in 3.6\n2. If you compare the two, you see that the normal orientation is different, consequently the result of the curve modifier affecting the mesh is different.\n\nAfter migrating a bigger project this causes several issues that would need to be fixed. Or Blender needs to be fixed.\nThis is an old issue, so I hope it's not a duplicate. Didn't find it.\nThank you.\n\n",
" Convert to Grease Pencil overwrites Name\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro M2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.06\n\nBroken: version: 3.0.0 Alpha\nWorked: ? Was broken in 2.92 and 2.93\n\nUsing the Convert to Grease Pencil command on a curve, mesh, or text object overwrites the object name with GPencil \n\nSteps to reproduce: \n\n - Open up default blend file\n - Select default cube\n - Object>Convert>Grease Pencil\n - Observe the name change in the outliner\n # Have some coffee and ponder how to fix it \n\nThanks for all of your great work and this great program!\n",
"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",
"Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n"
] | [
" converting a Curve into an Object\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11015.1003\n\n\nBroken: version: 2.80 (sub 71)\nWorked: (optional)\n\n\n\n\nWhen converting a Curve into an Object and vice versa, the operation is not performed. Nothing happens.\n\n\n\n\n",
"Convert to (Mesh from Curve / Curve from Mesh) broken\nOperating system: Linux-4.18.0-20-generic-x86_64-with-Ubuntu-18.10-cosmic 64 Bits\nGraphics card: AMD CAPE VERDE (DRM 2.50.0, 4.18.0-20-generic, LLVM 7.0.0) X.Org 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 71)\nWorked: 2.79b and later 2.79 builds\nit also worked in an older 2.80 build of the sculpt-mode branch (version: 2.80 (sub 51)), so I guess it worked in older 2.80 master builds, too.\n\n\nRegression: the functions of the \"Convert to\" dialog do not work anymore.\n\nEither\nCreate any curve/metaball/nurbs/text, F3 search for 'Convert to', select 'Mesh from Curve/Meta/Surf/Text' - and nothing happens.\nor\ncreate a plane, F3 search for 'Convert to', select 'Curve from Mesh/Text' - and nothing happens.\n\nBtw. it would be nice if \"mesh from curve\" could be found in the F3 search.\n\nAttached testfile [ConvertTo bug.blend](ConvertTo_bug.blend).\n",
"\"convert to\" is broken\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\n\nBroken: version: 2.80 (sub 71)\nWorked: blender-2.80.0-git.2a9214eaaf04-windows64\n\n\"convert to\" operator (alt+c in blender 2.7 shortcuts ) doesn't work.\n\nPlease create a mesh, add a modifier, try to convert to mesh or curve.\n\nthank you\n\n\n"
] |
New expand selection breaks with Dyntopo enabled
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
1st mode work as 4th when dyntopo enabled.
[2021-03-12_23-13-20.mp4](2021-03-12_23-13-20.mp4) | [
"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",
"Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values",
"Rigify: Assert on 2 of the Action space types\nOperating system: Linux-6.4.6-gentoo-x86_64-Intel-R-_Core-TM-_i9-9900K_CPU_@_3.60GHz-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.86.05\n\nBroken: version: 4.0.0 Alpha\n\n\nI believe only the 'World' and 'Local' space types are meant to be supported. The other ones will result in errors.\nThe asserts seems to support a 3rd space type, which is \"TRANSFORM\", but that's wrong too; The Action Constraint seems to support only World, Local, and Custom Space.\n\nAnd in the context of Rigify, I don't think supporting Custom Space is necessary, so just World and Local should be enough.\n\nOriginally reported as a CloudRig issue [here](89).\n\n",
"Motion Blur break position pass\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nHi ! I just discover that the motion blur break de position pass.\n\n1. Choose Cycles render.\n2. Choose CPU Render.\n3. Active Motion Blur in the render properties.\n4. Enable Position pass rendering.\n5. Create a sphere then anim it.\n6. Hit render button.\n7. Constat the bug :)\n\n",
"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",
"2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault",
"Draw Face Set brush bug\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\nDraw Face Set brush doesn't work properly and select faces randomly\n[DjHiCdF9fE.mp4](DjHiCdF9fE.mp4)",
"Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n",
"Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.",
"Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n",
"Mesh: Subdivide op flushes selection too eagerly\nBroken: 2.92 master\nWorked: N/A\n\n\nThe Subdivide operator selects geometry that it shouldn't. Consider this example:\n\n\n\nIt looks as if the op flushes selection a bit too much. Note that the 'Expected' selection is valid selection in edge mode, as the edge rings around the rims are **not** selected. Those edges should neither participate in the op, nor be selected as the result of it, if vertex selection mode is not enabled.\n\nA better example:\n\n\n\n...here in face mode, a lone edge is getting selected by the op.\n\n\n1. On the default cube, in face mode select top and bottom faces, inset and bridge them.\n2. In edge mode select vertical edge rings.\n3. Subdivide.\n\nAlternatively, load this simplified example file:\n\n[subdivide_selection_issue.blend](subdivide_selection_issue.blend)\n\n...and Subdivide. Resulting selection of the middle face is unwarranted.",
"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)",
"VSE placement of some elements is off by 1 px\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0 Alpha\n\n[blender vse placement bug.blend](blender_vse_placement_bug.blend)\n\nplace some elements smaller than the video canvas in vse by pixel and there will be errors. probably because the elements are smaller than full size.\n\nattached file:\nvse canvas size: 1000x1000px\nadded 500x500px image and placed it on -250;250\nduplicated the image to have 4 of them and tried to fill the whole canvas with the images by pixel perfect placement.\non my machine there are gaps appearing between the elements on the bottom right one, maybe there are different gaps on different machines, I had different gaps than these before.\neven setting it to 249 on one axis does not solve this but introduces unwanted gaps at the bottom. and it seems there are gaps between the bottom left image and the canvas bottom too.\n\nmy idea for a solution would be to start placing elements from to top left or bottom left and not from the center as the 0 in the center makes it weird and unintuitive, a 0 on x and y in a corner makes this a bit easier. That would lead to the need of anchor points on elements I think, elements should have an anchor on a corner (top left or the same as the canvas zero point as default) to make placing them also easier, switching corner for the anchor point could be an option as well as setting a value for the anchor point could be an option. rotation could also have the option to switch between center and anchor point rotation, same for scaling.\nAND anchor points would make it probably easier to implement object snapping, that would be really useful but has nothing to do with this bug report :)\n\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",
"Sculpt, Mask extract with certain mesh produces broken mesh (hidden geometry)\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\nMesh made as «mask extract» from sculpt, then I fill and triangulated top.\nIt looks like mesh contains non-selectable geometry, that prevents to make proper operation Origin to geometry.\nTry to do it. Origin will stay at the same place.\n\nAfter exporting obj and importing back bug gone. After remesh too.\nIt is the second time, I`ve encountered such issue.\nMay be related to #82209 (Blender hanging with «separate selection» in particular model/file (svg imported).)\n\n[mesh.blend](mesh.blend)\n\n[2021-03-24_11-40-49.mp4](2021-03-24_11-40-49.mp4)\n\n\n\n"
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"Sculpt mode: Expand Mask performs differently when Dyntopo is off and on.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.93.0 Alpha\nWorked: I don't know, I did not sculpt for more than 7 months\n\n Expand Mask performs differently when Dyntopo is off and on.\n\nOpen the blend file:\n- Do shift+A on one of the finger ( if you can call them like that LOL), see how the mask expand is performing and then turn Dyntopo off and see.\nThe GIf below is illustrating the bug.\n\n\n[mask_expand_dyntopo_bug.blend](mask_expand_dyntopo_bug.blend)\n\nNB: when testing the feature I realized that expand mask by topology is doing a good job even though Dyntopo is turn on. Is it that shift+A shortcut is assigned to the wrong operator when Dyntopo is on?\n"
] |
File Browser not show image preview when set Display As `thumbnail` untill file browser window is resized
Operating system: Linux-5.5.6-1-default-x86_64-with-glibc2.17 64 Bits
Graphics card: GeForce GTX 690/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64
Broken: version: 2.83 (sub 6)
Worked: Blender 2.83 fe7c4fb4a2 2020-03-03
on newer Blender than dailybuild on Mar 03 2020 filebrowser thumbnail not show preview images/movies
with default setting, open Blender, select cube and go to Shader workspace, add texture node and open for new image, with file browser display as thumbnail images or videos preview are not showed untill file browser window is resized

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"Add toggle for Vertical and Horizontal Display Mode\nAdd a toggle for the other display modes supported by the File Browser. Wasn't sure if this is needed, but after some feedback and checking of other asset browsing UIs I think such a more compact display mode is good to have.",
"Improve thumbnail loading from blend files.\nThumbnails are cached in tmp folder but can be outdates or not available. When this is the case the thumbnails are extracted from the blend file.\n\nCurrently the logic is as follow\n\n```\nfor each thumbnail to load:\n open file\n read all names of the same category\n read all preview images of the same category\n find the preview image that was needed as it is assumed that the name list and preview list are in the same order!\n discard the rest of the preview images (that will probably be reread in the following loop)...\n```\n\nRelated functions:\n* `IMB_thumb_load_blend`\n* `BLO_blendhandle_get_previews`\n\nOther improvements are:\n* - [ ] store preview images closer to the bhead.\n* - [x] [D12312: #90908: Reduce loading times when extracting thumbnails from Blendfiles.](D12312)\n* - [ ] add an preview index at the end of the blend file that can act as a hashmap between IDname and preview index. So we don't need to go over the whole file. \n\n",
"gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n",
"Opening of a new/recent file interrupted with saving current file\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n1. create new file, make changes\n2. try to open recent file\n3. agree to save current file with new name\nfile saved but new one not opened.\n\n[2021-04-24_07-58-40.mp4](2021-04-24_07-58-40.mp4)\n\n",
"GPencil: W shortcut in Draw mode not working and displays error\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.1\n\nThe W shortcut used to display the Context menu, the same summoned with RMB, but it's not working & displaying this error message:\n```\nTool 'builtin.select_box' not found for space 'VIEW_3D'\n```\nOpen a new 2D Animation file and press W.\n\n",
"File Browser editor bug: Selecting checkbox in 'File Filter' dropdown, selects a file/dir in the underlying window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.0\n\nWhen you click on a check box in the 'Filter Files' dropdown it highlights a folder/file in the underlying window.\n\n1. Select File Open\n2. Make sure the are a number of files/dirs in view.\n3. Select 'Filter Files' dropdown.\n4. Select any checkbox. If there is a file/directory under the dropdown it will be highlighted. To get the effect again you will need to re-open the File Browser.\n",
"activate addons via command line does not active it in the preferences\nOperating system: Linux-3.10.0-1127.18.2.el7.x86_64-x86_64-with-centos-7.2.1511-Core 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.36\n\nBroken: version: 2.90.1\nWorked: Never (2.8+)\n\nwhen launching blender with --addons argument, it correctly registered the scripts but do not activate it in the preferences, which makes addon options not available unless checkbox is manually enabled.\n\nfor example, make sure node_wrangler addon is not enabled in userpref.blend, then launch blender with \"blender --addons node_wrangler\". the scripts will be registered but not the addons and its properties.\n\n",
"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 *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",
"File Browser Window Size Change\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n//Small display: 1280 x 1024 pixels\nBig display: 3840 x 2160 pixels -- Windows UI scaling set to 150%//\n\nBroken: version: 2.83 (sub 15)\nWorked: Never.\n\nWhen opening window of File Browser from a low resolution Monitor (resolutions listed in System Information), it appears, on high resolution display, with smaller size than before. When you close and reopen it again this way it gets even smaller.\n\n1) On your secondary (small display) open shader editor.\n2) shift+a an \"Image Texture\"\n3) Click on \"open\" to open image file\n4) A File Browser pops up on the big display\n5) Close the File Browser\n6) Repeat step 3)\n7) The File Browser window appears again, but this time smaller.\n\n8) If you repeat steps 3) and 5), the File Browser window gets smaller and smaller.\n\n",
"Cycles: Hair is not rendered in front of images\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nCurves hair is not visible when it is in front of an image\n\nOpen the [file](https://projects.blender.orgattachment) and render the image.",
"Can't open any File from external connected Hard Disk (USB) - No access authorization, no error message\nOperating system: Apple 14\" M1 Pro - Mac OS Ventura 13.5.2\nGraphics card: Build in\n\nAll Versions affected - Tested with 3.6.2 and 4.0.0 Alpha\n\nCan't open Folder via File Dialog Box. Access via the main hard drive without errors (a dialog asking for permission will be displayed beforehand). No dialog or error message appears for the external HDD\n\nsee screenshots\n\n",
"Images and movies does not scale to match the viewport using compositor\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\nwhen using the compositor preview. Compositing an image or movie underneath your render, it doesn't scale to match the viewport.\n\nOpen the blend file. see that the compositor and 3d viewport is open. It is set to rendered mode with real-time compositing enabled.\npress 0 so that the view is alligned to the camera. If you zoom in and out using the scroll view. You'll see that the composted image doesn't scale to match the camera at all. And if you render out the scene. the image does scale to match the viewport.\nIt is the same case if, within the compositor window you show a preview on the background it will not be aligned properly\n\n",
"Asset Browser: F2 renames active object instead of the selected asset\nOperating system: Linux-6.5.3-gentoo-r1-x86_64-AMD_Ryzen_9_5950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.104.05\n\nBroken: version: 4.0.0 Alpha\n\n\nSpoke about this with @JulianEisel , it's not exactly a bug but I have his permission to report this regardless.\n\n- make some datablock an asset\n- go to asset browser and select it\n- press `F2`\n\n",
"Creating a new image texture in shader editor does not appear among the texture slots\nWindows 10 Pro 64bit, AMD Ryzen 5 2600, 16Gb RAM\nNVidia GTX 1060 6Gb\n\nWindows 10 Pro 64bit, AMD Ryzen 5 1600, 8Gb RAM\nNVidia GTX 1050Ti 4 Gb\n\nBlender 2.8 Beta 91a155833e59\n\nIf you are texture painting in one window and you modify the shader by adding/removing an image texture to it in another, it won't appear/disappear from the texture slot list until you change to edit mode (or anything else) and back. Another issue is that this way you can paint onto an image texture that is no more connected to the shader and it doesn't disappear even if you do the \"edit mode and back\" (TAB x2) trick.\n\nSteps: Add an image texture to the shader in the attached file, connect to the roughness for example, create a new texture for. It won't be in the texture slots list. Now TAB x2 in the 3D view, slot appears. Paint on it, delete the node from the shader. It is still in the list. TAB x2. It is no more in the list, but the 3D view still shows the texture.\n\n[test1.zip](test1.zip)",
"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)"
] | [
"Thumbnails are flickeringin file browser \nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\n**Broken**: version: 2.83 (sub 6)\n**Worked**: version: 2.82 (sub 7)\n\n\nWhen opening directory with image files, thumbnails are flickering. See attached video:\n\n[file_browser_issue.mp4](file_browser_issue.mp4)\n\n1. Open Blender and select `General` on the Splash Screen\n2. Press `Shift`+`A` and select `Image` -> `Background`\n3. Navigate somewhere in your file system\n4. Take a look at the thumbnails\n\n––––––––––––––––––––––––\n\nMerry Christmas and a Happy New Meal :)\n\n"
] |
In Node Editor or Shader Editor, the frame keeps shaking when dragging it.
Operating system: Windows 11 Home 22H2 22621.1413
Graphics card: RTX 2060
Broken: 3.5.0, ba4442ef41cb, Release Candidate, 2023-03-28
Worked: 3.4.1
In the Node Editor or Shader Editor, the frame keeps shaking when dragging it.
| [
"Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)",
"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)",
"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",
"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",
"Generic Rigid Body Constraint Bug\nOperating system: Windows 10\nGraphics card: Radeon RX 470\n\nBroken: 2.83.0\nWorked: Unknown if it ever worked\n\nAngle limit not only doesn't work but causes weird neverending twitching back and forth\nUPDATE:\nTwitching happens for both cases when both rigid bodies are active and when one of them is passive.\n[M0DJ38oWQo.mp4](M0DJ38oWQo.mp4)\n\n1. Add 2 rigid bodies, 1 active, 1 passive animated\n2. Position them active on top, passive on the bottom\n3. Add an empty in between them, add a rigid body constraint to it, select the 2 rigid bodies in its settings, uncheck disable collisions.\n4. Change the joint type to Generic, limit location to 0-0 on each axis.\n5. Play. Now it works, once you select the passive RB and move it it should behave normal.\n6. Undo. Check angle limit on Z and choose some angle range (I had it set to -30 to 30).\n7. Play. Move the passive RB and watch it breaking.\n",
"Mesh Bevel Node\nNOTE: Design outdated. See #98674 for current design and progress. It is a development task though, so please don't add comments like \"when will this be finished?\"",
"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",
"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",
"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",
"Zooming in and out of the node viewport, text keeps changing its size\nOperating system: Arch Linux\nGraphics card: NVIDIA GTX 980\n\nBroken: Blender 2.90.0 Stable Release\nWorked: I'm not sure if this has ever worked correctly but it looks ugly.\n\n\nWhen zooming in and out of the node viewport, the text keeps changing its size making it look like it's jumping all around. I think the view should only zoom in and out without ever changing the text's size.\n\n\nAdd a principled BSDF node and then zoom in and out.\n\n[nodetitle.webm](nodetitle.webm)\n\n",
"Motion Blur causes visual glitch on point cloud object moving\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: not known\n\nPoint cloud object + Motion Blur + animation. The first frame of animated movement will incorrectly render compared to before and after the animation starts. \nConvert Cube to point cloud\nAdd a location keyframe on frame 2\nmove the object and add another keyframe on frame 3\nRender with motion blur turned on.\nCompare the rendered frames.\nframe 1 looks correct, frame 2 is too dim even though it is not moving yet.\n\nNote: CPU renders frame 3 incorrectly as well. not sure if this requires another bug report. \n\nFrame 1:\n\nFrame 2:\n\n\nFrame 3 on GPU:\n\nFrame 3 on CPU:\n\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n",
"Can't resize node in visible bounds\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\n\nWhen trying to resize a node, the node cannot be resized if the mouse is precisely on the edge of the node\n\nAdd any node in shader o geometry node editor and try to resize the node with the cursor in the border line of the node\n<video src=\"attachment\" title=\"2023-07-11 14-28-46.mp4\" controls></video>\n\n",
"can't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 397.93\n\nBroken: version: 3.1.0 Alpha\n\ncan't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames.\n\nin frame 139, 148, 149, 306, 353 text bleed out of mask_text box Boolean object\n\n[2021_Ecard_1920x976_23d.blend](2021_Ecard_1920x976_23d.blend)\n\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!",
"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",
"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"
] | [
"Regression: Moving frame node jittering while cursor is still\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: 3.5.0 Release Candidate\n\nCaused by: 6d3ce8273a448f20c947e14e71934212202e4c3b\n\n[bug_jittering_UI-2023-03-23_14.34.52.mp4](attachment)\nWhen picking up a frame not to move it and keeping the cursor still whithout confirming the operation it's jittering around.\n\nFrom default startup:\n- go to geometry nodes workspace\n- create new node-tree\n- create frame node around group input node\n- drag frame node to the side and hold the cursor still without letting go\n\n"
] |
Blender intermitently won't open due to not recognizing Open GL API version
Operating system: Windows 10 Pro
Graphics card: XFX RX480 x2
Broken: 2.8 Beta
2019-02-25
Hash: 54ffc4e19dc4
Intermittent issue where blender won't launch, fails to recognize OpenGL version.


This only began after swapping in these RX480s in place of the GTX1070 I used to run, never was an issue with the Nvidia card.
I'm running the latest (non-beta) drivers for these cards, from Jan 2019. | [
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"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",
"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",
"Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n",
"Render Error using the HIP backend\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 22.40.51.06.230425\n\nBroken: version: 3.6.0 Beta\nWorked: Unknown\n\nMessed up renders in multiple of the common Blender Demo files. Classroom being the most obvious.\n\nStarting blender and running the render with the HIP or HIPRT backend using the 7900 XTX GPU causes the render errors in the attached \"broken\" images. Running and finishing a HIPRT render targeting the CPU results in a proper render, and fixes this for subsequent GPU renders with both HIP and HIPRT, see \"non-broken\" images.\n\n",
"OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n\n\n\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.",
"Steam Blender doesnt open Saved Files\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\n\nSaved Files from Steams Blender do not open and require me to have a normal Blender file downloaded separately.\n\nSave a file from the Blender downloaded from Steam, then try to open it normally. The PC will say it cannot find a suitable software to open it in. The problem will be fixed if I have a separate Blender downloaded. (I need the steam to count the time I spend on it)\nBased on the normal Startup of Blender, I have not added or changed anything.\n\nThank you very much, and all the best.\nTake care.\n\n",
"Eevee Attribute Rendering is Having Problem with Scene Referred/Open Domain Data\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked: None\n\nEevee attribute rendering fails to render scene referred/open domain data\n\n\nAnd here is Cycles that does it properly:\n\n\nBased on the attached .blend file\n\n1. Turn on Rendered view, see how Eevee clips all values above 1 and the sweep end up with the six colors on the right side and it doesn't go to white at all (The Notorious Six)\n2. Switch to Cycles and see how Cycles renders open domain data properly\n\n[Eevee Attribute Rendering Open Domian Bug.blend](Eevee_Attribute_Rendering_Open_Domian_Bug.blend)\n\n[Eevee Attribute Rendering Open Domain Bug.mp4](Eevee_Attribute_Rendering_Open_Domain_Bug.mp4)",
"Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n",
"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",
"Shader warnings with --debug-gpu\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon PRO W6800 ATI Technologies Inc. 4.5.14802 Core Profile/Debug Context FireGL 21.Q4 30.0.14002.136\n\nBroken: version: 3.0.0 Beta\n\nWhen launching Blender and the --debug-gpu option on the follow warnings are displayed\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_412 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_399 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_437 GeomShader:\n```\n |\n```\n 5 | #endif\n```\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n```\n\n\n1. Launch blender using blender --debug-gpu\n2. Warnings are displayed to the console.",
"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",
"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",
"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",
"Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n\n\nCycles - GPU Compute:\n\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n"
] | [
"Blender 2.79b crashes i\nOperating system: Windows 10 64 bit\nGraphics card: 2x GTX 970\n\n**Blender 2.79b**\nBroken:\n(2.79b release)\n(blender-2.79-d377cd5db19a)\nWorked: (2.80 Beta date: 2019-01-26 15:19)\n\n**Blender crashes on startup, a cmd is showing for couple second, and then windows just blinks just like this one: \nwatch?v=n89_8xbNyJQ&t=207s\n on 1:30 \nI formatted my operating system yesterday, GPU drivers are lasted and I reainstaled them couple of times. **\n\n**?**\nBased on the default startup or an attached .blend file (as simple as possible)- impossible to even open blender"
] |
ctrl+g do not create the collection
Operating system: win7 64bit
Graphics card: gtx 1070
Broken: 2.80.0-git.36121a1bdcd8-windows64
create a new collection using ctrl+g do not actually create the collection, or at least the collection do not appear in the collection list.
try to create a collection using ctrl+g in 3d viewport
thanks | [
"Adding Node Group inputs unhides newly added inputs on nodes with hidden node sockets\nBroken: version: 3.0\nWorked: never\n\nWhen using multiple group inputs in one GN node tree, and hiding unused node sockets to keep the tree visually clean, adding a new input socket into Group Input node will make this new socket appear in all existing Group Input nodes which are set to hide unused node sockets, so the user has to go through all of them and cycle the \"hide unused node socket\" toggle to properly hide the unused node sockets again.\n\n- Open .blend file\n- Hide unused sockets of any one Group Input node ({nav Nodes > Toggle Hidden node Sockets})\n# Add a new input socket from sidebar.\nResult: The newly added input has appeared on all instances of Group Input node, despite not being used on them and the nodes being set to \"hide unused node sockets\".\nExpected: Newly added input to a Group Input node will not appear on nodes with \"hide unused node sockets\" enabled, because it is unused on them.\n\nTest File:\n[#94413.blend](T94413.blend)\n[2021-12-27 14-29-03.mp4](2021-12-27_14-29-03.mp4)\n",
"Gesture selection does not deselect on nothing if collection is hidden\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nThis is an inconsistency in the selection behavior.\nIf you select on nothing, it will deselect all objects in the viewport and the outliner. This is the case for click selection and selection tools/operators.\n\nBut if selected objects are hidden, they are not affected by this with selection tools (gesture selections such as box & lasso). Selected objects and collections stay selected in the outliner.\nThe expected behavior is that gesture selection and single click selection have the same effect on hidden objects and collections.\n\n1. Create two collections each with an object in it\n2. Select a collection and its object in the outlliner\n3. Select on empty space (Notice how the object and collection are deselected)\n4. Repeat 1 & 2\n5. Do a lasso/box selection on empty space (Notice how the outliner selection isn't cleared)\n\n",
"Python API: Geometry Nodes object and collection inputs appear disabled in custom panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nGeometry Nodes object and collection inputs appear disabled when they are shown in a custom panel. Other types of properties do work. The properties can be accessed as follows: layout.prop(modifier, '[\"Input_2\"]').\n\nBased on the attached file:\n\n1. Run the script in the text editor to create a panel into the sidebar into a category called \"Geometry Nodes\"\n2. See that the panel shows the object and collection inputs of the Geometry Nodes modifier of the active cube as disabled\n\n[geometry_nodes_object_and_collection_inputs_disabled_bug.blend](geometry_nodes_object_and_collection_inputs_disabled_bug.blend)",
"Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO",
"Modal key map item don't appear when searched in the keymap\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.83.0\n\n\nSome items don't appear in the keymap when searched by Name even thought they appear when scrolled in the hierarchy tree.\nI think it's only modal keymap that are not directly tie to an operator ex: View3D Walk modal, Knife Tool Modal Map\n\n\n* Default blender cube\n* Go to preferences->keymap\n* Search for \"Walk\"\n* \"View3D Walk Modal\" don't appear even thought you can find it when expand 3DView->View3D Walk Modal\n\n\n",
"Impossible to move with G key an object scale to 0 and parent to an empty\nOperating system: Windows 7\nGraphics card: GTX 780\n\nBroken: 3.5.1\nWorked: \n\nWhen an object is parented to an empty, and this object is scale to 0, you cannot move it anymore with the G key. But you can move it in the transform menu location.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open blend.\n2. Try to move object with G key.\n3. It is possible with Transfom menu.\n\nThanks a lot !\ndono",
"Make Local feature is undocumented\nBroken: version: 2.83.0\nWorked: Never\n\n**Description of error**\nMake Local feature is undocumented\n\nRight click on collection -> \"ID Data\" -> \"Make Local\" <---- no action (not intuitively obvious what the action would be)\n\n",
"Export abc without subdiv does not work with instance collections (when source collection is disabled or linked)\nOperating system: Ubuntu 20.04.1 LTS\nGraphics card: GeForce GTX 1650\n\nBroken: 2.93Beta ea11b4e10ce0\nBroken: 2.90.1\nWorked: 2.83.6\n\nWhen I try to export instance collections as alembic file, subdivisions are always applied even if apply_subdiv argument is set to False (when source collection is disabled or linked).\n\nOpen a fresh blender.\nDelete all objects.\nCreate a Cube.\nCreate a subdivision surface modifier with 2 subdivions on this cube.\nPut the cube in a collection.\nCreate an instance collection of this collection\nSelect instance collection\nExclude the source collection from the viewlayer\nExport selection in abc (apply_subdiv=False)\n\nImport abc file.\nThe cube have the subdivisions.\n\nNote : it works like a charm when object mesh (the cube in our case) is exported.\nNot working with instance collection (when source collection is disabled or linked).\n\nThanks",
"`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.",
"Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n \n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)",
"Force field + hair dynamics not working in (linked) instanced collections\nOperating system: Windows 10 64 bit\nGraphics card: GeForce GTX 1070\n\nBroken: 2.80 3d8cbb534f82 (2019-01-25)\nWorked: 2.79b release\n\nA surface force field does not affect hair dynamics when it is part of a collection that is linked into another file.\n\nSteps to reproduce:\n1. Create a hair particle system, with hairs along x axis. \n2. Enable hair dynamics on hair\n3. Create a surface force field underneath it.\n4. Press play button to verify hair is affected by force field.\n5. Save file\n6. Link the collection from the first file into another file. (I have 'Instance Collections' turned on)\n7. Press play. hair will fall and not be affected by the force field.\n\nExample blend file attached.\n[hair_force_test.blend](hair_force_test.blend)\n",
"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",
"Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)",
"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",
"Grease pencil eraser settings not loaded on startup when using ctrl+LMB with the Draw tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 2.90.0\n\nWhen first opening a blend file, your eraser settings are set to default when using ctrl+LMB with the draw tool, and only update after switching to the eraser tool and using it.\n\n\n- Open attached file (the Stroke object is selected and the Draw tool activated in Draw mode).\n- Draw a line\n- Erase part of the line using the same tool but with Ctrl selected. Notice how it behaves as if the `\"Eraser Soft\"` brush is used. \n- Switch to the Eraser tool, erase part of the line. Notice how it behaves according to the specified Brush: `\"Eraser Point\"`. \n- Switch back to Draw tool, and hold down ctrl to erase another part of the line, it should now start behaving like the `\"Eraser Point\"` brush.\n\n[eraser bug.blend](eraser_bug.blend)\n\n"
] | [
"Collections and Groups huge mess\nok so the first problem with collections is that if u go to collection tab and u click X... it delates the object.\n(not on video) if u click + to make new collection and u type name.. it dosn't show up in outliner.\n(on video) if u select few object and press ctrl+g. it makes collection, u type name. but it dosn't show in outliner.. but it shows in collections menu. \n\nu use function insert instanced collection it see the collection from ctrl+g.. and it works.. however.. now if u click X in collections menu, and u click it on collection group it delates object from sceen. however the object still is in instanced object... if u press X in in collections menu on ctrl+g collection. it delates object from both instance.. and viewport...\n\nit is huge mess.. video shows this better. \n\n\n[collections_bug2.mp4](collections_bug2.mp4)\n\n\n\n\nSystem Information\nOperating system: Intel® Core™ i5-3210M CPU @ 2.50GHz × 4\nGraphics card: GeForce 610M/PCIe/SSE2\n\nBlender Version\nBroken: Blender 2.80 Beta"
] |
Volumetric density settings not visible on MacOs
Description
Blender Version
March 03, 02:38:37 - ae977d13f8e9
System Information
MacOs Mojave
Nvidia GTX780M
Short description of error:
Volumetric density settings not visible on MacOs
"EEVEE"
Exact steps for others to reproduce the error:
Open file > Render image
[volumetricClouds_eevee.blend](volumetricClouds_eevee.blend) | [
"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",
"Inaccuracy in 'Info' editor\nThis bug is difficult to describe specifically, since I have no idea of *all* of the affected properties. All I noticed is that *some* are reported inaccurately (i.e. the reported rna path does not exist or does not point to the changed property).\n\nA few I found are on the View Layer tab in the Properties editor:\n`bpy.context.scene.view_layers- [x].cycles.denoising_store_passes` is reported as `bpy.context.scene.denoising_store_passes`\n`bpy.context.scene.view_layers- [x].cycles.pass_debug_render_time` is reported as `bpy.context.scene.pass_debug_render_time`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_direct` is reported as `bpy.context.scene.use_pass_volume_direct`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_indirect` is reported as `bpy.context.scene.use_pass_volume_indirect`\nPlus all of the Cryptomatte and Denoising properties.\n\nI have no idea how the Info editor receives this information, but it looks as if the message is partially hard-coded and not up to date?",
"Crash to login screen on macOS Ventura when enabling caustics and smooth shading.\nOperating system: macOS 13.1\nProcessor: 2.6GHz Intel Core i7\nGraphics card: AMD Radeon Pro 5500M 8 GB\nMemory: 16GB 2667MHz DDR4\n\nBroken: 3.4.1\n\nBlender/macOS crashes to login screen when enabling smooth shading on an object with \"Cast Shadow Caustics\" enabled.\n\nCreate a scene with:\n\n - A light with \"Shadow Caustics\" enabled\n - An object with \"Cast Shadow Caustics\" enabled and a transmissive material applied\n - An object with \"Receive Shadow Caustics\" enabled\n\nSet render engine to Cycles and device to GPU compute (crash does not occur with CPU compute).\nSwitch viewport mode to Rendered.\nSelect the cast shadow caustics object and enable smooth shading.\n\nmacOS will hang before crashing to a login screen.\n\nsystem.log reports:\n\nsessionlogoutd[4795]: DEAD_PROCESS: 3681 console\n\nConsole.app also lists a crash report for WindowServer (example crash report is attached).\n\n[Caustics-Crash-on-Shade-Smooth.blend](Caustics-Crash-on-Shade-Smooth.blend) [WindowServer-2023-01-19-171731.ips](WindowServer-2023-01-19-171731.ips)",
"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\n\n",
"Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays\nI tested and it's not supported in 2.79 so this maybe a corner case that has long been standing.\n\nThis happens also in final render.\n\n[cycles_diffuse_ray_issue.blend](cycles_diffuse_ray_issue.blend) \n- Open given file and switch to rendered view.\n- Connect the 2nd checker color socket to another of the dysfunctional texco socket.\n- Only glossy rays can now see the texco of the environment.\n\nThe issue seems to happen if the coordinate is plugged straight to the background or emission node. If the output is mixed it does work (default state of the file).\n\nMixed, working:\n\n\nNot mixed, broken:\n",
"Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n",
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"Overlay center face doesn't work properly in ortographic mode\nOperating system: Windows 10\nGraphics card: RTX2060 Super\n\n\nBlender doesn't hide properly the center face in ortographic mode, showing the center until 0.17 units of deep.\n\n\nTo reproduce\nCreate a monkey mesh, enter in edit mode, activate face center overlay, change the view to ortographic.",
"\"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",
"Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n\n\n\n\n\n\n",
"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\n\n\n",
"Eevee: Principled volume shader set on Geonodes Volume Cube node gives unexpected result \nOperating system: Linux 5.10.117-1-MANJARO\nGraphics card: AMD ATI Radeon RX580\n\n**Blender Version** \nBroken: 3.3.0 alpha\n\n\nPrincipled volume shader in eevee creates an additional layer of density on volumes created by Volume Cube node. Volume scatter and Volume Absorption work as expected, as does rendering on cycles. One thing of note is that the unwanted cube maintains its position when changing the bounds of the volume cube.\n\n\nCreate volume on geometry nodes with Volume Cube node, set density to 0. Add principled volume material with non-zero density. With appropriate eevee volumetric settings, the effect should be apparent.\n\n\n[smoke_bug.blend](smoke_bug.blend)",
"Denoising passes are darkened when denoising is enabled for multi-device rendering\n## Simplified Report\n\nDenoising passes like Albedo and Normal are darkened when denoising is enabled when rendering using multiple devices.\nThis is most likely because the passes are scaled in-place during denoising and then scaled again in the pixel accessor.\n\n## Original report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\nWorked: 3.2.2\n\nWhen rendering a scene using Cycles with the Denoise option enabled, the Denoising Normal and Denoising Albedo passes don't render correctly, the images correspondent to those passes are much darker than they should be.\n\n1. Open attached file or\n - Open Blender.\n - Delete the default cube.\n - Add an icosphere and set it shade smooth.\n - With the icosphere selected, go to the Shading workspace and add a material to it.\n - In Principled BSDF of the icosphere's material, go to base color and add a color (any color other than black, white or gray).\n - Go to Render Properties and select Cycles as render engine and GPU as Device.\n - In the Render section of the Render Properties, disable Denoise (it is enabled by default).\n - Go to View Layer Properties.\n - In the View Layer Properties, go to Passes section, Data sub-section and enable Denoising Data.\n - Go to the Compositing workspace and enable Use Nodes.\n2. Render the image (Press F12).\n3. In the Render Layers node, visualize the Denoising Normal and Denoising Albedo outputs (Ctrl+Shift+LeftClick with the Node Wrangler Add-on enabled).\n4. In the `Properties Editor` Go to {nav Sampling > Render} and re-enable `Denoise`.\n5. Render the image again (Press F12 or use the small buttom at the bottom right of the Render Layers node).\n6. Repeat step 3.\n\nBy comparing the images from step 3 and step 6, the difference is clear, the images from step 6 (Cycles' denoise enabled) are much darker than they should be;\nI tested with a more complex scene and noticed that the darker images do remove noise when used with the Denoise node in the compositor, so it may not be a big problem for Blender, but it may affect someone using other softwares in a pipeline, unfortunally, I can not tested it because I don't have acess to external compositing softwares, I only use Blender.\n\nThank you, have a nice day :).\n\n[#101071.blend](T101071.blend)",
"Drawing size of particles not matching DPI\nOperating system: MacOS\nGraphics card: AMD Radeon Pro 450\n\nBroken: 2.83\nWorked: N/A\n\nWhen moving the blender window to the external monitor, the halo size of the particles changes, which can cause them to disappear.\nBest way to see what I mean is to watch this short clip of me moving the window, and also zooming in and out to show that not all colors are lost: Vu6MSHVxEUwYLvob8\n> In #82238#1283352, @jenkm wrote:\n> The problem here is with the `U.pixelsize` or something like that, as usual.\n> \n> When you move a window between Low and High DPI screens, the size of the spheres does not change correctly.\n> It seems that the size changes twice, like the UI scale plus the size of the spheres additionally.\n> \n> | Low DPI Screen | Moved to High DPI | Low DPI with Thick \"Line Width\" |\n> |  |  |  |\n> \n> And further, depending on the size, these spheres can be hidden by a mesh.\n> \n> | Thick | Default | Thin |\n> |  |  |  |\n> \n> The size of the spheres should not depend on `U.pixelsize`, first of all.\n> The visibility of these spheres also depends on the viewing angle, what is also not clear whether this is intentional or not.\n\n\n- Open attached file\n- Update the particles if needed\n- Move the window to another monitor with different DPI\n||\n| -- | -- |\n[particles.blend](particles.blend)\n\n---\n**Complex file:**\n[rain.blend](rain.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: \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```"
] | [
"Volume with noise->density renders blank\nOperating system: macOS Mojave 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 2048 MB + Intel Iris Pro 1536 MB\n\nBroken:2.80\n\nFull version:\n```\n~/D/b/b/C/MacOS $ ./blender --version\nBlender 2.80 (sub 45)\n\tbuild date: 2019-02-25\n\tbuild time: 02:35:21\n\tbuild commit date: 2019-02-24\n\tbuild commit time: 22:02\n\tbuild hash: 893fa598319e\n\tbuild platform: Darwin\n\tbuild type: Release\n\tbuild c flags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -mmacosx-version-min=10.9 -Xclang -fopenmp -I/Users/gast/blender-buildbot/mac_x86_64_10_9_cmake/blender.git/../lib/darwin/openmp/include -std=gnu11 -msse -pipe -funsigned-char -msse2\n\tbuild c++ flags: -Wall -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -mmacosx-version-min=10.9 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I/Users/gast/blender-buildbot/mac_x86_64_10_9_cmake/blender.git/../lib/darwin/openmp/include -std=c++11 -msse -pipe -funsigned-char -msse2\n\tbuild link flags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework ForceFeedback -liconv -Xlinker -unexported_symbols_list -Xlinker '/Users/gast/blender-buildbot/mac_x86_64_10_9_cmake/blender.git/source/creator/osx_locals.map' -stdlib=libc++\n\tbuild system: CMake\n~/D/b/b/C/MacOS $\n```\n\nWhen I tell a simple cube with volumetrics to take its density from a noise texture it just becomes all transparent.\n\nBlender logs three of these to the console when attaching the noise texture:\n```\nGPUShader: linking error:\nERROR: Input of geometry shader 'var0g' not written by vertex shader\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[linking-errors.blend](linking-errors.blend)\n\n* Run `blender` and watch the console output\n* Load the attached .blend file\n* Notice how the `GPUShader linking error`s are logged to the console when the file loads.\n* Try disconnecting the noise texture from the material and notice how the cube now looks like fog\n* Try reconnecting the noise texture, notice that new error messages get logged and that the cube becomes transparent again\n\nExpected results can be seen here:\nkYv3ZIlb_sU?t=219\n\nNote that multiple comments to that tutorial says this is only broken on Mac. I can't say that for sure, but it is broken on *my* Mac.",
"Blender 2.8 mix shader and volumeric doesnt work on mac book pro\nOperating system: 10.12.6 mac os\nGraphics card: nvidia geforce gt 750m 2048 mo\n\nBroken: Version 2.80 (2.80 2018-12-11, Blender Foundation)\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\nWhen I use a mix shader the textures goes pink even a very simple one\nscreen goes green and black when I activate volumetrics\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Volumetric Clouds in Eevee not working | MacOs\niMac (27\", Ende 2013)\nMACOS MOJAVE\nNVIDIA GeForce GTX 780M 4096 MB\n\nBlender 2.8\nblender-2.80.0-git20181204.1b6a394d862-x86_64\n\nBlender 2.8 Eevee not showing any randomized volumetric effect.\n\n\nOpen File - Render view Eevee\n\nThanks for your amazing work on Blender !!!\n\nFile by \"Blender Test\"\n\n[Uploading_Volumetric.blend](Uploading_Volumetric.blend)"
] |
Video Sound Crash 2.78c and 2.79
linux Linux guu-PC-n960 4.4.0-93-generic #116-Ubuntu SMP Fri Aug 11 21:17:51 UTC 2017 x86_64 x86_64 x86_64 GNU/Linux
Elementary os latest
with nvidia N960 Graphic Card
Broken: 2.78c-2.79
Worked: (optional)
Everytime add a movie(mp4 format) in Video Editing ,then select the sound part of the video in Video Sequence Editor by right click
In the right panel , there is a **Sound** section under **Edit Strip**
click the X button in the First Line , then blender crashed with below infos outputed:
> Writing: /tmp/blender.crash.txt
> Segmentation fault (core dumped)
here is the blender.crash.txt
```
# Blender 2.79 (sub 0), Commit date: 2017-09-11 10:43, Hash 5bd8ac9abfa
bpy.ops.sequencer.movie_strip_add(filepath="/home/guu/Videos/Crystal_DanYu_Made/VID_20180109_110249.mp4", files=[{"name":"VID_20180109_110249.mp4", "name":"VID_20180109_110249.mp4"}], relative_path=True, show_multiview=False, frame_start=1, channel=1) # Operator
bpy.ops.sequencer.select(extend=False, linked_handle=False, left_right='NONE', linked_time=False) # Operator
bpy.ops.sequencer.select(extend=False, linked_handle=False, left_right='NONE', linked_time=False) # Operator
bpy.ops.sequencer.select(extend=False, linked_handle=False, left_right='NONE', linked_time=False) # Operator
# backtrace
blender(BLI_system_backtrace+0x20) [0x1a6c8e0]
blender() [0x107a525]
/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7fc5e1d754b0]
blender(BKE_sound_update_scene_sound+0) [0x18a3e10]
blender() [0x19c32f4]
blender() [0x1904592]
blender() [0x1288ea1]
blender() [0x125ecb6]
blender() [0x126f269]
blender() [0x108373c]
blender() [0x1083ba8]
blender(wm_event_do_handlers+0x1d4) [0x1083eb4]
blender(WM_main+0x18) [0x107b108]
blender(main+0x3f8) [0x1018bd8]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7fc5e1d60830]
blender() [0x107747e]
```
| [
"Particle Edit mode for non hair particles - 2 Crashes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n\nParticle Edit: 2 Crashes\n\nParticle Edit: 2 Crashes\n\n- Open the blender file and click on the buttons \"Particle select and display point\"\n- Crash 1 (Screenshot)\n\n- Open the blender file and click on the tool \"Weight\" and click into the particles\n- Crash 2 (Screenshot)\n\n- Also had a crash with \"Puff\" \n- file not included\n\n- There are some tools that do nothing while others work\n- User gets no feedback / error message but give no feedback\n\n\n\n[2019-05-19-particle-edit-crash.blend](2019-05-19-particle-edit-crash.blend)\n\n",
"Running a script that registers an operator from the same operator crashes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIf you execute an `bpy.ops.text.run_script()` through the operator through the panel in a Text editor, then blender crashes.\n\nP.s. maybe it's my fault and I did something wrong, but is blender supposed to crash?\n\nCopy the script or download the file:\n```Py\nimport bpy\n\nclass Op(bpy.types.Operator):\n bl_idname = 'op.op'\n bl_label = \"Op\"\n def modal(self, context, event):\n bpy.ops.text.run_script() # <------- here -------\n return {'FINISHED'}\n def invoke(self, context, event):\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n self.layout.operator(Op.bl_idname, text='Click me')\n\n\nclasses = (Op, Panel)\n\ndef register():\n for c in classes:\n bpy.utils.register_class(c)\ndef unregister():\n for c in reversed(classes):\n bpy.utils.unregister_class(c)\n\nif __name__==\"__main__\": register()\n```\n\n",
"Blender 2.92 - Movie clip editor (Not showing graph for trackers)\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: 2.92.0 Beta\n\nIf the user uses the Editor's menu to switch from 3D viewport to Movie clip editor, sets Tracking > clip from the submenus\nand attempt to do a tracking, the TRACKED point is not shown in the graph editor.\nInstead, if the user goes to FILE>NEW>VFX (application template) and tracks a video clip normally in the workspace,\nthe trackers are shown\n**[VIDEO >> ](3jhczs)**\n\nFile>new>general (workspace) to start a clean scene.\nSwitch the 3d view to a movie clip edior, submenu: tracking, submenu clip.\nOpen an mp4 video to track\nCtrl+left click to create a tracking point.\nCtrl+T to track forward\nOpen another movie clip editor window, submenu: graph\nThe tracked point doesn't show any fcurve points in the graph from the tracked clip.\n\n\n\n",
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"blender 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",
"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.",
"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",
"VSE: Frame Rate Base Rounding Leads To Vid / Audio Strips Out Of Sync by 1 Frame\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: since 3.0 until now in 3.6.1 hash 8bda729ef4dc\nWorked: 2.93.18\n\nIt looks like the same bug #21138 is reappearing in the 3.x series and since the bug report is 14 years old, I created a new one.\nOld bug report: 21138\n\nMy description:\nI have a lot of projects with 29.97fps (30000/1001) and those work correctly with Blender 2.9x but since Blender 3.0 all video clips are 1 frame shorter and my projects are a mess, because the frames in all clips are also shifted 1 frame !!\nIf I set the base to 1.0009 instead of 1.001 its all fine in the Timeline, but if I set 29.97 from the drop-down menu, all clips are 1 frame shorter and shifted.\nI have this also tested with videos without any audio and that makes no difference.\nThe audio length btw is alway correct.\nI also noticed that the trick with 1.0009 is not good, because this value is then transferred to the exported video and thats wrong!\n\nI think the problems in the following posts also have the same cause?\n[audio-is-1-frame-off](https://blender.stackexchange.com/questions/51650/audio-is-1-frame-off)\n[blender-3-0-vse-audio-and-video-out-of-sync-bug](https://blender.stackexchange.com/questions/250718/blender-3-0-vse-audio-and-video-out-of-sync-bug)\n\n",
"Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003468\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007444\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005208\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a018\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000085a8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b1ac\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000921c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005544\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad94\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 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BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------",
"Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n",
"Segfault pasting stale driver.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\nDrives copied and pasted with significant change in file data in between can trigger segfaults. \n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nblender(BLI_system_backtrace+0x34) [0x55dfd70fd084]\nblender(+0xe151bd) [0x55dfd4bd41bd]\n/usr/lib/libc.so.6(+0x3cf80) [0x7f9b26870f80]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder26build_object_data_geometryEP6Objectb+0x170) [0x55dfd7000380]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder17build_object_dataEP6Objectb+0x54) [0x55dfd6ffb4b4]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x1d3) [0x55dfd6ffe2c3]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder22build_driver_variablesEP2IDP6FCurve+0x77) [0x55dfd6ffad87]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder14build_animdataEP2ID+0x1f9) [0x55dfd6ffe8b9]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x228) [0x55dfd6ffe318]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder16build_view_layerEP5SceneP9ViewLayerNS0_26eDepsNode_LinkedState_TypeE+0xb2) [0x55dfd7003892]\nblender(_ZN7blender3deg23AbstractBuilderPipeline16build_step_nodesEv+0x76) [0x55dfd6fea296]\nblender(_ZN7blender3deg23AbstractBuilderPipeline5buildEv+0x42) [0x55dfd6fea4b2]\nblender(DEG_graph_build_from_view_layer+0x33) [0x55dfd6fd24e3]\nblender(+0xef501a) [0x55dfd4cb401a]\nblender(wm_event_do_depsgraph+0xc5) [0x55dfd4f59245]\nblender(wm_event_do_refresh_wm_and_depsgraph+0x92) [0x55dfd4f593b2]\nblender(wm_event_do_notifiers+0x36a) [0x55dfd4f6055a]\nblender(WM_main+0x2b) [0x55dfd4f5532b]\nblender(main+0x367) [0x55dfd4b9da67]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7f9b2685bb25]\nblender(_start+0x2e) [0x55dfd4bd056e]\n\n# Python backtrace\n```\n\n\n* Add a custom property to the Scene.\n\n* Right click on its value field, and run \"Copy as New Driver\".\n\n* Run `CTRL`+`N` or \"File\" —> \"New\" —> \"General\".\n\n* Right click on any value field, and run \"Paste Driver\".",
"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 when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.",
"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"
] | [
"Unlinking an audio file causes Blender 2.78 and 2,79 to crash\n\nWindows 10 \nIntel HD Graphics Card (Laptop)\n\nVersion 2.79 hbd8ac9\n\n\nError:\nVideo Sequencer: After loading an audio file, you cannot click the \"X\" in the strip tab to unlink the DATA block without Blender software crashing and shutting down instantly. In other words, you can't remove the audio file from your project. You can replace it with another WAV or MP3 file, but not remove it.[Bug.blend](Bug.blend)\n\nClick the X to unlink audio file."
] |
Artefacts on denoising normal and albedo pass with branched path tracing
Operating system: Linux-5.7.19-2-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits
Graphics card: Radeon RX 580 Series
[system-info.txt](system-info.txt)
Broken: version: 2.91.0 Alpha
Worked: Never, as far as i can tell. (Tested 2.80, 2.83, 2.81a)
Rendering on the GPU using branched path tracing produces artifacts on the denoising albedo and denoising normal passes when using a glass shader (or the principled shader with transmission).
The artefacts heavily depend on the sample count. On very low sample count, areas with the glass shader appear mostly black with some thin stripes. On higher sample count most of the glass shader area is transparent as expected (i.e. there are less completely black areas), but the normal and albedo pass still have rectangular darker artefacts.
Edit: Increasing the tile size has a similar effect like increasing the sample count.
When using path tracing or when rendering on the CPU these artefacts do not appear.

Open the attached blend file
Render on GPU
[artefacts.blend](artefacts.blend)
| [
"Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n",
"Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n\n\n",
"Denoiser creating artefacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: ー\n\nStrange artefacts are being created by the denoiser, firefly like bright and dark pixels where there were no such artefacts in the 'Noisy Image'. Looking into the 'Denoising Depth' pass reveals negated depth values around the artefacts. In the supplied .blend it seems to be caused by some weird interaction between the sun lamp and the water material with a black diffuse.\n\nDenoised Image: \nNoisy Image: \nDenoising Depth: \n(White values are ~90 black are ~-90)\n\nRender frames from supplied .blend\n[DenoiseBug.blend](DenoiseBug.blend)\n",
"Artefacts with volume motion blur\nOperating system: Linux-5.15.0-25-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nWhen rendering VDBs with motion blur, I get a lot of artefacts in the shadows (?), especially when rendering with the GPU.\nThese artefacts look the same on Windows and Linux with different nVidia cards (RTX 2070 and GTX 1080ti).\nHere's an example MP4 of how they look in an animation (watch the dark splotches on the floor plane):\n\n[VB_GPU_MB.mp4](VB_GPU_MB.mp4)\n\n- Unpack and open the attached blend file\n[Volume_MB_Bug_v01.zip](Volume_MB_Bug_v01.zip)\n- Press F12 to render, by default it should use GPU + motion blur:\n\n- Switch off motion blur:\n\n- Switch to CPU and turn motion blur back on:\n\n- And finally CPU without motion blur:\n\n\n",
"Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n",
"Multiscatter GGX Glass Shader - In a certain range of roughnesses, specular reflections darken/disappear.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the Glass and Glossy BSDF with Multiscatter GGX and a roughness of around 0.02 the specular reflection somehow breaks, which is visible as excessive darkening.\n\nIn the images below, I have applied a gradient roughness texture starting at 0 at the top and 1 at the bottom. As you can see in the Multiscatter GGX there is a dark \"seam\" near the top of image that isn't present with GGX and probably shouldn't be there.\n\n|||\n| -- | -- |\n|Multiscatter GGX|GGX|\n\n[Multitest.blend](Multitest.blend)\n\nIn this test file only the specular reflection is visible. The gradient going into the roughness input goes from 0 at the top to 1 at the bottom. As can be seen there is a sudden dip at a roughness value of around 0.02. It is also visible without the gradient when simply entering values of around 0.02 into the roughness input.\n\nThis problem is exclusive to Multiscatter GGX and does not occur with other microfacet distribution models.\nEdit: The same problem has been found with the Glossy BSDF. \n\nThank you and have a great day!",
"Cycles shadow catcher improvements\n- [x] Indirect light support\n- [x] Option to include/exclude lights\n- [x] Dedicated shadow catcher pass\n- [ ] Dedicated compositor node for easier setup\n- [ ] Separate shadow and reflection passes\n- [ ] Shadow catcher behind sharp reflection and refraction?\n- [ ] Optimization to share more shader evaluation and sampling until path diverges?\n\n[devtalk thread ](691) with user feedback\n",
"KeyingScreen Compositor node emits \"black holes\" \nThe attacged folder shows a bug in the KeyingScreen compositor node.\n\nIn the Screenshot GreenPlateBug-Screenshot.png it can be seen in the above compositor window that some areas are filled with black\ninstead of grey / green.\n\nThat appeared after creating the \"last\" track marker (the selected / larger track marker in the below window).\n\nIf you remove that larger marker, the bug disappears.\n\nTo reproduce, open the attached blend file, close render window, disconnect / reconnect the viewer node to the keying screen node to\nsee in backdrop display.\n\nThe bug appeared in a different usage of the KeyingScreen node with much fewer track markers, but since the circumstances of\nthe bug to appear is unclear, i had to add a lot marker here.\n\n\nBlender version 2.80 (snap Ubuntu version).\nOS: Ubuntu 19.04 x86\nGraphics Card: Prime Laptop (NVidia / Intel combination) Dell Inspirion 4500 Laptop in Intel mode\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\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",
"Cycles: tapering hair transparency fails in '3D Curves' mode [regression] (probably caused by embree)\nOperating system: Ubuntu 20 LTS and MacOS Mojave\nGraphics card: Quadro p2000\n\nBroken: 2.92 and latest 2.93.0 alpha 5f1f233dc97de34f6be0f51edd3cbf2d8247fbda\nWorked: 2.82a and 2.83.4\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nSetting a transparent BSDF shader to hair in 3D curves mode yields a visible error where parts of the hair are black.\nThis issue is visible in the viewport and at render time. It affects both CPU and GPU rendering.\n\nIn ribbons mode, transparency works almost as expected. I noticed that when hair strands overlap and they have transparency, they are not transparent but they take the background opaque color instead, so the hair strands below are \"covered\" with background color.\n\nembree\n\nbefore embree\n\n\n[#86500.blend](T86500.blend)\nOpen file and switch to rendered view\n\n---\n\nOriginal report:\n\nInitial setup in viewport: a cube with 20 hair strands:\n\n\nRender in version 2.83.4:\n\n\nRender in version 2.92+\n\n\n\nAttached is a .blend file example (so that you don't need to reproduce the steps below). [transparent_hair_curves_issue.blend](transparent_hair_curves_issue.blend)\nIf you run it on Blender 2.82a, rendering should show only a cube. Blender 2.92+ will show the issue.\n\nSteps:\n- Open a new default blender scene with a cube\n- Choose Cycles renderer\n- Under Render Properties > Hair, select 3D Curves\n- Add a hair particle system to it\n- Lower particle count to 10\n- Set segments to 5\n- Enable Hair Dynamics, play the timeline for a while until hair bends\n- Go to simulated frame 30 (just an example)\n- Scroll down in psys panel to Render, enable b-spline with steps 2\n- In Timing, set start to 0.361 (just for testing purpose)\n- In Hair Shape, set Diameter Root 0.5, Tip 1, Radius Scale 1.00\n- Render in viewport or to an image (same result)",
"Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n\n\n\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n",
"Artifact with cycles (interaction with moving spotlight and motion blur)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nI wouldnt describe it as a error, more as a artifact in cycles, basically when you parent a light to an object with motion blur, it doesnt behave as expected, it clips into objects and deforms due to the motion blur, there is no easy way to explain this, its better to show it, keep in mind that the spot light in these examples is completely Static! its just parented to the empty that also is parented to the camera, what is moving is the empty, light in real life doesn't behave this way!\n\ni first noticed this in a render i did for my animation \nrender: view\nproject file: view?usp=sharing\n\nso i did a test render and the problem pressists\nrender: view?usp=sharing\nproject file: view?usp=sharing\n\n\n\nAll the best! If this report is invalid please inform me why, because i cant find a work around this issue and there is no information online regarding this problem. Thank you.\n\n\n\n",
"Cycles principled BSDF artifact with transmission and IOR 1.0 (GPU)\nOperating system: win 10 pro\nGraphics card: 1070\n\nBroken: 2.79b\n\ncircular banding with transmission and ior set to 1 using principle shader. (only happens in gpu rendering not cpu)",
"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.",
"High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each"
] | [
"AMD GPU + Cycles + Branched Path Tracing + Reflective Caustics = Render Tiles Bug\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13586 Core Profile Context 19.12.2 26.20.15002.61\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nAMD GPU + Cycles + Branched Path Tracing + Reflective Caustics = Render Tiles Bug\n\n1. Have an AMD GPU\n2. Have multiple glossy / reflective objects\n3. Have an HDR environment\n4. Have Reflective Caustics On\n5. Have Branched Path Tracing On\n6. Render with Cycles Hybrid Tiled ( CPU + GPU )\n\n*Unchecking Reflective Caustics will make error tiles disappear.\n\nTested on:\nR9 380X - bug present\nRX 480 - bug present\nRX 580 - bug present\nFirepro M6100 - bug present\nGTX 960M - no bug\n*all on Windows 10 64bit\n\nAMD Drivers:\nAdrenalin 19.10.1 to 19.12.2\nEnterprise 19.Q4.1\n\n\n\n[cycles_cuda_opencl_test2.blend](cycles_cuda_opencl_test2.blend)"
] |
Compositor: Refresh Issue
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 511.65
Broken: version: 3.1.0 Beta
Worked: 3.01 Official
The Compositor is not auto-updating the results. You need to press-move or scroll the mouse wheel.
- Load scene
- Switch layers with Ctrl-Shift Left-Mouse
- No refresh till you press-move or scroll the mouse wheel
[Tron_Grid_v012_Compositor_Refresh.blend](Tron_Grid_v012_Compositor_Refresh.blend)
| [
"Update property when adding or removing keyframe\nRemoving keyframe can cause issues in all editors and adding keyframe needs to update VSE.\n\nWhen removing keyframe, RNA update function should be called, since property value may change. This is reproducible with simple 3 keyframe animation, place CFRA on middle keyframe, remove (press Shift + Alt +I on propery in side panel) it and no update will happen.\n\nWhen adding keyframe, sequencer prefetch is not notified about this change. So it works on outdated data until keyframe is added. Simply notifying prefetch is not enough and cache must be cleared too which is currently done from RNA update function.\nSimilar case is speed effect, where it calculates input frame based on animation, which is integrated over time. Array mapping current to input frames is cached and recalculated in RNA update function.",
"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",
"Interface. Sculpt mode, checkbox title not react to click\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: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n",
"Hair: changing children related settings in objectmode dont show when switching to particle editmode\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related",
"\"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)",
"Canvas picker doesn't get immediate update with change of active canvas\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nCanvas picker was introduced with 3b5df8a7ea\n\nCanvas picker doesn't get immediate update with change of active canvas. It only gets updated after other action after that.\n\nex: weight paint\n\n\n\nIn case of sculpt paint mode it's dimmed until the first stroke of paint and other update action (hover on canvas picker in this case) after that.\n\n\n\n",
"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",
"After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n",
"Blender 3.3 crashes on importing external .exr file on compositor\nOperating system: Windows 11 x64\nGraphics card: gtx 650 ti\nprocessor ryzen 9 5900X\n\nBroken: tried 3.3 LTS (september 7, 2022 release) and also 3.2.1, but had this failure before in previous builds.\n\n**Short description**\nBlender immediately crashes after importing a multilayer .exr (generated in Houdini's Karma renderer) to the compositor. Example files attached\n\nOpen new blender scene, switch to compositor tab and check \"use nodes\". Then the error happens after either dragging and dropping the images or using the image node for import.\n\nThe crash seems to occur only when importing images with AOVs packed in, I attached one example that works perfectly but only has the color layer. I know this is a niche workflow but I'm out of options for compositing until I can upgrade my graphics card, sorry if this isn't really worth looking into.\n\n\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)",
"Timeline > Playback > Follow Current Frame Does not work if you drag the frame number widget.\nOperating system: Win 10\nGraphics card: AMD R7 200\n\nBroken: Blender 3.61 release.\nWorked: never, checked back till 2.83.20\n\nFollow Current Frame only works with keyboard arrow keys and ALT+Middle mouse button dragging in the timeline editor area\nDoes not work with the click and drag area of the Timeline header current frame box, or its arrow buttons\n\nAs show in attached video\n1. Open Default General file\n2. In the Timeline, Click on Playback > Follow Current Frame\n3. Drag the frame number widget, the frame indicator will go outside the region, while if use play or keyboard arrow keys, region follows the frame indicator.\n4. Expectation is that it should follow the frame, regardless of where the current frame is being changed from.\n\n",
"Operator Modal Time Wrong Behavior \nOperating system: Windows 10\nGraphics card: RTX 2080 ti\n\nBroken: 3.2, master\nWorked: None\n\n\nThe modal time speeds up when dragging UI panels\n\n\nBased on the default startup or an attached .blend file, just execute the script loaded in the text editor, it will run as expected, and count each second, but after dragging any UI panel, it speeds up (Check in the video).\n\n[Main.blend](Main.blend)\n\n[Bug.mp4](Bug.mp4)\n\nThis Modal Operator Script was created based on the default modal timer template\n\n\n\n\n",
"Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n",
"Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n\n\n",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n"
] | [
"Compositing Tab - Blender does not make changes in real time\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\nCompositing Tab - ''Post Production'' like Color Balance don't work.\n\nWhen trying, for example, to change the parameter in color balance to a brighter one or the color should be updated in real time, in versions 3.1 and 3.2 the blender does not respond. Only moving zoom in - zoom out causes a change in post-production.\n"
] |
VR not working with Steam anymore because no supported swapchain formats found
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14
OpenXR Runtime: SteamVR beta Version 1.13.4 (1592534494) Built 19. Jun 2020 um 04:41
HMD: Valve Index
Broken: version: 2.90.0 Alpha
Worked: unknown / none
Name: VR Scene Inspection (0, 2, 0)
Author: Julian Eisel (Severin)
After an Update of SteamVR beta from Version 1.13.2 to Version 1.13.4 the VR Scene Inspection stopped working, only giving the following error message:
```
Error: No format matching OpenXR runtime supported swapchain formats found.
```
- Start SteamVR beta Version 1.13.4
- In Blender now start a VR Session using the VR Scene Inspection Addon
**Notes**
In the Update news of SteamVR Beta 1.13.3 the xrCreateSwapchain function is mentioned regarding depth texture format support so this might be related:
2396425843546116331
"Added support for some depth texture formats. VK_FORMAT_D32_SFLOAT, VK_FORMAT_D16_UNORM, VK_FORMAT_D24_UNORM_S8_UINT, and VK_FORMAT_D32_SFLOAT_S8_UINT are now supported on Vulkan. DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_D24_UNORM_S8_UINT, and DXGI_FORMAT_D32_FLOAT_S8X24_UINT are now supported on D3D11. xrCreateSwapchain now works with any of these types."
The Update news of SteamVR Beta 1.13.4 mentions "Added support for OpenGL on Linux" for OpenXR:
2471861771406562402
So I also tried running the VR Scene Inspection with SteamVR on Linux resulting in the same error.
Just in case it might be of any use my System Information and Blender Version I used in Linux was:
Operating system: Linux-5.3.0-59-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82
Broken: version: 2.90.0 Alpha
| [
"VSE Sequencer timecodes display almost correct values\nOperating system: Linux-5.4.0-94-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nsometimes the timeline displays 1m60s instead of 2m. this is kind of correct but actually not correct. I have no idea what could cause this, this appears on various zoom levels and only on specific positions that seem to be fixed positions.\n[superstious.mp4](superstious.mp4)\n[2022-01-14 20-43-02.mp4](2022-01-14_20-43-02.mp4)\n\n\n[#94920.blend](T94920.blend)\n",
"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\n\n\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",
"EEVEE-Next Volume Rendering\nUnified volume rendering will first be ported before adding any other feature. Fixing the flickering and object bounds are still major targets for the 4.0 release but are considered nice to have and could be made during Bcon2\n\nHere is a breakdown of the tasks:\n- [x] Needs compute shader based pipeline for world and geometry.\n- [x] #107176 Port current unified volume rendering as-is using compute shaders.\n#### Milestone: Volume Rendering minimum-viable-product for 4.0 release.\n\n- [ ] Correct bounds.\n- [ ] Fix flickering by changing the sampling scheme.\n#### Milestone: Extended feature for 4.0\n\n#### Extended targets\n- [ ] Support shadow casting onto opaque surfaces.\n- [ ] Support irradiance.\n- [ ] Support in bake.\n- [ ] Support per pixel volumes.\n- [x] Optimize by skipping unseen tiles.\n",
"Geometry Nodes: 3D Viewport Overlay Statistics don't respect Viewer Node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.4.0 Alpha\n\n\nThe geometry output by the preview node is not taken into account by the overlay scene statistics:\n[2022-09-30 11-35-43.mp4](2022-09-30_11-35-43.mp4)\n",
"Python: Importing zstandard fails\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\nImporting zstandard with `import zstandard` gives the following error:\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\n File \"/home/guest/.local/lib/python3.10/site-packages/zstandard/__init__.py\", line 39, in <module>\n from .backend_c import * # type: ignore\nImportError: zstd C API versions mismatch; Python bindings were not compiled/linked against expected zstd version (10500 returned by the lib, 10502 hardcoded in zstd headers, 10502 hardcoded in the cext)\n```\n\n`import zstandard`\n\n",
"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)",
"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",
"Allow node inputs named A and B to be swapped\nPossible fix to allow node inputs to be swapped.\n\nThis is defined in the `node_link_socket_match` function.\n\nReported in chat by @SimonThommes \n\nIt may be a better solution to add a swappable flag to sockets.",
"Support Viewport roll - around the cursor position\nCurrently view orbit supports zoom-to-mouse-position as a way to rotate and zoom around the cursor position.\n\nView roll however always uses the view center.\n\nWhile low priority, this would be nice to support. See: #70761 (Roll View ignores Auto Depth)",
"Cycles HIP device\nTasks to keep track of HIP device development tasks.\n\n- [x] Windows support and stability\n - [x] Upgrade HIP SDK to 22.10\n - [x] RDNA2\n - [x] RDNA1\n - [x] Vega\n- [x] Linux support and stability\n - [x] Crash in `hipGetDeviceProperties`\n - [x] RDNA3 ([D16507](D16507))\n - [x] RDNA2\n - [x] RDNA1 (#97591)\n - [x] Vega\n- [ ] Hardware ray-tracing\n- [ ] Wiki build documentation for building with hipcc on Linux and Windows\n- [ ] Clip mode in Image Texture node not supported (#92975)\n- [ ] Image texture size is limited, could detect this and resize or show user better error (#94057, #93109)\n- [ ] Deduplicate CUDA and HIP host code\n- [ ] Graphics interop is broken in 21.Q4 driver, enable for next driver ([D13167](D13167))\n- [x] Compute capability checking (if needed)\n- [x] Integrator state size estimation depending on the GPU\n\nCompleted for 3.0 release:\n- [x] Buildbot setup of hipcc\n - [x] Install on CentOS workers\n - [x] Install on Windows workers\n - [x] Enable Windows binaries on the buildbot\n- [x] Determine range of supported cards on Linux and Windows for 3.0\n- [x] Detect supported cards in the code ([D12958](D12958))\n- [x] Bug: instancing rendering artifact in bmw27 scene\n- [x] Supported GPU hardware list for documentation\n- [x] #92972 (Cycles HIP graphics interop issue on AMD 5500 XT and Windows)\n- [x] Windows driver available\n- [x] #92984 (Cycles HIP crash with smoke volume)\n- [x] #93109 (Cycles HIP device missing driver version check)",
"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",
"gpu.states.line_width_set doesn't work (on Mac Air)\nOperating system:\nGraphics card:\n(just copy pasted specs here)\n Model Name:\tMacBook Air\n Model Identifier:\tMacBookAir7,2\n Processor Name:\tDual-Core Intel Core i5\n Processor Speed:\t1,8 GHz\n Number of Processors:\t1\n Total Number of Cores:\t2\n L2 Cache (per Core):\t256 KB\n L3 Cache:\t3 MB\n Hyper-Threading Technology:\tEnabled\n Memory:\t8 GB\nIntel HD Graphics 6000:\n\n Chipset Model:\tIntel HD Graphics 6000\n Type:\tGPU\n Bus:\tBuilt-In\n VRAM (Dynamic, Max):\t1536 MB\n Vendor:\tIntel\n Device ID:\t0x1626\n Revision ID:\t0x0009\n Metal Family:\tSupported, Metal GPUFamily macOS 1\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nBlender 3.6\n??\nOn this specific Macbook, gpu.states.line_width_set simply does nothing - Just tested also on WIndows and there it works.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nJust try the 'Operator Modal Draw' Template in Python templates in Blender text editor - the function is used there so it's very fast to check.\n\nAnd yes, I know this is probably outdated hardware, but didn't want to not report bug if I already found one ;)\n\n",
"Metal: Assert is triggered when drawing a Batch with an attribute format different from the type used in the Shader\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: [couldn't check yet]\n\nI'm not sure how serious the problem is.\nEven with the assert, the drawing seems to work.\nBelow is a small code that demonstrates the problem:\n\n```python\nimport bpy\nimport gpu\nfrom gpu.types import (\n GPUBatch,\n GPUIndexBuf,\n GPUVertBuf,\n GPUVertFormat,\n)\n\ndef draw():\n x1=0\n y1=0\n x2=bpy.context.region.width\n y2=bpy.context.region.height\n\n # The size of each color in `vertex_colors` needs to be 4 and\n # the size of each vector in `vertices` needs to be 3\n # otherwise a assert will be triggered the Metal backend.\n vertex_colors = ((1.0, 0.0, 0.0, 1.0), (1.0, 1.0, 1.0, 1.0))\n vertices = ((x1, y1), (x2, y2))\n\n shader = gpu.shader.from_builtin('POLYLINE_SMOOTH_COLOR')\n shader.uniform_float(\"viewportSize\", gpu.state.viewport_get()[2:])\n shader.uniform_float(\"lineWidth\", 5)\n\n vbo_format = GPUVertFormat()\n vbo_format.attr_add(id='color', comp_type='F32', len=len(vertex_colors[0]), fetch_mode='FLOAT')\n vbo_format.attr_add(id='pos', comp_type='F32', len=len(vertices[0]), fetch_mode='FLOAT')\n\n vbo = GPUVertBuf(vbo_format, len(vertices))\n vbo.attr_fill('color', vertex_colors)\n vbo.attr_fill('pos', vertices)\n\n batch = GPUBatch(type='LINE_STRIP', buf=vbo)\n batch.draw(shader)\n del batch\n\n\nbpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')\n\n```\n\nNote that the dimension of the vertices is 2D.\nIf converted to 3D (by adding a z value), the assert is no longer triggered.\n\n- Open attached .blend file.\n- Run the script in the text editor\n- Update the 3D view (by zooming for example)\n\n[gpu_metal_assert__bug.blend](attachment)\n\n",
"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)"
] | [
"Crash when starting a VR Session using SteamVR\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nOperating system: Linux-5.3.0-61-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nOpenXR Runtime: SteamVR beta Version 1.13.7 (1593046119) Built Jun 25, 2020 at 02:48\nHMD: Valve Index\n\nBroken: version: 2.90.0 Alpha\nBroken: version: 2.90.0 Alpha\nWorked: version: 2.90.0 Alpha\n\nName: VR Scene Inspection (0, 2, 0)\nAuthor: Julian Eisel (Severin)\n\nBlender crashes when trying to start a VR Session using SteamVR\n\n - Start SteamVR\n - In Blender now start a VR Session using the VR Scene Inspection Addon\n\n**Notes**\nI get the crash on Linux and Windows.\nIn Windows I was able to get a glimpse of the following error message just before the crash:\n```\nFailed to submit Frame rendering start state.\n```\n\nCrash log for Windows is here:\n[blender.crash.txt](blender.crash.txt)\n\nCrash log for Linux is here:\n[blender.crash.txt](blender.crash.txt)\n\n\n\n"
] |
File->"Load Factory Settings (Temporary)" not offered if Prefs Auto-Save is off.
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17
Broken: version: 2.80 (sub 72)
Currently, the File->Defaults menu only offers the "Load Factory Settings (Temporary)" option if it sees that you have Auto Save Preferences turned on, because if you have it turned off then there's no worry that an inadvertent autosave will happen resulting in a config-stomp.
But this logic is flawed because the act of loading the Factory Settings always turns ON the Auto Save Preferences option, so if the user uses the only provided option "Load Factory Settings" when they have autosave off and then changes any setting in Blender, then they will get an unexpected config save on exit, wiping out all pre-existing settings.
Either the (Temporary) option needs to always be offered, or (preferably IMHO) we should just always explicitly turn off the Auto Save Preferences option after loading the factory defaults, thus requiring the user to take the explicit action of turning it on if that's their intention. The worst case then is it takes them a little extra time to figure out how to overwrite their old settings, rather than accidentally overwriting their preferences too easily. This also eliminates the need to have two slightly different options for the Defaults menu which is confusing and if the user picks the wrong option then they're again in trouble and it eliminates the need to use the hidden G_FLAG_USERPREF_NO_SAVE_ON_EXIT in this case, making all the behavior visible to the user rather than having something magic going on behind the user's back. | [
"Window title shows unsaved indicator while loading\nOperating system: Linux-4.15.0-45-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: May 18 2021, hash: `1f9eb7e2c6`\n\nWhile Blender loads a file, the window title shows the unsaved indicator: `Blender* [/path/to/blend]`.\n\n- Create a .blend file which takes long to load. A simple example involves creating huge amounts of geometry with Array modifier, then applying the modifier.\n- Open the startup file (ctrl+N) so the window title is cleared (makes it easier to see what changes, but not required).\n- Open the .blend you created earlier, you will see the unsaved indicator in the title until loading finished.\n\n",
"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",
"Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n\n\n",
"Closing operator search menu with Escape also cancels bakes\nOperating system: Linux-4.15.0-45-generic-x86_64-with-LinuxMint-19.1-tessa 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.43\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen baking something (tested with fluid and light cache), opening the operator search menu (F3 by default) and pressing Escape to close it will also cancel the bake.\nNot tested with other modal operations or popups.\n",
"No Exit Temp file created when accidentally exiting steam.\nDon't think this is related in any way but i have\n8GB ram\n850m\n1tb hdd\ni7 4770\nMSI GE70 apache\n\nblender 2.77\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n",
"Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.",
"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",
"Cannot access add-on user preferences from register if using --addons command line flag\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.93.0 Beta\n\nAn add-on cannot access its user preferences in the `register()` function if it is activated through the `--addons` command line flag, but has not been manually activated before.\n\n* Install the following add-on stub:\n[test_register.py](test_register.py)\n\n```\nbl_info = {\n \"name\": \"Preference Register Test\",\n \"author\": \"Your Name Here\",\n \"version\": (1, 0),\n \"blender\": (2, 80, 0),\n \"location\": \"\",\n \"description\": \"\",\n \"category\": \"Test\",\n}\n\nimport bpy\n\ndef register():\n addon_prefs = bpy.context.preferences.addons[__name__].preferences\n print(\"Found preferences\")\n\ndef unregister():\n pass\n```\n* Run blender with this command: `blender -b --addons test_register`\n * The add-on fails with the following error:\n```\nTraceback (most recent call last):\n File \"/home/damien/blender-git/build_linux/bin/2.93/scripts/modules/addon_utils.py\", line 386, in enable\n mod.register()\n File \"/home/damien/.config/blender/2.93/scripts/addons/test_register.py\", line 14, in register\n addon_prefs = bpy.context.preferences.addons[__name__].preferences\nKeyError: 'bpy_prop_collection[key]: key \"test_register\" not found'\n```\n* Open Blender, activate the add-on from the User Preferences and save them\n* Run Blender in the background again (`blender -b --addons test_register`)\n * Now the add-on prints the expected `Found preferences`",
"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",
"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",
"Changes to a PropertyGroup in the preferences of an addon do not trigger the flag indicating changes to save\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\nUser preferences and add-on preferences are normally auto-saved when Blender exits, and it is triggered when the user modifies preferences data through the UI.\nBut there appears to be a bug that prevents this from happening when the preference data is defined inside of a property group.\n[2020-01-08 16-39-50.mp4](2020-01-08_16-39-50.mp4)\n\n- Install the simplified addon attached - (simple script that adds/draws two preference variables for an add-on: One directly inside of a class derived from `bpy.types.AddonPreferences`, and one inside of a class derived from `bpy.types.PropertyGroup`)\n- In the addon UI, modify any the group preferences - (neither value will be saved on exit)\n- In the addon UI, modify the root preference - (dirty flag or auto-save will be triggered)\nA similar issue occurs when preference values are programmatically altered (auto-save is not triggered), but I'm not sure if this is a bug, or lack of a feature.\n[user_pref_addon.py](user_pref_addon.py)",
"Dither affects 'File Output' image even when \"save as render\" is disabled \nThe dither option in the Post Processing tab affects images saved through the file output node in the compositioner even when \"save as render\" is disabled, when disabled it should not touch the output image, when \"save as render\" is enabled it makes sense to dither.\n\n\nnoise in output file\n\n\n- Open attached file\n- Optionally change the Dither in {nav Output Properties > Post Processing}\n- hit render\nIt will generate an image in the directory pointed to by the node `File Output`.\nNote that Dither also affects this image.\nMaybe the fileoutput node needs his own dither value, it really is bad when generating raw pixel data.\n\n[gradient.blend](gradient.blend)",
"Sculpt. Mesh/color filters. RMB do not cancel operation immediately\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nIf i press and drag with left mouse button, right click do not cancel operation and revert it immediately. It is a bug and inconsistency with grab/rotate/scale for example. RMB works with GRS awesome, as it should!\n\n",
"Cancel gizmo is still working, even it is deactivated\n2.80\n\nCancel Generic Gizmo Tweak is still working even you delete this event or deactivate it.\n\n\n\nBtw. I can not even found \"Generic Gizmo *\" in the hotkey list. Just with search function. Is it listed?\n\n",
"Using a File Picker element in a popup window causes the popup to go away\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\nWorked: Not sure if it has, at least not for a while.\n\nIf I put a string property with a subtype of \"DIR_PATH\" or \"FILE_PATH\" to have the folder/file picker show up for a user to easily select a folder/file in an operator's props and then call it with a window manager invoke_props_dialog (or any of the other popup panel ops), after the user has selected a folder/file the file window goes away but so does the panel without executing the operator.\n\n1. Open included blend file\n2. Run 'Popup File Picker Test' script in text editor\n3. In the Object section of the Properties area, under \"Popup File Picker Test Panel\" click 'Test Popup'\n4. In the popup window use the folder picker button to select a folder and hit \"Accept\"\n5. If it worked, the popup should still be there for you to continue to change other props. If it ran execute instead there should be a statement in the info area and in the console window saying \"Ran execute\". Otherwise it most likely made the popup to disappear without running the operator\n\n[popup_file_pick_test.blend](popup_file_pick_test.blend)\n\n"
] | [
"load factory erasing all setting without any confirmation\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.6890\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n[I chose load factory setting and it erased all settings without any confirmation. this is very dangerous and silly ]\n\n\n"
] |
Random crashes after just a few seconds when selecting or just spinning Viewport
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Quadro RTX 4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.81
Broken: version: 2.93.0 Alpha
Worked: Commit 93706de5
Getting random crashes (Access Violation) within a few seconds of interaction in a complex scene. Cannot share the scene here for confidentiality reasons, but the crash log: [AM60_BRBI33.crash.txt](AM60_BRBI33.crash.txt)
Note that the crash log is modified, I replaced the true paths from linked items with random ones. Don't think they matter though, everything loads just fine most of the time. Sometimes I have the crash right after loading stage as well, seems to happen when Viewport is redrawn. The commit that still works and the one that fails are pretty close together, so this has been introduced somewhen since last Friday.
**Important: Cannot reproduce that crash in current blender 2.92 release branch, this is 2.93 Alpha only.** Tested with 2.92 beta commit d8578925 and can confirm this works fine with the same scene.
Have not found a simple way to reproduce, might be scene specific.
| [
"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\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",
"Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n",
"Blender 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",
"Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.",
"Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n",
"Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n",
"Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n\n\n\n\nSee blender 3.2.2 on Cycle-x picture\n\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)",
"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 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)",
"Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n",
"USD: Crash when loading the Intel Moore Lane demo asset (related to Color Attributes)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nCrashes during import of the Intel 4004 Moore Lane asset. Seemingly related to Color Attribute processing though the stack traces for the crash are not related.\n\n- Download the \"4004 Moore Lane v 1.1.0\" asset: 4004-moore-lane/\n- Attempt to import the `USD\\4004MooreLane_III_03_ASWF.usd` file with default settings --> observe crash\n- Attempt to import the same file but with the \"Color Attributes\" option unselected --> works\n\nOddly, the crashing stack occurs inside tbbmalloc and while seemingly dealing with mesh normals...\n```\n...\ntbbmalloc.dll!00007ffd7fa29f4e()\tUnknown\nblender.exe!MEM_lockfree_mallocN_aligned(unsigned __int64 len, unsigned __int64 alignment, const unsigned char * str) Line 310\tC\n[Inline Frame] blender.exe!blender::GuardedAllocator::allocate(unsigned __int64) Line 47\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::allocate(__int64) Line 425\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::get_buffer_for_size(__int64) Line 419\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::{ctor}(__int64) Line 122\tC++\nblender.exe!blender::bke::mesh::mesh_normals_loop_custom_set(blender::Span<blender::VecBase<float,3>> positions, blender::Span<blender::VecBase<int,2>> edges, const blender::offset_indices::OffsetIndices<int> faces, blender::Span<int> corner_verts, blender::Span<int> corner_edges, blender::Span<blender::VecBase<float,3>> vert_normals, blender::Span<blender::VecBase<float,3>> face_normals, const bool * sharp_faces, const bool use_vertices, blender::MutableSpan<blender::VecBase<float,3>> r_custom_loop_normals, blender::MutableSpan<bool> sharp_edges, blender::MutableSpan<blender::VecBase<short,2>> r_clnors_data) Line 1368\tC++\nblender.exe!blender::bke::mesh::mesh_set_custom_normals(Mesh * mesh, float[3] * r_custom_nors, const bool use_vertices) Line 1642\tC++\nblender.exe!blender::io::usd::USDMeshReader::process_normals_face_varying(Mesh * mesh) Line 797\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh_sample(blender::io::usd::ImportSettings * settings, Mesh * mesh, double motionSampleTime, bool new_mesh) Line 853\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh(Mesh * existing_mesh, USDMeshReadParams params, const char * * __formal) Line 1094\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_object_data(Main * bmain, double motionSampleTime) Line 249\tC++\nblender.exe!blender::io::usd::import_startjob(void * customdata, bool * stop, bool * do_update, float * progress) Line 288\tC++\n\n```\n\n",
"Blender 2.93 crashes randomly\nHardware: MacBook Pro 13\", 8 GB 2016, as well MacMini 8GB 2020\nOperating system: MacOS\nGraphics card:\n\nBroken: version: 2.93.1\nWorked: ?\n\nI work with files exported from CAD-software packages imported into Blender showing technical installations: vacuum chambers and related technical infrastructure. I process the objects in the files by sorting them into collections representing subsystems (vacuum chambers, electrodes, magnets, ...) joining parts of larger systems, assigning materials from a material library file. I use hierarchies of files containing standard parts occurring at various places, materials and larger structures. In total, the files have a size of about 1 GB of data.\n\nWhen working with the files, Blender repeatedly and randomly crashes without obvious relation to specific actions.\n\nCannot provide this kind of information: random crashes.\n\nI am willing to give access to a git repo containing the 1 GB files\n\nSystem_info.txt:\n\n```lines\n> =====================================\n> = Blender 2.93.1 System Information =\n> =====================================\n> \n> \n> Blender:\n> =====================================\n> \n> version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\n> build date: 2021-06-22, 23:47:10\n> platform: Darwin\n> binary path: '/Applications/Blender.app/Contents/MacOS/Blender'\n> build cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -mmacosx-version-min=10.13 -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=gnu11 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build cxxflags: -Wall -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -mmacosx-version-min=10.13 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=c++17 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework ForceFeedback -liconv -Wl,-stack_size,0x100000 -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v293/blender.git/source/creator/osx_locals.map' -stdlib=libc++\n> build system: CMake\n> \n> Python:\n> =====================================\n> \n> version: 3.9.2 (default, Mar 16 2021, 14:53:03) [Clang 10.0.0 (clang-1000.11.45.5)]\n> file system encoding: utf-8:surrogateescape\n> paths:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/startup'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python39.zip'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/freestyle/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons/modules'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons_contrib'\n> \t'/Users/wgeithner/.local/lib/python3.9/site-packages'\n> \n> Python (External Binary):\n> =====================================\n> \n> binary path: '/Applications/Blender.app/Contents/Resources/2.93/python/bin/python3.9'\n> version: Python 3.9.2\n> \n> Directories:\n> =====================================\n> \n> scripts:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> user scripts: '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> pref scripts: None\n> datafiles: '/Users/wgeithner/Library/Application Support/Blender/2.93/datafiles'\n> config: '/Users/wgeithner/Library/Application Support/Blender/2.93/config'\n> scripts : '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> autosave: '/Users/wgeithner/Library/Application Support/Blender/2.93/autosave'\n> tempdir: '/var/folders/qc/ph84tvmx4h19sn6wl8nnn8hw0000gn/T/blender_iWUimt/'\n> \n> FFmpeg:\n> =====================================\n> \n> avcodec: '58, 54, 100'\n> avdevice: '58, 8, 100'\n> avformat: '58, 29, 100'\n> avutil: '56, 31, 100'\n> swscale: ' 5, 5, 100'\n> \n> SDL:\n> =====================================\n> \n> Version: 2.0.12\n> Loading method: linked (WITH_SDL_DYNLOAD=OFF)\n> \n> Other Libraries:\n> =====================================\n> \n> OpenColorIO: 2, 0, 0\n> OpenImageIO: 2, 1, 15\n> OpenShadingLanguage: 1, 11, 10\n> OpenSubdiv: 0, 0, 0\n> OpenVDB: 8, 0, 0\n> Alembic: 1, 7, 16\n> USD: 0, 21, 2\n> \n> OpenGL:\n> =====================================\n> \n> renderer:\t'Intel(R) Iris(TM) Plus Graphics 640'\n> vendor:\t\t'Intel Inc.'\n> version:\t'4.1 INTEL-16.5.2'\n> extensions:\n> \tGL_APPLE_client_storage\n> \tGL_APPLE_container_object_shareable\n> \tGL_APPLE_flush_render\n> \tGL_APPLE_object_purgeable\n> \tGL_APPLE_rgb_422\n> \tGL_APPLE_row_bytes\n> \tGL_APPLE_texture_range\n> \tGL_ARB_ES2_compatibility\n> \tGL_ARB_blend_func_extended\n> \tGL_ARB_draw_buffers_blend\n> \tGL_ARB_draw_indirect\n> \tGL_ARB_explicit_attrib_location\n> \tGL_ARB_gpu_shader5\n> \tGL_ARB_gpu_shader_fp64\n> \tGL_ARB_instanced_arrays\n> \tGL_ARB_internalformat_query\n> \tGL_ARB_occlusion_query2\n> \tGL_ARB_sample_shading\n> \tGL_ARB_sampler_objects\n> \tGL_ARB_separate_shader_objects\n> \tGL_ARB_shader_bit_encoding\n> \tGL_ARB_shader_subroutine\n> \tGL_ARB_shading_language_include\n> \tGL_ARB_tessellation_shader\n> \tGL_ARB_texture_buffer_object_rgb32\n> \tGL_ARB_texture_cube_map_array\n> \tGL_ARB_texture_gather\n> \tGL_ARB_texture_query_lod\n> \tGL_ARB_texture_rgb10_a2ui\n> \tGL_ARB_texture_storage\n> \tGL_ARB_texture_swizzle\n> \tGL_ARB_timer_query\n> \tGL_ARB_transform_feedback2\n> \tGL_ARB_transform_feedback3\n> \tGL_ARB_vertex_attrib_64bit\n> \tGL_ARB_vertex_type_2_10_10_10_rev\n> \tGL_ARB_viewport_array\n> \tGL_ATI_texture_mirror_once\n> \tGL_EXT_debug_label\n> \tGL_EXT_debug_marker\n> \tGL_EXT_framebuffer_multisample_blit_scaled\n> \tGL_EXT_texture_compression_s3tc\n> \tGL_EXT_texture_filter_anisotropic\n> \tGL_EXT_texture_sRGB_decode\n> \tGL_NV_texture_barrier\n> \n> Implementation Dependent OpenGL Limits:\n> =====================================\n> \n> Maximum DrawElements Vertices:\t1048575\n> Maximum DrawElements Indices:\t150000\n> \n> GLSL:\n> Maximum Varying Floats:\t150000\n> Maximum Vertex Attributes:\t16\n> Maximum Vertex Uniform Components:\t4096\n> Maximum Fragment Uniform Components:\t4096\n> Maximum Vertex Image Units:\t16\n> Maximum Fragment Image Units:\t16\n> Maximum Pipeline Image Units:\t80\n> \n> Cycles:\n> =====================================\n> \n> \n> CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n> \n> Enabled add-ons:\n> =====================================\n> \n> io_anim_bvh (version: (1, 0, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_anim_bvh/__init__.py)\n> io_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_curve_svg/__init__.py)\n> io_mesh_ply (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_ply/__init__.py)\n> io_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_stl/__init__.py)\n> io_mesh_uv_layout (version: (1, 1, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_uv_layout/__init__.py)\n> io_scene_fbx (version: (4, 22, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_fbx/__init__.py)\n> io_scene_gltf2 (version: (1, 6, 16), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py)\n> io_scene_obj (version: (3, 8, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_obj/__init__.py)\n> io_scene_x3d (version: (2, 2, 5), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_x3d/__init__.py)\n> cycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/cycles/__init__.py)\n> GTry (version: (1, 3, 7), path: /Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/GTry/__init__.py)\n> add_curve_sapling (version: (0, 3, 4), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/add_curve_sapling/__init__.py)\n> materials_utils (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_utils/__init__.py)\n> materials_library_vx (version: (0, 6, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_library_vx/__init__.py)\n> render_auto_tile_size (version: (3, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/render_auto_tile_size.py)\n> ```\n\n\n[BlenderCrash_20210730-01](BlenderCrash_20210730-01)\n[BlenderCrash_20210801-01](BlenderCrash_20210801-01)",
"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"
] | [
"Crash editing properties\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\n\nChanging the render and viewport samples in cycles crashes\n\n- Download the attached file (from #85304, thanks to @SimonThommes)\n- Use for a bit, the file should crash shortly\n\n[fire_test_1.blend](fire_test_1.blend)\n\n-----\n\nOriginal description:\nI'm getting a crash while on workbench viewport just by changing the cycles samples number.\n\nNote: Currently working on producing a test file since this happens on complex linked production files\n\nReproducible both in win and lin\n\nhash: `59054d906f`\n\n```\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x000000000e3f4e33 in ghash_keyhash (key=0x7fffffffcf50, gh=0x0) at /home/zanqdo/Software/blender-git/blender/source/blender/blenlib/intern/BLI_ghash.c:148\n148\t return gh->hashfp(key);\n(gdb) bt\n- 0 0x000000000e3f4e33 in ghash_keyhash (key=0x7fffffffcf50, gh=0x0) at /home/zanqdo/Software/blender-git/blender/source/blender/blenlib/intern/BLI_ghash.c:148\n- 1 ghash_lookup_entry (key=0x7fffffffcf50, gh=0x0) at /home/zanqdo/Software/blender-git/blender/source/blender/blenlib/intern/BLI_ghash.c:427\n- 2 BLI_ghash_lookup (gh=0x0, key=0x7fffffffcf50) at /home/zanqdo/Software/blender-git/blender/source/blender/blenlib/intern/BLI_ghash.c:805\n- 3 0x000000000357fe5d in BKE_scene_get_depsgraph (scene=0x7fff4f3f3808, view_layer=0x7fff6f079b08)\n at /home/zanqdo/Software/blender-git/blender/source/blender/blenkernel/intern/scene.c:3462\n- 4 0x0000000003d1b1e6 in DRW_cache_free_old_batches (bmain=0x7fffc7a7e708) at /home/zanqdo/Software/blender-git/blender/source/blender/draw/intern/draw_manager.c:994\n- 5 0x0000000004c79c5d in view3d_main_region_draw (C=0x7ffff4710f88, region=0x7fffab5e1988)\n at /home/zanqdo/Software/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1626\n- 6 0x0000000004522c9e in ED_region_do_draw (C=0x7ffff4710f88, region=0x7fffab5e1988) at /home/zanqdo/Software/blender-git/blender/source/blender/editors/screen/area.c:558\n- 7 0x0000000003a231f8 in wm_draw_window_offscreen (C=0x7ffff4710f88, win=0x7fffaee67208, stereo=false)\n at /home/zanqdo/Software/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:731\n- 8 0x0000000003a237b9 in wm_draw_window (C=0x7ffff4710f88, win=0x7fffaee67208) at /home/zanqdo/Software/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:872\n- 9 0x0000000003a23e05 in wm_draw_update (C=0x7ffff4710f88) at /home/zanqdo/Software/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:1073\n- 10 0x0000000003a203b2 in WM_main (C=0x7ffff4710f88) at /home/zanqdo/Software/blender-git/blender/source/blender/windowmanager/intern/wm.c:643\n- 11 0x0000000003404bd5 in main (argc=1, argv=0x7fffffffdf38) at /home/zanqdo/Software/blender-git/blender/source/creator/creator.c:522\n```\n---\n\nLog file from merged ticket #85272\n[AM60_BRBI33.crash.txt](AM60_BRBI33.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n",
"Blender 'randomly' crashes after a while\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\n\nRandom crashes in a specific file. Often on trying to move the viewport. My wild guess is that it's something with the dependency graph.\n\nI ran it through a debug build and here is where it crashes:\n```#0 0x000000000e36a1f6 in ghash_keyhash (key=0x7fffffffd580, gh=0x0) at /media/data/blender_guest/blender_master/source/blender/blenlib/intern/BLI_ghash.c:148\n- 1 ghash_lookup_entry (key=0x7fffffffd580, gh=0x0) at /media/data/blender_guest/blender_master/source/blender/blenlib/intern/BLI_ghash.c:427\n- 2 BLI_ghash_lookup (gh=0x0, key=0x7fffffffd580) at /media/data/blender_guest/blender_master/source/blender/blenlib/intern/BLI_ghash.c:805\n- 3 0x0000000003563711 in BKE_scene_get_depsgraph (scene=0x7fffbb0b2408, view_layer=0x7fff8ec76448) at /media/data/blender_guest/blender_master/source/blender/blenkernel/intern/scene.c:3462\n- 4 0x0000000003ce849c in DRW_cache_free_old_batches (bmain=0x7fff950cee08) at /media/data/blender_guest/blender_master/source/blender/draw/intern/draw_manager.c:994\n- 5 0x0000000004c21a5f in view3d_main_region_draw (C=0x7ffff470bee8, region=0x7fffba822e48) at /media/data/blender_guest/blender_master/source/blender/editors/space_view3d/view3d_draw.c:1626\n- 6 0x00000000044e3a46 in ED_region_do_draw (C=0x7ffff470bee8, region=0x7fffba822e48) at /media/data/blender_guest/blender_master/source/blender/editors/screen/area.c:558\n- 7 0x0000000003a0345b in wm_draw_window_offscreen (C=0x7ffff470bee8, win=0x7fffba973788, stereo=false) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_draw.c:731\n- 8 0x0000000003a03a1d in wm_draw_window (C=0x7ffff470bee8, win=0x7fffba973788) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_draw.c:872\n- 9 0x0000000003a04069 in wm_draw_update (C=0x7ffff470bee8) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm_draw.c:1073\n- 10 0x0000000003a00694 in WM_main (C=0x7ffff470bee8) at /media/data/blender_guest/blender_master/source/blender/windowmanager/intern/wm.c:643\n# 11 0x00000000033eb805 in main (argc=1, argv=0x7fffffffe568) at /media/data/blender_guest/blender_master/source/creator/creator.c:522```\n\n[fire_test_1.blend](fire_test_1.blend)\n\nDon't know how to reproduce from scratch.\nWith the file:\nAlso no reliable trigger, but usually for me it crashes after about half a minute of doing anything.\n\n"
] |
Skin modifier is unstable if combined with other modifiers
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19
Broken: version: 2.83 (sub 15)
Worked: never I asume
adding a particle system after skin modifier makes mesh flickering when press play
- add skin modifier to default cube
- add a particle system
- press play
usecase: make a low poly tree with particles as leaves
[flicker_skin.blend](flicker_skin.blend)

| [
"Hair particles roots moving when using curl kink type and simple children\nOperating system:Windows 10\nGraphics card: Nvidia RTX\n\nBroken: 3.0+\n\n\n\nWhen you use particle hair with simple children and you try to add the curl kink. The roots move with the amplitude. The only thing that keeps the roots in their place is to turn on the clumping. This doesn't happen when you use the interpolated children\n\nI don't know if it's a bug (most likely) but it is extremely frustrating\n\n Take a look at the video.I've added the file just in case\n \n Thanks\n\n",
"Regressoin: Bisect: Unstable display when UV editor is open\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 2.90.0 Beta\n\nflickering started with 51568030e9\n\n\nBisect unstable displayed when UV editor is open\n\nThis happens both with a convex polygon (example file) and with a regular cube.\n\n| 3.4 | 3.0 | 2.9 |\n| -- | -- | -- |\n| [2022-10-22 13-35-32.mp4](2022-10-22_13-35-32.mp4) | [2022-10-22 13-39-35.mp4](2022-10-22_13-39-35.mp4) | [2022-10-22 13-41-48.mp4](2022-10-22_13-41-48.mp4) |\n\n\n1. Open the example file\n2. Try to divide the polygon into parts using a bisect in edit mode\n\n[bisect_bug.blend](bisect_bug.blend)\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\n\n\n\n\n\n\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)",
"Cloth simulation of Ngons are broken with Angular Bending Springs\nOperating system:Win\nGraphics card:RTX 3060 Ti\n\nBroken: 2.83, 3.2.2, 3.4\n\n\nThe attached file includes two similar meshes, one of which has an Ngon. A cloth simulation with the default settings was added except for some pinned vertices.\nThe mesh with the Ngon doesn't simulate correctly as shown in this video:\n\n[20220829-125207.mp4](20220829-125207.mp4)\n\n\nPlay animation:\n\n[cloth bug.blend](cloth_bug.blend)\n",
"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",
"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.",
"Skin modifier root on every vert\nOperating system: win10\n\nBroken: (2.79b, 2.82)\n\nSingle vert is screwed into spiral via Screw modifier. Skin modifier treats every vert as root, ending up with bad polygon flow.\nLeft is object with modifiers, right is applied version to see issue clearly:\n\n\n1. Use single vert with offset from origin to create spiral via Screw modifier\n2. Put Curve modifier on it\n3. Add Skin modifier\n4. Apply every modifier before Skin\n5. Enter edit mode and see many roots\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n\nIn attached file:\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n[screw_skin_root.blend](screw_skin_root.blend)\n",
"Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n",
"MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"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",
"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",
"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",
"Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\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"
] | [
"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\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",
"Incorrect rendering in cycles with skin modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: The last one I tried (2.90.1) also had this issue\n\nObject with skin modifier isn't getting rendered correctly in cycles, both with CPU and GPU. Eevee OK.\n\nOpen blender and apply skin modifier on the default cube. Render in cycles with CPU, you will wrong render. Same problem with GPU (I tried OptiX). Now try with NR (I tried OptiX), you again get a wrong render, except with different errors. See the attached files for my results.\n\n[skin.blend](skin.blend)\n\n\n\n\n"
] |
Blender crash. Problem with ShrinkWrap or Subsurf Lvl 2
Widows 10, GTX 660 Ti Oc
Broken: 2.78 9c2bbfb and 2.79 rc2 7b397cd
When I select an object named "Circle" and I go to the edit mode the Blender crashes.
The "Circle" has subsurf on lvl 2, when I change it to lvl 1 everythings is all right.
Sometimes I can go to edit mode but when I try to change the position of the edges the Blender crashes.
I've got other object on the scene with the ShrinkWrap modifier targeted to "Circle". When I delete this modifier everything (edite mode on the "Circle" object) works fine and Blender don't crash.
All of the crashes looks the same, Blender just quit without any message.
[s.blend](s.blend) | [
"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.",
"Armature combined with subdivision incorrect normals\nOperating system: Windows 10 Pro\nGraphics card: GeForce 1050ti\n\nBroken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha\nWorked: 2.79b (important is working in 2.81)\nWhen using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.\n\nThis broke between good ba1e9ae4733a and bad da6929488a64, probably 9516921c05\n\nI think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.\n\nCreate a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.\nThe consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.\nGood:\n\nBad:\n\n\n[blender2_79b.blend](blender2_79b.blend)\n\n[blender2_92.blend](blender2_92.blend)",
"Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n",
"Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Crash 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",
" 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 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",
"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)",
"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!",
"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",
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n\n\n[crash.blend](crash.blend)\n\n\n",
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"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 entering Edit Mode of high poly mesh used by Shrink Wrap\nSystem Information/Blender Version:\n\nWin8.1x64, 3x gtx580:\n - 2.79t2 crashes,\n - 2.78c works\nUbuntu 14 x64, IntelGMA:\n - 2.79t2 works,\n - 2.78c works\n\nEntering edit mode on particular relatively high poly mesh, used by Shrink Wrap modifiers, crashes Blender 2.79 test build 2. If Shrink Wraps using the mesh are disabled - no crash. No crash on a much weaker virtually GPU-less Ubuntu machine or both machines in 2.78c.\n\nRunning from cmd:\n\n\n```\n\nSwitching to fully guarded memory allocator.\nBlender 2.78 (sub 5)\nBuild: Fri 07/14/2017 12:01 AM Windows\nargv[0] = C:\\blender\\blender-2.79-testbuild2-windows64\\blender-2.79-testbuild2-windows64\\blender.exe\nargv[1] = -d\nread file C:\\Users\\kivig\\AppData\\Roaming\\Blender Foundation\\Blender\\2.78\\config\\userpref.blend\n Version 278 sub 5 date 2017-06-09 14:30 hash e0bc5b5\nRead prefs: C:\\Users\\kivig\\AppData\\Roaming\\Blender Foundation\\Blender\\2.78\\config\\userpref.blend\nread file\n Version 272 sub 2 date unknown hash unknown\n\nordered\n OBCube\n OBLamp\n OBCamera\nfound bundled python: C:\\blender\\blender-2.79-testbuild2-windows64\\blender-2.79-testbuild2-windows64\\2.78\\python\nRead blend: Y:\\***\\err3b.blend\nread file Y:\\***\\err3b.blend\n Version 278 sub 5 date 2017-07-13 10:50 hash 248bba81e7a\n\nordered\n OBBezierCurve.005\n OBBezierCircle\n OBBezierCurve\n OBPlane.005\n OBPlane.004\nED_undo_push: Toggle Editmode\nError: EXCEPTION_ACCESS_VIOLATION\n\n```\n\n - Open\n - Enter edit Mode\n\n[err3b.blend](err3b.blend)",
"Skin Modifier Resize Crash\nProcessor: 8x Intel(R) Core(TM) i7-3770 [email protected]\nMemory: 16363MB\nOperation System: Linux Mint 18.1 Serena\nVideo: EVGA GeForce GTX 1050 Ti SSC GAMING ACX 3.0, 04G-[P4](P4.txt)-6255-KR, 4GB GDDR5, DX12 OSD Support (PXOC)\n\nBroken: 2.78.5 16eca8f\nBroken: 2.8 a3d9ef2ea5\n\n\nThe attached file contains an object created from a skin modifier and a mirror modifier (base.body), and several objects laid over the base.body that are using a shrinkwrap modifier (base.clothing.pants, base.clothing.shirt). While attempting to resize one of the skin vertices in base.body, Blender will raise a Segmentation Fault. I posit that the crash is caused by the skin modifier intersecting an object that is shrinkwrapped over the skin itself.\n\nSometimes, though less commonly, simply entering edit mode on base.body is sufficient to cause a crash.\n\nHiding the shrinkwrapped objects is not sufficient to prevent the crash. Disabling the shrinkwrap modifier on those objects does prevent the crash.\n\n1) Select the object base.body and tab into edit mode. (Sometimes this will trigger a crash.) \n2) Select the vertex second from the bottom of the leg. \n3) Resize the vertex (Ctrl-A). Crash will occur as the vertex is expanded.\n\nAfter restart, disable the shrinkwrap modifiers on base.clothing.pants and base.clothing.shirt and try again. Crash will not occur.[try.female.2.blend](try.female.2.blend)\n\n\n**Crash Report**\n# Blender 2.78 (sub 5), Commit date: 2017-06-28 11:21, Hash 16eca8f\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.transform.skin_resize(value=(1.47227, 1.47227, 1.47227), constraint_axis=(False, False, False), constraint_orientation='LOCAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.092296) # Operator\n\n# backtrace\n./build_linux/bin/blender(BLI_system_backtrace+0x30) [0x13f1010]\n./build_linux/bin/blender() [0xa228c1]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7faf7b2d24b0]\n./build_linux/bin/blender() [0x10c03af]\n./build_linux/bin/blender() [0x13abf6a]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender() [0x13abffc]\n./build_linux/bin/blender(BLI_bvhtree_find_nearest+0x17b) [0x13acf7b]\n./build_linux/bin/blender() [0x11e7b65]\n./build_linux/bin/blender() [0x13f209a]\n./build_linux/bin/blender(BLI_task_parallel_range_ex+0x1c) [0x13f274c]\n./build_linux/bin/blender(shrinkwrapModifier_deform+0x355) [0x11e88d5]\n./build_linux/bin/blender() [0x10a2362]\n./build_linux/bin/blender() [0x10a2d4c]\n./build_linux/bin/blender(makeDerivedMesh+0x8d) [0x10a2e6d]\n./build_linux/bin/blender(BKE_object_handle_data_update+0x4a5) [0x11982c5]\n./build_linux/bin/blender(BKE_object_handle_update_ex+0x200) [0x1192530]\n./build_linux/bin/blender() [0x11cf7f6]\n./build_linux/bin/blender() [0x13f12d0]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x76ba) [0x7faf810e16ba]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7faf7b3a382d]\n"
] |
Eevee and Cycles - Subparticles not rendering
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30
Broken: version: 2.81 (sub 10)
Worked: 2.79
Hello :) if you spread leaves via hair-particles on a tree .... and then spread that tree on your terrain, again via hair particles - the "sub"-particles (leaves) not get rendered.
true for eevee&cycles - also for final rendering in both engines
in 2.79 viewport the sub-particles have also not shown up in viewport - but in final render they did render
in 2.81 they dont render at all - in both engines
please open the attached blend and hit F12
the original tree show the leaves... the same tree that i spread via particles on terrain do not render the leaves at all - also not with F12
also switch to cycles > F12 > they do not show up in the render & viewport - on both engines
[sub_particles_not_rendering_BUG.blend](sub_particles_not_rendering_BUG.blend)
thx for your nice work on 2.8 and have a great day everybody | [
"Particles appear above where they should not appear (with rigid bodies)\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 780M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 2.92.0\nWorked: 2.79\n\nI have a cube that is an active rigid body that falls on a floor (another cube) that is a passive rigid body. The falling cube has a particle system. I tell the particles to start in the frame that coincides with the impact of the cube with the floor and to finish emitting one frame behind. The problem is that at the moment of impact this particle appears in the air, I attach an image of when it appears and then when it disappears everything continues normally. Particles only appear above when it coincides with the same frame in which there is a collision in the rigid body. In 2.79 this does not happen. In 2.92 and 2.93 if it happens. Greetings, I attach an example scene made with 2.92 stable.\n\n1 add cube an scale (this is the ground) \n2 add pasive rigid body to ground\n3 create a cube an put an raise it up a little\n4 add rigid body active to the cube above\n5 add particles to the cube above\n6 in the same frame as when the top cube collides with the ground and to finish broadcasting one frame later\n7 Now we play and we see that at the moment of impact, particles appear above where they should not appear.\n\n\n\n\n[particles_bug_when_collide_rigid_body.blend](particles_bug_when_collide_rigid_body.blend)",
"Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)",
"Cycles Denoising normal has strange artifacts on materials with subsurface scattering and metallic enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.4.0 Alpha\nWorked: None\nTested on 3.0 LTS, 3.4.0 and 3.6.0, same issue appears in all versions.\n\nDenoising normal shows strange behavior when a material has both subsurface scattering and metallic enabled. This only happens with CPU rendering and can cause denoising issues.\nWhile there is no reason to use metallic and subsurface scattering at the same time, a user might accidentally leave subsurface scattering enabled without noticing.\n\n- Create a new scene or open attached file\n- Switch to Cycles CPU rendering\n- Create a new material and set Subsurface and Metallic to 1.0.\n- Switch to cycles render\n- Select `Denoising normal` in viewport shading popover\n",
"Particle don't emit curves/text in 3.0 beta \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nCaused by b9febb54a4.\n\nParticle don't emit TEXT\n\nNo particles text from 3.0 [Particle_Text_NOT_Working.blend](Particle_Text_NOT_Working.blend)\n",
"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",
"Particle collisions aren't simulated before frame zero for negative frame simulations\nBroken: 2.79, 2.81\nWorked: (optional)\n\nMaking particles simulation start from negative frames don't allow for those particles to have collisions with meshes. Unless I set the initial frame to be negative.\n\n\nOpen the file and look at the already baked simulation. The first particles went through while the later ones collide perfectly. You can also rebake the cache and see the same result\n\n[ParticleBug.blend](ParticleBug.blend)\n\n**Known workaround**\nChange initial frame to match the first simulated frame before baking the simulation.\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",
"Objects with \"In Front\" don't appear when overlays are reenabled until viewport update\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBut works on:\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (WHL GT2) Intel 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.91.2\n\nMight be the same as #102199 (Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)) (which was bisected down to 0f95f51361)\n\nWhen an object (specific ones) is set to be displayed in front of everything else, it will not come back immediately when reenabling the overlays. This happens only in solid shading mode as far as I can tell.\n\nThe objects affected by this are first off all objects which have some kind of lines, so camera, lights, the wireframes of meshes, outlines of reference images, empties, ...\nThen there is also the armature which is special in the way that it is rendered solid, but it also vanishes just like the lines.\n\n1. Add an armature\n2. set it to In Front in Armature > Viewport Display\n3. toggle the viewport overlays on and off (that button next to x-ray)\n4. if your rendering was set to solid shading, the armature should be gone now\n5. rotate the view, the armature will reappear\n6. you can do the same with the default camera and light and on the cube if wireframes are enabled (globally or locally on the cube) \n\n",
"Hair particles missing viewport update after \"Rekey\"\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 2.79b\n\nHair particles missing update after \"Rekey\"\n\n[particle_hair_rekey_mssing_vieport_update.blend](particle_hair_rekey_mssing_vieport_update.blend)\n- open .blend (in particle editmode, 1 hair particle is selected)\n- run `Particle` > `Rekey` > `Number of Keys` : 50 > {key enter}\n- particle is not updated with 50 points\n- select an existing point\n- now particle shows with 50 keys\n\naware the old particle system is EOL, just posting bugs as a reference because I am looking into new curves editmode (where rekeying/resampling should also be implemented)",
"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",
"VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n",
"Cycles: Bump node doesn't distort normals\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 10)\nWorked: Never\n\nHeight input have no effect on bump node output in cycles.\nThe main problem, that Generated texture cordinates give seams with bump. That is why I desided to try Normal input.\n\nEevee:\n\n\nCycles:\n\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n",
"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\n\n",
"Blender 2.83 smoke or liquid simulation not showing up when switching to Modular mode\nOperating system: Windows 10pro 64 bit\nGraphics card: Nvidia GTX 960\n\nBroken: 2.83, v2.83.0 \nWorked: 2.82\n\nWhen I'm simulating smoke or liquid. If I switch to modular mode, the bake the simulation. I do not see any smoke or liquid after it has run the bake. I can see the domain moving as if particles are filling the domain, but during play back nothing is there.\nIf I change the mode to replay mode. I can see the smoke or liquid as it is simulating. But I don't get this in modular mode\nI have a youtube video link that shows the problem. \n\nIoqbkzs7h5w\n\nI like modular mode, because baking the simulation this was takes less resources by not updating the view port.\n\n- Create a box.\n- Duplicate the box. \n- In physics tab... Make one for the emitter and the other as domain.\n- Scale domain as necessary.\n- By default Blender is in Replay mode. Change it to modular to get the Bake buttons. \n- Bake simulation. \n- Then change scale of emitter and bake simulation again.\nor\n- open attached file\n- Try see simulation with Replay (it should work)\n- Then try with Modular\n[Name_animationV2.blend](Name_animationV2.blend)",
"Particle hair (chilrden) not showing up on viewport - Blender 3.1\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)"
] | [
"2.8 - Particles in multi-level nested collections not visible\nOperating system: win10x64\nGraphics card: AMD Radeon Pro WX 7100\n\nBroken: 2.80, 54ffc4e19dc4, 2019-02-25\n\n\n\nIn nested collections, objects with particles work only in two levels of nesting. Particles in further levels of nesting seem to ignore collections instancing.\n\n\nRelated file: [particle-instances.blend](particle-instances.blend)\n\n- create cones with hair particles on a collection called **branches** \n- create a cube on a collection called **tree** \n- add a collection instance of branches within the collection called **tree** (1st level of nesting of branches) \n- create a new collection called **trees** and add a few collection instances of tree. \n- for all objects in trees, the particles are visible ( 2nd level of nesting) \n- create a new collection called **instances** and add a collection instance of trees. Here, the particle settings are not replicated. (3rd level of nesting) .\n- For the sake of testing this further, create a new collection called **instances2** and add a collection instance of instances . Also, here the particle settings are not replicated. (4th level of nesting) \n\n\nIn collection Instances, only the initial particles are visible and their location seems to be reset based on the initial location\n\n\n"
] |
Blender WIN10 Freezes when clicking on Timeline
Operating system: Win10 20H2
Graphics card: Quadro [P1000](P1000.txt) (on Wacom Studio Pro) & Intel Iris Plus Graphics (surface Pro 7)
Broken: Latest couple of 2.93
Worked: 2.92 & some early 2.93 builds
Navigating in Timeline freezes Blender on WIN10
. Load Attached scene.
. Try to navigate in timeline.
. Blender freezes.
This was a more complex scene that I tried debugging by removing elements. This is now basically an empty file. That still makes Blender go crazy for some reason!
I tried on 2 WIN10 machines and the results are the same (freeze). The same scene works fine on MacOs latest 2.93 and WIN10 2.92.
Any ideas?
Thanks!
Piotr
[BlenderFreeze.blend](BlenderFreeze.blend)
(Edited for some english mistakes) | [
"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",
" 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)",
"Uncheck Save Copy freezes on next render - Mutex is still locked\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n2.90.1 and 2.83.5 have the same behavior\n\nWith default scene :\nWhenever I try to save a render, I uncheck both save as render and save copy, the next time I hit render, blender will freeze.\n- Unticking save as render only does not seem to create the freezes, however the option is not saved, I have to manually uncheck it every time.\n\nNew file : \n- Save file\n- Hit render\n- Save as\n- Uncheck Save as Render and Save Copy\n- Save.\n- Hit Render again = freeze\n\n\n",
"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.",
"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 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"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",
"Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.",
"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",
"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",
"Pin Scene to Workspace doesn't work (when multiple blender windows are open)\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Alpha\nBroken: version: 3.3.0\n\n\nPin Scene to Workspace doesn't work\n\nOpen file, observe that scene.002 is active and pined.\n\n[switch scenes.blend](switch_scenes.blend)\n\nSwitch to Modeling tab then back to Layout.\n\nObserve that instead of scene.002, scene.001 is active. \n\nNOTE: this is only failing with multiple blender windows open (if the second window is closed, it works as expected)",
"Auto Render doesnt work with scene animations\n{[F8575831](autorender.gif)}Operating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0 Beta\n\nIt should render when the scene animation updates. In general auto render also seems a bit unreliable. eg. Sometimes I turn it off and it keeps rendering, and it doesn't render even if some changes are made to the scene. Anyway in this case it doesn't update when there're scene animations.\n\nFrom startup:\n1. Set \"Use nodes\" in compositor\n2. Turn on \"Auto render\"\n3. Animate default cube (I used rotate here)\n4. Scrub timeline\nIt doesn't auto render with new changes.\n\nWith attached blend:\n- Scrub timeline\n\n[autorender_animation.blend](autorender_animation.blend)\n\n\n",
"crash freeze with ellie_animation.blend file\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.23\n\nBroken: version: 3.2.0\nv3.0.1 also broken for this file\n\nwhen opening the demo file ellie_animation.blend the Blender crash freezes with spinning beachball.\n\nopen the demo file ellie_animation.blend \nBlender has spinning beachball\nmacOS Activity Monitor built-in utility shows Blender (Not responding). \nI have to force quit blender.\n\nother blender files I have work ok. other blender demo files work ok.",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze"
] | [
"Blender freezes when playhead is dragged in this .blend\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\nWorked: blender-2.93.0-be51d671b500-windows64\n\nBlender becomes unresponsive when playhead is dragged (in this .blend)\n\nOpen attached .blend\nTry to drag the playhead to a different frame\nBlender becomes unresponsive (spinning progress cursor) before the playhead moves.\n\n[timelinefreezebug.blend](timelinefreezebug.blend)\n"
] |
Error on UDIM layer paint
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15
Broken: version: 3.3.0 Release Candidate
9 layers of UDIM images mix and error occours.
I found an error during texture painting.
[UDIM 9 layers paint.blend](UDIM_9_layers_paint.blend)
1. Please open UDIM 9 layers paint.blend file. I uploaded the file.
2. Please change the 3D view to material preview mode if not.
3. At bottom large shader editor window please enable the mix node. 3D model turn pink.
4. Change 3D viewport to Render mode , the model was no longer pink and it is correct in cycle render mode.
5. This is not a missing texture error. I can't add any more UDIM tiles at this moment. But I can add single texture.
```
Thanks you.
| [
"Add option for Render Layers node to render in native scene resolution\nOperating system: 64bit Windows 10\nGraphics card: RTX 3090\n\nBroken: 2.93.6; 3.6.0\nWorked: - \n\nWhen using a file output node to save different scenes in different formats while rendering an animation, the file will always be in the format dimension of the currently active scene.\n\n**Possible overlapping with:**\n87447\n\nYou use the provided sample files and press render. \nYou will need to navigate to the set output paths in the Compositing node. \nC:\\OutputTest(3.6) and C:\\OutputTest_293(2.93)\n\n**Replicate yourself:**\n\n1. open default scene\n2. duplicate scene using \"Linked Copy\"\n3. in freshly duplicated Scene, change the \"Format\" > \"Resolution\" to 9:16 1080x1920\n4. open Compositing > \"Use Nodes\"\n5. add a \"File Output\" node > select it\n6. expand \"Properties\" and create a second output using \"Add Input\"\n7. duplicate \"Render Layers\" node and select the other scene in the duplicated \"Render Layers\" node\n8. plug each \"Render Layers ⇾ Image\" into one of the inputs of the \"File Output\" node\n9. now press Render\n\n**Expected Result:**\nEvery image is saved by the File Output node in its own resolution, respective of the parent scenes \"Format\" settings.\n\n**Actual Result:**\nAll images have the resolution of the currently selected Scene. \n\n**2.93.6 File**\n[OutputNode_Test_293.blend](attachment)\n**3.6.0 File**\n[OutputNode_Test_36.blend](attachment)\n\n",
"Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)",
"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)",
"Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n",
"overlay.show_paint_wire doesn't work in vertex paint modes depending on edit mode selection\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: 3.0.0 Alpha\nWorked: 2.80?\n\nThis overlay option seems to take into account edit-mode selection\n\n\nHere's what it's supposed to do:\n[viIeK7Tkv0.mp4](viIeK7Tkv0.mp4)\n\nBut on 2.93 and 3.0 it appears to do nothing in Weight/Vertex Paint mode if the geometry is selected in edit mode. This seems like a bug, unless it's some odd design choice?\n\n- Create a cube and select all its verts in edit mode.\n- Enter weight paint mode\n- Toggle the Show Wire setting under Viewport Overlays->Weight Paint (NOT \"Wireframe\" under Viewport Overlays->Geometry)\n- Nothing happens\n- Switch to edit mode\n- Deselect all with Alt+A\n- Go back to weight paint mode\n- Wireframe display now works as expected.\n\n\nNote: This now changed again in 44d2479dc3 (now it does not draw **at all** -- reported separately in #89880 (overlay.show_paint_wire doesn't work anymore))",
"alt brush doesn't work in image editor -> paint\ni think this should be fairly easy to reproduce so i wont bother sharing system info. i was able to reproduce this on 3.3.0 and 3.3.1.\n\nalt brush doesn't work in image editor -> paint\n\ni have a different colour on my brush but when i press ctrl and try to paint the primary colour is painted onto the canvas",
"Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n",
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n  \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n",
"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",
"Realtime compositor: Texture node output textures with artifacts\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nTexture node support was introduced in 151a53110c\n\nIn realtime compositor, Texture node outputs textures with artifacts.\n\n\n\nIt happens with most procedural textures I tested. This does not happen when a custom image is used, or when Blend texture is connected from the Value output (instead of the Color output) of the node. (With other textures it happens with both outputs.)\n\nThis does not happen when running Blender with a single thread (`blender -t 1`)\n\nFile for quick test: [TextureNodeTest.blend](attachment)\n\n",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"Crash 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",
"Cycles viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn.",
"Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}"
] | [
"Regression: Eevee shader compilation error\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: version: 3.1.2\n\nCaused by 281bcc1c1d\n\n\nShader compilation of material in provided file was working correctly in 3.1.2, but fails to create material in 3.2 resulting in pink material while viewing in eevee\n\n\n\n[eevee 3.2 shader error.zip](eevee_3.2_shader_error.zip)\n\nSome notes:\n- working correctly in Blender 3.1.2 (worked on it there and switched to 3.2 when encountered this issue)\n- initially I though that node limit for eevee might have changed somehow in 3.2, but I see quite a lot of errors in terminal when opening this file in 3.2\n\nOpen provided file. Texture on mesh is pink when showing in eevee, but renders correctly in cycles.\n\nRemoving various nodes from affected material like color, mix rgb, or color ramp doesn't seem to solve it. But once texture is removed, issue is gone. I have 9 UDIM textures there with 6 tiles each. Which results in 54 texture files. It seems that removing one UDIM texture from node tree lowering used files count to 48 is fixing the issue. Was there some limit introduced?\n\nWorked on it a bit more in 3.1.2 and currently at 11 UDIM textures with 6 tiles each it still works. In 3.2 at this point I have to remove 3 textures to get below 9 as described above. SO if this is some limitation I'm hitting, it seems to be significant difference when going from 3.1.2 to 3.2\n\n```\nERROR (gpu.shader): GPU_material_compile VertShader:\n |\n 379 | layout(binding = 32) uniform sampler2DArray samp16;\n |\n | Error: C7612: profile doesn't support more than 32 samplers```\n- - -\nFixed by rB45fb7a1db55d\n```lines=10\nRead blend: D:\\blender\\projects\\2022\\eevee 3.2 shader error\\eevee shader error.blend\nERROR (gpu.shader): GPU_material_compile VertShader:\n```\n |\n```\n 299 | layout(location = 15) in vec4 a;\n```\n |\n | Error: C0000: syntax error, unexpected reserved word \"layout\", expecting ';' at token \"layout\"\n |\n```\n 2642 | var_attrs.v0 = attr_load_vec4(a);\n```\n |\n | Error: C1503: undefined variable \"a\"\n```\n\nERROR (gpu.shader): GPU_material_compile FragShader:\n```\n |\n```\n 299 | in codegen_iface{\n```\n |\n | Error: C7537: OpenGL does not allow 'inout' after a type specifier\n | Error: C1014: \"codegen_iface\" is not a function\n | Error: C1004: in and out only apply to formal parameters \"codegen_iface\"\n |\n```\n 301 | }\n```\n |\n | Error: C1016: expression type incompatible with function return type\n |\n```\n 299 | in codegen_iface{\n```\n |\n | Error: C1108: function \"codegen_iface\" has no statements\n |\n```\n 301 | }\n```\n |\n | Error: C3009: layout qualifier 'binding', incompatible with 'codegen_iface'\n |\n```\n 302 | var_attrs;\n```\n |\n | Error: C0000: syntax error, unexpected ';', expecting \"::\" at token \";\"\n |\n```\n 8184 | differentiate_texco(var_attrs.v0, tmp128);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8187 | mapping_mat4(tmp128, node_tree.u130, node_tree.u131, node_tree.u132, node_tree.u133, node_tree.u134, node_tree.u135, tmp136);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8191 | node_tex_tile_linear(tmp136, samp12, tsamp13, tmp140, tmp141);\n```\n |\n | Error: C1503: undefined variable \"samp12\"\n | Error: C1503: undefined variable \"tsamp13\"\n |\n```\n 8197 | invert(node_tree.u144, tmp143, tmp146);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8201 | valtorgb_opti_linear(float_from_vec4(tmp146), node_tree.u148, node_tree.u149, node_tree.u150, tmp151, tmp152);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8205 | valtorgb_opti_linear(float_from_vec4(tmp151), node_tree.u154, node_tree.u155, node_tree.u156, tmp157, tmp158);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8208 | differentiate_texco(var_attrs.v0, tmp160);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8211 | mapping_mat4(tmp160, node_tree.u162, node_tree.u163, node_tree.u164, node_tree.u165, node_tree.u166, node_tree.u167, tmp168);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8215 | node_tex_tile_linear(tmp168, samp14, tsamp15, tmp172, tmp173);\n```\n |\n | Error: C1503: undefined variable \"samp14\"\n | Error: C1503: undefined variable \"tsamp15\"\n |\n```\n 8222 | valtorgb_opti_linear(float_from_vec4(tmp175), node_tree.u177, node_tree.u178, node_tree.u179, tmp180, tmp181);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8225 | mix_dark(float_from_vec4(tmp180), node_tree.u183, node_tree.u184, tmp185);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8228 | mix_dark(float_from_vec4(tmp157), tmp185, node_tree.u188, tmp189);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8231 | differentiate_texco(var_attrs.v0, tmp211);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8234 | mapping_mat4(tmp211, node_tree.u213, node_tree.u214, node_tree.u215, node_tree.u216, node_tree.u217, node_tree.u218, tmp219);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8238 | node_tex_tile_linear(tmp219, samp16, tsamp17, tmp223, tmp224);\n```\n |\n | Error: C1503: undefined variable \"samp16\"\n | Error: C1503: undefined variable \"tsamp17\"\n |\n```\n 8244 | mix_light(node_tree.u231, tmp189, tmp226, tmp234);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8255 | differentiate_texco(var_attrs.v0, tmp2);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8258 | mapping_mat4(tmp2, node_tree.u4, node_tree.u5, node_tree.u6, node_tree.u7, node_tree.u8, node_tree.u9, tmp10);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8268 | mix_blend(float_from_vec4(tmp17), node_tree.u19, node_tree.u20, tmp21);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8271 | differentiate_texco(var_attrs.v0, tmp23);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8274 | mapping_mat4(tmp23, node_tree.u25, node_tree.u26, node_tree.u27, node_tree.u28, node_tree.u29, node_tree.u30, tmp31);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8284 | mix_blend(float_from_vec4(tmp38), tmp21, node_tree.u41, tmp42);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8287 | differentiate_texco(var_attrs.v0, tmp44);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8290 | mapping_mat4(tmp44, node_tree.u46, node_tree.u47, node_tree.u48, node_tree.u49, node_tree.u50, node_tree.u51, tmp52);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8300 | mix_blend(float_from_vec4(tmp59), tmp42, node_tree.u62, tmp63);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8303 | differentiate_texco(var_attrs.v0, tmp65);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8306 | mapping_mat4(tmp65, node_tree.u67, node_tree.u68, node_tree.u69, node_tree.u70, node_tree.u71, node_tree.u72, tmp73);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8316 | mix_blend(float_from_vec4(tmp80), tmp63, node_tree.u83, tmp84);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8319 | differentiate_texco(var_attrs.v0, tmp86);\n```\n |\n | Error: C1503: undefined variable \"var_attrs\"\n |\n```\n 8322 | mapping_mat4(tmp86, node_tree.u88, node_tree.u89, node_tree.u90, node_tree.u91, node_tree.u92, node_tree.u93, tmp94);\n```\n |\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n | Error: C1503: undefined variable \"node_tree\"\n |\n```\n 8326 | node_tex_tile_linear(tmp94, samp8, tsamp9, tmp98, tmp99);\n```\n |\n | Error: C1503: undefined variable \"samp8\"\n | Error: C1503: undefined variable \"tsamp9\"\n```\n"
] |
3.1 and up crashing on startup
Operating system: Windows 10
Graphics card: Intel HD 4600
**Blender Version** 3.1, 3.2
Broken: blender-3.1.0-beta+v31.f420118335e4-windows.amd64-release and up
Worked: 3.0.1
I'm using portable versions only. Blender crashes on me at start, both when I upgrade my portable daily driver and when running a clean, portable version.
blender.crash.txt is in attach
[blender.crash.txt](blender.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 run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)",
"Blender 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)",
"Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```",
"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 when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"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",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n",
"crash when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Blender segfault if Bake Line Art\nOperating system: Debian Linux Stable 11\nGraphics card: Intel internal UHD Graphics 630 (driver: i915)\n\nBroken: 3.2.2 - 3.6.1 official releases\n\nBlender segfault if Bake Line Art.\n\nConsole:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault\n```\n\nFile /tmp/blender.crash.txt:\n```\n# Blender 3.2.2, Commit date: 2022-08-02 18:15, Hash bcfdb14560e7\nbpy.ops.object.delete(use_global=False, confirm=False) # Operator\nDeleted 1 object(s) # Info\nbpy.ops.object.gpencil_add(align='WORLD', location=(0, 0, 0), scale=(1, 1, 1), type='MONKEY') # Operator\nbpy.context.space_data.context = 'MODIFIER' # Property\nbpy.ops.object.gpencil_modifier_add(type='GP_LINEART') # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xc1619d0]\n./blender() [0x11da18d]\n/lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f97f7664d60]\n./blender(MEM_lockfree_allocN_len+0x7) [0xc16e1e7]\n./blender(MEM_lockfree_dupallocN+0x14) [0xc16e624]\n./blender(BKE_gpencil_stroke_duplicate+0x1a) [0x11f926a]\n./blender(BKE_gpencil_frame_copy_strokes+0x42) [0x11f94c2]\n./blender() [0x1207d97]\n./blender(BKE_gpencil_prepare_eval_data+0x1b7) [0x1208b07]\n./blender(BKE_object_handle_data_update+0x2fe) [0x12af9ae]\n./blender(BKE_object_eval_uber_data+0x2f) [0x12afc7f]\n./blender() [0x1913f22]\n./blender() [0x19140f2]\n./blender() [0xc16574d]\n./blender() [0x1796a35]\n./blender() [0x1796ceb]\n./blender() [0x1783d27]\n./blender() [0x1790720]\n./blender() [0x179275c]\n./blender() [0x1792959]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f97f807aea7]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f97f7727a2f]\n\n# Python backtrace\n```\n\n1. Open Blender\n2. Click to default box and delete it (press del)\n3. Press Shift+A\n4. Select \"Grease Pencil\" - \"Monkey\"\n5. At right area select \"Modifier Properties\"\n6. Click \"Add Modifier\"\n7. Select \"Line Art\"\n8. At bottom of this area click \"Bake\" - \"Bake Line Art\"\n9. Segfault here\n\n",
"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 |  |\n| 3.3.6 |  |\n| 3.5 |  |\n\n\nLaunch attached blend in different the Blender versions",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"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",
"GPencil: Blender crash when file open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.0 Beta\n\nAs soon as I open attached file Blender crashes. Attached also crash log file.\n\n- Open attached file\n- Change radius (say 0.6)\n- Save file\n- reopen it (Crash)\n[#102930.blend](T102930.blend)"
] | [
"3.1 does not launch\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: Blender 3.1.0 - Alpha\nJanuary 28, 02:22:13 - f2b24272dd7c - zip - 237.91MB\n\nWhen I try start the Blender it crushes with next error.\n```\nERROR (gpu.shader): gpu_shader_text VertShader:\n |\n 8 | #define gpu_BaseInstance gl_BaseInstanceARB\n | ^\n | Error: '' : illegal recursive expansion of macro ModelViewProjectionMatrix\n | Error: 'ModelViewProjectionMatrix' : failed to expand macro\n```\n[blender.crash.txt](blender.crash.txt)\n\nPeople on Blender chat were not able to reproduce this.\n\n1. Go to my computer\n2. Run last 3.1 Blender\n\n"
] |
Undo in Dyntopo was broken
Operating system: Linux-4.15.0-47-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116
Broken: version: 2.80 (sub 74)
Worked: 2.80 (sub 72)
Undo in Dyntopo was broken. When pressing undo or optimize, original object is shown
[2019-06-05 14-11-54.mp4](2019-06-05_14-11-54.mp4)
1. Open sculpting UI template.
2. Enable dyntopo
3. Draw several lines.
4. Undo - looks like all lines was removed. But, if you make a stroke - objects updates to correct one.
5. Same for **optimize** button
| [
"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",
"Dyntopo: detail flood fill with smoothed mask expands too much\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\n\n[#78755.blend](T78755.blend)\n- Open file\n- Dyntopo > Detail Flood Fill (this is still expected, sticks to unmasked area)\n- Undo\n- Mask > Smooth Mask (this already has a bit of an unexpected shape)\n- Dyntopo > Detail Flood Fill (this spreads out)\n\nTo reproduce: create icosphere with 5 subdivisions, mask spot, invert mask, soften mask, make detail flood fill\n[2020-07-09_09-38-22.mp4](2020-07-09_09-38-22.mp4)",
"Undo doesn't work with image type empty\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nUndo doesn't work with image type empty (reference image) when you use the bracket or the centre cross to scale or move the empty image, that is very annoying when you accidentally modify your reference image image. A working undo or an option to disable the direct moving/scaling possibility (yellow gizmo) for such empty will be welcome. The undo is active when we use the normal scaling or moving gizmos or panels. \n \n\n- Create an image reference (drag and drop an image in the viewport) \n- Change size and position using the yellow gizmo on the object itself \n- Undo. \n\n",
"Prompt when entering sculpt mode on non-uniform scaling\n### Motivation\n\nIn the sculpting workflow it is a common step to always apply the scaling of an object so that the tools, brushes and operations work as expected.\nThis is adding extra steps for the user for something that could be automated or fixed. It also confuses most beginners who need to learn this the hard way.\n\n### Proposal\n\nAdd a prompt when entering sculpt mode on an object that has non-unform scaling. This popup will behave similarly to enabling dyntopo while having object data that could be destroyed by using that option:\n\n\nThis popup will ask the user \" Warning!\"\n\"You are entering sculpt mode on an object with non-uniform scaling values. We recommend to apply the scaling of the object before proceeding.\"\n\nIt will then offer 2 options: \"Apply Scale\" which is highlighted and will be used when pressing enter, and \"Don't Apply\" which enters sculpt mode regardless without applying the scale.\n\nIf the scaling is applied the normals should also be recalculated if the scale was negative. This will save the user some trouble of going into edit mode and doing this manually.\n\n### Issues\nCertain bugs would lead to progress being destroyed such as #74361.\nThese need to be resolved first.\n\nAlso ff the user wants to keep the scale intact it will also prompt them every time they enter sculpt mode. Potentially this is not ideal but still better than not having the prompt.",
"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",
"Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n",
"Serious problems with visibility when linking a character\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3\n\n\nwhen linking a collection containing a character model, rig, etc., oddities occur with the visibility of the armature: when the overlays are turned off/ on, the armature is not displayed until some event occurs (this bug applies to the file where the model is located). undo ignores hiding bones (scene with linked and override character) for clarity, two animation files will be attached. in both, sometimes both of these bugs occur, while it is absolutely unpredictable\n[2022-09-16 02-20-35.mp4](2022-09-16_02-20-35.mp4)\n\n[broken_7.zip](broken_7.zip)\n\nfile with character in broken_7/stalker/\nfiles with animation in broken_7/3d_projects/tests/animation/\n",
"Undo in Armature Edit Mode does not undo Custom Properties\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.5 Beta\n\nUndo in Armature Edit Mode does not undo changes to Armature Custom Properties\n\n- [optionally] In default scene delete all objects\n- Add an \"Armature\" object\n- Go to `Edit Mode`\n- In `Object Data Properties` add a `Custom Property`\n- Change the value of the property (to for example `0.0`) in order to add an Undo step\n- Try undo (`Ctrl+Z`)\n\nThe step is not undone in edit mode.\nInterestingly, changes to the Custom Properties of Bones are correctly undone in Edit mode.\nThis makes it seem that changes to Armature Custom Properties were perhaps missed in the Armature Edit Mode Undo Context.\n\n---\n**Original Report**\n[Video](3RZNWd5tRQI)\nNote when changing the **head size** in the redo panel, you can observe how the number of elements in in the Collection Property `bones_for_delete` grows.\n\n1. Execute the script generate_rig.py from the file, if you do not have automatic script execution enabled\n2. After execution, the Generate Rig panel will appear in the Rig category\n3. Select Empty.021 first, then Armature.001. Switch to armature editing mode, and click Generate Rig on the panel\n4. The bones will appear, and also the text on the panel will notify that there are elements in bones_for_delete. After that, you can scroll the **head size** on the redo panel, or simply undo the operator. the label in the panel will notify you that the number of items will not change\n\n",
"Collection holdout on grease pencil objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: unknown\n\nHoldout option on collection doesn't work, if objects it is containing are grease pencil objects. Alpha of contained GP objects remains on 1 / solid in viewport as well as in render.\n\nPS: This behavior would help a lot with compositing linework made with \"linework modifier\" of grease pencil. In shots where characters are obscured by objects linework should obscure them as well but if in the same shot character comes in front of the object suddenly the opposite is needed.\n\nsample .blend file (steps included):\n[collection holdout grease pencil bug.blend](collection_holdout_grease_pencil_bug.blend) \n1. create GP drawing (GP Suzanne will work fine)\n2. create collection for it and move it in the colection\n3. repeate first two steps but move the new GP object in front of the first one (Default GP stroke might be mor suitable in this case)\n4. in collection settings of the collection made for second object (the stroke) check the holdout option.\n5. render image and you should see the second gp object remaining opaque.\n\n**given result**\n\n\n**expected result**\n[achieved by converting GP stroke to curve and extruding the curve]\n\n\n",
"Area light resize gizmo (amongst other gizmos) missing undo step?\nOperating system: Arch Linux\nGraphics card: GTX Titan\n\nBroken: 2.81.3 (232049dd9408)\n\n\nSeems an area light resize in the 3D view is not registered with the undo system. \n\n\n1. Add an area light to the scene\n2. Grab and move somewhere else\n3. Change size with widget\n4. Ctrl-Z\n5. The light is now back at the origin with the default size\n\nNote that when changing the size using the properties panel an undo *will* work correctly, i.e. only change back the size.\n\nThis seems true for a couple of Gizmos [not adding an undo step -- or at least not working correctly / as expected]\nThese are the ones I quickly checked:\n- Camera Focal Length\n- Area Light size\n- Spot Size\n- Wind Force Field Strength\n- Reference Image size\n- Compositor Backdrop\n- Reference image size and move\n",
"Unlinked/deleted objects reappear, when deleted at startup in a python script (i.e. ./blender --python delete.py)\nDebian 7.4 64bit, also occurs on OSX\n\nBroken: 2.63, 2.69.0\n\n\nUnder certain conditions objects which have been unlinked from a scene do reappear.\n\n\n\n\n - Start blender with `./blender --python delete.py` (see below for the script) (blender just shows an empty scene)\n - Once the GUI is loaded, do: **Add -> Mesh -> Plane**\n # Immediately afterwards hit **F6** and adjust one Property of the newly added object (e.g. the radius)\n\nResult: the objects from the start scene (camera, lamp, cube) reappear.\n\n**Doesn't occur when...**\n - ... A second Mesh is inserted before hitting **F6** to change its properties\n - ... The script is executed in the Blender Editor (and not at startup with option `--python`)\n\n\n**Python script `delete.py`**\n\t\n\n\n\n```\n import bpy\n \n```\n - IMPORTANT: run as: ./blender --python delete.py\n - once blender started, here is what I did in Blender GUI:\n - - add a new mesh (Add -> Mesh -> Plane)\n - - Hit F6 immediately afterwards and modify radius\n # Result: Blender start scene (cube, light & camera) is visible again\n```\n \n```\n # the described bahaviour and result is the same for deleteScene1() - deleteScene3()\n```\n \n def deleteScene1():\n bpy.ops.object.select_all(action='SELECT')\n bpy.ops.object.delete()\n \n def deleteScene2():\n bpy.ops.object.select_by_type(type='MESH')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='LAMP')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='CAMERA')\n bpy.ops.object.delete()\n \n def deleteScene3():\n scn = bpy.context.scene\n for obj in scn.objects:\n scn.objects.unlink(obj)\n \n```\n - deleteScene1()\n - deleteScene2()\n```\n deleteScene3()\n\n```\n\n\n\n",
"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\n\nIf there is no selection before pasting, there is no gizmo appearing at all. Example:\n\n\nA directly interconnected problem is that pasted objects are not made active despite having an attached Gizmo. Example:\n\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",
"Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work",
"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.",
"\"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"
] | [
"Undo while sculpting hides the object momentarily\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nThis is in blender 2.80 Beta build Win 64bit June 04, 01:41:56 - c13e10a7404d release of blender.\n\nWhen trying to 'Undo' (Ctrl+Z) any step while in sculpt mode, the model hides itself OR it reverts back to the base sphere momentarily, confusing the user. The model is actually there, reverted back just one step, but the user sees only a base sphere until he/she clicks again inside the canvas/model.\n\n1. Sculpt mode.\n2. Start scultping on any sphere adding in details.\n3. After sufficient changes from the initial model. press 'Ctrl + z.'\n4. The latest sculpt reverts back to the initial sphere momentarily.\n5. Click on the initial sphere.\n6. We get to where we left off.",
"Undo Function Malfunctioning with Dyntopo On\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 950/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.07\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nI'm getting this exact issue explained here: T52254\n\nIt's marked as resolved and after doing some digging, I can't seem to find anyone else having this problem. Therefore I've been unable to find a fix for it.\n\nI'm using the latest build for 2.8, downloaded from the site. I have the amount of undo steps set to 50 and Global Undo is checked. Not sure if that information makes a difference. \n\n\n1. Open Blender. Start a new file or open a previously started one.\n\n2. Turn on dyntopo.\n\n3. Make multiple changes/marks on the sculpt.\n\n4. Hit undo.\n\n6. All previous progress will reset to the last save (?). \n\n7. Do anything to the sculpt - touch it with a brush, rotate, hit Undo again, etc. - and progress will re-appear minus the last change. (Though sometimes it really appears to not have done anything.)"
] |
Blender crashes on importing 4k footage in vse
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63
Broken: version: 3.0.0 Alpha and later
Worked: blender-3.0.0-alpha+master.a1c65748c40d-windows.amd64-release
Trying to import 4k footage into vse instantly crashes blender. However importing the same footage into motion tracking works.
Try to import this footage for example
5598970/
Tryed several 4k footages, all caused crash. FullHD imports fine
| [
"Background scene cause a crash in render animation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: \n - 2.92.0 Alpha\n - 2.91.0\n - 2.90.1\nWorked: 2.83.9\n\nBackground scene makes blender unstable and cause a crash in render animation\n\n- Open default startup file.\n- Create a new scene named \"Scene.001\".\n- Assign default scene \"Scene\" as the background scene of \"Scene.001\" in scene properties.\n- Assign default camera as the camera of \"Scene.001\" in scene properties.\n- Hit render animation from render menu.\n- After a couple of frames rendered, blender crashes.\n\nTested in different situations i had some problems.\nI think assigning a background scene makes blender unstable in general.\nOccasionally crashes when opening a file which has background scene.\nThe worst case is render animation.\n\n[Background_Scene_Crash.mp4](Background_Scene_Crash.mp4)\n\nReproduction steps with this file:\n1. Open file.\n2. Start Render Animation.\n[#83852.blend](T83852.blend)\n",
"Optix fails when geometry nodes instance has animated translation and scale 0 and motion blur is on\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.4.1\n\nRendering will not start. It stops at \"Building OptiX acceleration structure\"\n\n\n\nThe culprit seems to be a combination of animated Translation and Scale 0 together with animated Rotation of the object and motion blur.\n\n\n\nDoesn't work in OptiX. Cuda and CPU both work.\n\nOpen the .blend file and render the frame.\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",
"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",
"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",
"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",
"Alembic motion blur still fires random velocity vectors and crashes Blender\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Beta, 2.92, 2.90.1\n\nRendering an alembic came from houdini or marvelous designer gives incorrect result on cpu and the same on gpu, but also crashes Blender. Vertex interpolation option gives incorrect mblur render as well, but looking differently.\n[0220-0250.mp4](0220-0250.mp4)\n\n[mblur_test.blend](mblur_test.blend)\n\n[mblur_test.abc](mblur_test.abc)\n\n - Open the file\n - Render the sequence on cpu\n - Render the sequence on gpu (possible crash)\n\n\n\n",
"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",
"Draw: Codegen crash MSVC 2019 debug build Mr elephant eevee\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nFirst not working commit: d2728868c01d97540c9e5cd24adcf5f0ae6b232a (I did a bisect)\n\nBlender compiled in debug mode with MSVC 2019 is crashing in the joined scene when we switch to eevee\n\n- Compile blender master (2023/01/31) with Visual Studio 2019 in debug mode\n- Open blender with Visual studio 2019 debugger\n- Open the file joined here\n- Switch to eevee rendered mode\n\n- > it is causing a crash since the commit I mentionned\n\n\nMr elephant optimized .blend:\n\n[mr_elephantAnimed_fixed.blend](mr_elephantAnimed_fixed.blend)\n\ngif:\n\n\n\n",
"Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)",
"Blender crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n",
"Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n",
"Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n",
"Crash when 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\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n",
"Blender crashes 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"
] | [
"Instant crash when dragging video file into video editor sequencer\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: 2.93\n\nCaused by bdbc7e12a0\n\nDragging the attached video into the video sequencer instantly crashes Blender.\n\n\nOpen the video editing workspace\nDrag video below into the sequencer\nBlender crashes\n\n[F10350108](Schermopname_2021-08-29_om_21.37.15.mov)"
] |
Object scale seems to be applied twice to Dyntopo Constant Detail
Operating system: Windows 10 64-bit
Graphics card: ASUS Strix GTX 1080 Advanced
Broken:
blender-2.80.0-git.a1ae04d15a9f-windows64 (Jan 30)
blender-2.80.0-git.1d908bffddb4-windows64 (Jan 24)
Works in:
blender-2.80.0-git.91a155833e59-windows64 (Jan 8)
I did search for similar bugs, and found some, but all closed. I also found this commit that seems related: rB22bc6142c3c505de2f2a9a85941c43236f53b941
Object scale seems to be applied twice to Dyntopo Constant Detail. The commit above argues that Constant Detail should be in world space, and maybe that's true, but that is definitely not what it is right now.
- From the default scene
- Enable the wireframe overlay
- Go to sculpt mode
- Enable Dyntopo, Detailing: Constant Detail and set Resolution to 10
- Draw on the cube, you get the expected detail level
- Go to object mode
- Press S, and type 0.1 to scale the cube down to 1/10 of it's original size
- Go to Sculpt mode
- Reenable Dyntopo (Verify it is still set to Constant Detail and Resolution 10)
- Draw on the cube, the resulting mesh is now 10 times as high (more dense) as before
The only behaviour that seems intuitive to me is if constant detail is relative to a blender unit in the object's scale. If an object is scaled, I expect to be able to continue sculpting on that object with the same constant detail, and expect the same mesh resolution as the sculpting I did before the object was scaled. (This is how it worked in the build from January 8 above.) If I want the detail to be relative to world space, I expect to have to apply scale first.
But in any case, the current behaviour makes no sense.
| [
"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",
"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",
"Line Art doesn't exclude object's instanced by geo node\nOperating system: Linux-6.0.6-76060006-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.3.1\nBroken: version: 3.5.0 Alpha\n\nCollection Line Art includes instances that are distribute my geometry nodes, even if that object is not within the Line Art target collection.\n\n\n[Line_art_Geo_Nodes_instance_bug.blend](Line_art_Geo_Nodes_instance_bug.blend)\n**Exact steps for others to reproduce with example file**\n1. Open Attached File \n2. Observe Line Art is on objects outside target collection\n\n**Exact steps for others to reproduce the error from Startup**\n1. Distribute Objects from a collection with Geo-Nodes\n2. Create a second collection with a Line Art Target Object only\n3. Add Collection Line Art and target collection from step 2\n4. Line Art will be drawn on Geo-Nodes instanced objects\n\n\n\n",
"Transform pivot gizmo not scaled properly when drawn\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 2.93.0\n\nThe transform pivot gizmo doesn't use the settings for gizmo size, and can become minuscule.\n\n- Create a cube.\n- Enter \"edit\" mode.\n- Select all & scale 20x\n- Zoom out so the cube fits the screen.\n- Go to \"object\" mode.\n- Press Ctrl + \".\" (period) to switch context and show the transform pivot axes.\nSince the object matrix is still diag(1,1,1), the pivot gizmo will not be scaled up, and will be drawn too small.\n\n{[F10172633](Move_vs_transform_pivot_gizmos.png), size=full}\n\nDetails:\nBefore the \"transform pivot\" is drawn, it is only transformed using the object matrix.\n\noverlay_extra.c:\n```\nDRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat);\n\n```\nThis means that for a mesh that is big in \"object local coordinates\", but the object matrix is\nstill ortho-normal, the gizmo will not be up-scaled to a proper size in \"screen space\".\n\nIn other places in the code, preferences -> Viewport -> Display -> Gizmo Size is used.\n\nFor example in transform_gizmo_3d.c:\n```\nvoid drawDial3d(const TransInfo *t)\n ...\n float scale = UI_DPI_FAC * U.gizmo_size;\n \n```\nSeems like a good idea to let the transform pivot axes be controlled by the U.gizmo_size as well\nto make their sizes constant in screen space.\n\n(PS This is not just me. I've been encouraged by other artists in my community to report this.)\n",
"Surface Deform modifier always updates when selecting objects\nOperating system: Windows 10\nGraphics card: NVidia GTX1080\n\n2.93.1, 2.93.3\n\nSurface Deform modifier causes click lag even if object or/and the modifier is disabled in viewport. It doesn't affect camera panning or rotation.\nWhile I'm at it, it also seems to keep unnecessary data in saved file. I wanted to provide an example file, but it turned out to be over 1 GB. I don't see why it keeps the deformed mesh in the file rather than recalculating it when we enable it or open the file.\nIt seemed to me to be the best way of making a chainmail, but I can't work with the lag.\n\n1. Subdivide the default cube with 7-10 cuts (7 enough for my PC, if in the end it doesn't lag, try more divisions).\n2. Duplicate the cube.\n3. Add subdivision modifier (level=6) to 2nd Cube, then add Surface Deform, set the source to 1st Cube, bind.\n4. Disable both objects in viewport, you can even disable the modifiers.\n5. Add a new Cube to the scene. Try selecting and deselecting in in the viewport. There's a lag. Camera panning and rotation works fine. The only way to fix the lag is to apply or remove the Surface Deform modifier.\n6. Save the file. Our file is just 396 faces with modifiers applied. It's over 1GB in size.\n\nVideo: hEQnVVvPEGU\n\nor\n- Open .blend file\n- Bind mesh to the target\n- Try to select the Cube.001 in viewport\n[#90985.blend](T90985.blend)\n",
"Linked Instances Across Scenes have unreliable updates when editing their common mesh data.\n\nBroken: 2.93.4 LTS;\nBroken: master\n\nWith two different objects in two different scenes sharing a same obdata Mesh, editing the mesh in one of the scene can fail to properly update object in the other scene.\n\n- Open attached file.\n- Go to scene 2.\n- Switch to Edit mode.\n- Assign the red material (first slot) to the cube in edit mode.\n- Switch back to Object mode.\n- Go to Scene 1, the Cube in Scene one still uses the second slot material (green).\n# Switch to edit mode and back, now the cube is shown with expected first material slot (red) as well.\n\nNOTE: If you replace step 4 by a mesh geometry editing (e.g. rotate the mesh in Edit mode), in current master there is the same missing update issue in Scene 1, but in 2.93LTS it is properly updated... Regression introduced by 51568030e9.\n\n[Example.blend](Example.blend)\n\n------------------------\n\n# Original report\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.0\n\nIf you link an instanced object to another scene, having it's material link to object, it can have a different material from the non-instance. However upon saving and re-opening the scene, the instance's material will revert to that of the non-instance. \n\n- Open attached file or\n - Take the default cube and assign a material to it. In the viewport display settings assign a color for the material, this will give feedback in the viewport to highlight the issue. \n - Create another material on the same cube and once again assign a color in the viewport display settings.\n - Set both materials to Object Link in the material properties. \n - Name the current scene \"Scene 1\" and proceed to create another scene named \"Scene 2\".\n - Return to Scene 1, and using Alt+D instance the cube.\n - Using Ctrl+ L, link the instance to Scene 2. Delete the newly created instance in Scene 1.\n- In Scene 2, assign the instance a different material than Scene 1 in edit mode. You now have 2 scenes, with 2 cubes that share mesh data, but that are using 2 different materials. This is the desired goal in practice.\n- Save the file and re-open it. Blender will have automatically assigned both cubes to 1 material.\n[Example.blend](Example.blend)\n",
"Keyed 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\n\n\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",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n\n\nChanges appears only after You enter to object mode.\n\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"Regression - depth buffer drawing go bonkers when selecting object on second collection\nOperating system: Linux-5.8.18-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0\nWorked: 2.90\n\nAfter drawing simple 3d lines with python script - depth buffer is drawn incorrectly when deselecting object that is placed on **second collection**. \nScript itself is very generic - from blender gpu docs examples. It worked ok in all previous blender versions.\n\n[Linde_draw_depth_bug.mp4](Linde_draw_depth_bug.mp4)\n\n- run script - it will draw 2 lines in 3d view for 8 seconds\n- if you select/deselect box which is placed on second layer/collection you will see those lines are drawn incorrectly on object deselect.\n\n[3d_view_lines_bug.blend](3d_view_lines_bug.blend)\n\n\n\n",
"Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n",
"Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)",
"Wrong teleport behaviour if scene scale is greater than 1.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.3.1\n\nCalling teleport using a scene scale greater than 1 will place the camera in a wrong position whose height is greater than expected\n\n\nPreferences>Navigation>View height = 1.7m (default value)\nSceneProperties>Units>Units Scale = 10 (10x default value)\nAdd a plane, it will act as a ground, scale it to 50x\nAdd a cube (default 2m)\nusing Walk navigation, enable gravity with tab, the camera will stay more or less on the same height as the cube. (1.7m ~ 2.0m), everything works as expected.\nbut, if you teleport to any location on the plane, the new camera position will be the cursor position + 17m on the Z axis instead of 1.7m on the Z axis.\nThe blend file contains a scene with a plane and a cube, all done using scene scale 10.\n\n[Scale10Problem.blend](Scale10Problem.blend)\n\n",
"Symmetry in sculpt mode weird behavior with mask and face set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.90.0 Alpha\nWorked: --\n\nWhen sculpting a non-symetric object with symmetry on, using shift+a or shift+w creates a weird behavior\n\n\n\n[bug.blend](bug.blend)\n- Open the file above.\n- use shift+a in the second finger like this:\n\n- Turn symmetry off and try it again:\n\n\nThe origin is far off those two fingers and also all the transformations are applied, so I don't think its an expected behavior,\n\n\nBesides, it doesn't happen when you try using brushes on the mesh. \n\n",
"Boolean Modifier is evaluated if an object linked to the cutter object is link-duplicated\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.91.0\n\n\nSuppose ObjectA has a boolean modifier, the target object of which is CutterA. CutterA shares the same mesh datablock as CutterB. If CutterB is link-duplicated (Alt-D), ObjectA 's boolean modifier is re-evaluated. In large technical scenes with many linked cutters this means Blender frequently stalls, re-evaluating *every boolean in the scene every time you duplicate a cutter.*\n\nExpected behaviour: boolean modifier should only be evaluated if the cutter object datablocks *change*, and adding a user to a datablock should not count as a change.\n\n",
"Retopology: Active Object Geometry gets Occluded by Semi-Transparent Reference Object in Edit Mode\nOperating system: Linux Ubuntu 16.04\nGraphics card: Nvidia GeForce MX130\n\nBroken: 2.83.0\nWorked: 2.82.a\n\nActive mesh is occluded by high poly or another reference mesh in Edit mode. This is: I want to edit mesh A. I need mesh B to get a reference. So I make B to have a semi-transparent material for Viewport view. I select A and go to Edit mode to edit it. However, its edges and vertexes are occluded by B. We can see a comparison of 2.83.0 (first image) with 2.82a (second image): version: 2.83.0 does not show active object geometry so that we can not edit it. On the other hand 2.82a does show required geometry.\n\n \n\n1. Open Blender 2.83.0\n2. Create a Sphere mesh in the world origin so that it fits inside the default cube.\n3. Assign a semi-transparent viewport display material to the Cube so that we can see the Sphere inside. Change color also to have a better view.\n4. Select Sphere and go to Edit mode.\n5. Press A to select all vertexes.\n6. We can see that Edges and Vertexes are occluded by the Cube so that we can not edit the Sphere properly.\n\n\n[bug-report.blend](bug-report.blend)\n"
] | [
"Mesh collapses when sculpting with dyntopo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 980\n\nBroken: \n2.80, 2019-02-15 23:44, ec471a9b1c14, blender2.7, as found on the splash screen\n\nUsing dynamic topography and constant detail when sculpting collapses the mesh of the object.\n\n\nBased on the default startup.\n\n - Add new Ico Sphere.\n - Scale it to 10.\n # Switch over to sculpting mode\nIn the Dyntopo drop-down menu:\n - Use resolution in range 1-7, Subdivide Collapse, Constant Detail and check the box to use Dynamic topography.\n - Click anywhere on the mesh of the icosphere and watch it collapse.\n\nThis problem doesn't appear in the following video, - [ ](0lj643VmTsg?t=95), using a previous build.\n\n"
] |
Cycles render engine is gone
Operating system: Darwin-20.1.0-x86_64-i386-64bit 64 Bits
Graphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-16.0.45
Broken: version: 2.91.0 Alpha
Worked: It worked until yesterday. I have the same issues when I compile Blender myself.
Cycles render engine not available anymore.
Start Blender with the standard cube.
Switch to *Render Properties*
Cycles is no option.

| [
"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",
"Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n",
"Blender 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",
"Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)",
"Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.",
"Asset Browser don't show my asset's and crash Blender\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: 3.4, 3.5.0\nWorked: \n\n\nI created my asset browser and at first it worked well. But after it's worked strange. Then i opened asset browser i don't see my assets, but after refreshing Blender was crashed. I tried to re-specify the path to the library, but was changed nothing. I tryed to install new Blender (3.5) and it take change but don't fix it. I can't see assets in asset browser, but then a refresh it, Blender don't crash.\n\n\n- Download and extract the attached .zip file\n- In Preferences -> File Paths -> Asset Libraries, add the directory of the unzipped file\n- Go to Asset Browser an look for the assets in the added library - You cannot find then\n- Refresh - crash",
"Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n\n\n[untitled.blend](untitled.blend)\n",
"render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n",
"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",
"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",
"UDIM tiled images with generated contents dont render in Cycles\nOperating system: Windows 10 pro 64 bit, AMD Ryzen 5 3400 G with radeon vega graphics, 16 gb ram\nGraphics card: nvidia GTX 1650 super\n\nBroken: 2.91.0, 0f45cab862b8, master, 2020-11-25 \n\n\n\nworking on the new udim mode I was proving my uvs with a uv grid and when i went to try to get a render i note that when you change to cycles in the render engine the texture is lost and dont appears in the render but in eevee it works fine. the error only happen when you try to use cycles.\n\n*Open the file\n*Go to render preview mode\n*Change to cycles in the render engine section",
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"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."
] | [
"Cycles is not enabled by default on recent builds\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\n\nA recent build downloaded from download/ seems to have Cycles disabled by default (the \"Cycles\" addon is unchecked and there is not a Cycles option in the Render engine dropdown)\n\nThis occurs with a completely new config directory as well as when using `--factory-startup`\n\n- Download a recent blender build from download/\n- Open the resulting build and notice that Cycles is disabled\n\n- If you manually enable the Cycles addon things work correctly\n\n"
] |
Library Override crash: make armature local
Operating system: Linux-5.8.11-1-MANJARO-x86_64-with-glibc2.32 64 Bits
Graphics card: AMD VERDE (DRM 2.50.0, 5.8.11-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8
Broken: version: 2.90.1, version: 2.92.0 Alpha
Worked: 2.82a (but there is no chain icon on the armature data block, so perhaps it was not even linked back then), 2.83.8 LTS
Blender crashes using make local on an armature of a linked collection with library override.
It does not crash under a certain condition: if you save the file after step 4) below, then revert the file, *don't* click the armature again (it's already active), just continue at step 5) it will not crash.
Reset to factory defaults did not prevent the crash.
1) Create a collection with e.g. a rigify human meta rig, add some mesh and parent it with automatic weights (might be unnecessary), save file.
2) Create a new file, link the collection from the original file
3) Object - Relations - Make Library Override
4) Select Rig
5) In the object data properties of the armature, click the chain icon to make local
6) Crash
# backtrace
/home/georg/blender-git/build_linux/bin/blender(BLI_system_backtrace+0x33) [0x424a723]
/home/georg/blender-git/build_linux/bin/blender() [0xb8cf2e]
/usr/lib/libc.so.6(+0x3d6a0) [0x7f5d0ae686a0]
/home/georg/blender-git/build_linux/bin/blender() [0xe553e8]
/home/georg/blender-git/build_linux/bin/blender(RNA_property_boolean_get+0x49) [0x123fce9]
/home/georg/blender-git/build_linux/bin/blender(rna_property_override_diff_default+0xdab) [0x132d96b]
/home/georg/blender-git/build_linux/bin/blender() [0x124aa70]
/home/georg/blender-git/build_linux/bin/blender(RNA_struct_override_matches+0x202) [0x124b0f2]
/home/georg/blender-git/build_linux/bin/blender() [0x132c73c]
/home/georg/blender-git/build_linux/bin/blender(rna_property_override_diff_default+0xa13) [0x132d5d3]
/home/georg/blender-git/build_linux/bin/blender() [0x124aa70]
/home/georg/blender-git/build_linux/bin/blender(RNA_struct_override_matches+0x202) [0x124b0f2]
/home/georg/blender-git/build_linux/bin/blender() [0x132cb74]
/home/georg/blender-git/build_linux/bin/blender(rna_property_override_diff_default+0xd7d) [0x132d93d]
/home/georg/blender-git/build_linux/bin/blender() [0x124aa70]
/home/georg/blender-git/build_linux/bin/blender(RNA_struct_override_matches+0x202) [0x124b0f2]
/home/georg/blender-git/build_linux/bin/blender(BKE_lib_override_library_operations_create+0x95) [0xbdd735]
/home/georg/blender-git/deps/tbb/lib/libtbb.so(_ZN3tbb10interface78internal20isolate_within_arenaERNS1_13delegate_baseEl+0x45) [0x7f5d181621a5]
/home/georg/blender-git/build_linux/bin/blender() [0x424e0e3]
/home/georg/blender-git/deps/tbb/lib/libtbb.so(+0x2a025) [0x7f5d18179025]
/home/georg/blender-git/deps/tbb/lib/libtbb.so(+0x2a3b6) [0x7f5d181793b6]
/home/georg/blender-git/deps/tbb/lib/libtbb.so(+0x12eb7) [0x7f5d18161eb7]
/home/georg/blender-git/deps/tbb/lib/libtbb.so(+0x1ec30) [0x7f5d1816dc30]
/home/georg/blender-git/deps/tbb/lib/libtbb.so(+0x2303c) [0x7f5d1817203c]
/home/georg/blender-git/deps/tbb/lib/libtbb.so(+0x23299) [0x7f5d18172299]
/usr/lib/libpthread.so.0(+0x93e9) [0x7f5d17e8f3e9]
/usr/lib/libc.so.6(clone+0x43) [0x7f5d0af2b293] | [
"bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n",
"Fix/Refactor NLA Track library override\nWhen refactoring the [NLA create track methods](104929), some questions came up about library overrides. \n\nMainly:\n1. What defines an NLA Track as a library override?\n2. What behavior differs when the NLA tracks in the Animation Data are updated (new track added, removed, ordered, etc)\n\n\nCurrently, every newly created NLA track has the [NLATRACK_OVERRIDELIBRARY_LOCAL](nla.c#L352) flag set by default. It's not super clear why this flag is set, or how it indicates a library override. \n\nThe second open question, is how a library override impacts the NLA tracks. [This comment](nla.c#L352) suggests that the library override tracks need to be grouped together at the front of the list, and anything local should be after that. The codes doesn't seem to enforce this however, as tracks can be inserted before/after each other, regardless of library override status. \n\n--- \n\n\n### Next step\[email protected] and I decided that we should open this discussion to the larger community for feedback. We'll be discussing this issue in one of the upcoming [Animation & Rigging module meetings]().\n\n",
"Data lost to a severe crash was auto-recovered and forcefully overrid data that was saved to disk even tho no recovery options were used\nOperating system: Windows 11\nGraphics card: Gigabyte Windforce RTX 2060 OC Super 6GB\n\nBroken: (steam 3.4.x-3.6.2)\nWorked: ()\n\nnote: this is not related to the recovery or auto recovery systems but about pre-crash data being used from ram instead of reading saved data from disk\n\nnote 2: i verified it's old data as it happened with a mask this time and the vertex ids it was assigned after the crash corresponded to the ones that the mask was assigned to after the bug, but was improperly recovered as ids changed due to changes to the mesh, and unmasking those vertices caused them to be moved a random locations as the shapekey they where assigned to did not exist anymore\n\nAfter a severe crash that was not induced by hardware crashes(ie: out of memory/vram, ran out of pagefile memory etc)\nbut from an error internal to blender, even tho data and changes where saved to disk, blender auto recovered data that was not saved and lost to a crash, and it possibly corresponded to a block of ram that was not freed reported by blender in the cmd window;\nafter the unprompted recovery the data even tho it was corrupted it forcefully overrid the data that was saved to disk upon load\n\nthis error seems to recover all kinds of data, it restored a sculpt mask that had been corrupted and was after deleted and saved the file to disk as not having said mask, to even internal textures/texture paint, and changes to properties\n\ni came to this correlation as this type of forceful recovery seems to specifically happen before the ram drops in utilization after a save and a sizable chunk of ram sometimes in the gigabytes is reported as not freed upon closure from the crash\n\nthis also seems to cause blender to not generate crash.log files\n\n\n\nimportant: blender has to terminate from an internal system and not the OS, as even tho blocks of ram still weren't freed windows took care of it in the cases of hardware related crashes causing this error to not happen\n\n\n\nobtain a crash from any of blender's systems not the OS(import, sculpt mask, operators/geometry nodes with faulty input seem to be the most reliable)\n\nif the file is still saving and completes but the ram has not yet been cleared and a crash happens there is a very high chance the old data will be used instead of the data saved to disk\n\n**regarding a blend file:**\nthere is no way for me to provide a blend file as it's dependent on data that is left in the ram by the crash and happened the same way regardless of file, and would require me to find a reliable way to crash blender in this specific conditions, which is out of my knowledge.\n\n",
"Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"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 |  |\n| 3.3.6 |  |\n| 3.5 |  |\n\n\nLaunch attached blend in different the Blender versions",
"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",
"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: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n",
"Assertion fails when parenting a library override to a bone.\nOperating system: Windows 10\nGraphics card: RTC 3080ti\n\nBroken: 3.6.2\nWorked: Unknown\n\nWhen parenting a linked library override to a bone (`parent_type=\"BONE\"`), an assertion fails on loading the file because it uses `RNA_property_int_get()` to get the parent type which is not a `PROP_INT` but a `PROP_ENUM`.\n\nThe Debug build of blender.exe crashes (by `abort()` if `WITH_ASSERT_ABORT` is set, the default) which is annoying.\nI don't think this causes problems in regular builds (the parenting seems fine after loading).\n\n```\nBLI_assert failed: D:\\Dev\\blender\\3\\blender\\source\\blender\\makesrna\\intern\\rna_access.cc:2596, RNA_property_int_get(), at 'RNA_property_type(prop) == PROP_INT'\n```\n\n1. Save the Default Cube to a file\n2. Create a new file\n3. Add an armature\n4. Link the cube from the first file and make it a Library Override\n5. Parent the (library override) cube to the `Bone` bone of the armature. So `Parent: Armature, Parent Type: Bone, Parent Bone: Bone`\n6. Save and re-load the file (in a Debug build of Blender).\n\nStack Trace:\n```\nblender.exe :0x00007FF6BA925170 _BLI_assert_print_backtrace D:\\Dev\\blender\\3\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c:36\nblender.exe :0x00007FF6B03AF190 RNA_property_int_get D:\\Dev\\blender\\3\\blender\\source\\blender\\makesrna\\intern\\rna_access.cc:2596\nblender.exe :0x00007FF6B06C3490 rna_Object_parent_type_override_apply D:\\Dev\\blender\\3\\blender\\source\\blender\\makesrna\\intern\\rna_object.c:717\nblender.exe :0x00007FF6B05820E0 rna_property_override_operation_apply D:\\Dev\\blender\\3\\blender\\source\\blender\\makesrna\\intern\\rna_access_compare_override.c:604\n```\n\n",
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n",
"LibOverride: Sanitize handling of library pointer in resync process.\n`BKE_lib_override_library_create_from_tag` takes an 'owner library' data, which is the library owning the currently resync overrides. However, `lib_override_library_resync` always calls it with nullptr library, and later reassign proper lib pointer...\n\nThis needs to be checked, there is likely better/more sensible and straightforward way to handle this. Also somewhat related to #107847.\n\n",
"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.",
"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 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"
] | [
"Random rare crashes in override code - reported by studio\nStudio animators have been facing crashes with overrides of complex characters, when saving .blend file, after an override resync.\n\nHere is a backtrace from @PabloFournier :\n\n```lines=20\nThread 21 \"blender\" received signal SIGSEGV, Segmentation fault.\n[Switching to Thread 0x7fffc163a700 (LWP 232709)]\npose_channel_in_IK_chain (ob=0x7fffab331408, pchan=0x7fffb64f9808, level=0)\n at /media/data/blender_guest/blender_master/source/blender/blenkernel/intern/action.c:912\n912\t for (bone = pchan->bone->childbase.first; bone; bone = bone->next) {\n#0 pose_channel_in_IK_chain (ob=0x7fffab331408, pchan=0x7fffb64f9808, level=0)\n at /media/data/blender_guest/blender_master/source/blender/blenkernel/intern/action.c:912\n#1 0x000000000379aff2 in BKE_pose_channel_in_IK_chain\n (ob=0x7fffab331408, pchan=0x7fffb64f9808)\n at /media/data/blender_guest/blender_master/source/blender/blenkernel/intern/action.c:923\n#2 0x00000000040acdc6 in rna_PoseChannel_has_ik_get (ptr=0x7fffc15df170)\n at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_pose.c:327\n#3 0x00000000040b088f in PoseBone_is_in_ik_chain_get (ptr=0x7fffc15df170)\n at /media/data/blender_guest/cmake_debug/source/blender/makesrna/intern/rna_pose_gen.c:1059\n--Type <RET> for more, q to quit, c to continue without paging--c\n- 4 0x0000000003f40f1d in RNA_property_boolean_get (ptr=0x7fffc15df170, prop=0x132f9b40 <rna_PoseBone_is_in_ik_chain>) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access.c:2340\n- 5 0x00000000040bea8d in rna_property_override_diff_default (bmain=0x7fffb9b8ad08, prop_a=0x7fffc15df170, prop_b=0x7fffc15df1b0, mode=0, override=0x7fffab344568, rna_path=0x7fffc15df2b0 \"pose.bones[\\\"ORG-HeelPivot.R\\\"].is_in_ik_chain\", rna_path_len=44, flags=131072, r_override_changed=0x7fffc15df08d) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_rna.c:1534\n- 6 0x0000000003f523ec in rna_property_override_diff (bmain=0x7fffb9b8ad08, prop_a=0x7fffc15df170, prop_b=0x7fffc15df1b0, rna_path=0x7fffc15df2b0 \"pose.bones[\\\"ORG-HeelPivot.R\\\"].is_in_ik_chain\", rna_path_len=44, mode=RNA_EQ_STRICT, override=0x7fffab344568, flags=(RNA_OVERRIDE_COMPARE_CREATE | RNA_OVERRIDE_COMPARE_RESTORE), r_report_flags=0x7fffc15df128) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access_compare_override.c:344\n- 7 0x0000000003f53037 in RNA_struct_override_matches (bmain=0x7fffb9b8ad08, ptr_local=0x7fffc15e5598, ptr_reference=0x7fffc15e5628, root_path=0x7fffc15e1380 \"pose.bones[\\\"ORG-HeelPivot.R\\\"]\", root_path_len=29, override=0x7fffab344568, flags=(RNA_OVERRIDE_COMPARE_CREATE | RNA_OVERRIDE_COMPARE_RESTORE), r_report_flags=0x7fffc15e133c) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access_compare_override.c:704\n- 8 0x00000000040be5d5 in rna_property_override_diff_propptr (bmain=0x7fffb9b8ad08, propptr_a=0x7fffc15e5598, propptr_b=0x7fffc15e5628, mode=RNA_EQ_STRICT, no_ownership=false, no_prop_name=false, override=0x7fffab344568, rna_path=0x7fffc15e8a00 \"pose.bones\", rna_path_len=10, property_type=6, rna_itemname_a=0x7fffc15e5750 \"ORG-HeelPivot.R\", rna_itemname_b=0x7fffc15e7750 \"ORG-HeelPivot.R\", rna_itemindex_a=10, rna_itemindex_b=10, flags=196608, r_override_changed=0x7fffc15e87dd) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_rna.c:1419\n- 9 0x00000000040bf95f in rna_property_override_diff_default (bmain=0x7fffb9b8ad08, prop_a=0x7fffc15e88c0, prop_b=0x7fffc15e8900, mode=0, override=0x7fffab344568, rna_path=0x7fffc15e8a00 \"pose.bones\", rna_path_len=10, flags=196608, r_override_changed=0x7fffc15e87dd) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_rna.c:1897\n- 10 0x0000000003f523ec in rna_property_override_diff (bmain=0x7fffb9b8ad08, prop_a=0x7fffc15e88c0, prop_b=0x7fffc15e8900, rna_path=0x7fffc15e8a00 \"pose.bones\", rna_path_len=10, mode=RNA_EQ_STRICT, override=0x7fffab344568, flags=(RNA_OVERRIDE_COMPARE_CREATE | RNA_OVERRIDE_COMPARE_RESTORE), r_report_flags=0x7fffc15e8878) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access_compare_override.c:344\n- 11 0x0000000003f53037 in RNA_struct_override_matches (bmain=0x7fffb9b8ad08, ptr_local=0x7fffc15eec80, ptr_reference=0x7fffc15eed10, root_path=0x7fffc0a476f8 \"pose\", root_path_len=4, override=0x7fffab344568, flags=(RNA_OVERRIDE_COMPARE_CREATE | RNA_OVERRIDE_COMPARE_RESTORE), r_report_flags=0x7fffc15eaa8c) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access_compare_override.c:704\n- 12 0x00000000040be5d5 in rna_property_override_diff_propptr (bmain=0x7fffb9b8ad08, propptr_a=0x7fffc15eec80, propptr_b=0x7fffc15eed10, mode=RNA_EQ_STRICT, no_ownership=false, no_prop_name=false, override=0x7fffab344568, rna_path=0x7fffc0a476f8 \"pose\", rna_path_len=4, property_type=5, rna_itemname_a=0x0, rna_itemname_b=0x0, rna_itemindex_a=-1, rna_itemindex_b=-1, flags=196608, r_override_changed=0x7fffc15f1f2d) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_rna.c:1419\n- 13 0x00000000040bf4ff in rna_property_override_diff_default (bmain=0x7fffb9b8ad08, prop_a=0x7fffc15f2010, prop_b=0x7fffc15f2050, mode=0, override=0x7fffab344568, rna_path=0x7fffc0a476f8 \"pose\", rna_path_len=4, flags=196608, r_override_changed=0x7fffc15f1f2d) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_rna.c:1743\n- 14 0x0000000003f523ec in rna_property_override_diff (bmain=0x7fffb9b8ad08, prop_a=0x7fffc15f2010, prop_b=0x7fffc15f2050, rna_path=0x7fffc0a476f8 \"pose\", rna_path_len=4, mode=RNA_EQ_STRICT, override=0x7fffab344568, flags=(RNA_OVERRIDE_COMPARE_CREATE | RNA_OVERRIDE_COMPARE_RESTORE), r_report_flags=0x7fffc15f1fc8) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access_compare_override.c:344\n- 15 0x0000000003f53037 in RNA_struct_override_matches (bmain=0x7fffb9b8ad08, ptr_local=0x7fffc15f41a0, ptr_reference=0x7fffc15f41c0, root_path=0x0, root_path_len=0, override=0x7fffab344568, flags=(RNA_OVERRIDE_COMPARE_CREATE | RNA_OVERRIDE_COMPARE_RESTORE), r_report_flags=0x7fffc15f4194) at /media/data/blender_guest/blender_master/source/blender/makesrna/intern/rna_access_compare_override.c:704\n- 16 0x000000000332f67c in BKE_lib_override_library_operations_create (bmain=0x7fffb9b8ad08, local=0x7fffab331408) at /media/data/blender_guest/blender_master/source/blender/blenkernel/intern/lib_override.c:1371\n- 17 0x000000000332f74d in lib_override_library_operations_create_cb (pool=0x7fffaee48708, taskdata=0x7fffab331408) at /media/data/blender_guest/blender_master/source/blender/blenkernel/intern/lib_override.c:1402\n- 18 0x000000000df8f238 in Task::operator()() const::{lambda()#1}::operator()() const (__closure=0x7fffc15f4310) at /media/data/blender_guest/blender_master/source/blender/blenlib/intern/task_pool.cc:118\n- 19 0x000000000df8f6b8 in tbb::interface7::internal::delegated_function<Task::operator()() const::{lambda()#1} const, void>::operator()() const (this=0x7fffc15f42a0) at /media/data/blender_guest/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:93\n- 20 0x0000000003876c85 in tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) ()\n- 21 0x000000000df8f43d in tbb::interface7::internal::isolate_impl<void, Task::operator()() const::{lambda()#1} const>(Task::operator()() const::{lambda()#1} const&) (f=...) at /media/data/blender_guest/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:160\n- 22 0x000000000df8f343 in tbb::interface7::this_task_arena::isolate<Task::operator()() const::{lambda()#1}>(tbb::interface7::internal::return_type_or_void const&) (f=...) at /media/data/blender_guest/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:395\n- 23 0x000000000df8f26f in Task::operator()() const (this=0x7fffb9c26ec8) at /media/data/blender_guest/blender_master/source/blender/blenlib/intern/task_pool.cc:118\n- 24 0x000000000df8f690 in tbb::internal::function_task<Task>::execute() (this=0x7fffb9c26ec0) at /media/data/blender_guest/lib/linux_centos7_x86_64/tbb/include/tbb/task.h:1048\n- 25 0x0000000003884385 in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) ()\n- 26 0x000000000388463b in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) ()\n- 27 0x0000000003876997 in tbb::internal::arena::process(tbb::internal::generic_scheduler&) ()\n- 28 0x000000000387e100 in tbb::internal::market::process(rml::job&) ()\n- 29 0x000000000388010c in tbb::internal::rml::private_worker::run() ()\n- 30 0x0000000003880309 in tbb::internal::rml::private_worker::thread_routine(void*) ()\n- 31 0x00007ffff7f8f609 in start_thread (arg=<optimized out>) at pthread_create.c:477\n#32 0x00007ffff796f103 in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n```\n\nThis seems to point again to some pose data not being up-to-date...\n\n---\n\n*Slightly different steps leading to the same issue, this is fixed now in master.*\n\nBroken: version: 2.90.1, version: 2.92.0 Alpha, branch: master, commit date: 2020-10-22 10:41, hash: dea3b8d984\nWorked: 2.82a (but there is no chain icon on the armature data block, so perhaps it was not even linked back then), 2.83.8 LTS\n\nBlender crashes using make local on an armature of a linked collection with library override.\nIt does not crash under a certain condition: if you save the file after step 4) below, then revert the file, *don't* click the armature again (it's already active), just continue at step 5) it will not crash.\nReset to factory defaults did not prevent the crash.\n\n- Create a collection with e.g. a rigify human meta rig, add some mesh and parent it with automatic weights (might be unnecessary), save file.\n- Create a new file, link the collection from the original file\n- Object - Relations - Make Library Override\n- Select Rig\n- In the object data properties of the armature, click the chain icon to make local\n- Crash\n"
] |
Active Bone display outline in edit mode
Operating system: Windows 10pro
Graphics card: Nvidia TitanX
Broken: 2.80 RC
Worked: (optional)
there is no colour different of the outline between the active bone and the selected bones
I've uploaded a short video.
Just create an armature with 2 bones.
TEst out in pose mode : works
In edit mode : doesn't work{[F7624794](outline.mp4)} | [
"Animation: Replacing bone layers + groups with bone collections\nThis design describes the replacement of armature _bone layers_ & _bone groups_ with a new _bone collections_ system.\n\nImplementation is in #109976 and #112271.\n\n## Goals\n\n- Named collections, instead of numbered layers, should give a better indication as to what the collection contains / is for.\n- Increased flexibility in number of collections.\n- More similarity to the scene object collections, including features like 'not selectable' which can increase clarity of how to use a rig by animators.\n- Compatibility with library overrides, so that new shot-specific bone collections can be added.\n- Unification of numbered bone layers (for organisation) and named bone groups (for coloring).\n\n## Properties of the System\n\n- Armatures have one or more bone collections.\n - If there is only one collection it cannot be removed.\n- Every bone is in zero or more bone collections.\n- Bone collections **cannot be nested**. At least not for 4.0, can be added later.\n- Bone collections must have a **unique name** within the armature.\n- Library Overrides:\n - New bone collections can be added.\n - Existing ones cannot be reordered / removed.\n- Bone collections have the following properties:\n - Name\n - Selectable: 'set' wins over 'cleared'\n - Visible: 'set' wins over 'cleared'\n - `IDProperties` (aka Custom Properties) for use by add-ons.\n- Bones will get individual color properties.\n - The color system of bone groups will be used, which allows selection of 'default', 20 theme-defined colors, and a custom RGB value.\n - Bones have a color defined as part of the armature data. Here 'default' is the default grey color.\n - Pose Bones have a color defined as part of the object/pose data. Here 'default' means 'uncolored', and will thus show the edit bone color.\n\n## Operations\n\nThese operations can be performed on/with bone collections:\n\n- (De)select one or more collections themselves\n- (De)select all bones in active collection\n- (De)select all bones in collections containing the currently selected bones\n- Create a new collection\n- Delete a collection. Bones in the collection that are now 'orphaned' are assigned to the 'default' collection.\n- Move collection up/down in the list.\n- Move selected bone(s) to a collection.\n- Select Bones of Same Color.\n\n## User Interface\n\nFor Blender 4.0 the UI is kept intentionally simple. I'm thinking of reusing the Bone Groups interface, with the addition of a few per-collection icons (visible, selectable, color palette) as well as an indicator of which collection(s) contain the selected bone(s).\n\n## Conversion from Old to New\n\n- Layers converted to `Layer {NUM}` collections.\n- Bone groups converted to `{name}` collections.\n- Selection Sets converted to `SelSet {name}` collections.\n- Maybe even automatically merge these when they contain the same bones?\n\n## Uses of the Current System\n\n### Bone Layers\n\n- Visibility\n- Logical grouping\n\n### Bone Groups\n\n- Coloring of logical groups\n- Set by rigger\n\n### Edit Mode vs. Pose Mode\n\nThis describes Blender's **current** behavior:\n\n| Property / Action | Edit | Pose |\n|---------------------------------------|------|------|\n| Name Bone | ✅ | ✅ |\n| Set Bone Layers | ✅ | ✅ |\n| See Bone in Group Color | ❌ ¹⁾ | ✅ |\n| Create / Assign Bone Group | ❌ ¹⁾ | ✅ |\n| Select Bones in Group | ❌ ¹⁾ | ✅ |\n| Set Bone Group Color | ✅ | ✅ |\n| Set Armature Viewport Display options | ✅ | ✅ |\n| Set Bone Viewport Display options | ❌ ²⁾ | ✅ |\n\n¹⁾ The new system should allow these in Edit mode too.\n²⁾ Bones can only be hidden, which is separated between edit mode & pose mode.\n\n## Future Work\n\nThese are ideas for future improvements / extensions:\n\n- Nestable bone collections.\n- Integration with the Outliner.\n- Per-collection option whether bones are deforming or not (rather than setting that per bone)\n- Per-collection viewport display mode (octo, line, bbone, etc)\n- Possibly unification of Selection Sets as well.\n\n## Code Location\n\nThis work will kickstart a new module in `source/blender/animrig`. This will become the place for new animation/rigging related code. The intention is that also a subset of the already-existing animation-related code from both `blenkernel` and `editors` is going to move there, to help clean up the API and make it more consistent.\n\n-------------------------\n\n## Ongoing Work\n\n**Targets for 4.0-bcon1: tracked in #109976**\n\n**Targets that could be pushed back to 4.0-bcon2:**\n\n- [x] Add ID Properties support to bone collections, including a UI.\n- [x] Removal of bone group RNA access & UI\n- [x] Ensure that library overrides can add new bone collections & assign bones to them (#112271)\n- [x] Removal of bone groups from the UI, including the Ctrl+G menu\n- [x] Add bone collections to the outliner (replacing the current list of bone groups)\n- [x] Operators to move/add selected bones to a collection:\n - [x] move to collection (similar to 'm' for objects & collections, from viewport)\n - [x] add to collection (similar to 'shift+m' for objects & collections, from viewport)\n- [x] Select Similar operator (by collection, by color) / Shift+G menu\n- [ ] Fixing the Collada I/O, as that also handles bone layers.\n- [x] Make bone collections on linked-but-not-overridden armatures usable. The object itself may be overridden, so changing the active bone collection should work (even when it cannot be saved), and then 'Select Bones' and 'Deselect Bones' operators should work.\n\n**Potential push back to later:**\n\n- [ ] Add selectability toggles to bone collections (only for pose mode)\n- [ ] Add armature-global override to selectability, so that a rigger can still opt to select all the bones, then lock them down for animators.\n- [ ] Managing bone assignments to collections from the outliner.\n",
"Setting/editing keyframes on multiple characters in pose mode doesn't work for Whole Character and Whole Character(selected Bones Only) options.\nOperating system: Windows 10 Home Edition\nGraphics card: GeForce RTX 2080\n\nBroken: 3.1.0 Master Build\nWorked: never\n\nSetting/editing keyframes on multiple characters in pose mode at the same time only affects the Active Character's Keys on certain insert key options.\nIdeally the insert key options work consistently for all selected characters bones.\n\n - Add two character skeletons to a new scene (Shift+a > Armature > single bone)\n - Select the first bone then Shift+Select the second one.\n - Switch to pose mode\n - hit \"a\" to select all. You should have both bones highlighted\n # hit \"i\" to insert a keyframe.\n - # if you choose Whole Character or Whole character \"Selected bones only\" it will only set a key on the bones for the Active Character.\n - # if you choose any other option it sets keys on both characters.\n\n\n\n\n\n\n**Additional comments:**\nIdeally Whole character would key all characters currently in pose mode.\nand Whole Character (Select bones only) would Key any currently selected bones regardless of which character they belong to.\n\nThe current functionality is confusing, if it is intended, the label should read \"Active Character\" and \"Active Character(selected Bones only)\"\n\nHowever when a user chooses to have multiple characters in pose mode it is because they are trying to pose and key them at the same time without having to switch back and forth with every adjustment. So having the ability to key multiple whole characters, or a random selection of bones belonging to multiple characters would be useful.\n\nThat said keying rotation/translation/scale&custom properties gets me what I need so this is not a blocker but it is something that could be improved for clarity as it will frustrate many animators unaware of this inconsistent behavior for the last two options.\nI was relying on \"Whole character\" and \"whole character (Selected bones only)\" to essentially key everything until I had to do multiple characters and I got confused for a while why my animations were looking janky until a dug into it.",
"Limit scale bone constraint: \"affect transform\" doesn't seem to work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: **2.83**LTS from steam, **2.92**release and **2.93.0**Alpha\nWorked: don't know\n\nContrary to the manual, the \"affect transform\" option does not limit the transform values (not visible).\nAlso when using limit scale as a bone constraint the minimum scale is not used, instead uses maximum as both being the min and max exactly the same number but in negative value.\n\n- Open attached file\n- Scale the bone beyond the limits\nNote that the scale values in the transform panel have not been clamped.\n[scale bone.blend](scale_bone.blend)\n",
" 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",
"Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) \n\n",
"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",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n\n2) In the material disconnect the alpha socket, now it should look different.\n\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Preview Texture Blend\nOperating system: Arch Linux\nGraphics card: GTX 1060 6GB\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nTexture gradient is not displayed correctly. Texture Blend.\nWhen you configure the texture, the preview displays the texture view.\nThe preview is more white than black.\n\n\n\n\nIf the texture to use as brush, you can see that the boundary particle moves wrong.\n\nIf in 2.8 open the file created in 2.7.\nThe texture is displayed differently.\nBut it works the same way as in 2.7.\n\n\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n",
"Add \"Island\" mode to UV-Sync-Selection\nIn the UV Editor, it would be nice to have UV-Island Selection mode still be available, even when UV-Sync-Selection is active.\n\n",
"Sculpt Mode Border Mask Tool Todo\n## Sculpt Mode Border Mask Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from mask, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools",
"Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n",
"Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n",
"Wrong add selection to active collection operator description\nOperating system: Arch Linux\nGraphics card: GTX 970\n\nBroken: 036e95bb21fa\n\n\nWhen left-clicking on a collection in the outliner it is highlighted in white and its name is also shown in the 3D viewport and status bar. This to me indicates it is the \"active collection\", analogous to the active object. \n\nHowever, the tooltip (and collections in the list) for Add selection to active collection (Ctrl-Shift-G) says \"Add the object to the collection **that contains the active object**\". This indicates a different meaning of \"active collection\". \n\nSo two questions:\n- Which is the correct definition of active collection?\n- What is the use of the highlighted collection in the outliner?\n\n\n",
"Selection to Active doesn't work when the selected object is a child of the active object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0 Beta\n\n\nSelection to Active operator doesn't work when the selected object is a child of the active object.\n\n\n1. Add 2 cube.\n2. Parent one of the cubes to the other.\n3. Select both cubes such that the parent is active. \n4. Use the Selection to Active operator.\n5. The operator has no effect.\n\n",
"Unexpected viewport bone limit\nOperating system: Ubuntu 22.04.1 LTS\nGraphics card: NVIDIA Corporation GA106 [GeForce RTX 3060 Lite Hash Rate]\n\nBroken: 3.3.5\n\nSelecting the 8192th bone in an armature with 10.000 bones will select bone 0.\nWith to many bones in one armature viewport selection fails.\n\n1. Open a fresh blender instance\n2. Create an Armature and add 10.000 bones\n3. Select the 8192th bone.\n-> The 0th bone will be selected instead\n\nSelecting the bone via the outliner works as expected.\n\n"
] | [
"Active selection not showing in armature\nOperating system: MacOS Mojave 10.14.5\nGraphics card: Intel HD 6000\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWhen any bone of armature is selected, it's not shoving which one of selected bones is active.\nBug works with any file\n\n1) Create armature\n2) Go to edit mode\n3) Duplicate bone\n4) Multiple select bones -- not showing which one is active\n[untitled.blend](untitled.blend)\n\n"
] |
Blender gets crash while clicking on geometry node new tab
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 25.20.100.6446
Broken: version: 3.1.0 Beta
[while clicking on geometry node,suddenly it crash exit from Blender ]


| [
"Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n\n\n\n\n\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n",
"can't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 397.93\n\nBroken: version: 3.1.0 Alpha\n\ncan't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames.\n\nin frame 139, 148, 149, 306, 353 text bleed out of mask_text box Boolean object\n\n[2021_Ecard_1920x976_23d.blend](2021_Ecard_1920x976_23d.blend)\n\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!",
"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",
"MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n\n\n",
"Applying geometry nodes modifier create an empty material slot for no reason\nOperating system: W10\n\n3.4.1\n\nApplying geometry nodes modifier create an extra empty material slot for no reason.\n\n| Geometry node tree | Applyed mesh |\n| -- | -- |\n|  |  |\n\n1. Create an object\n2. Add a GN modifier\n3. Create some geometry inside GN and assign a material to it (or don't)\n4. Apply the modifier, you'll get an empty material slot on the object.\n\n",
"Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n",
"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",
"Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n\n\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n",
"Geometry Nodes: Mesh Boolean-Union node anamoly when boolean does not alter input mesh\nBroken: Current main.\nWorked: Never.\n\nI was trying to see if the simulation node group would get rid of internal geometry by incrementally using the **Mesh Boolean-Union** node in the **Simulation node group** but it **seems to delete some outer geometry instead.** \n\n## Without Simulation Nodes:\n| Operating as expected without Mesh Boolean Union node enabled (**creates internal geometry see red arrow**) | Operating as expected with Mesh Boolean Union node enabled (**no internal geometry**) |\n| -- | -- |\n|  |  |\n\n## With Simulation Nodes:\n\n| Description | Show |\n| -- | -- |\n| Operating as expected without Mesh Boolean Union node enabled (creates internal geometry see red arrow) |  |\n| Not Operating as expected with Mesh Boolean Union node enabled (no internal geometry but missing outer geometry) |  |\n| It should look something like this (no internal geometry but it should have \"external\" geometry also see red arrow |  |\n\nThe reason I'm trying to use the boolean mesh-union node within the simulation node group is because on some large meshes the boolean mesh-union node will fail or crash blender. \n105652#issuecomment-931240\n\nMy logic is if you have to finish an entire pie in one sitting (think of a pie eating contest) it's easier to cut them up into little pieces and eat them one at a time. **So I'm incrementally running the boolean mesh-union node on smaller pieces in the simulation node group to get rid of internal geometry therefore it's less likely to crash / fail like it does trying to do this all at once on larger meshes.**\n\nSee attached blend file: [cube repeat.blend](https://projects.blender.orgattachment)",
"Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"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",
"Geometry Node: Order of connection to Join Geometry node affect on shader local space\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: Main\nWorked: Never\n\n\n### Simplified report:\nOrder of connection to Join Geometry node affect on shader local space:\n| | |\n| -- | -- |\n|  |  |\n\n\n\n1. On default cube:\n a. Created shader with noise.\n b. Create geometry node tree.\n2. Create other cube, trhansform that.\n3. In first cube, add `Object Info` node for represent second cube.\n4. Add `Join Geometry` node, connect `Object Info` and `Group Input` nodes in `Join Geometry` node input.\n5. Try to render this object. Switch connection in `Join Geometry` node.\nExpect: Local space of noise used only for one of joined objects and depend of connections order.\n\n\n\n### Original report:\nThe way how normals are rendered are affacted when I use a geometry node with delete and join.\n\n\nSetup:\n\n\n\n\n\n\nOutput without geometry node:\n\n\n\nOutput with geometry node:\n\n\n\nThe normals seems to have a different scale.\n\nThis is the follow up of #102189, which fixed the uv maps. These are working now as expected, seems to be a normal only issue.\n\n",
"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)",
"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 crashes on opening Geometry nodes\nI0204 20:26:57.416182 8332 device.cpp:60] CUEW initialization failed: Error opening the library\nI0204 20:26:57.416182 8332 device.cpp:68] HIPEW initialization failed: Error opening HIP dynamic library\nERROR (gpu.shader): gpu_shader_2D_nodelink VertShader: \n```\n | \n```\n 10 | #extension GL_ARB_shading_language_420pack: enable\n```\n | ^\n | Error: '' : illegal recursive expansion of macro dash_factor\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro dash_alpha\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro doMuted\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro dim_factor\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro thickness\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro doMuted\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro doArrow\n```\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF61CDFBDDB\nModule : blender.exe\nThread : 0000208c\nSwitching to fully guarded memory allocator.\nBlender 3.2.0 Alpha\nBuild: 2022-02-04 01:04:57 Windows release\nargv- [x] = C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender\nargv- [x] = --debug\nargv- [x] = --debug-cycles\nargv- [x] = --python-expr\nargv- [x] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\\WINDOWS\\TEMP\\blender\\debug_logs\\blender_system_info.txt')\nRead prefs: C:\\Users\\yare0\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nWriting: C:\\WINDOWS\\TEMP\\blender.crash.txt\n\n```lines=18\n==========================================\n= Blender 3.2.0 Alpha System Information =\n==========================================\n\n\nBlender:\n==========================================\n\nversion: 3.2.0 Alpha, branch: master, commit date: 2022-02-04 00:27, hash: 28656293c624, type: release\nbuild date: 2022-02-04, 01:04:57\nplatform: 'Windows-10-10.0.19043-SP0'\nbinary path: 'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender.exe'\nbuild cflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /bigobj /Zc:inline -openmp \nbuild cxxflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /EHsc /nologo /J /Gd /MP /EHsc /bigobj /Zc:inline /permissive- /Zc:twoPhase- -openmp /Zc:__cplusplus \nbuild linkflags: /MACHINE:X64 /SUBSYSTEM:CONSOLE /STACK:2097152 /ignore:4049 /ignore:4217 /ignore:4221\nbuild system: CMake\n\nPython:\n==========================================\n\nversion: 3.10.2 (main, Jan 27 2022, 08:34:43) [MSC v.1928 64 bit (AMD64)]\nfile system encoding: utf-8:surrogatepass\npaths:\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\startup'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\python310.zip'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\DLLs'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\lib'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\bin'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\lib\\\\site-packages'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\freestyle\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\addons\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\scripts\\\\addons\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\addons'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\addons_contrib'\n\nPython (External Binary):\n==========================================\n\nbinary path: 'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\bin\\\\python.EXE'\nversion: Python 3.10.2\n\nDirectories:\n==========================================\n\nscripts:\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts'\nuser scripts: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\scripts'\npref scripts: None\ndatafiles: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\datafiles'\nconfig: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\config'\nscripts : 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\scripts'\nautosave: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\autosave'\ntempdir: 'C:\\\\WINDOWS\\\\TEMP\\\\blender_a08332\\\\'\n\nFFmpeg:\n==========================================\n\navcodec: '58, 134, 100'\navdevice: '58, 13, 100'\navformat: '58, 76, 100'\navutil: '56, 70, 100'\nswscale: ' 5, 9, 100'\n\nSDL:\n==========================================\n\nVersion: 2.0.12\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n==========================================\n\nOpenColorIO: 2, 0, 0\nOpenImageIO: 2, 2, 15\nOpenShadingLanguage: 1, 11, 14\nOpenSubdiv: 0, 0, 0\nOpenVDB: 8, 0, 0\nAlembic: 1, 7, 16\nUSD: 0, 21, 2\n\nGPU:\n==========================================\n\nrenderer:\t'Intel(R) HD Graphics 4400'\nvendor:\t\t'Intel'\nversion:\t'4.3.0 - Build 20.19.15.5126'\nextensions:\n\tGL_3DFX_texture_compression_FXT1\n\tGL_AMD_vertex_shader_layer\n\tGL_AMD_vertex_shader_viewport_index\n\tGL_ARB_ES2_compatibility\n\tGL_ARB_ES3_compatibility\n\tGL_ARB_arrays_of_arrays\n\tGL_ARB_base_instance\n\tGL_ARB_blend_func_extended\n\tGL_ARB_buffer_storage\n\tGL_ARB_cl_event\n\tGL_ARB_clear_buffer_object\n\tGL_ARB_clear_texture\n\tGL_ARB_clip_control\n\tGL_ARB_color_buffer_float\n\tGL_ARB_compatibility\n\tGL_ARB_compressed_texture_pixel_storage\n\tGL_ARB_compute_shader\n\tGL_ARB_conservative_depth\n\tGL_ARB_copy_buffer\n\tGL_ARB_copy_image\n\tGL_ARB_debug_output\n\tGL_ARB_depth_buffer_float\n\tGL_ARB_depth_clamp\n\tGL_ARB_depth_texture\n\tGL_ARB_draw_buffers\n\tGL_ARB_draw_buffers_blend\n\tGL_ARB_draw_elements_base_vertex\n\tGL_ARB_draw_indirect\n\tGL_ARB_draw_instanced\n\tGL_ARB_enhanced_layouts\n\tGL_ARB_explicit_attrib_location\n\tGL_ARB_explicit_uniform_location\n\tGL_ARB_fragment_coord_conventions\n\tGL_ARB_fragment_layer_viewport\n\tGL_ARB_fragment_program\n\tGL_ARB_fragment_program_shadow\n\tGL_ARB_fragment_shader\n\tGL_ARB_fragment_shader_interlock\n\tGL_ARB_framebuffer_no_attachments\n\tGL_ARB_framebuffer_object\n\tGL_ARB_framebuffer_sRGB\n\tGL_ARB_geometry_shader4\n\tGL_ARB_get_program_binary\n\tGL_ARB_gpu_shader5\n\tGL_ARB_gpu_shader_fp64\n\tGL_ARB_half_float_pixel\n\tGL_ARB_half_float_vertex\n\tGL_ARB_indirect_parameters\n\tGL_ARB_instanced_arrays\n\tGL_ARB_internalformat_query\n\tGL_ARB_internalformat_query2\n\tGL_ARB_invalidate_subdata\n\tGL_ARB_map_buffer_alignment\n\tGL_ARB_map_buffer_range\n\tGL_ARB_multi_bind\n\tGL_ARB_multi_draw_indirect\n\tGL_ARB_multisample\n\tGL_ARB_multitexture\n\tGL_ARB_occlusion_query\n\tGL_ARB_occlusion_query2\n\tGL_ARB_pixel_buffer_object\n\tGL_ARB_point_parameters\n\tGL_ARB_point_sprite\n\tGL_ARB_program_interface_query\n\tGL_ARB_provoking_vertex\n\tGL_ARB_query_buffer_object\n\tGL_ARB_robust_buffer_access_behavior\n\tGL_ARB_robustness\n\tGL_ARB_sample_shading\n\tGL_ARB_sampler_objects\n\tGL_ARB_seamless_cube_map\n\tGL_ARB_seamless_cubemap_per_texture\n\tGL_ARB_separate_shader_objects\n\tGL_ARB_shader_atomic_counters\n\tGL_ARB_shader_bit_encoding\n\tGL_ARB_shader_image_load_store\n\tGL_ARB_shader_image_size\n\tGL_ARB_shader_objects\n\tGL_ARB_shader_precision\n\tGL_ARB_shader_storage_buffer_object\n\tGL_ARB_shader_subroutine\n\tGL_ARB_shading_language_100\n\tGL_ARB_shading_language_420pack\n\tGL_ARB_shading_language_packing\n\tGL_ARB_shadow\n\tGL_ARB_stencil_texturing\n\tGL_ARB_sync\n\tGL_ARB_tessellation_shader\n\tGL_ARB_texture_barrier\n\tGL_ARB_texture_border_clamp\n\tGL_ARB_texture_buffer_object_rgb32\n\tGL_ARB_texture_buffer_range\n\tGL_ARB_texture_compression\n\tGL_ARB_texture_compression_bptc\n\tGL_ARB_texture_compression_rgtc\n\tGL_ARB_texture_cube_map\n\tGL_ARB_texture_cube_map_array\n\tGL_ARB_texture_env_add\n\tGL_ARB_texture_env_combine\n\tGL_ARB_texture_env_crossbar\n\tGL_ARB_texture_env_dot3\n\tGL_ARB_texture_float\n\tGL_ARB_texture_gather\n\tGL_ARB_texture_mirror_clamp_to_edge\n\tGL_ARB_texture_mirrored_repeat\n\tGL_ARB_texture_multisample\n\tGL_ARB_texture_non_power_of_two\n\tGL_ARB_texture_query_levels\n\tGL_ARB_texture_query_lod\n\tGL_ARB_texture_rectangle\n\tGL_ARB_texture_rg\n\tGL_ARB_texture_rgb10_a2ui\n\tGL_ARB_texture_stencil8\n\tGL_ARB_texture_storage\n\tGL_ARB_texture_storage_multisample\n\tGL_ARB_texture_swizzle\n\tGL_ARB_texture_view\n\tGL_ARB_timer_query\n\tGL_ARB_transform_feedback2\n\tGL_ARB_transform_feedback3\n\tGL_ARB_transform_feedback_instanced\n\tGL_ARB_transpose_matrix\n\tGL_ARB_uniform_buffer_object\n\tGL_ARB_vertex_array_bgra\n\tGL_ARB_vertex_array_object\n\tGL_ARB_vertex_attrib_64bit\n\tGL_ARB_vertex_attrib_binding\n\tGL_ARB_vertex_buffer_object\n\tGL_ARB_vertex_program\n\tGL_ARB_vertex_shader\n\tGL_ARB_vertex_type_10f_11f_11f_rev\n\tGL_ARB_vertex_type_2_10_10_10_rev\n\tGL_ARB_viewport_array\n\tGL_ARB_window_pos\n\tGL_ATI_separate_stencil\n\tGL_EXT_abgr\n\tGL_EXT_bgra\n\tGL_EXT_blend_color\n\tGL_EXT_blend_equation_separate\n\tGL_EXT_blend_func_separate\n\tGL_EXT_blend_minmax\n\tGL_EXT_blend_subtract\n\tGL_EXT_clip_volume_hint\n\tGL_EXT_compiled_vertex_array\n\tGL_EXT_direct_state_access\n\tGL_EXT_draw_buffers2\n\tGL_EXT_draw_range_elements\n\tGL_EXT_fog_coord\n\tGL_EXT_framebuffer_blit\n\tGL_EXT_framebuffer_multisample\n\tGL_EXT_framebuffer_object\n\tGL_EXT_geometry_shader4\n\tGL_EXT_gpu_program_parameters\n\tGL_EXT_gpu_shader4\n\tGL_EXT_multi_draw_arrays\n\tGL_EXT_packed_depth_stencil\n\tGL_EXT_packed_float\n\tGL_EXT_packed_pixels\n\tGL_EXT_polygon_offset_clamp\n\tGL_EXT_rescale_normal\n\tGL_EXT_secondary_color\n\tGL_EXT_separate_specular_color\n\tGL_EXT_shader_integer_mix\n\tGL_EXT_shadow_funcs\n\tGL_EXT_stencil_two_side\n\tGL_EXT_stencil_wrap\n\tGL_EXT_texture3D\n\tGL_EXT_texture_array\n\tGL_EXT_texture_compression_s3tc\n\tGL_EXT_texture_edge_clamp\n\tGL_EXT_texture_env_add\n\tGL_EXT_texture_env_combine\n\tGL_EXT_texture_filter_anisotropic\n\tGL_EXT_texture_integer\n\tGL_EXT_texture_lod_bias\n\tGL_EXT_texture_rectangle\n\tGL_EXT_texture_sRGB\n\tGL_EXT_texture_sRGB_decode\n\tGL_EXT_texture_shared_exponent\n\tGL_EXT_texture_snorm\n\tGL_EXT_texture_storage\n\tGL_EXT_texture_swizzle\n\tGL_EXT_timer_query\n\tGL_EXT_transform_feedback\n\tGL_IBM_texture_mirrored_repeat\n\tGL_INTEL_fragment_shader_ordering\n\tGL_INTEL_map_texture\n\tGL_INTEL_performance_query\n\tGL_KHR_blend_equation_advanced\n\tGL_KHR_debug\n\tGL_NV_blend_square\n\tGL_NV_conditional_render\n\tGL_NV_primitive_restart\n\tGL_NV_texgen_reflection\n\tGL_SGIS_generate_mipmap\n\tGL_SGIS_texture_edge_clamp\n\tGL_SGIS_texture_lod\n\tGL_SUN_multi_draw_arrays\n\tGL_WIN_swap_hint\n\tWGL_ARB_buffer_region\n\tWGL_ARB_create_context\n\tWGL_ARB_create_context_profile\n\tWGL_ARB_create_context_robustness\n\tWGL_ARB_extensions_string\n\tWGL_ARB_framebuffer_sRGB\n\tWGL_ARB_make_current_read\n\tWGL_ARB_multisample\n\tWGL_ARB_pbuffer\n\tWGL_ARB_pixel_format\n\tWGL_ARB_pixel_format_float\n\tWGL_EXT_create_context_es2_profile\n\tWGL_EXT_create_context_es_profile\n\tWGL_EXT_depth_float\n\tWGL_EXT_extensions_string\n\tWGL_EXT_pixel_format_packed_float\n\tWGL_EXT_swap_control\n\tWGL_EXT_swap_control_tear\n\tWGL_INTEL_cl_sharing\n\tWGL_NV_DX_interop\n\tWGL_NV_DX_interop2\n\nImplementation Dependent GPU Limits:\n==========================================\n\nMaximum Batch Vertices:\t1048576\nMaximum Batch Indices:\t1048576\n\nGLSL:\nMaximum Varying Floats:\t64\nMaximum Vertex Attributes:\t16\nMaximum Vertex Uniform Components:\t4096\nMaximum Fragment Uniform Components:\t4096\nMaximum Vertex Image Units:\t32\nMaximum Fragment Image Units:\t32\nMaximum Pipeline Image Units:\t192\n\nCycles:\n==========================================\n\n\nCPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n\nEnabled add-ons:\n==========================================\n\nio_anim_bvh (version: (1, 0, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_anim_bvh\\__init__.py)\nio_curve_svg (version: UNKNOWN, path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_curve_svg\\__init__.py)\nio_mesh_ply (version: (2, 2, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_mesh_ply\\__init__.py)\nio_mesh_stl (version: (1, 1, 3), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_mesh_stl\\__init__.py)\nio_mesh_uv_layout (version: (1, 1, 1), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_mesh_uv_layout\\__init__.py)\nio_scene_fbx (version: (4, 29, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_scene_fbx\\__init__.py)\nio_scene_gltf2 (version: (3, 2, 1), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_scene_gltf2\\__init__.py)\nio_scene_x3d (version: (2, 3, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_scene_x3d\\__init__.py)\ncycles (version: UNKNOWN, path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\cycles\\__init__.py)\npose_library (version: (2, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\pose_library\\__init__.py)\nmesh_looptools (version: (4, 7, 7), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\mesh_looptools.py)\nobject_carver (version: (1, 2, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\object_carver\\__init__.py)\nobject_fracture_cell (version: (0, 2), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\object_fracture_cell\\__init__.py)\nadd_curve_extra_objects (version: (0, 1, 5), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\add_curve_extra_objects\\__init__.py)\nadd_mesh_extra_objects (version: (0, 3, 7), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\add_mesh_extra_objects\\__init__.py)\nio_import_obj (version: (3, 9, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_import_obj\\__init__.py)\n```",
"Blender on opening Geometry nodes\nI0204 20:26:57.416182 8332 device.cpp:60] CUEW initialization failed: Error opening the library\nI0204 20:26:57.416182 8332 device.cpp:68] HIPEW initialization failed: Error opening HIP dynamic library\nERROR (gpu.shader): gpu_shader_2D_nodelink VertShader: \n```\n | \n```\n 10 | #extension GL_ARB_shading_language_420pack: enable\n```\n | ^\n | Error: '' : illegal recursive expansion of macro dash_factor\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro dash_alpha\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro doMuted\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro dim_factor\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro thickness\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro doMuted\n | \n | #extension GL_ARB_shading_language_420pack: enable\n | ^\n | Error: '' : illegal recursive expansion of macro doArrow\n```\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF61CDFBDDB\nModule : blender.exe\nThread : 0000208c\nSwitching to fully guarded memory allocator.\nBlender 3.2.0 Alpha\nBuild: 2022-02-04 01:04:57 Windows release\nargv- [x] = C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender\nargv- [x] = --debug\nargv- [x] = --debug-cycles\nargv- [x] = --python-expr\nargv- [x] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\\WINDOWS\\TEMP\\blender\\debug_logs\\blender_system_info.txt')\nRead prefs: C:\\Users\\yare0\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nWriting: C:\\WINDOWS\\TEMP\\blender.crash.txt\n\n****\n# Blender 3.2.0 Alpha System Information\n****\n\n\nBlender:\n****\n\nversion: 3.2.0 Alpha, branch: master, commit date: 2022-02-04 00:27, hash: 28656293c624, type: release\nbuild date: 2022-02-04, 01:04:57\nplatform: 'Windows-10-10.0.19043-SP0'\nbinary path: 'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender.exe'\nbuild cflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /bigobj /Zc:inline -openmp \nbuild cxxflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /EHsc /nologo /J /Gd /MP /EHsc /bigobj /Zc:inline /permissive- /Zc:twoPhase- -openmp /Zc:__cplusplus \nbuild linkflags: /MACHINE:X64 /SUBSYSTEM:CONSOLE /STACK:2097152 /ignore:4049 /ignore:4217 /ignore:4221\nbuild system: CMake\n\nPython:\n****\n\nversion: 3.10.2 (main, Jan 27 2022, 08:34:43) [MSC v.1928 64 bit (AMD64)]\nfile system encoding: utf-8:surrogatepass\npaths:\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\startup'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\python310.zip'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\DLLs'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\lib'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\bin'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\lib\\\\site-packages'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\freestyle\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\addons\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\scripts\\\\addons\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\addons'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\addons_contrib'\n\nPython (External Binary):\n****\n\nbinary path: 'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\python\\\\bin\\\\python.EXE'\nversion: Python 3.10.2\n\nDirectories:\n****\n\nscripts:\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts\\\\modules'\n\t'C:\\\\Users\\\\yare0\\\\Downloads\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\\\3.2\\\\scripts'\nuser scripts: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\scripts'\npref scripts: None\ndatafiles: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\datafiles'\nconfig: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\config'\nscripts : 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\scripts'\nautosave: 'C:\\\\Users\\\\yare0\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\3.2\\\\autosave'\ntempdir: 'C:\\\\WINDOWS\\\\TEMP\\\\blender_a08332\\\\'\n\nFFmpeg:\n****\n\navcodec: '58, 134, 100'\navdevice: '58, 13, 100'\navformat: '58, 76, 100'\navutil: '56, 70, 100'\nswscale: ' 5, 9, 100'\n\nSDL:\n****\n\nVersion: 2.0.12\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n****\n\nOpenColorIO: 2, 0, 0\nOpenImageIO: 2, 2, 15\nOpenShadingLanguage: 1, 11, 14\nOpenSubdiv: 0, 0, 0\nOpenVDB: 8, 0, 0\nAlembic: 1, 7, 16\nUSD: 0, 21, 2\n\nGPU:\n****\n\nrenderer:\t'Intel(R) HD Graphics 4400'\nvendor:\t\t'Intel'\nversion:\t'4.3.0 - Build 20.19.15.5126'\nextensions:\n\tGL_3DFX_texture_compression_FXT1\n\tGL_AMD_vertex_shader_layer\n\tGL_AMD_vertex_shader_viewport_index\n\tGL_ARB_ES2_compatibility\n\tGL_ARB_ES3_compatibility\n\tGL_ARB_arrays_of_arrays\n\tGL_ARB_base_instance\n\tGL_ARB_blend_func_extended\n\tGL_ARB_buffer_storage\n\tGL_ARB_cl_event\n\tGL_ARB_clear_buffer_object\n\tGL_ARB_clear_texture\n\tGL_ARB_clip_control\n\tGL_ARB_color_buffer_float\n\tGL_ARB_compatibility\n\tGL_ARB_compressed_texture_pixel_storage\n\tGL_ARB_compute_shader\n\tGL_ARB_conservative_depth\n\tGL_ARB_copy_buffer\n\tGL_ARB_copy_image\n\tGL_ARB_debug_output\n\tGL_ARB_depth_buffer_float\n\tGL_ARB_depth_clamp\n\tGL_ARB_depth_texture\n\tGL_ARB_draw_buffers\n\tGL_ARB_draw_buffers_blend\n\tGL_ARB_draw_elements_base_vertex\n\tGL_ARB_draw_indirect\n\tGL_ARB_draw_instanced\n\tGL_ARB_enhanced_layouts\n\tGL_ARB_explicit_attrib_location\n\tGL_ARB_explicit_uniform_location\n\tGL_ARB_fragment_coord_conventions\n\tGL_ARB_fragment_layer_viewport\n\tGL_ARB_fragment_program\n\tGL_ARB_fragment_program_shadow\n\tGL_ARB_fragment_shader\n\tGL_ARB_fragment_shader_interlock\n\tGL_ARB_framebuffer_no_attachments\n\tGL_ARB_framebuffer_object\n\tGL_ARB_framebuffer_sRGB\n\tGL_ARB_geometry_shader4\n\tGL_ARB_get_program_binary\n\tGL_ARB_gpu_shader5\n\tGL_ARB_gpu_shader_fp64\n\tGL_ARB_half_float_pixel\n\tGL_ARB_half_float_vertex\n\tGL_ARB_indirect_parameters\n\tGL_ARB_instanced_arrays\n\tGL_ARB_internalformat_query\n\tGL_ARB_internalformat_query2\n\tGL_ARB_invalidate_subdata\n\tGL_ARB_map_buffer_alignment\n\tGL_ARB_map_buffer_range\n\tGL_ARB_multi_bind\n\tGL_ARB_multi_draw_indirect\n\tGL_ARB_multisample\n\tGL_ARB_multitexture\n\tGL_ARB_occlusion_query\n\tGL_ARB_occlusion_query2\n\tGL_ARB_pixel_buffer_object\n\tGL_ARB_point_parameters\n\tGL_ARB_point_sprite\n\tGL_ARB_program_interface_query\n\tGL_ARB_provoking_vertex\n\tGL_ARB_query_buffer_object\n\tGL_ARB_robust_buffer_access_behavior\n\tGL_ARB_robustness\n\tGL_ARB_sample_shading\n\tGL_ARB_sampler_objects\n\tGL_ARB_seamless_cube_map\n\tGL_ARB_seamless_cubemap_per_texture\n\tGL_ARB_separate_shader_objects\n\tGL_ARB_shader_atomic_counters\n\tGL_ARB_shader_bit_encoding\n\tGL_ARB_shader_image_load_store\n\tGL_ARB_shader_image_size\n\tGL_ARB_shader_objects\n\tGL_ARB_shader_precision\n\tGL_ARB_shader_storage_buffer_object\n\tGL_ARB_shader_subroutine\n\tGL_ARB_shading_language_100\n\tGL_ARB_shading_language_420pack\n\tGL_ARB_shading_language_packing\n\tGL_ARB_shadow\n\tGL_ARB_stencil_texturing\n\tGL_ARB_sync\n\tGL_ARB_tessellation_shader\n\tGL_ARB_texture_barrier\n\tGL_ARB_texture_border_clamp\n\tGL_ARB_texture_buffer_object_rgb32\n\tGL_ARB_texture_buffer_range\n\tGL_ARB_texture_compression\n\tGL_ARB_texture_compression_bptc\n\tGL_ARB_texture_compression_rgtc\n\tGL_ARB_texture_cube_map\n\tGL_ARB_texture_cube_map_array\n\tGL_ARB_texture_env_add\n\tGL_ARB_texture_env_combine\n\tGL_ARB_texture_env_crossbar\n\tGL_ARB_texture_env_dot3\n\tGL_ARB_texture_float\n\tGL_ARB_texture_gather\n\tGL_ARB_texture_mirror_clamp_to_edge\n\tGL_ARB_texture_mirrored_repeat\n\tGL_ARB_texture_multisample\n\tGL_ARB_texture_non_power_of_two\n\tGL_ARB_texture_query_levels\n\tGL_ARB_texture_query_lod\n\tGL_ARB_texture_rectangle\n\tGL_ARB_texture_rg\n\tGL_ARB_texture_rgb10_a2ui\n\tGL_ARB_texture_stencil8\n\tGL_ARB_texture_storage\n\tGL_ARB_texture_storage_multisample\n\tGL_ARB_texture_swizzle\n\tGL_ARB_texture_view\n\tGL_ARB_timer_query\n\tGL_ARB_transform_feedback2\n\tGL_ARB_transform_feedback3\n\tGL_ARB_transform_feedback_instanced\n\tGL_ARB_transpose_matrix\n\tGL_ARB_uniform_buffer_object\n\tGL_ARB_vertex_array_bgra\n\tGL_ARB_vertex_array_object\n\tGL_ARB_vertex_attrib_64bit\n\tGL_ARB_vertex_attrib_binding\n\tGL_ARB_vertex_buffer_object\n\tGL_ARB_vertex_program\n\tGL_ARB_vertex_shader\n\tGL_ARB_vertex_type_10f_11f_11f_rev\n\tGL_ARB_vertex_type_2_10_10_10_rev\n\tGL_ARB_viewport_array\n\tGL_ARB_window_pos\n\tGL_ATI_separate_stencil\n\tGL_EXT_abgr\n\tGL_EXT_bgra\n\tGL_EXT_blend_color\n\tGL_EXT_blend_equation_separate\n\tGL_EXT_blend_func_separate\n\tGL_EXT_blend_minmax\n\tGL_EXT_blend_subtract\n\tGL_EXT_clip_volume_hint\n\tGL_EXT_compiled_vertex_array\n\tGL_EXT_direct_state_access\n\tGL_EXT_draw_buffers2\n\tGL_EXT_draw_range_elements\n\tGL_EXT_fog_coord\n\tGL_EXT_framebuffer_blit\n\tGL_EXT_framebuffer_multisample\n\tGL_EXT_framebuffer_object\n\tGL_EXT_geometry_shader4\n\tGL_EXT_gpu_program_parameters\n\tGL_EXT_gpu_shader4\n\tGL_EXT_multi_draw_arrays\n\tGL_EXT_packed_depth_stencil\n\tGL_EXT_packed_float\n\tGL_EXT_packed_pixels\n\tGL_EXT_polygon_offset_clamp\n\tGL_EXT_rescale_normal\n\tGL_EXT_secondary_color\n\tGL_EXT_separate_specular_color\n\tGL_EXT_shader_integer_mix\n\tGL_EXT_shadow_funcs\n\tGL_EXT_stencil_two_side\n\tGL_EXT_stencil_wrap\n\tGL_EXT_texture3D\n\tGL_EXT_texture_array\n\tGL_EXT_texture_compression_s3tc\n\tGL_EXT_texture_edge_clamp\n\tGL_EXT_texture_env_add\n\tGL_EXT_texture_env_combine\n\tGL_EXT_texture_filter_anisotropic\n\tGL_EXT_texture_integer\n\tGL_EXT_texture_lod_bias\n\tGL_EXT_texture_rectangle\n\tGL_EXT_texture_sRGB\n\tGL_EXT_texture_sRGB_decode\n\tGL_EXT_texture_shared_exponent\n\tGL_EXT_texture_snorm\n\tGL_EXT_texture_storage\n\tGL_EXT_texture_swizzle\n\tGL_EXT_timer_query\n\tGL_EXT_transform_feedback\n\tGL_IBM_texture_mirrored_repeat\n\tGL_INTEL_fragment_shader_ordering\n\tGL_INTEL_map_texture\n\tGL_INTEL_performance_query\n\tGL_KHR_blend_equation_advanced\n\tGL_KHR_debug\n\tGL_NV_blend_square\n\tGL_NV_conditional_render\n\tGL_NV_primitive_restart\n\tGL_NV_texgen_reflection\n\tGL_SGIS_generate_mipmap\n\tGL_SGIS_texture_edge_clamp\n\tGL_SGIS_texture_lod\n\tGL_SUN_multi_draw_arrays\n\tGL_WIN_swap_hint\n\tWGL_ARB_buffer_region\n\tWGL_ARB_create_context\n\tWGL_ARB_create_context_profile\n\tWGL_ARB_create_context_robustness\n\tWGL_ARB_extensions_string\n\tWGL_ARB_framebuffer_sRGB\n\tWGL_ARB_make_current_read\n\tWGL_ARB_multisample\n\tWGL_ARB_pbuffer\n\tWGL_ARB_pixel_format\n\tWGL_ARB_pixel_format_float\n\tWGL_EXT_create_context_es2_profile\n\tWGL_EXT_create_context_es_profile\n\tWGL_EXT_depth_float\n\tWGL_EXT_extensions_string\n\tWGL_EXT_pixel_format_packed_float\n\tWGL_EXT_swap_control\n\tWGL_EXT_swap_control_tear\n\tWGL_INTEL_cl_sharing\n\tWGL_NV_DX_interop\n\tWGL_NV_DX_interop2\n\nImplementation Dependent GPU Limits:\n****\n\nMaximum Batch Vertices:\t1048576\nMaximum Batch Indices:\t1048576\n\nGLSL:\nMaximum Varying Floats:\t64\nMaximum Vertex Attributes:\t16\nMaximum Vertex Uniform Components:\t4096\nMaximum Fragment Uniform Components:\t4096\nMaximum Vertex Image Units:\t32\nMaximum Fragment Image Units:\t32\nMaximum Pipeline Image Units:\t192\n\nCycles:\n****\n\n\nCPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n\nEnabled add-ons:\n****\n\nio_anim_bvh (version: (1, 0, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_anim_bvh\\__init__.py)\nio_curve_svg (version: UNKNOWN, path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_curve_svg\\__init__.py)\nio_mesh_ply (version: (2, 2, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_mesh_ply\\__init__.py)\nio_mesh_stl (version: (1, 1, 3), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_mesh_stl\\__init__.py)\nio_mesh_uv_layout (version: (1, 1, 1), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_mesh_uv_layout\\__init__.py)\nio_scene_fbx (version: (4, 29, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_scene_fbx\\__init__.py)\nio_scene_gltf2 (version: (3, 2, 1), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_scene_gltf2\\__init__.py)\nio_scene_x3d (version: (2, 3, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_scene_x3d\\__init__.py)\ncycles (version: UNKNOWN, path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\cycles\\__init__.py)\npose_library (version: (2, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\pose_library\\__init__.py)\nmesh_looptools (version: (4, 7, 7), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\mesh_looptools.py)\nobject_carver (version: (1, 2, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\object_carver\\__init__.py)\nobject_fracture_cell (version: (0, 2), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\object_fracture_cell\\__init__.py)\nadd_curve_extra_objects (version: (0, 1, 5), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\add_curve_extra_objects\\__init__.py)\nadd_mesh_extra_objects (version: (0, 3, 7), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\add_mesh_extra_objects\\__init__.py)\nio_import_obj (version: (3, 9, 0), path: C:\\Users\\yare0\\Downloads\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\blender-3.2.0-alpha+master.28656293c624-windows.amd64-release\\3.2\\scripts\\addons\\io_import_obj\\__init__.py)\n"
] |
Segfault at launch possible driver issue
Arch Linux 64bit
Nvidia GTX 770 - Driver: 370.23
Broken: 2.77.3 d99c513
I did a system update including a newer Nvidia driver yesterday and now Blender segfaults at launch.
Here's the crash log:
[blender.crash.txt](blender.crash.txt) | [
"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)",
"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",
"F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n\n\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n",
"Python segfault or incorrect select_set()\nOperating system: MacOS 12.01\nGraphics card: Intel MacBook Pro\n\nBroken: 2.83.9, 3.0.0 and 3.1.0 Alpha\n\nSegmentation Fault happens or select_set is applied to the wrong object.\n\n\n- Based on the default startup file\n- Run the code provided below (two Font objects will be created)\n- Select all objects\n- Run this code again\n\n```\nlines=12, lang=py\nimport bpy\n\nfor n in bpy.data.objects:\n try:\n l = n['clearable']\n except:\n print(\"no clear\")\n else:\n print(\"deleting\", n.name)\n n.select_set(True)\n bpy.ops.object.delete() \n\n# add text\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\nfont_obj['clearable'] = True\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n```",
"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",
"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",
"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```",
"OpenGL error in console\nOperating system: Windows 10, 11\nGraphics card: 6700 XT, 6800 XT, driver 23.7.2 \n\nBroken: 4.0.0, ecb3262bf04, main, 08.08.2023\nWorked: no information.\n\nFirst of all it's better to run Blender with USD built with this fix 2550 since it fixes a lot of other OpenGL errors in console.\n\nThere is an error in console `Runtime Error: in HgiGLPostPendingGLErrors at line 91 of C:\\GPUOpen\\RPRHydraRenderBlenderAddon\\USD\\pxr\\imaging\\hgiGL\\diagnostic.cpp -- GL error: invalid framebuffer operation, reported from __cdecl pxrInternal_v0_23__pxrReserved__::HgiGLBuffer::~HgiGLBuffer(void)` If you select `Render Engine = Hydra Storm` and run Viewport Shading and stop it.\n\nBut if you start Blender with `--debug-gpu` flag you will an error in console `ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9` and above error with `HgiGLBuffer::~HgiGLBuffer` won't appear anymore.\n\nI put some `debug::check_gl_error` in `detect_mip_render_workaround` and one of them returns `GL_INVALID_FRAMEBUFFER_OPERATION` right after `glClear(GL_COLOR_BUFFER_BIT);` and one more error `GL_INVALID_VALUE` after `glGetTexImage`.\n\nAlso `glCheckFramebufferStatus(GL_FRAMEBUFFER)` returns `GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`.\n\nI tried to get rid of `HgiGLBuffer::~HgiGLBuffer` error via calling `glGetError`. There are only 2 places worked for me: \n1. ViewportEngine::~ViewportEngine;\n2. End of the `detect_mip_render_workaround`.\n\nDefault startup. \nFirst:\n1. Select `Render Engine = Hydra Storm`\n2. Start Viewport Shading\n3. Stop Viewport Shading\n4. Look in the console\n\nSecond:\n1. Start Blender with `--debug-gpu` flag\n2. Look in the console\n\n",
"Segmentation fault when using eigen library in addon\nOperating system: Linux-5.15.5-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.0.0\nWorked: -\n\nI'm currently working on an addon that integrates a physics engine, written in c++ that heavily depends on eigen library. This engine also uses swig to create python bindings.\n\nThe problem is that this library crashes blender with segmentation fault.\n\nI tried to compile the engine with the eigen version from blender repo, but with no luck.\n\nI can run the same python code without blender with no issues.\n\nI assembled the minimal example that can show the same issue.\n\nI also supplied crash.txt from the original addon; blender.crash.txt from the minimal example and console output from minimal example\n\nExtract cpp_test.zip, it should have the following directory structure\n\n- cpp_test\n - cpp\n - build.sh\n - example.cpp\n - example.i\n - __init__.py\n\nEdit paths to includes in build.sh\n\nrun build.sh from cpp directory(you should have swig, eigen and python headers installed in your system for this to work)\n\nInstall cpp_test as an addon and try to enable it.\n\nIt will crash blender with segmentation fault\n\n[cpp_test.zip](cpp_test.zip)\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_output.txt](blender_output.txt)\n\n[original.crash.txt](original.crash.txt)",
"Material Tab freeze still\n|**Operating system**:|Linux version 5.11.11-200.fc33.x86_64 ([email protected]) (gcc (GCC) 10.2.1 20201125 (Red Hat 10.2.1-9), GNU ld version 2.35-18.fc33)\n| -- | -- |\n|**Graphics card**:|OpenGL version string: 4.3 (Compatibility Profile) Mesa 20.3.5\n||NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) (prog-if 00 [VGA controller])\n\nBroken: 2.83lts - 2.92.0 (Blender version has been downloaded from the Snap Store).\nThis same freeze also happens if using Blender from the Software store (2.91.2) or via the \"dnf\" command.\nWorked: N\\a\n\nIn Eevee, when opening the material tab, either blender crashes or my entire system freezes up and becoming completely unusable and requires a hard reset.\nwatch?v=te6IaP12Gbg&ab_channel=WhitequillRiclo\n\nPerhaps it is related to the compilation of shaders in the material icon.\n\n- Open the Material tab",
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"Error de progama\nno me aparece el modo vèrtice\n\n",
"Segfault with gdb debugger in PointsToVolume node\nOperating system: Linux-6.4.3-gentoo-x86_64-AMD_Ryzen_9_7950X_16-Core_Processor-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.3-gentoo) AMD 4.6 (Core Profile) Mesa 23.1.3\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nGCC builds with a gdb debugger attached crash in the Points-to-Volume node.\nThis does not happen if no debugger is attached, or when using msbuild.\n\nUse a GCC Debug build, run Blender with a GDB debugger attached.\nCreate a point cloud and convert it to a volume.\n\n\nOpenVDB will throw a lot of warnings about missing RTTI on the [`ParticlesToLevelSet::Raster`](ParticlesToLevelSet.h#L468) class.\n```\nRTTI symbol not found for class 'tbb::interface9::internal::finish_reduce<openvdb::v10_0::tools::ParticlesToLevelSet<openvdb::v10_0::Grid<openvdb::v10_0::tree::Tree<openvdb::v10_0::tree::RootNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::LeafNode<float, 3u>, 4u>, 5u> > > >, void, openvdb::v10_0::util::NullInterrupter>::Raster<blender::geometry::OpenVDBParticleList, openvdb::v10_0::Grid<openvdb::v10_0::tree::Tree<openvdb::v10_0::tree::RootNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::LeafNode<float, 3u>, 4u>, 5u> > > > > >'\n```\n\n~~This appears to be a long-standing gcc bug:\nshow_bug.cgi?id=81932\nThe nested `Raster` class is virtual due to its destructor, which seems to be the condition triggering this problem.~~\nEDIT: The same problem occurs with the _Volume Cube_ node, the gdb warning might be a red herring. Removing the `virtual` keyword from the `Raster` class also silences the warning, not sure if this class really must be virtual at all.\n\nThe effect is that debugging any file containing a Points-to-Volume node with gdb becomes impossible. I'm not sure if there is anything we can do on the Blender side to work around the problem.\n\n",
"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```",
"Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n"
] | [
"Crash when opening user preferences if Cycles CUDA binaries are built on Arch Linux\nArch Linux 64-bit, Nvidia GeForce GTX 1070, Nvidia driver version 370.23\n\nBroken: master (commit 0a8344e843633815c833aef64e4edf28d24fbf72) as well as repository build (2.77a) and official 2.77a.\n\nWhen Blender has Cycles CUDA binaries built, opening user preferences to enable GPU rendering causes a segmentation fault. Attached is a backtrace. When CUDA binaries aren't built, no crash occurs and no compute devices show up for Cycles to use. The error appears to be related to compute device enumeration.\n\nHere is a backtrace on my machine. This is a RelWithDebInfo backtrace so some things are optimized out.\n\n- 0 0x00007fffe7d97ad0 in pthread_mutex_lock () from /usr/lib/libpthread.so.0\n- 1 0x00007fffafba0d98 in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 2 0x00007fffafc56c41 in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 3 0x00007fffafc56db5 in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 4 0x00007fffafba6ad4 in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 5 0x00007fffafba8327 in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 6 0x00007fffafb7c4f6 in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 7 0x00007fffafa7bd7d in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 8 0x00007fffafa7bd18 in ?? () from /usr/lib/libnvidia-opencl.so.1\n- 9 0x00007fffb03f7019 in ?? () from /usr/lib/libOpenCL.so\n- 10 0x00007fffb03f7d7c in clGetPlatformIDs () from /usr/lib/libOpenCL.so\n- 11 0x0000000001953fda in ccl::(anonymous namespace)::opencl_get_usable_devices\n```\n (usable_devices=usable_devices@entry=0x7fffffffd870)\n at /home/spencer/blender-git/blender/intern/cycles/device/device_opencl.cpp:251\n```\n# 12 0x0000000001955170 in ccl::device_opencl_info (devices=...)\n```\n at /home/spencer/blender-git/blender/intern/cycles/device/device_opencl.cpp:3311\n```\n# 13 0x0000000001934501 in ccl::Device::available_devices ()\n```\n at /home/spencer/blender-git/blender/intern/cycles/device/device.cpp:331\n```\n# 14 0x0000000001840125 in ccl::compute_device_list (type=ccl::DEVICE_CUDA)\n```\n at /home/spencer/blender-git/blender/intern/cycles/blender/blender_python.cpp:721\n```\n# 15 0x0000000001840358 in CCL_compute_device_list (\n```\n device_type=device_type@entry=0)\n at /home/spencer/blender-git/blender/intern/cycles/blender/blender_python.cpp:814\n```\n# 16 0x00000000012f9ab1 in rna_userdef_compute_device_type_itemf (\n```\n UNUSED_C=<optimized out>, UNUSED_ptr=<optimized out>, \n UNUSED_prop=<optimized out>, r_free=0x7fffffffdd47)\n at /home/spencer/blender-git/blender/source/blender/makesrna/intern/rna_userdef.c:488\n```\n# 17 0x0000000001210a10 in RNA_property_enum_items_ex (C=<optimized out>,\n```\n ptr=ptr@entry=0x7fffbe0a4dd8, \n prop=prop@entry=0x32e2320 <rna_UserPreferencesSystem_compute_device_type>, \n use_static=use_static@entry=false, r_item=r_item@entry=0x7fffffffdd48, \n r_totitem=r_totitem@entry=0x0, r_free=0x7fffffffdd47)\n at /home/spencer/blender-git/blender/source/blender/makesrna/intern/rna_access.c:1230\n```\n# 18 0x0000000001210a33 in RNA_property_enum_items (C=<optimized out>,\n```\n ptr=ptr@entry=0x7fffbe0a4dd8, \n prop=prop@entry=0x32e2320 <rna_UserPreferencesSystem_compute_device_type>, \n r_item=r_item@entry=0x7fffffffdd48, r_totitem=r_totitem@entry=0x0, \n r_free=r_free@entry=0x7fffffffdd47)\n at /home/spencer/blender-git/blender/source/blender/makesrna/intern/rna_access.c:1257\n```\n# 19 0x00000000012174b6 in RNA_property_enum_identifier (C=<optimized out>,\n```\n ptr=ptr@entry=0x7fffbe0a4dd8, \n prop=prop@entry=0x32e2320 <rna_UserPreferencesSystem_compute_device_type>, \n value=value@entry=0, identifier=identifier@entry=0x7fffffffdd78)\n at /home/spencer/blender-git/blender/source/blender/makesrna/intern/rna_access.c:1478\n```\n# 20 0x0000000000e0091b in pyrna_enum_to_py (ptr=ptr@entry=0x7fffbe0a4dd8,\n```\n prop=prop@entry=0x32e2320 <rna_UserPreferencesSystem_compute_device_type>, \n val=0)\n at /home/spencer/blender-git/blender/source/blender/python/intern/bpy_rna.c:1393\n```\n# 21 0x0000000000e09c48 in pyrna_prop_to_py (ptr=ptr@entry=0x7fffbe0a4dd8,\n```\n prop=0x32e2320 <rna_UserPreferencesSystem_compute_device_type>)\n at /home/spencer/blender-git/blender/source/blender/python/intern/bpy_rna.c:1504\n```\n# 22 0x0000000000e09d0f in pyrna_struct_getattro (self=0x7fffbe0a4dc8,\n```\n pyname=0x7fffbe59c8e8)\n at /home/spencer/blender-git/blender/source/blender/python/intern/bpy_rna.c:3854\n```\n- 23 0x00007ffff73203d7 in ?? () from /usr/lib/libpython3.5m.so.1.0\n- 24 0x00007ffff72b38a9 in PyCFunction_Call ()\n```\n from /usr/lib/libpython3.5m.so.1.0\n```\n# 25 0x00007ffff732b47b in PyEval_EvalFrameEx ()\n```\n from /usr/lib/libpython3.5m.so.1.0\n```\n- 26 0x00007ffff732c2c3 in ?? () from /usr/lib/libpython3.5m.so.1.0\n- 27 0x00007ffff732c3a3 in PyEval_EvalCodeEx ()\n```\n from /usr/lib/libpython3.5m.so.1.0\n```\n- 28 0x00007ffff7297008 in ?? () from /usr/lib/libpython3.5m.so.1.0\n- 29 0x00007ffff726c2d7 in PyObject_Call () from /usr/lib/libpython3.5m.so.1.0\n# 30 0x0000000000e08e9e in bpy_class_call (C=<optimized out>,\n```\n ptr=<optimized out>, func=<optimized out>, parms=<optimized out>)\n at /home/spencer/blender-git/blender/source/blender/python/intern/bpy_rna.c:7603\n```\n# 31 0x00000000012eb67f in panel_draw (C=<optimized out>, pnl=0x7fffbff850c8)\n```\n at /home/spencer/blender-git/blender/source/blender/makesrna/intern/rna_ui.c:146\n```\n# 32 0x0000000000cf0d72 in ED_region_panels (C=0x7fffd302ce08,\n```\n ar=0x7fffbff5fb88, context=<optimized out>, contextnr=<optimized out>, \n vertical=true)\n at /home/spencer/blender-git/blender/source/blender/editors/screen/area.c:1911\n```\n# 33 0x0000000000cefd97 in ED_region_do_draw (C=C@entry=0x7fffd302ce08,\n```\n ar=ar@entry=0x7fffbff5fb88)\n at /home/spencer/blender-git/blender/source/blender/editors/screen/area.c:518\n```\n# 34 0x0000000000a272e6 in wm_method_draw_triple (win=0x7fffbff85208,\n - Type <return> to continue, or q <return> to quit---\n```\n C=0x7fffd302ce08)\n at /home/spencer/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:557\n```\n# 35 wm_draw_update (C=C@entry=0x7fffd302ce08)\n```\n at /home/spencer/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:956\n```\n# 36 0x0000000000a22a78 in WM_main (C=C@entry=0x7fffd302ce08)\n```\n at /home/spencer/blender-git/blender/source/blender/windowmanager/intern/wm.c:495\n```\n# 37 0x0000000000a0397b in main (argc=1, argv=0x7fffffffe818)\n```\n at /home/spencer/blender-git/blender/source/creator/creator.c:527\n```\n\n\n1. Build Blender with CUDA binaries\n2. Open User Preferences\n3. It may be necessary to go to the System tab.\n\nThis should work on any blend file.",
"2.78 RC1 Linux Nvidia 1070 segfault on selection of cycles renderer\nlinux 4.4.19-1-MANJARO\nnvidia GTX 1070 with nvidia driver 370.23\n\nBroken: 2.78 RC1\n\nblender issues segmentation fault when selecting cycles renderer in drop box\n\ncontent of `/tmp/blender.crash.txt`\n\n\n```\n# Blender 2.78 (sub 0), Commit date: 2016-09-07 13:42, Hash afd3a55\nbpy.context.scene.render.engine = 'CYCLES' # Property\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x134fb40]\nblender() [0x98c1f9]\n/usr/lib/libc.so.6(+0x330b0) [0x7f32551e20b0]\n/usr/lib/libpthread.so.0(pthread_mutex_lock+0) [0x7f325575aad0]\n/usr/lib/libnvidia-opencl.so.1(+0x1d9d98) [0x7f321ada0d98]\n/usr/lib/libnvidia-opencl.so.1(+0x28fc41) [0x7f321ae56c41]\n/usr/lib/libnvidia-opencl.so.1(+0x28fdb5) [0x7f321ae56db5]\n/usr/lib/libnvidia-opencl.so.1(+0x1dfad4) [0x7f321ada6ad4]\n/usr/lib/libnvidia-opencl.so.1(+0x1e1327) [0x7f321ada8327]\n/usr/lib/libnvidia-opencl.so.1(+0x1b54f6) [0x7f321ad7c4f6]\n/usr/lib/libnvidia-opencl.so.1(+0xb4d7d) [0x7f321ac7bd7d]\n/usr/lib/libnvidia-opencl.so.1(+0xb4d18) [0x7f321ac7bd18]\n/usr/lib/libOpenCL.so(+0x6019) [0x7f321b5f7019]\n/usr/lib/libOpenCL.so(clGetPlatformIDs+0x13c) [0x7f321b5f7d7c]\nblender() [0x1864262]\nblender(_ZN3ccl18device_opencl_infoERNS_6vectorINS_10DeviceInfoENS_16GuardedAllocatorIS1_EEEE+0x53) [0x18653c3]\nblender(_ZN3ccl6Device17available_devicesEv+0xf1) [0x1844911]\nblender() [0x175cf98]\nblender() [0x12c8271]\nblender(RNA_property_enum_items_ex+0xe0) [0x11bc990]\nblender(RNA_property_enum_items+0x13) [0x11bc9b3]\nblender(RNA_property_enum_identifier+0x36) [0x11c3c66]\nblender() [0xd87e0b]\nblender(pyrna_prop_to_py+0x1c8) [0xd91978]\nblender() [0xd91a4f]\n/usr/lib/libpython3.5m.so.1.0(PyEval_EvalFrameEx+0x295e) [0x7f325b6316de]\n/usr/lib/libpython3.5m.so.1.0(PyEval_EvalFrameEx+0x88ca) [0x7f325b63764a]\n/usr/lib/libpython3.5m.so.1.0(+0x1282c3) [0x7f325b6382c3]\n/usr/lib/libpython3.5m.so.1.0(PyEval_EvalCodeEx+0x23) [0x7f325b6383a3]\n/usr/lib/libpython3.5m.so.1.0(+0x93008) [0x7f325b5a3008]\n/usr/lib/libpython3.5m.so.1.0(PyObject_Call+0x47) [0x7f325b5782d7]\nblender() [0xd90b5e]\nblender() [0x12b8f6f]\nblender(ED_region_panels+0x392) [0xc738f2]\nblender() [0x9b901b]\nblender(ED_region_do_draw+0xa77) [0xc728e7]\nblender(wm_draw_update+0x6a6) [0x991866]\nblender(WM_main+0x28) [0x98ce58]\nblender(main+0x40f) [0x96e38f]\n/usr/lib/libc.so.6(__libc_start_main+0xf1) [0x7f32551cf291]\nblender(_start+0x2a) [0x988f0a]\n```\n\n* click on cycles renderer in drop box\n* alternatively open user preferences and click on system tab\n",
"Blender crashes hard with new nvidia drivers\nGENTOO Linux (daily updated) Linux kernel 4.7.1 / 4.7.0 (tested both)\nx11-drivers/nvidia-drivers-370.23\n\nBroken: blender-2.77-2016-08-19-4d8ac1e-linux-glibc219-x86_64.tar.bz\n also blender-2.77-2016-08-17-294eac2-linux-glibc219-x86_64.tar.bz2\nWorked: with x11-drivers/nvidia-drivers-367.35-r1\n\nAs soon F12 is hit, Blender crashes. \"Works\" with any scene.\nCrashdump:\n# Blender 2.77 (sub 3), Commit date: 2016-08-18 23:20, Hash 4d8ac1e\nbpy.ops.mesh.primitive_cube_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Operator\nbpy.ops.object.camera_add(view_align=True, enter_editmode=False, location=(0, 0, 0), rotation=(1.5708, -0, -0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Operator\nbpy.ops.transform.translate(value=(5.04661e-16, -4.83379, 2.27279), constraint_axis=(False, False, False), constraint_orientation='NORMAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) # Operator\nbpy.ops.transform.rotate(value=0.615146, axis=(-1, -2.22045e-16, -4.93038e-32), constraint_axis=(False, False, False), constraint_orientation='NORMAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) # Operator\nbpy.ops.object.lamp_add(type='POINT', radius=1, view_align=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Operator\nbpy.ops.transform.translate(value=(0, 0, 2.94804), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) # Operator\nbpy.ops.view3d.object_as_camera() # Operator\n\n# backtrace\n/home/user/data/pools/pool05/blender/blender(BLI_system_backtrace+0x1d) [0x198470d]\n/home/user/data/pools/pool05/blender/blender() [0x1030b59]\n/lib64/libc.so.6(+0x33770) [0x7efc77c2c770]\n/lib64/libpthread.so.0(pthread_mutex_lock+0x4) [0x7efc79225da4]\n/usr/lib64/libnvidia-opencl.so.1(+0x1d9d98) [0x7efc4c7aed98]\n/usr/lib64/libnvidia-opencl.so.1(+0x28fc41) [0x7efc4c864c41]\n/usr/lib64/libnvidia-opencl.so.1(+0x28fdb5) [0x7efc4c864db5]\n/usr/lib64/libnvidia-opencl.so.1(+0x1dfad4) [0x7efc4c7b4ad4]\n/usr/lib64/libnvidia-opencl.so.1(+0x1e1327) [0x7efc4c7b6327]\n/usr/lib64/libnvidia-opencl.so.1(+0x1b54f6) [0x7efc4c78a4f6]\n/usr/lib64/libnvidia-opencl.so.1(+0xb4d7d) [0x7efc4c689d7d]\n/usr/lib64/libnvidia-opencl.so.1(+0xb4d18) [0x7efc4c689d18]\n/usr/lib64/libOpenCL.so(+0x21f2) [0x7efc4fe2a1f2]\n/usr/lib64/libOpenCL.so(+0x3e82) [0x7efc4fe2be82]\n/usr/lib64/libOpenCL.so(clGetPlatformIDs+0x11) [0x7efc4fe2a6c1]\n/home/user/data/pools/pool05/blender/blender() [0x1fb0f3d]\n/home/user/data/pools/pool05/blender/blender(_ZN3ccl18device_opencl_infoERNS_6vectorINS_10DeviceInfoENS_16GuardedAllocatorIS1_EEEE+0x44) [0x1fb4174]\n/home/user/data/pools/pool05/blender/blender(_ZN3ccl6Device17available_devicesEv+0x180) [0x1f92370]\n/home/user/data/pools/pool05/blender/blender(_ZN3ccl11BlenderSync18get_session_paramsERN2BL12RenderEngineERNS1_15UserPreferencesERNS1_5SceneEb+0x157) [0x1ea1167]\n/home/user/data/pools/pool05/blender/blender(_ZN3ccl14BlenderSession14create_sessionEv+0x42) [0x1e97f82]\n/home/user/data/pools/pool05/blender/blender(_ZN3ccl14BlenderSession6createEv+0x9) [0x1e99309]\n/home/user/data/pools/pool05/blender/blender() [0x1e90174]\n/home/user/data/pools/pool05/blender/blender(PyCFunction_Call+0xb9) [0x296d6c9]\n/home/user/data/pools/pool05/blender/blender(PyEval_EvalFrameEx+0x8766) [0x29e6a76]\n/home/user/data/pools/pool05/blender/blender() [0x29e7b4e]\n/home/user/data/pools/pool05/blender/blender(PyEval_EvalFrameEx+0x6d13) [0x29e5023]\n/home/user/data/pools/pool05/blender/blender() [0x29e7b4e]\n/home/user/data/pools/pool05/blender/blender(PyEval_EvalCodeEx+0x23) [0x29e7c23]\n/home/user/data/pools/pool05/blender/blender() [0x2949cc4]\n/home/user/data/pools/pool05/blender/blender(PyObject_Call+0x5c) [0x291f4ec]\n/home/user/data/pools/pool05/blender/blender() [0x1415bbe]\n/home/user/data/pools/pool05/blender/blender() [0x18c2157]\n/home/user/data/pools/pool05/blender/blender(RE_engine_render+0x313) [0x13964d3]\n/home/user/data/pools/pool05/blender/blender() [0x13a8cb9]\n/home/user/data/pools/pool05/blender/blender() [0x13a92f8]\n/home/user/data/pools/pool05/blender/blender() [0x13ac007]\n/home/user/data/pools/pool05/blender/blender(RE_BlenderFrame+0xfd) [0x13acbbd]\n/home/user/data/pools/pool05/blender/blender() [0x12efe81]\n/home/user/data/pools/pool05/blender/blender() [0x104058a]\n/lib64/libpthread.so.0(+0x75e6) [0x7efc792235e6]\n/lib64/libc.so.6(clone+0x6d) [0x7efc77ce49ad]\n\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nCrash can bi triggered by any scene.\nInstall Kernel 4.7.0/4.7.1\nInstall above mentioned nvidia-drivers (previous version will NOT compile with that kernel!)\nStart blender.\nRender.\nKABOOM!\nWhy urged to update kernel:\nSicherheitsforscher-kapern-HTTP-Verbindungen-von-Linux-3292257.html\nFixed with Kernel >= Linux 4.7.0\n\n",
"[2.78 testbuild2] Segmentation Fault when switching to Cycles\n**System Info**\nUbuntu 14.04 64-bit.\nGraphics card is NVIDIA GTX 670, NVIDIA driver version is 370.23 (beta).\n\n**Blender version**\nblender-2.78-testbuild2-linux-glibc219-x86_64.tar.bz2\n\n\n**Description of Issue**\nStartup Blender, switch to Cycles renderer. Segmentation fault (crash).\nI have tested and can confirm that this issue does not occur in 2.77a on the same PC.\n\nOddly enough, 2.78 testbuild2 does **not** crash when switching to Cycles if you select the camera, go to the Data tab in the Properties editor, switch the camera to 'Panoramic', then switch to Cycles.\nHowever, if you then try to go to the Render tab in the Properties editor, 2.78 testbuild2 will crash again.\n\nIt's worth noting that is at least one other crash/segfault I experienced in 2.78 testbuild2 that I do not see in 2.77a, a crash when trying to look at the 'System' tab under 'User Preferences'. (Should I report this as a separate bug?)\n\nLet me know if you have any questions."
] |
Using Alt + B Causes Graphical Issue
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: AMD Radeon RX 6900 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.Q4.221025
Broken: version: 3.4.0
Whenever I use *View Clipping* I have graphical problems as if my card is broken, as you can see in the pictures. I have an AMD 6900 XT graphics card. My previous GPU that I used is AMD 5700 XT and I still had the same problem.
Using Alt + B/view clipping in sculpting in any mode causes the problem


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"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 ",
"(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n",
"Inconsistencies between 3D Viewport and Viewport Render Image using the GPU Shader Module\nOperating system: Ubuntu 18.04, Windows 10\nGraphics card: GeForce GTX Titan X, GeForce GTX 1080 Ti\n\nBroken: \n2.83.0\n2.90.0 Alpha\nWorked: Never\n\nRendering the `3D Viewport` with `3D Viewport/View/View Render Image` (i.e. OpenGL rendering) does not render elements drawn with the [GPU Shader module ](gpu.html).\n\nThe problem is illustrated in the following example, which shows the `3D Viewport` (left) and the rendered result of `View/View Render Image` (right).\nThe points drawn with the GPU shader module are neglected during OpenGL rendering.\n\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ",
"GN +motion blur =bi-direction\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\n\n\n[Мошкара.blend](Мошкара.blend)\n\n",
"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",
"Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n",
"Video Editing (outline on the border)\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\nSome images with an alpha channel have grey outline when scaled up and different bicubic or bilinear interpolation is used.\n\nIssue is visible immediately after opening .blend file\n[#86861.zip](T86861.zip)",
"New AMD Drivers (Adrenalin 22.7.1 or 22.8.2) for Windows 10 cause toolbars to be completely black\n\nBroken:\nOperating system: Windows-10-10.0.19044-SP0\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon RX 580 Series|4.5.0 Core Profile Context 22.7.1.220725|@GKPrasad\n|Radeon RX 580 Series|4.5.0 Core Profile Context 22.8.1.220810|@Vaskos\n|AMD Radeon RX 5600 XT|4.5.0 Core Profile Context 22.7.1.220725|@ShockHazard1\n|Radeon(TM) RX 460 Graphics|4.5.0 Core Profile Context 22.7.1.220725|@patrickshyee\n|AMD Radeon(TM) Vega 3 Graphics|4.5.0 Core Profile Context 22.8.2.220819|@Alenda\n|AMD Radeon(TM) RX Vega 10 Graphics ATI Technologies Inc.|4.5.0 Core Profile Context 22.10.1.221003|@JaedenREE\n\nWorks fine on:\nOperating system: Windows-10-10.0.22000-SP0 (Windows 11)\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon (TM) RX 480 Graphics|4.5.0 Core Profile Context 22.7.1.220725|@mano-wii\n\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon (TM) RX 480 Graphics|4.5.0 Core Profile Context 22.8.2.220819| @Jeroen-Bakker \n---\nBroken: (3.2)\n\nnon of the tabs are visible. as u can see in the image its entirely black. I wont be able to use the program at all. Please do fix this.\n\nThe error exists as soon as i open blender program\n",
"Display warning when exporting RGBA using PNG.\nRelated to #81390.\n\nWhen exporting a render to RGBA PNG the alpha isn't correct. The issue is related to the different color spaces and PNG (sRGB) not supporting pure emissive colors. We currently don't show a message to the user explaining that it could result into artifacts.\n\nThis task would be to add a message when user selects this combination. in the export panel. Or when saving an image that isn't sRGB encoded, using these settings.\n\nMessage still needs to be approved:\n`Saving/Exporting non sRGB but transparent images to PNG creates alpha differences.` With a warning icon.",
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n\n\nNot sure if this can be a bug. Please check.",
"Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) \n\n",
"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\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n\n\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>",
"Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.",
"How to keep asset viewer options and the search field in view?\n\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).",
"The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n"
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"Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug \n\n\n\n\n\n\n\n[untitled.blend](untitled.blend)"
] |
Cycles GPU artifacts
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19
Broken: version: 2.83 (sub 6)
Worked: 2.82 works
CPU render in Cycles creates artifacts.
Using default setting with GPU enabled, render cube and see artifacts (image attached) with GTX 1080. The artifacts do not appear when cpu rendering.
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"pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n",
"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)",
"Eevee Volume Artifacting\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1\n\nI'm rendering some nebulae in Eevee and despite having 256 render samples, 256 volumetric samples and 128 volumetric shadow samples with 0.9 distribution and 2px tile size with proper start and end clipping distance both in camera and volume settings I'm getting really ugly flickering where the whole volume just artifacts which is really irritating. I'd love it if you could fix this issue in the upcoming blender release because even though I have a good computer it still takes 30 minutes to render the exact same scene in Cycles (where the issue is absent). watch?v=8ImqpM4zOEU\n\n[#101826.blend](T101826.blend)\n\n- Open file \n- Render animation\n\nIssue is visible after rendering ~10 frames when animation is inspected.\n\n",
"Black and white pixels appearing in render and viewport when rendering with HIP in Cycles (Blender 3.1.2)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.Q4 30.0.14011.2006\n\nBroken: version: 3.1.2\n\n\nViewport and render displayed Black and white pixels in places that should not be black or white when rendering using HIP. On the attached image, the mushroom shows it best and is a hotspot for these broken pixels. Switching to CPU rendering fixed the issue. \n\n*Open attached blend file\n*Set rendering to 'HIP' in preferences, switch to GPU compute for rendering\n*In rendered view in the viewport, there will be black + white error pixels. The more samples are used, the more of these pixels are visible.\n*Rendering the image has the same result. \n[TheWetland.blend](TheWetland.blend)\n\n\n\n",
"Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n",
"Cycles principled BSDF artifact with transmission and IOR 1.0 (GPU)\nOperating system: win 10 pro\nGraphics card: 1070\n\nBroken: 2.79b\n\ncircular banding with transmission and ior set to 1 using principle shader. (only happens in gpu rendering not cpu)",
"Realtime compositor: Texture node output textures with artifacts\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nTexture node support was introduced in 151a53110c\n\nIn realtime compositor, Texture node outputs textures with artifacts.\n\n\n\nIt happens with most procedural textures I tested. This does not happen when a custom image is used, or when Blend texture is connected from the Value output (instead of the Color output) of the node. (With other textures it happens with both outputs.)\n\nThis does not happen when running Blender with a single thread (`blender -t 1`)\n\nFile for quick test: [TextureNodeTest.blend](attachment)\n\n",
"Weight paint issue with brush Accumulate option\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 use weight paint with option Accumulate, turn on symmetry, artifacts appear on the axis of symmetry\n[test.blend](test.blend)\n\n\n[EnrLS0nY4n.mp4](EnrLS0nY4n.mp4)\n",
"Smoke Shadow glitches in Cycles (workaround only with Fluid \"Empty Space\" option)\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D700](D700) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.21\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nWeird artifacts and boxes appear in the shadows of smoke simulations\n\n\nI've seen this happening in different simulations with different results. Sometimes it is a big square in the shadows like in the image attached. Sometimes it's just little squares.\n\nGenerally speaking the workflow I'm following when I see these errors is the following:\n\nSet the scene to cycles\nCreate ground plane\nCreate Sun Light\nCreate smoke domain\nCreate smoke emitter with particles\nSet smoke flow to emit fire and smoke from particles\nCaches simulation\nRender with Cycles\nGlitches appear in the shadows of the smoke\n\nAttached is a blend file and the render result with glitches\n\n[VolumetricsTest.blend](VolumetricsTest.blend)\n\n",
"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\nF12 on the outputless scene throws an error.\n\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 can not render parent particle hair, while Eevee can.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.0\nWorked: I duno\n\n\nIn Eevee, parent particles are successfully rendered both in viewport and final render.\n\n\nHowever, Cycles fail to render the parent particles both in viewport and final render.\n\nA sample Blender file has been attached below.\n\n",
"Checker texture artifacts when feeded with object texture coordinates\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: afaik never, still had this issues with all previous versions down to 2.7\n\nChecker texture has calcuation issues when feeded with object texture coordinates.\nOther textures like brick or voronoy are ok.\n\ncreate a plane\nassign the checker texture with object coordinates\n\n\n[checker_texture_problem.blend](checker_texture_problem.blend)\n\n",
"Sculpting produces weird shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen sculpting a low poly mesh, weird shading artifacts appear. \nIf you remove them with a modifier, then over time they reappear when sculpting\n[X9Tkiufd2w.mp4](X9Tkiufd2w.mp4)\n\n|.blend file showing in the video:|[test.blend](test.blend)\n| -- | -- |\n\n- In a clean scene with no objects, Add a cylinder (or any low poly object, preferably with N-gons)\n- Enable Shade Smooth on the object. {nav Object > Shade Smooth}\n- Go to Sculpt Mode\n- Use a brush anywhere - the affected vertices will have their normals updated and change their look\n\n||\n| -- | -- |\nIf you undo or do any operation that affects the entire mesh it will change the shading everywhere\n|\n| -- |\n",
"Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)",
"3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n"
] | [
"Adaptive Sampling Giving Weird Results on GPU\nOperating system: Linux-5.3.18-050318-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.59\n\nBroken: version: 2.83 (sub 6)\nWorked: never (adaptive sampling was just added a few hours ago)\n\nWhen using adaptive sampling tiles rendered by a GPU show weird artefacts.\n\n- Open the attached blend file and press F12\n[Adaptive_Sampling_v01.blend](Adaptive_Sampling_v01.blend)\n\n- Depending on how I set your render device(s) I get these results:\n\nCPU (all is fine):\n\n\nGPU:\n\n\nHybrid (GPU+CPU):\n",
"visual artifacts with GPU but not CPU using cycles\nOperating system: Linux-5.5.16-200.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.82a (stock version as packaged for Fedora 31)\n\nWhen rendering a shiny object, there are annoying visual artifacts when rendering with GPU but not when rendering with CPU. \nwith GPU:\n\n\nwith CPU:\n\n\n[shiny_torus.blend](shiny_torus.blend) \nLoad the attached blender file which contains a single torus mesh using Principled BSDF shader with Base Color=0xE7DBA0, Metallic=0.618, Roughness=0.286, all other settings default. Render with cycles using CPU only to get expected result. Render with GPU or GPU+CPU to get corrupted result. Note that I am using CUDA 10.2 although I realize that only 10.1 is officially supported. \n\nSystem info file also attached.[system-info.txt](system-info.txt)\n\n",
"CUDA 10.2 and GTX 1080 render artifacts with path tracing\nOperating system: Linux-5.3.0-7629-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 6)\nWorked: 2-3 days ago\n\nOne of the recent changes to Cycles has introduced a Path Tracing sampling error when using CUDA on a 1080.\nIt does not happen with an RTX 2080, and also not when using OptiX. It also does not occur when using BPT. \n\n\nOpen this file and render. [cycles_cuda_bug.blend](cycles_cuda_bug.blend)\n\n"
] |
Eevee Intel(R) HD Graphics sometimes Render Image in pink
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 26.20.100.7263
Broken: version: 2.83.1
Broken: version: 2.83
Every time you press Render Image F12, the render will be either correct or sometimes in pink.

Can not reproduce on GeForce RTX 2080 Ti
1. Start Blender 2.83.1
2. Select General
3. Render Image F12 multiple times
| [
"Painting on pixel-textures do not allow to paint some faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: \n- 2.92.0\n- 2.91.0\n- 2.90.1\n\n\nI can paint one face but can`t do it with another, and third one transfer color to wrong place of texture.\n[2020-12-21_11-51-55.mp4](2020-12-21_11-51-55.mp4)\n\nHere the file\n[1pxTexturePaint.blend](1pxTexturePaint.blend)\n",
"Rendering with F12 does not consider the different resolutions in each scene\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5750 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.4.0 Alpha\nWorked: I don't know, but even it never worked, it doesn't mean it is correct :)\n\nRender (F12) does not respect **Render Layer** node dimension\n\nI have two scenes with different dimension\n- Scene 1080 px - for rendering scene\n- Scene 2160 px - for compositing scene 1080 px\n\nScene 1080 rendered by pressing render icon at **Render Layer** node result correct with expected mix in compositor of Scene 2160 ...\n\n\n\n... but rendering by pressing **F12** in Scene 2160 renders Scene 1080 also in 2160 px (so compositor fails in result).\n\n\n\nFor more info or sample file see 2214\n\nI hope it is would be something small to fix. \nThank you for your time.\n\n- Open attached file\n- Compare rendering with F12 (which should render the two scenes at different sizes) with rendering using the render button on node\n[bse275864_OneScene.blend](bse275864_OneScene.blend)",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n\n\nAfter clicking the glossy node header a few times:\n\n",
"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 \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",
"Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.",
"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",
"High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each",
"Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n \n\nCPU:\n\n\nCPU+GPU:\n\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n",
"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",
"Cycles Image Texture Alpha conversion inconsistency with EEVEE and Image Editor\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf an image is packed, it will get displayed differently in Cycles and EEVEE. It changes in EEVEE when\nAlpha Mode is changed from Straight to Premultiplied to match Cycles, but it does not change in Cycles\nby changing that option. If the image is unpacked Cycles will look like EEVEE with Straight Alpha Mode\nand again it will not be changed by the Alpha Mode option like EEVEE is.\n\n1. Open the provided file.\n2. Select the Image Texture Node\n3. Go into the right panel in the Shader Editor (N-panel) into the Item tab and Properties subsection\n4. Render Image\n5. try changing Alpha Mode and rerendering.\n6. try unpacking the image and rerendering.\n7. try changing the Alpha Mode on unpacked image and rerender.\n[packed_image_cycles_display_inconsistency.blend](packed_image_cycles_display_inconsistency.blend)\n",
"Color managment applyed twice when render from viewport\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nThen rendering from viewport, color management is applied twice.\n\nThis is undesirable since it creates a disconnect between the visible result in the 3D Viewport and the render output.\n\n\n\n\n\n- Open blend file\n- Click View -> Viewport render image.\n\n",
"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",
"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\n\n1. copy the code from here gpu.html#rendering-the-3d-view-into-a-texture\n2. run it \n\n",
"Blender Interface Does Not Respect Windows Colour Profiles\nOperating system: Windows 10 Home 1909\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.83.0 on Windows\nWorked: 2.83.0 on OSX\n\nBlender's interface shows incorrect colours on high colour gamut monitors in Windows 10. Any monitor over 100% sRGB is showing colours to be incorrectly vibrant in every panel, including image viewer, 3D view and compositing.\nThis is believed to be due to Blender failing to reference the OS's installed ICC/ICM profile, or the interface entirely lacking any colour management that respects monitor profiles.\nSince OSX has system-wide colour management, this issue is not apparent. Windows does not have system-wide colour management, and apps must perform their own referencing of the installed ICC/ICM profile.\n\nOpen Blender on a high-gamut monitor in Windows 10. Compare to sRGB 100% monitor or OSX.\nError initially produced on a Dell UP2516D high-gamut monitor.",
"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."
] | [
"2.83.1 Default cube and background frequently render purple with intel uhd graphics 620 on win 10\nSystem Information\nOperating system: win10\nGraphics card: Intel uhd graphics 620\n\nBlender Version\nBroken: ( 2.83.0 ) and 2.83.1 downloaded July 6\nWorked: 2.83 downloaded a month or two ago\n\nShort description of error\nThe renders are( almost always) correct the first time I press f12, when rendering again the object, the background or both are purple. This happens also just after opening blender and rendering the default cube.\n\nExact steps for others to reproduce the error\nI open blender based on the default startup, then either\n\na) I click on the material icon, there is \"Material\" displayed with the little grey shpere before it. So far ok. As soon as I hover over the base color field or click on it, the small sphere in front of \"Material\" turns purple. Same if I open the shading tab and try to change the color there. Or\n\nb) I just open blender and render the default cube. It renders ok, but the small sphere for the default material turns purple and subsequent renders will be purple. Sometimes just the cube sometimes the background too.\n\nc) if I open blender and just try to change the world bg color, it doesn´t change in the render: either a) it stays grey or b) it renders purple, together with the default cube which I haven´t even touched.\n\n\nI had already reported this problem (#77494) and after running the blender debug tool, it seemed that the rendering error was caused by an outdated graphics driver. So I talked to the Dell customer service. They finally installed the new Intel Driver, but the problem persists.\n\nI send you the new debug files after the install of the newest intel driver. It might be also relevant that the debug tool starts as planned, however Blender doesn´t close by itself. I waited for some hours and then closed Blender manually.\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[quit.blend](quit.blend)",
"Material preview with eevee render engine shows pink color regardless of material settings.\nOperating system: Windows 10 (Version 1809, Build 17763.1282)\nGraphics card: Intel(R) UHD Graphics 620 (Version: 4.5.0 - Build 26.20.100.7528)\n\nBroken: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f771\nWorked: 2.80.0....beta\n\nMaterial preview with eevee render engine shows pink color regardless of material settings.\nMaterial preview shows pinkish colors regardless of material settings. The screenshots attached show default material. Sometimes the icons in material list are rendered in pink as well. Rendering Images result in pink objects regardless of material settings as well. This issue is not present, if cycles render engine is used.\n\nThis issue might be related to \"Pink Material Preview and Principled BSDF Shader\", T72170\n\n\n\n - Open a new blender Document\n - Open material properties\n # Resize preview panel\n\nMaterial panel:\n\n\n\n\nMaterial panel after resize of preview panel:\n\n\n\n\nRendered image:\n\n\n\n\nComment: This might be related to \"Pink Material Preview and Principled BSDF Shader\", T72170\n",
"Pink Materials and Freestyle in Eevee\nOperating system: Windows 10\nGraphics card: Intel(R) UHD Graphics 620\n\nBroken: 2.90 and also in 2.83\nWorked: 2.80\n\nWhen using Eevee all the materials and the sky will turn pink after a couple renders and will stay pink. If I go back to the 3D scene and manipulate the cube in some way (even just grabbing and cancelling the grab) the problem will be fixed for that one next render. Hitting the render button again though after that will break it.\n\nI know the pink usually means the material is missing a texture but I am even talking about the default cube breaking. The only way to truly stop this from happening is to uncheck Use Nodes on the sky and the materials.\n\nUnfortunately though this glitch extends to Freestyle. There is no Use Nodes that I can uncheck there (at least not that I'm aware of). If I render an animation with Freestyle some of the frames will have gray lines but the majority of the time the frames will render with pink lines (even on the same animation the lines will change colors). However if I switch the Render engine to Cycles the lines will be black and will not be pink again unless I go back to Eevee. That means Eevee messes something up.\n\nI really would like a fix to this as I use Freestyle a lot and it is annoying trying to render an animation when the lines will suddenly start turning pink. This is my first bug report so please let me know if there is anything missing.\n\n\n\nLoad Default Cube\nMake sure it is Eevee\nHit the Render Button\nWait awhile then hit Render button again\nIt should be pink\n\n\nIn case you cannot reproduce this here is a video of me doing it with the default cube:\n[video of glitch ](watch?v=Ko9AhObIA4Y&feature=youtu.be)\n\nHere is with Freestyle working:\n\n\n\nAnd with nothing at all changed since the last render there is this monstrosity:\n\n\n\n\n\nEdit:\nThis glitch has something to do with the material preview. In the preview window of the materials the background will show up either normally or pink. If it is pink it means that the render will also be pink otherwise it will be normal. Here is a snapshot to show what I mean:\n\nThis is what material is supposed to look like. It rarely shows up like this. In the default cube example it starts off like this but after a couple of seconds will turn pink (which is why rendering twice made it look broken):\n\n\nWithout changing a thing the background will be broken and the Render will be pink:\n\n\nHere are the text files from running blender_debug-gpu.cmd\nIt includes a render (where the cube is pink), enabling freestyle, and another render (which turned the sky pink)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n",
"Broken Materials in EEVEE\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8336\n\nBroken: 2.83.0\nWorked: 2.82\n\nAfter fixing a previous issue with Blender 2.83 crashing in rendered view and material preview by manually updating my drivers, I am seeing a new issue with materials randomly showing up pink in rendered view, the preview in the materials tab, and/or in the actual render.\n\n1) In the default startup file, click render image\n2) Return to the 3d viewport and enter rendered view\nThe world lighting and cube material show up pink.\n"
] |
iOS, Denoiser Node in Composiiting crushes Blender each time, Activating Denoising options in Render Propertis in Cycle mode crushes Blender every time
Operating system: iOS, Mojave, 10.14.6
Graphics card: Radeon Pro Vega 56 8 GB
Broken: 2.90, 2020-08-31, as found on the splash screen)
Worked: 2.83
There are two bugs
1. permanent crush in Cycle mode, after activating Denoising Data in Passes, and adding Denoiser Node in Compositing window, after making a render Blender crashes every time. Without Denoiser it's OK.
2. Activating Denoising options in Render Properties and changing shading into Cycles in viewport crushes Blender every time.
As above
| [
"Cycles semi transparent materials produce very noisy mist pass\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen mix the transparent shader with any other shader using a factor higher than 0 but lower than 1, the mist pass becomes extremely noisy\n\nOpen this file and hit F12 to render a noisy mist pass, even when increase the samples to 1024, the mist pass is still noisy.\n[mist test.blend](mist_test.blend)\n\n\n",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n",
"Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)",
"Cycles: Persistent Data option corrupt geometry nodes instance meshes with changed normals\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.1\n\nThe instance mesh changes if render cycles use persistent data.\n\n1. Open attached file.\n2. Render few frame.\n\n",
"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",
"Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n",
"Crash after undo \"Mask slice to new object\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: This problem happens to me with 2.92, the pc that I use now I formatted it, unfortunately before I used version 2.82\n\nMy problem is that when I use the option \"mask slice to new object\" and then I use ctrl + Z the blender closes !! I formatted the PC a few weeks ago, unfortunately I didn't use version 2.92 before. What I realized is that when I use the \"mask slice to new object\" option and then go to edit mode, I can use control + Z without any problem, that is, it does not close.]\n\nThis happens to me in any file:\n\n1. Sculpture mode.\n2.Use the \"mask\" or \"box mask\" brushes\n3. I paint the mask.\n4.I go to the \"MASK\" menu.\n5. I click on \"mask slice to new object\".\n6. Press CTRL + Z.\n7. Blender closes.\n",
"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 crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)",
"Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n\n\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n",
"Blender (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n",
"Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.",
"Graph Editor Expand/Collapse Channels collapsing happens on all hierarchy levels at once [Outliner doesnt do this, expanding is also one step at a time]\nOperating system: Mac 10.15\nGraphics card: \n\nBroken: 2.90.0\nWorked: never\n\n(This might be considered a feature request, it would be consistent with the Outliner though)\nIn the Graph Editor when working on the left panel and use '+'/'-' keys on Numpad, the '+' is working well, it opens the collapse levels one each time, but the '-' is collapse all the level in one time. It is not convenient when having lots of things in this panel.\n\n[Screen Recording 2020-09-13 at 22.22.54.mov](Screen_Recording_2020-09-13_at_22.22.54.mov)"
] | [
"Cycles OpenImageDenoise makes Blender crash on MacOS\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-2.11.22\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.90.0 Beta\nWorked: version 2.90.0 Alpha \n(I did not test versions in between.)\n\nBlender crashes every time I use OpenImageDenoise \n\nOpen Blender\nLoad Factory Settings\nSwitch to Cycles Render Engine\nEnable OpenImageDenoise in Viewport or Final Render \nSwitch to rendered preview or press F12 -> Blender crashes\n\nThe strange thing is that when I start Blender via the Terminal command\n```\n/Applications/Blender.app/Contents/MacOS/Blender ;\n\n```\nit just works fine.\n\nAttached: MacOS crash report\n[macos_crash_report_blender_viewport_denoise.txt](macos_crash_report_blender_viewport_denoise.txt)\n\n"
] |
Regression: Geoemtry Nodes: Crash on Sample Index Node
Broken: version: 4.0.0 Alpha
Worked: 3.6
Crash in geometry nodes.
* [medieval.blend](attachment)
* Open the file and unmute the Sample Index node
**Developer notes**
It seems to just be missing a nullptr check before `BKE_id_material_eval_ensure_default_slot`, which was added on 7344c7875a85d4e42590baa92047818001d5abe6
| [
"Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n",
"Geometry Nodes + Shader Editor + Asset Browser bug\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5 `7bf75231e8c5` , 3.4.1 `55485cb379`\nWorked: (latest 3.3.2 for Mac Intel)\n\nGeometry Nodes Editor + Shader Editor loads in all marked, related assets from Asset Browser causing crash and memory overload\n\n- Extract Asset.zip\n- Open default blender scene and assign asser library path as shown in the image\n- Open node editor\n- SHIFT+A action cause immediate memory overload from Asset Browser\n\n\n\n[Assets.zip](Assets.zip)\n\n[asset-library-indices.zip](asset-library-indices.zip)",
"Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n",
"Support Attribute Search In Material Nodes\nThe \"Attribute\" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object. \n\nTherefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available.\n\nNote that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there.\n\nSome starting points / references:\n`node_geometry_attribute_search.cc`\n85421c4fab\nc0b2c75c44\n[D10623: Geometry Nodes: Add domain and data type to attribute search](D10623)",
"Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)",
"Geometry Nodes: Support materials in simulation state.\nCurrently, the simulation state in geometry nodes cannot contain materials. The main reason is that those separate IDs which are not serialized as part of simulation baking. Ideally, baking materials would just work, at least in the most common circumstances.\n\nWhile this task is about materials, the same thoughts also apply to other referenced IDs like object/collection instances.\n\nThere are two main possible solutions:\n1. Serialize materials as part of the simulation state.\n2. Only store a reference to the material in the simulation state.\n\n### 1. Serializing Materials\n\nSerializing materials has the benefit that it could just work. We'd have to store all the materials for every geometry in the simulation state in cached frame. Though, it's possible to deduplicate this to some degree of course. Serializing materials would also involve serializing the node graph and potentially even more referenced data like images. At some point we most likely want things to stay referenced, so the problem is just moved to a different place. Another problem is that the materials are essentially recreated on every frame. Blender does not really have the ability to work with materials that are not in `Main` currently.\n\n### 2. Storing References\n\nStoring a reference to the material mainly means storing a material name and an optional library name in the simulation state. Then, when loading the simulation state, the materials available in the .blend file are mapped to the loaded geometry. Conceptually, this is also very straight forward. Materials can still be edited like they always have been. A potential problem is that if materials are renamed or removed, they can not be linked correctly anymore. However, that is somewhat expected with linking already. While this approach is easy design wise, there are some technical difficulties: The main problem is that we only know which materials are used by the baked data, once the data is loaded. And, to make matters more difficult, we might only know which baked data to load once depsgraph evaluation has started. That can happen when e.g. the file path to the data on disk is dynamically build/choosen during evaluation (this is not supported right now, but likely will be at some point).\n\nThe problem with knowing which materials will be used by the geometry is that materials are part of the dependency graph. As such, all materials we wish to use for rendering have to be added to the dependency graph *before* evaluation starts. As of right now, it's not possible to lazily add materials to the depsgraph once it becomes known that it is required.\n\nThere are a couple different possible solutions with different trade-offs:\n* A. Always add all materials to the depsgraph. This would be a simple solution, but it's obviously not scalable. Even less so if we wish to use the same solution for other kinds of referenced data like objects.\n* B. Only support linking baked data with materials that are referenced by material slots on the object or original geometry. This means that if the simulation state happens to contain materials used by e.g. other imported objects, those will not be linked correctly.\n* C. Detect all materials \"reachable\" from an object and always add those to the depsgraph. This might have noticeable overhead when potentially large parts of `Main` have to by scanned by many objects. It also wouldn't work in all cases. For example, if the simulation has been baked, and then the .blend file changes in ways that the material is not reachable from the object anymore. Then the material would not be linked correctly.\n* D. Store a name-to-material mapping on the modifier. This mapping could be created/updated automatically when baking or at other points in time. Only materials in this mapping can be linked when loading simulation state. If the simulation state contains a material name that is not in the list, we could show a warning and automatically add it to the list with the press of a button in many cases. With this approach, the user also has the ability to replace a material after baking easily. The mapping could also have per simulation zone overrides for more control.\n\n-----\n\nCurrently, my preferred solution is referencing the materials by name in the simulation state and use option D to do the linking at evaluation time.\n\n",
"Geometry Nodes/Curve to Mesh: BLI_ASSERT_UNIT_V3 failure for curve normals in `math_rotation.cc#rotate_direction_around_axis` when using Minimum Twist \nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: 2022-12-14, hash: `rBUnknown`\nWorked:?\n\nWhile debugging and testing changes in `curve_to_mesh_convert.cc`, I came across a `BLI_ASSERT_UNIT_V3` failure for curve normals in `math_rotation.cc#rotate_direction_around_axis`.\n\n```\nRead blend: /tmp/rotate_direction_around_axis_normalize_bug.blend\nBLI_assert failed: source/blender/blenlib/intern/math_rotation.cc:16, rotate_direction_around_axis(), at '!(fabsf(_test_unit - 1.0f) >= 0.0002f) || !(fabsf(_test_unit) >= 0.0002f)'\nAbort trap: 6\n```\n\n`rotate_direction_around_axis` is called from `CurvesGeometry::evaluated_normals()... curves::poly::calculate_normals_minimum()` when using `Minimum Twist` (no assert failure in `Z-up` mode). No apparent negative effect when tested with non debug release. It seems to be due to the fact that `curve_geometry.cc#rotate_direction_around_axis()` does not normalize its returned value. It happens on a fairly big curve with ~200k control points that I created to test curve_to_mesh performance. \n\nFull backtrace:\n[rotate_direction_around_axis_normal_assertion_failure.txt](rotate_direction_around_axis_normal_assertion_failure.txt)\n\n**How to reproduce:**\nStart Blender (compiled in debug mode) from command line to see standard output, open the test file and switch the Set Curve Normal to \"Minimum Twist\". `BLI_assert` message should appear on the standard output.\n\ntest file:\n[rotate_direction_around_axis_normalize_bug.blend](rotate_direction_around_axis_normalize_bug.blend)\n\n**Suggested change:**\n\nNormalize the result of `rotate_direction_around_axis`:\n\n```\nlang=diff\ndiff --git a/source/blender/blenlib/intern/math_rotation.cc b/source/blender/blenlib/intern/math_rotation.cc\nindex 454862c8d18..92eb7832eb8 100644\n--- a/source/blender/blenlib/intern/math_rotation.cc\n+++ b/source/blender/blenlib/intern/math_rotation.cc\n@@ -20,7 +20,7 @@ float3 rotate_direction_around_axis(const float3 &direction, const float3 &axis,\n const float3 diff = direction - axis_scaled;\n const float3 cross = math::cross(axis, diff);\n \n- return axis_scaled + diff * std::cos(angle) + cross * std::sin(angle);\n+ return math::normalize(axis_scaled + diff * std::cos(angle) + cross * std::sin(angle));\n }\n \n float3 rotate_around_axis(const float3 &vector,\n```\n",
"Node editor: Allow editing geometry node tree without context\nLike the \"Material/World\" toggle in the shader editor, add an option to allow choosing any node group regardless of the context.\n\n",
"Point Clouds only support one material\nOperating system: macOS-13.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken version: Current main.\nWorked: Never\n\nWhen using the `Join Geometry` node in Geometry nodes to join two points together, their material is reset to default. This only happens when joining two or more \"lone\" points.\n\n1. Recreate the geometry node setup found in the image below\n2. Change the render engine Cycles (necessary to see points with a material)\n3. Render the scene.\n4. Notice that the materials you assigned to the points are not applied.\n\nI have also included a .blend file with steps 1 and 2 done.\n[Missing Material - Join Geometry.blend](attachment)\n\n\n",
"Annonymous Attributes and Simulation Nodes - propagation issue\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\nSome annonymous attributes are not working with the output of the Simulation Nodes if the attribute is not propagate via the simulation.\n\n\n1. [simulation_attribute_bugs.blend](attachment).\n2. Toggle the \"Show Bug\" modifier property to see when the bug happens.\n\n",
"GN: Delete Geometry node hides edges in some cases\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha\n\nHard to describe this one more abstract..\n\nI start with a mesh line primitive (0,0,0) (0,1,0) and extrude it **n** times along **x** to get a grid.\nNow I try to delete all points with a distance from the **y** axis greater than **d** \nWhenever **d** lies between the first and the last extrusion, the edges of the starting primitive are not displayed.\nIt shows up in the spreadsheet however and reappears if I apply the modifier and tab into edit mode and back \n\n[2022-02-05 19-27-50.mp4](2022-02-05_19-27-50.mp4)\n[del_geo_node.blend](del_geo_node.blend)\n\n",
"Geometry Nodes: Viewer overlay disappears when enabling In Front\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nWhen enabling \"In Front\" in the Viewport Display options of an object, which currently has a geometry nodes viewer overlay, that overlay disappears.\n\n| Viewer object: `In Front`: OFF | Viewer object: `In Front`: ON |\n| -- | -- |\n|  |  |\n\n1. Open the attached file in 3.4 or newer versions.\n2. Make sure the viewer node is enabled in the geometry nodes of `Plane.001`.\n3. Under Viewport Display, toggle `In Front` for `Plane.001`.\n\n[bug_report.blend](bug_report.blend)\n",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: \n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n"
] | [
"Crash when setting mesh line vertices to 0\nOperating system: macOS-12.6.9-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSetting the count field in the Mesh Line node to 0 causes Blender to crash immediately.\n\n1. With Blender in factory settings, add the following geometry nodes setup to the default cube:\n\n2. Set count field on the Mesh Line node to 0\n\n"
] |
Eevee shading modes crash Blender
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Broken: version: 2.91.0 Alpha
Worked: 2020-08-13 `275f1039d2`
Entering Material/Shaded modes, which uses Eevee rendering, crashes Blender.
No special case/setup/scenario, just this version and my *(un-changed)* hardware.
```Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF71B053775
Module : blender.exe
Thread : 00003710
Writing: C:\Users\-\AppData\Local\Temp\blender.crash.txt```
[blender.crash.txt](blender.crash.txt)
| [
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n",
"Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.",
"Blender 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",
"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 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"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",
"Solid mode in EEVEE looks pixelated (NEW)/ CYCLES in GPU 3D AMD driver problem (OLD KNOWN Problem)\n**Xeon E3 1230 V2 - 16Gb RAM**\nOperating system: Windows 10\nGraphics card: AMD RX 570 8Gb VRAM\n\n**Blender Version 2.92.0**\n\n\nI opened an old work of mine that I was mading on same 2.92.0 before. Today when I opened the solid mode as default and appears very pixelated and like matrix effect, as AMD error was giving in Cycles before... \nMaybe is AMD driver problem or materials render data. \nSome months ago was Cycles incompatibility. Cycles is still working only on CPU and now Eevee have problems in solid mode. \nI've tested in 2.83.5 version and worked. \n\n\nattached photos. In 2.92.0 isn't \n\n**Work in a project\nfews days later (about 20 days) open the archive and solid mode was pixelated  \n\n[estilizada unir cabeca retopo.blend](estilizada_unir_cabeca_retopo.blend)\nBased on the default startup or an attached .blend file (as simple as possible).",
"Cycles 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)",
"Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Crash 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)",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n",
"Particle Edit mode for non hair particles - 2 Crashes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n\nParticle Edit: 2 Crashes\n\nParticle Edit: 2 Crashes\n\n- Open the blender file and click on the buttons \"Particle select and display point\"\n- Crash 1 (Screenshot)\n\n- Open the blender file and click on the tool \"Weight\" and click into the particles\n- Crash 2 (Screenshot)\n\n- Also had a crash with \"Puff\" \n- file not included\n\n- There are some tools that do nothing while others work\n- User gets no feedback / error message but give no feedback\n\n\n\n[2019-05-19-particle-edit-crash.blend](2019-05-19-particle-edit-crash.blend)\n\n"
] | [
"Crash using material panel on 2.91.0 alpha\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: version: 2.91.0 Alpha (could be later versions that work but didn't download any other build bot builds since then)\n\nBlender crashes when accessing the grease pencil material properties panel\n\nAdd Grease Pencil monkey primitive. Go to material properties panel for monkey primitive and then you should get a crash.\n\n"
] |
Regression: Only "None" color space can be selected in Image Texture node .
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.06
Broken: version: 3.4.0 Beta
Broken: version: 3.5.0 Alpha
Worked: version: 3.3.1
Only "None" color space can be selected in Image Texture node .

version: 3.3.1

- Start from General.
- Open shader editor.
- Add Image Texture node.
- Genarate new Image.
# Select Color Space.
| [
"Themes: Spreadsheet Editor \"Region Text Highlight\" setting does not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nIn the spreadsheet editor the leftmost element where you can select the different contexts is called \"region\".\n\n\nThe text color is controlled by the \"Region Text\" property.\nThe text highlight color seems to be hardcoded to black, even though there is a \"Region Text Highlight\" setting.\n\n",
"Inconsistent color space baking to float and byte images\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 2.93.6\nWorked: ---\n\nIn blender we can create an image with 32 bit resolution (See image):\n\n\nThe new 32bit image can be used for baking in order to obtain a normal map.\nThis map works perfectly until saved in PNG (16bit or 8bit).\nInterestingly you can bake directly on a 16bit image and the resulting image works even if it is saved in 8bit.\n\nHere is a file where I put different pixel resolution combinations on textures saved in PNG:\n[TesteNormal.blend](TesteNormal.blend)\n\n\n\n1 - Bake a normal map image with 32 bit option enabled. (see the pic \"sample3.jpg\")\n```\n A simple cube can be used, no need to add any detail.\n```\n2 - Save the image as PNG in 8 bit or 16 bit.\n3 - Create a material and connect the saved baked normal map image to the normal map node. \n```\n Change color space option to \"non-color\" \n```\n4 - Observe the object becomes dark in rendered mode in Eevee or Cycles. \n\n[Teste_Normal_Textures.blend](Teste_Normal_Textures.blend)\n",
"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",
"Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n",
"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.",
"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!",
"ColorRamp, UI problem to hold the Color Stop\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-20.2.48\n\nBroken: version: 3.4.1\n\nIn the ColorRamp node, it is difficult to grab a Color Stop by its selection rectangle.\n\nAdd a ColorRamp node in the Shader Editor or in Geometry Node and select a Color Stop rectangle to make it move.\nOnly a small part of the rectangle (red frame on my screenshot) can be grabbed when it should be the whole rectangle (green frame on my screenshot).\nIt is disturbing to regularly move the node by mistake instead of moving the colored rectangle.\n\nI tested several versions with the same result, today's master, 3.3, 2.83, 2.8 and 2.79.\n\n[ColorRamp_UI_problem.blend](ColorRamp_UI_problem.blend)\n\n\n- - - \n\nI can see 2 other problems in the ColorRamp UI, please tell me if I need to create a second report, but maybe it's more convenient to come only once in this area with a report rather than twice.\nThere is a line of transparent (or unfilled) pixels and 2 pixels that overflow to the left of the triangle, see my screenshot with the details in red.\n\n\nNOTE: there is a separate report for this, see #111017\n\nOlivier\n<3 Blender",
"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",
"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\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\n\n[T82818_texturepaint_mix_byte.blend](T82818_texturepaint_mix_byte.blend)\n\n\n\n\n\n[T82818_texturepaint_mix_float.blend](T82818_texturepaint_mix_float.blend)\n\n---\n[system-info.txt](system-info.txt)",
"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).",
"Line Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n\n\n\n\n",
"Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n\n\nTest File:\n[#95663.blend](T95663.blend)",
"Color attributes difference between vertexpaint and sculpt modes\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 512.15\n\nBroken: version: 3.2.0 Beta\n\nColor attributes difference between vertexpaint and sculpt modes\n\n[vertex_paint_geo_nodes.blend](vertex_paint_geo_nodes.blend)\n\n- open the included blend file and try to remove the instance objects from the geo nodes (The objects are linked to a color attribute. Using white color to add the objects and black to remove them)\n- when using vertexpaint mode, several pure black strokes are required\n- when using sculptmode paint tool, trees vanish on the first black stroke stroke- when i open blender 3.1 it works fine. \n\n\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\n\n",
"Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)"
] | [
"Regression: 037b771e1af5 causes colorspace menu dropdowns to be blank.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.5.0 Alpha\nWorked: before 037b771e1a\nColorspace menu dropdowns are blank for the Sequencer Colorspace, Image Colorspace, and Convert Colorspace Node in the Compositor. \n\n\n\n\n\n\n\nI was able to get the following results by Copying the Full Data Path in the right click context menu.\n\n`bpy.data.scenes[\"Scene\"].node_tree.nodes[\"Convert Colorspace\"].from_color_space = '<UNKNOWN ENUM>'`\n`bpy.context.scene.sequencer_colorspace_settings.name = '<UNKNOWN ENUM>'`\n`bpy.data.images[\"Render_result_8bit.png\"].colorspace_settings.name = '<UNKNOWN ENUM>'`\n\nOpen Blender and look at the Sequencer Colorspace in the Colorspace menu.\n\n"
] |
two monitor setup breaks blender top bar
**System Information**
Operating system: windows 10 home
Graphics card: gtx 970 4gb
Broken: 2.8 master, 2019-11-9 (today verion download)
working 2 monitor when i press the top layout tab passing from layout to modeling or any other the top bar dissapears including file edit render window help the scene and view layer
to reproduce:
- open blender default scene
- shift clik on the corner of a workspace
- drag the window in the second monitor
- maximize window on second monitor
- on the first monitor try passing from layout to modelling tab (or any other)
- it doesn't always happen on first try, switching on other saved layout
known fixes:
the only way i found so far to resolve the issue are:
- resize the window and maximixe it again
- move sligtly the top bar

 | [
"Cycles viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn.",
"Incorrect full data path copying viewport shading parameters ('Screen' object has no attribute 'shading')\nBlender 3.6.2\n\nWay to reproduce:\n1) Any blender project\n2) RMC on any of \"Viewport Shading\" icons and choose \"Copy Full Data Path\".\n3) Paste it in python console, it will result in the error `AttributeError: 'Screen' object has no attribute 'shading'`\n4) Same goes for the other parameters from the viewport shading menu.\n\nGuess it should be returning something like \"bpy.data.screens[\"Layout\"].areas[3].spaces[0].shading.type\" in this case.\n\nDemo attached.\n",
"Blender 2.8 UI designs (parent task)\nThis is a parent task for all the confirmed UI tasks for Blender 2.8. We are targeting these changes for Blender 2.80. Other UI and tools updates can be added for future releases.\n\nThis list serves as a reference for developers, and is especially important for after the Code Quest has ended. These items are grouped by topic here:\n\n### Tools\n - #55036 Tool System Todo\n - #54858 Command Settings Cleanup\n - #55043 Tool Settings Editor\n - #54885 2.8 UI Tools: Toolbar Ordering\n - #54582 2.8 UI Tools: Tools Design\n - #55039 2.8 UI Tools: Tool Tweaking UI\n - #55027 2.8 UI Tools: Favourites Bar / Specials Menu Design\n - #54950 3D Cursor Design\n - #55386 2.8 UI Tools: Top Bar, Tool Properties & Toolbar Update\n - #54661 Tools Manipulators design\n\n### Asset Manager\n - #54642 Asset Manager UI\n\n### Keymaps\n - (Todo) Input Device-Agnostic Keymap\n - #55162 Blender Default Keymap Changes\n - #54963 Industry Compatible Keymap\n\n### Viewport\n - #54723 Viewport Manipulator Design\n - #54908 Workbench & Shading UI design\n\n### Addons\n - #55407 2.8: Addons UI\n\n### Outliner & Collections\n - #54707 Outliner Collections Interaction Design\n\n### Status Bar\n - #54861 Status Bar Design\n\n### Properties Editor\n - #54951 Properties Editor Design\n - #54862 Multi-Object Properties Editing\n\n### Top Bar & Workspaces\n - (Todo) Workspaces & Mode design\n\n### Default User Experience\n - #54943 Blender 2.8 Defaults\n - #54943 Default Theme\n\n### Other\n - #55353 Multi-Object Edit Mode/Pose Mode/Sculpt Mode UI\n - #54989 FaceMaps Phase 1: bone selection & bone display",
"EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n",
"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",
"Undo Makes Completed Renders Disappear From View Render Window Slots\nOperating system: Windows 10 Build 19043\nGraphics card: Nvidia RTX 3090\n\nBroken: 2.92\nWorked: Can't remember, but I don't recall this happening before\n\nUndo makes completed renders disappear from other slots in the View Render window. Some of them are preserved, but the more you undo, the more disappear from other slots.\n\n1. Load default scene (with the cube)\n2. Render scene\n3. Go to the cube's shader and change its base color\n4. Switch to next unoccupied slot in the View Render window\n5. Render scene\n6. (optional) Repeat steps 3-5 as many times as you like\n7. Go to View Render window and scroll through slots to verify all renders are there (with J key)\n8. Activate undo (ctrl+z)\n9. Go to View Render window and scroll through slots. Some will be missing.\n10. Activate undo again and more will be missing.\n\nThis doesn't seem like intended behavior, and I've replicated this issue on a different machine. Hope this helps!\n\nEdit: I've replicated this issue in 2.91, 2.90 and the latest LTS release. I assume intended behavior is for undo to change the shaders back, but for renders you've completed to remain in their slots.",
"Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.",
"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. ",
"OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n\n\n\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.",
"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.",
"3dview header fails to update in second main window showing linked scene\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nWhen leaving edit mode (tab) in a linked scene in a second main window, the original main window showing the original scene does not immediately update the 3dview header.\n\n\n1) Window->New Main Window\n\n2) In one of the two windows, Create a new scene using the Linked Copy option.\n\n3) In one of the two windows select the cube and hit tab. Both 3dviews on both scenes immediately show edit mode in their headers.\n\n4) Hit tab to return to object mode. The 3dview header in the other window does not update and still shows the mode as Edit mode and shows the edit mode menus (everything else, toolbar etc., does switch immediately though). If you mouse over that 3dview it will immediately update to the correct header information.\n",
"All lights gets turned off when start dragging if the image render window is open on another monitor.\nOperating system: EndeavourOS (Arch Linux variant), Gnome, Wayland\nGraphics card: Intel A770\n\nBroken: 3.6.2.\nWorked: Don't remember.\n\nIn a multi-monitor setup with different scaling values, when the render result window is open on another monitor, if I drag the viewport in the rendered mode, every time the dragging starts, all lights get turned off. Please see the attached screen recording.\n\nBased on the attached .blend file.\n\n1. Find a computer that is running Arch Linux, Gnome, Wayland, and has two monitors with different scaling values like 100% and 150%.\n2. Start Blender.\n3. Switch to Rendered view mode.\n4. Add a cube.\n5. Render the image\n6. Don't close the rendered window but move the window to the secondary monitor\n7. Start dragging the viewport of Blender.\n\n",
"Bug with inconsistency combining workspaces and main windows (it happens in ALL BLENDER VERSIONS)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0\n\nWhen working with more than 1 main window of the same Blender project, if new workspaces (Layout, Sculpting, Scripting) are added in one window, they are not properly displayed on the other. (See image for clarification)\n\nImportant! I have tried to reproduce the steps with the latest versions: 2.83.2, 2.93.9, 3.1.0 beta, 3.2.0 alpha (and older 2.93 and 2.83 installed versions) and the bug is the same in all of them. It seems to be a bug that has always existed.\n\n\n1. Open a Blender project (no matter if it's new or already-existing one).\n2. Add a new main window (Window > New Main Window)\n3. Once both windows are open, add any new workspace on one of them - let's say it's WINDOW1 (+ Add Workspace > General > Scripting)\n4. Go to WINDOW2 and click on the new workspace 'Scripting' Tab that has appeared. See that the workspace is corrupted as it's not displaying the \"Scripting\" workspace.\n\nI have replicated the error myself on the attached Blender file:\n\n[Blender workspaces bug.blend](Blender_workspaces_bug.blend)\n",
"VSE: Alpha Over + Convert to float changes the color of the top layer\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\n\nAdd two color strips - not black, and change compositing of the top strip to Alpha Over. Toggle 'Convert to float' under color while pressing arrow left/right to update the preview. The top layver will now change color, it's a regression and a bug. \n\n",
"Texture Paint mode tools swap when exiting maximized area\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\n[texture_paint_tool_swapping-2022-05-10_12.52.16.mp4](texture_paint_tool_swapping-2022-05-10_12.52.16.mp4)\n\n- Go to texture paint mode\n- open second image editor\n- maximize the area of the 3D viewport\n- change the active tool\n- un-maximize the area\n"
] | [
"Switching between workspaces is glitching when using monitors with 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 4)\n\nWhen using Blender on two monitors with different DPI, header menus will disappear when switching between workspaces. Also UI scale doesn't refresh properly.\n\n[different_ui_scales_bug.blend](different_ui_scales_bug.blend)\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 - Switch between different workspaces tabs.\n\n[Blender [C__Users_TwaMa_Desktop_different_ui_scales_bug.blend] 24.02.2020 11_39_17.mp4](Blender__C__Users_TwaMa_Desktop_different_ui_scales_bug.blend__24.02.2020_11_39_17.mp4)",
"Having a second window open makes top bar dissapear after switching workspaces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI created a new window with \"Window\" -> \"New Window\". Then I switched to a different workspace tab on the main window, which made the top bar with all its workspace tabs dissappear. after resizing the window the top bar is visible can be used again. After closing the new window, Blender behaves normally again.\n\n- Started Blender with new file\n- Open new window\n- Move new window to display with 125% scaling\n- Switch to next workspace\n- Switch to next workspace again\n\nworkspaces tab in main window dissapear\n\n\n\n\n\n\n"
] |
GLSL error
win 7 64 gtx970
Broken: ae00011
Worked: official 2.75
error in GLSL mode visualisation when working with normal maps.
open the file and check it.
[error.blend](error.blend)
 | [
"2.93 EEVEE viewport worse performance on iGPU\nOperating system: W10 20H2\nGraphics card: i5-8250U - IGPU UHD Graphics 620\n\nBroken: 2.93 release (windows store)\nWorked: 2.92 release (windows store)\n\n\nWith the new update i'm getting worse performance in EEVEE viewport, in the 2.92 version i had 18 fps, while in the new 2.93 i'm getting 8 fps\n\nScene has 1.200.000 tris\n\nScene has 40 mb \n\n[castle_of_maldrak.blend](castle_of_maldrak.blend)",
"internal error: modal gizmo-map handler has invalid area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen rendering to the Image Editor and toggling \"maximize area\" while rendering, an error is displayed in the console\n\n\n\n**Step to Reproduce**\n- open `test.blend`\n- make sure `Preferences` > `Interface` > `Editors` > `Temporary Editors` > `Render In` is set to `Image Editor`\n- render {key Ctrl F12}\n- Hit {key Ctrl + Space} when rendering\n\n```\ninternal error: modal gizmo-map handler has invalid area\n```\n\n[test.blend](test.blend)\n[userpref.blend](userpref.blend)",
"Image of the viewport can no longer be obtained via glReadPixels in Python. Gives strange results since 2.83\nOperating system: Arch Linux 5.8.5-arch1-1\nGraphics card: Intel i7-8665U\n\nBroken: since 2.83\nWorked: till 2.82\n\nIn Python, we get an image of the viewport from within an registered draw handler routine using:\n\nviewport = bgl.Buffer(bgl.GL_INT, 4)\nbgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport)\nwidth = int(viewport[2])\nheight = int(viewport[3])\nimage = np.zeros([height, width, 4],dtype=np.uint8)\nbuffer = bgl.Buffer(bgl.GL_BYTE, image.shape, image)\nbgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)\n\nIt worked fine till 2.82, as shown here\n\n\nHowever, it gives blackish colors of the objects in the viewport since 2.83:\n",
"OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n\n\n\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.",
"Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n",
"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.",
"Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n",
"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",
"Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases",
"Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n",
"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.",
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n",
"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"
] | [
"Material view broken in recent build\nIntel G41 win32\n\nBroken: blender-2.75-23c7603-win32\nWorked: blender 2.75a and all previous versions that had Material display in Blender render mode\n\nMaterial display is visually broken in latest buildbot\n\nHere's the blend :\n37130\n\nload it with \"Load UI\" enabled , you should be presented with this :\nVvfyCd5.jpg\n\nNow change solid display to material display, you should see this :\nOx7lnlB.jpg\n\nThere i can already say it's broken, the normal map effect aren't correct in the arm and face in comparison to how they look in 2.75a/earlier\n\nThen after some zoom in, rotate the view, etc... things will completely break visually after a few seconds :\n7oMz93s.jpg\n\nMy blender system settings :\nNd6Oluj.jpg\n\nI guess some of those viewport optimisations aren't that friendly with my intel g41 (that support opengl 2.1 ) , but it's really bad considering material view worked great in 2.75a and earlier\n"
] |
blender not starting
Operating system: macOS Big Sur 11.4
Graphics card: Radeon Pro 450 2 GB
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.93, 2021-06-15, not starting
Worked: (newest version of Blender that worked as expected)
blender not starting
Based on the default startup or an attached .blend file (as simple as possible).
log
Process: Blender [50286]
Path: /Applications/Blender.app/Contents/MacOS/Blender
Identifier: org.blenderfoundation.blender
Version: 3.0.0 (3.0.0 2021-06-14)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: Blender [50286]
User ID: 501
Date/Time: 2021-06-15 13:29:33.219 +0900
OS Version: macOS 11.4 (20F71)
Report Version: 12
Bridge OS Version: 3.0 (14Y908)
Anonymous UUID: 92C82C28-D16D-5D66-2773-B6FF7C248CF9
Sleep/Wake UUID: 821B8ECB-5B9F-4F61-BEEC-FFEAA6A49150
Time Awake Since Boot: 120000 seconds
Time Since Wake: 4900 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Application Specific Information:
abort() called
terminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fff2046a92e __pthread_kill + 10
1 libsystem_pthread.dylib 0x00007fff204995bd pthread_kill + 263
2 libsystem_c.dylib 0x00007fff203ee4ab __abort + 139
3 libsystem_c.dylib 0x00007fff203ee420 abort + 135
4 libc++abi.dylib 0x00007fff2045cef2 abort_message + 241
5 libc++abi.dylib 0x00007fff2044e5e5 demangling_terminate_handler() + 242
6 libobjc.A.dylib 0x00007fff20347595 _objc_terminate() + 104
7 libc++abi.dylib 0x00007fff2045c307 std::__terminate(void (*)()) + 8
8 libc++abi.dylib 0x00007fff2045ebeb __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27
9 libc++abi.dylib 0x00007fff2045ebb2 __cxa_throw + 116
10 org.blenderfoundation.blender 0x000000010ea45234 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > boost::locale::conv::impl::iconverter_base::real_convert<char, char>(char const*, char const*) + 532
11 org.blenderfoundation.blender 0x000000010ea44f92 boost::locale::conv::impl::iconv_to_utf<char>::convert(char const*, char const*) + 18
12 org.blenderfoundation.blender 0x000000010ea443ba boost::locale::conv::impl::convert_between(char const*, char const*, char const*, char const*, boost::locale::conv::method_type) + 138
13 org.blenderfoundation.blender 0x000000010ea44712 boost::locale::conv::between(char const*, char const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, boost::locale::conv::method_type) + 50
14 org.blenderfoundation.blender 0x000000010ea4f186 boost::locale::gnu_gettext::mo_message<char>::load_file(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int, boost::function<std::__1::vector<char, std::__1::allocator<char> > (std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1830
15 org.blenderfoundation.blender 0x000000010ea4debf boost::locale::gnu_gettext::mo_message<char>::mo_message(boost::locale::gnu_gettext::messages_info const&) + 2703
16 org.blenderfoundation.blender 0x000000010ea4d3d2 boost::locale::message_format<char>* boost::locale::gnu_gettext::create_messages_facet<char>(boost::locale::gnu_gettext::messages_info const&) + 34
17 org.blenderfoundation.blender 0x000000010ea77224 boost::locale::impl_posix::posix_localization_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 2308
18 org.blenderfoundation.blender 0x000000010ea4cab4 boost::locale::localization_backend_manager::impl::actual_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 100
19 org.blenderfoundation.blender 0x000000010ea49a6e boost::locale::generator::generate(std::__1::locale const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 446
20 org.blenderfoundation.blender 0x000000010ea4987d boost::locale::generator::generate(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 61
21 org.blenderfoundation.blender 0x0000000106457117 bl_locale_set + 391
22 org.blenderfoundation.blender 0x000000010544db66 BLT_lang_set + 230
23 org.blenderfoundation.blender 0x00000001053ed042 WM_init + 226
24 org.blenderfoundation.blender 0x0000000104e8b59a main + 778
25 libdyld.dylib 0x00007fff204b4f5d start + 1
Thread 1:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 2:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 3:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 4:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 5:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 6:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 7:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 8:
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff202efc9b _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff202f016d _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 org.blenderfoundation.blender 0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 9:
0 libsystem_pthread.dylib 0x00007fff20495420 start_wqthread + 0
Thread 10:
0 libsystem_pthread.dylib 0x00007fff20495420 start_wqthread + 0
Thread 11:: AMCP Logging Spool
0 libsystem_kernel.dylib 0x00007fff204642f6 semaphore_wait_trap + 10
1 com.apple.audio.caulk 0x00007fff2854a8da caulk::mach::semaphore::wait_or_error() + 16
2 com.apple.audio.caulk 0x00007fff28537836 caulk::semaphore::timed_wait(double) + 110
3 com.apple.audio.caulk 0x00007fff28537784 caulk::concurrent::details::worker_thread::run() + 30
4 com.apple.audio.caulk 0x00007fff28537502 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45
5 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 12:
0 libsystem_kernel.dylib 0x00007fff2046430e semaphore_timedwait_trap + 10
1 libdispatch.dylib 0x00007fff202efd15 _dispatch_sema4_timedwait + 72
2 libdispatch.dylib 0x00007fff202f0145 _dispatch_semaphore_wait_slow + 58
3 libdispatch.dylib 0x00007fff202fe656 _dispatch_worker_thread + 284
4 libsystem_pthread.dylib 0x00007fff204998fc _pthread_start + 224
5 libsystem_pthread.dylib 0x00007fff20495443 thread_start + 15
Thread 13:
0 libsystem_pthread.dylib 0x00007fff20495420 start_wqthread + 0
Thread 14:
0 libsystem_pthread.dylib 0x00007fff20495420 start_wqthread + 0
Thread 0 crashed with X86 Thread State (64-bit):
```
rax: 0x0000000000000000 rbx: 0x000000011ed74e00 rcx: 0x00007ffeeaed8a68 rdx: 0x0000000000000000
rdi: 0x0000000000000103 rsi: 0x0000000000000006 rbp: 0x00007ffeeaed8a90 rsp: 0x00007ffeeaed8a68
r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000000011ed74e00 r11: 0x0000000000000246
r12: 0x0000000000000103 r13: 0x0000003000000008 r14: 0x0000000000000006 r15: 0x0000000000000016
rip: 0x00007fff2046a92e rfl: 0x0000000000000246 cr2: 0x0000000161df6000
```
Logical CPU: 0
Error Code: 0x02000148
Trap Number: 133
Thread 0 instruction stream not available.
Thread 0 last branch register state not available.
Binary Images:
0x104d26000 - 0x110c3dfff +org.blenderfoundation.blender (3.0.0 - 3.0.0 2021-06-14) <38D8B0FE-61D2-33B7-B7EE-8163EB650969> /Applications/Blender.app/Contents/MacOS/Blender
0x1176ef000 - 0x11775bfff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib
0x119650000 - 0x119657fff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <A3A6DCDC-B5DA-33D4-AC82-3737A556DC04> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x11ec9d000 - 0x11ed38fff dyld (852) <1AC76561-4F9A-34B1-BA7C-4516CACEAED7> /usr/lib/dyld
0x7fff201d1000 - 0x7fff201d2fff libsystem_blocks.dylib (79) <48AF56A9-6E42-3A5E-A213-E6AFD8F81044> /usr/lib/system/libsystem_blocks.dylib
0x7fff201d3000 - 0x7fff20208fff libxpc.dylib (2038.120.1) <5751A7F5-6DC5-3090-B7F1-D90ED71BEF1F> /usr/lib/system/libxpc.dylib
0x7fff20209000 - 0x7fff20220fff libsystem_trace.dylib (1277.120.1) <8E243C00-BFC2-3FAA-989C-0D72314DB04D> /usr/lib/system/libsystem_trace.dylib
0x7fff20221000 - 0x7fff202befff libcorecrypto.dylib (1000.120.2) <FADB19A0-1BF3-3F47-B729-87B4FA8CA677> /usr/lib/system/libcorecrypto.dylib
0x7fff202bf000 - 0x7fff202ebfff libsystem_malloc.dylib (317.121.1) <CAD162A5-7367-3A30-9C15-5D036411AEDE> /usr/lib/system/libsystem_malloc.dylib
0x7fff202ec000 - 0x7fff20330fff libdispatch.dylib (1271.120.2) <7B229797-1F2E-3409-9D0C-060C7EEF2E12> /usr/lib/system/libdispatch.dylib
0x7fff20331000 - 0x7fff2036afff libobjc.A.dylib (824) <FE5AF22E-80A1-34BB-98D6-610879988BAA> /usr/lib/libobjc.A.dylib
0x7fff2036b000 - 0x7fff2036dfff libsystem_featureflags.dylib (28.60.1) <77F7F479-39BD-3111-BE3C-C74567FD120C> /usr/lib/system/libsystem_featureflags.dylib
0x7fff2036e000 - 0x7fff203f6fff libsystem_c.dylib (1439.100.3) <38F8A126-C995-349A-B909-FF831914ED2E> /usr/lib/system/libsystem_c.dylib
0x7fff203f7000 - 0x7fff2044cfff libc++.1.dylib (905.6) <B3812B86-4FCF-3A10-8866-DF67940A974C> /usr/lib/libc++.1.dylib
0x7fff2044d000 - 0x7fff20462fff libc++abi.dylib (905.6) <A0FE88B7-E157-3C9C-A29A-11D3BE3436B3> /usr/lib/libc++abi.dylib
0x7fff20463000 - 0x7fff20492fff libsystem_kernel.dylib (7195.121.3) <A4938CF5-ABC0-397B-8A6E-B7BEEFA24D0A> /usr/lib/system/libsystem_kernel.dylib
0x7fff20493000 - 0x7fff2049efff libsystem_pthread.dylib (454.120.2) <17482C9D-061E-3769-AC9E-BE1239D33098> /usr/lib/system/libsystem_pthread.dylib
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0x7fff2bdb2000 - 0x7fff2bdcefff com.apple.IOPresentment (58 - 37) <994E2AE6-D25E-32D5-9ABA-5A1979A659FE> /System/Library/PrivateFrameworks/IOPresentment.framework/Versions/A/IOPresentment
0x7fff2bdcf000 - 0x7fff2bdd6fff com.apple.GPUWrangler (6.3.3 - 6.3.3) <768299B7-C4B5-307D-A413-52DA0C269A9D> /System/Library/PrivateFrameworks/GPUWrangler.framework/Versions/A/GPUWrangler
0x7fff2bdd7000 - 0x7fff2bddafff libRadiance.dylib (2130.5.4) <5C83C72F-9F7B-341D-ADD7-DA12A728C9EA> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib
0x7fff2bddb000 - 0x7fff2bde0fff com.apple.DSExternalDisplay (3.1 - 380) <AA11B104-262F-33B2-8564-EF47D24AC2B6> /System/Library/PrivateFrameworks/DSExternalDisplay.framework/Versions/A/DSExternalDisplay
0x7fff2bde1000 - 0x7fff2be05fff libJPEG.dylib (2130.5.4) <70213D93-137E-39CE-82C9-BC238226AC05> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
0x7fff2be06000 - 0x7fff2be35fff com.apple.ATSUI (1.0 - 1) <63C289D7-9FD8-370D-9DFB-9C2B50E7978A> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATSUI.framework/Versions/A/ATSUI
0x7fff2be36000 - 0x7fff2be3afff libGIF.dylib (2130.5.4) <961F6A97-AF22-3A45-BDCF-A425C23CA01A> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib
0x7fff2be3b000 - 0x7fff2be44fff com.apple.CMCaptureCore (1.0 - 82.6) <694884AA-070C-3EE5-B86C-F09ABB93A7D7> /System/Library/PrivateFrameworks/CMCaptureCore.framework/Versions/A/CMCaptureCore
0x7fff2be45000 - 0x7fff2be8cfff com.apple.print.framework.PrintCore (16.1 - 531.1) <9D0760A9-DAE8-3BB5-AE31-4D945BA39D48> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore
0x7fff2be8d000 - 0x7fff2bf5afff com.apple.TextureIO (3.10.9 - 3.10.9) <B68C877B-2BE2-3338-AACA-52DDD955017A> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO
0x7fff2bf5b000 - 0x7fff2bf63fff com.apple.InternationalSupport (1.0 - 61.1) <0C4AFFAF-D59F-3B3E-A433-CE03BDE567A8> /System/Library/PrivateFrameworks/InternationalSupport.framework/Versions/A/InternationalSupport
0x7fff2bf64000 - 0x7fff2bfdefff com.apple.datadetectorscore (8.0 - 674) <2FC62BC9-F63C-30DB-BFEE-3CB8399D7F18> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore
0x7fff2bfdf000 - 0x7fff2c03cfff com.apple.UserActivity (439 - 439) <2C4D4B39-FA93-3ED5-8417-ACBE6C39BB92> /System/Library/PrivateFrameworks/UserActivity.framework/Versions/A/UserActivity
0x7fff2cca8000 - 0x7fff2ccd9fff libSessionUtility.dylib (76.69) <143B9D4F-FDB1-3366-A20C-4B09A05FE862> /System/Library/PrivateFrameworks/AudioSession.framework/libSessionUtility.dylib
0x7fff2ccda000 - 0x7fff2ce0efff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <1ABFDEA2-FB20-3E05-B4CC-84A2A796D089> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox
0x7fff2ce0f000 - 0x7fff2ce74fff com.apple.audio.AudioSession (1.0 - 76.69) <8D52DAFF-EBE7-3631-A645-E5CD509591A0> /System/Library/PrivateFrameworks/AudioSession.framework/Versions/A/AudioSession
0x7fff2ce75000 - 0x7fff2ce87fff libAudioStatistics.dylib (27.64) <0EF059FC-B386-3595-8BB5-57F0CADAA75F> /usr/lib/libAudioStatistics.dylib
0x7fff2ce88000 - 0x7fff2ce97fff com.apple.speech.synthesis.framework (9.0.65 - 9.0.65) <4E88057A-948F-335D-9675-AAEC73F7DE6A> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
0x7fff2ce98000 - 0x7fff2cf04fff com.apple.ApplicationServices.ATS (377 - 516) <9DFEBC18-3BA6-3588-A5C5-6D974DF284A2> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
0x7fff2cf05000 - 0x7fff2cf1dfff libresolv.9.dylib (68) <0E0E7298-2781-3D72-B40F-5FF7DE7DF068> /usr/lib/libresolv.9.dylib
0x7fff2d050000 - 0x7fff2d12ffff libSMC.dylib (20) <7B4581C7-3E3F-33F7-AC74-BFC57A2991C4> /usr/lib/libSMC.dylib
0x7fff2d130000 - 0x7fff2d18ffff libcups.2.dylib (494.1) <C96214CD-19F2-334A-95A0-25BA714D984A> /usr/lib/libcups.2.dylib
0x7fff2d190000 - 0x7fff2d19ffff com.apple.LangAnalysis (1.7.0 - 254) <C53922F5-BD54-3594-9DCF-DF6D0379B40D> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis
0x7fff2d1a0000 - 0x7fff2d1aafff com.apple.NetAuth (6.2 - 6.2) <32C039EF-[D63](D63)-3F2B-B4AC-3103593A7D4E> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth
0x7fff2d1ab000 - 0x7fff2d1b2fff com.apple.ColorSyncLegacy (4.13.0 - 1) <6B94034B-8D84-3700-96D3-7A3208231BE9> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy
0x7fff2d1b3000 - 0x7fff2d1befff com.apple.QD (4.0 - 416) <AA06F3E8-FC88-3501-B05C-F2D0C4F56272> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD
0x7fff2d1bf000 - 0x7fff2d813fff com.apple.audio.AudioResourceArbitration (1.0 - 1) <21EB0A40-BA39-3423-AA4F-2E2A771157C1> /System/Library/PrivateFrameworks/AudioResourceArbitration.framework/Versions/A/AudioResourceArbitration
0x7fff2d814000 - 0x7fff2d81ffff com.apple.perfdata (1.0 - 67.40.1) <9D1542E2-52D5-3372-8F2B-B71E27E8050B> /System/Library/PrivateFrameworks/perfdata.framework/Versions/A/perfdata
0x7fff2d820000 - 0x7fff2d82efff libperfcheck.dylib (41) <AE0793DA-378F-343E-82AC-EEFBE0FF1818> /usr/lib/libperfcheck.dylib
0x7fff2d82f000 - 0x7fff2d83efff com.apple.Kerberos (3.0 - 1) <6D0BA11B-3659-36F0-983E-5D0E51B25912> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos
0x7fff2d83f000 - 0x7fff2d88ffff com.apple.GSS (4.0 - 2.0) <398B2978-DB62-3D24-A5DA-36599C401D7F> /System/Library/Frameworks/GSS.framework/Versions/A/GSS
0x7fff2d890000 - 0x7fff2d8a0fff com.apple.CommonAuth (4.0 - 2.0) <A48CDBF5-8251-35AF-90F8-6FD9D64DA2D8> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth
0x7fff2d8f6000 - 0x7fff2d915fff com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <8493160A-57F2-37E2-8482-FE1619630B59> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle
0x7fff2d916000 - 0x7fff2d91efff com.apple.CorePhoneNumbers (1.0 - 1) <514729CE-5C41-3B60-888B-C7267C51B11F> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers
0x7fff2da71000 - 0x7fff2da71fff liblaunch.dylib (2038.120.1) <FB6430FC-AACB-3AFF-8763-4C5AFABEF40E> /usr/lib/system/liblaunch.dylib
0x7fff2e253000 - 0x7fff2e39efff com.apple.Sharing (1622.1 - 1622.1) <B931F6D8-4831-34ED-A909-BEB824ADF533> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing
0x7fff2e39f000 - 0x7fff2e4c0fff com.apple.Bluetooth (8.0.5 - 8.0.5d7) <7630620F-575C-37A6-ACAA-3B9443127E88> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth
0x7fff2e4da000 - 0x7fff2e533fff com.apple.ProtectedCloudStorage (1.0 - 1) <56DAAA40-66D4-3551-B196-B39604874CAA> /System/Library/PrivateFrameworks/ProtectedCloudStorage.framework/Versions/A/ProtectedCloudStorage
0x7fff2fc93000 - 0x7fff2fcbafff com.apple.RemoteViewServices (2.0 - 163) <2D91746F-1F8B-3D03-BED1-C1BD7FA14453> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices
0x7fff2fcbb000 - 0x7fff2fccafff com.apple.SpeechRecognitionCore (6.1.24 - 6.1.24) <4FD3C300-7679-3E30-BC40-5DC933BC287E> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore
0x7fff2fccb000 - 0x7fff2fcd2fff com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <F2C2E4FC-0EE0-38CC-AC0F-8F412A2859EE> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition
0x7fff2ff00000 - 0x7fff2ff00fff libsystem_product_info_filter.dylib (8.40.1) <D5194AB1-61C4-3C8D-9E3C-C65702BAB859> /usr/lib/system/libsystem_product_info_filter.dylib
0x7fff2ffd8000 - 0x7fff2ffd8fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <E0B5CB04-F282-3BF0-8D14-BE6E3ED7C0A2> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib
0x7fff2fffe000 - 0x7fff2fffefff com.apple.CoreServices (1122.38 - 1122.38) <FEC6CD87-0909-3554-B8F5-CE65A5BB032C> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x7fff301ba000 - 0x7fff301bafff com.apple.Accelerate (1.11 - Accelerate 1.11) <2BCB5475-FDEF-379A-BB0E-B1A3AA7F5B83> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate
0x7fff309fc000 - 0x7fff30a61fff com.apple.CoreBluetooth (1.0 - 1) <AB95AA98-5CDC-3D4D-8478-C6595447837F> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth
0x7fff30a62000 - 0x7fff30a6bfff com.apple.SymptomDiagnosticReporter (1.0 - 79.120.1) <99674A3B-7319-30F1-922E-D665D01794AF> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter
0x7fff30a7f000 - 0x7fff30a8bfff com.apple.AppleIDAuthSupport (1.0 - 1) <079E30CC-40B7-3363-9A41-F9A0DE9ED742> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport
0x7fff30a8c000 - 0x7fff30b34fff com.apple.DiscRecording (9.0.3 - 9030.4.5) <55DD9802-821D-35F6-B21B-C96371FE46B4> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording
0x7fff30b35000 - 0x7fff30b68fff com.apple.MediaKit (16 - 927.40.2) <72F9BA2E-AF51-3E05-8DE4-00377CC79609> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit
0x7fff30b69000 - 0x7fff30c54fff com.apple.DiskManagement (14.0 - 1733.100.4) <6EAC9935-9B5A-3758-92D4-9E13CF570D3A> /System/Library/PrivateFrameworks/DiskManagement.framework/Versions/A/DiskManagement
0x7fff31042000 - 0x7fff31191fff com.apple.FileProvider (348.8 - 348.8) <34DFD3C5-B489-3A7A-9EC2-3A1E2970F74D> /System/Library/Frameworks/FileProvider.framework/Versions/A/FileProvider
0x7fff31192000 - 0x7fff311b4fff com.apple.GenerationalStorage (2.0 - 323) <AF8A2D39-41B5-3229-B780-86622DB977FC> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage
0x7fff31af0000 - 0x7fff31b2bfff com.apple.DebugSymbols (195.1 - 195.1) <A8313A86-04C7-37DC-A5D7-FF54EE39BC70> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols
0x7fff31b2c000 - 0x7fff31be1fff com.apple.CoreSymbolication (12.5 - 64544.69.1) <8D4E5AA8-8C09-31A7-AABE-AA9421781821> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication
0x7fff32ad4000 - 0x7fff32b37fff com.apple.framework.Apple80211 (17.0 - 1728) <6C1C9532-AD79-3E68-BFBB-2279AC8EA776> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211
0x7fff32b38000 - 0x7fff32c89fff com.apple.CoreWiFi (3.0 - 341) <E1A3027C-0657-3609-8F5C-D89BF6B4B422> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi
0x7fff32f67000 - 0x7fff32f6afff com.apple.help (1.3.8 - 71) <F8B97715-17C5-3789-8B89-5F08EFB70709> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help
0x7fff32f6b000 - 0x7fff32f72fff com.apple.EFILogin (2.0 - 2) <32EC4CD5-A6BD-31E9-BE52-BF79845F9EDB> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin
0x7fff32f73000 - 0x7fff32f7efff libcsfde.dylib (554) <D4C66851-FDFC-3B94-8B21-DCA76BDFE724> /usr/lib/libcsfde.dylib
0x7fff331bd000 - 0x7fff331bdfff com.apple.ApplicationServices (48 - 50) <374F91E8-9983-363E-B1E1-85CEB46A5D1E> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x7fff334d2000 - 0x7fff334d2fff libHeimdalProxy.dylib (79) <68F67BFE-F1E8-341C-A065-08954EF3F684> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib
0x7fff33585000 - 0x7fff33585fff com.apple.audio.units.AudioUnit (1.14 - 1.14) <CD5DF240-D8F7-3349-88DC-423962E5A289> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
0x7fff34554000 - 0x7fff345a4fff com.apple.ChunkingLibrary (334.1 - 334.1) <27ED7D22-A3D4-3161-A5DF-485711DB2F48> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary
0x7fff34fb0000 - 0x7fff34fb3fff com.apple.Cocoa (6.11 - 23) <2686C6E1-1182-34AA-9A3A-F7BC19DED4CB> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa
0x7fff36421000 - 0x7fff36444fff com.apple.openscripting (1.7 - 190) <9EAC55CC-0ECC-3B41-BF97-53C32496C689> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting
0x7fff36445000 - 0x7fff36448fff com.apple.securityhi (9.0 - 55008) <56A728F6-162E-31DE-9C29-FB1BE44C6B89> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI
0x7fff36449000 - 0x7fff3644cfff com.apple.ink.framework (10.15 - 227) <65FAEF94-F18C-30E0-8129-952DE19A5FAF> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink
0x7fff3644d000 - 0x7fff36450fff com.apple.CommonPanels (1.2.6 - 101) <45DFDB05-1408-34B4-A2AD-5416C5176C26> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
0x7fff36451000 - 0x7fff36458fff com.apple.ImageCapture (1711.5.2 - 1711.5.2) <E3BCD3B4-4792-390D-890B-B7A860088A4C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture
0x7fff3c992000 - 0x7fff3c995fff com.apple.print.framework.Print (15 - 271) <5A0FE511-37C2-3065-9066-34F8F9EA23E5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print
0x7fff3c996000 - 0x7fff3c999fff com.apple.Carbon (160 - 164) <967F26C3-8582-3A33-945F-DDA8F103B2E2> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x7fff3cc4c000 - 0x7fff3cc6bfff com.apple.private.SystemPolicy (1.0 - 1) <CAB3E8CD-1F31-343F-ABC1-9448543F211F> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy
0x7fff3d5a6000 - 0x7fff3d5b8fff libmis.dylib (274.120.2) <1DE29019-5ECB-3BE2-8492-2385ED241950> /usr/lib/libmis.dylib
0x7fff55579000 - 0x7fff5557cfff com.apple.ForceFeedback (1.0.6 - 1.0.6) <0AD42E37-140A-393A-BBE4-B0C342B0FEC1> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback
0x7fff5cec8000 - 0x7fff5cee9fff libKoreanConverter.dylib (90) <4788B872-5744-3825-81DE-6E4200B03E47> /System/Library/CoreServices/Encodings/libKoreanConverter.dylib
0x7fff6baa6000 - 0x7fff6baacfff libCoreFSCache.dylib (200.9) <12A2A7E7-39F7-30A5-AC0B-E09947417D3E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib
0x7fff6baad000 - 0x7fff6bab1fff libCoreVMClient.dylib (200.9) <F8C4D017-075A-37B2-AE8D-8CEB5FE1BC9B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
0x7fff6bab2000 - 0x7fff6bac1fff com.apple.opengl (18.5.9 - 18.5.9) <1422D0CA-C3E2-3309-8897-018E651CB74E> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x7fff6bac2000 - 0x7fff6bac4fff libCVMSPluginSupport.dylib (18.5.9) <AC7D4088-7CA8-3A0B-9B55-08427083C382> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib
0x7fff6bac5000 - 0x7fff6bacdfff libGFXShared.dylib (18.5.9) <76ABDB4A-3687-39E0-B8FB-125717742431> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
0x7fff6bace000 - 0x7fff6bb01fff libGLImage.dylib (18.5.9) <750C938A-9F4F-3BAD-8D3F-03EF619F28AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x7fff6bb02000 - 0x7fff6bb3efff libGLU.dylib (18.5.9) <4A77F717-2BBC-3439-AE10-694E82C0A184> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
0x7fff6bcd3000 - 0x7fff6bcddfff libGL.dylib (18.5.9) <95D5C72E-9352-39EC-83B1-6BB295A83462> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x7fff6d11d000 - 0x7fff6d175fff com.apple.opencl (4.6 - 4.6) <769BB23D-09E5-3A3A-B2EA-310157AA206D> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL
0x7fff6eb0a000 - 0x7fff6eb2cfff com.apple.audio.OpenAL (1.8 - 1.8) <48C78FAC-0CFD-3547-A3AC-D6B8C1B9C99B> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
External Modification Summary:
```
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
```
VM Region Summary:
ReadOnly portion of Libraries: Total=932.1M resident=0K(0%) swapped_out_or_unallocated=932.1M(100%)
Writable regions: Total=616.8M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=616.8M(100%)
```
VIRTUAL REGION
```
REGION TYPE SIZE COUNT (non-coalesced)
**=======**
Activity Tracing 256K 1
CoreServices 132K 1
Kernel Alloc Once 8K 1
MALLOC 210.5M 31
MALLOC guard page 16K 4
MALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)
STACK GUARD 60K 15
Stack 8304K 15
VM_ALLOCATE 12K 3
__DATA 65.2M 293
__DATA_CONST 11.6M 168
__DATA_DIRTY 544K 98
__FONT_DATA 4K 1
__LINKEDIT 553.3M 8
__OBJC_RO 70.2M 1
__OBJC_RW 2480K 2
__TEXT 378.8M 295
__UNICODE 588K 1
mapped file 49.7M 9
shared memory 1268K 15
**=======**
TOTAL 1.7G 963
TOTAL, minus reserved VM space 1.3G 963
Model: MacBookPro13,3, BootROM 429.120.4.0.0, 4 processors, Quad-Core Intel Core i7, 2.6 GHz, 16 GB, SMC 2.38f12
Graphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin
Graphics: kHW_AMDRadeonPro450Item, AMD Radeon Pro 450, spdisplays_pcie_device, 2 GB
Memory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320
Memory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1680.8)
Bluetooth: Version 8.0.5d7, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
USB Device: USB 3.0 Bus
USB Device: Apple T1 Controller
Thunderbolt Bus: MacBook Pro, Apple Inc., 41.2
Thunderbolt Bus: MacBook Pro, Apple Inc., 41.2
| [
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"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",
"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",
"Quick Smoke crash guide February 3, 2023\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.0 Alpha\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\n[image.png](image.png)\n[image.png](image.png)\n[Blender-2023-02-03-113746.ips](Blender-2023-02-03-113746.ips)\nTest File: [3.5.zip](3.5.zip)\n```\nCall Stack: Main thread\n__psynch_cvwait\n_pthread_cond_wait\ntake_gil\nPyEval_RestoreThread\nPyGILState_Ensure\npy_timer_execute\nBLI_timer_execute\nwm_event_do_notifiers\nWM_main\nmain\nstart```",
"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",
"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",
"MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n\n",
"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",
"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",
" BLI_mmap not thread-safe on Linux/macOS (unfreed memory generating thumbnails)\nRecently I noticed generating blend file thumbnails sometimes leaks memory, this is caused by 0f2ae614a1, which uses a linked list for `error_handler_data.open_mmaps`, threads are used to open blend file thumbnails which add/remove items without any locking.\n\nTesting should be straightforward.\n\n- Remove thumbnail cache, (e.g. `rm -rf ~/.cache/thumbnails`)\n- Open a directory containing many blend files.\n- Wait for the thumbnails to load.\n- Close blender.\n\nOn exit ASAN reports this error (below).\n\nChecking `BLI_mmap` it looks like all list access would need to locking, including handling errors.\n\n----\n\n```\nDirect leak of 32 byte(s) in 1 object(s) allocated from:\n - 0 0x7f7ed1d97459 in __interceptor_calloc /build/gcc/src/gcc/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x55cd8a26f9ac in MEM_lockfree_callocN /src/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:236\n - 2 0x55cd8a00563a in BLI_genericNodeN /src/blender/source/blender/blenlib/intern/listbase.c:932\n - 3 0x55cd89eded19 in sigbus_handler_add /src/blender/source/blender/blenlib/intern/BLI_mmap.c:136\n - 4 0x55cd89edef8c in BLI_mmap_open /src/blender/source/blender/blenlib/intern/BLI_mmap.c:188\n - 5 0x55cd89fa181d in BLI_filereader_new_mmap /src/blender/source/blender/blenlib/intern/filereader_memory.c:130\n - 6 0x55cd83c2f97d in blo_filedata_from_file_descriptor /src/blender/source/blender/blenloader/intern/readfile.c:1223\n - 7 0x55cd83c2fec8 in blo_filedata_from_file_open /src/blender/source/blender/blenloader/intern/readfile.c:1270\n - 8 0x55cd83c30137 in blo_filedata_from_file_minimal /src/blender/source/blender/blenloader/intern/readfile.c:1293\n - 9 0x55cd83c31e31 in BLO_thumbnail_from_file /src/blender/source/blender/blenloader/intern/readfile.c:1513\n - 10 0x55cd84e68067 in imb_thumb_load_from_blendfile /src/blender/source/blender/imbuf/intern/thumbs_blend.c:72\n - 11 0x55cd84e6810b in IMB_thumb_load_blend /src/blender/source/blender/imbuf/intern/thumbs_blend.c:86\n - 12 0x55cd84e6540c in thumb_create_ex /src/blender/source/blender/imbuf/intern/thumbs.c:390\n - 13 0x55cd84e6676c in thumb_create_or_fail /src/blender/source/blender/imbuf/intern/thumbs.c:495\n - 14 0x55cd84e677e9 in IMB_thumb_manage /src/blender/source/blender/imbuf/intern/thumbs.c:656\n - 15 0x55cd893c5c44 in filelist_cache_preview_runf /src/blender/source/blender/editors/space_file/filelist.c:1472\n - 16 0x55cd8a24591e in Task::operator()() const /src/blender/source/blender/blenlib/intern/task_pool.cc:178\n - 17 0x55cd8a24a288 in tbb::internal::function_task<Task>::execute() /usr/include/tbb/task.h:1059\n #18 0x55cd83a89424 in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) (/src/cmake_debug/bin/blender+0x12db9424)\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>",
"macOS: Slowdown/crashes/ empty windows when using Sidecar feature with iPad\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.91.2\n[system-info.txt](system-info.txt)\n\n\nBlender slows down immensely (moving view around while looking at the default cube goes from smooth 60fps to around 15fps) when I am using my iPad as an external display using the Sidecar feature on my Mac. \nBlender is still running on my laptop's primary display, not the external display, when this occurs. Crashes also happen sometimes when using a Sidecar external monitor, but none of this occurs when using any other external monitor. Sometimes blender goes back to normal speed while using Sidecar, but then the preferences screen in Blender shows up as a blank screen.\n\n\nOpen Blender while using an iPad as an external monitor with Sidecar, or begin using Sidecar while blender is already open.\nOutcome 1: Blender runs incredibly slowly, no matter which display it is on, and sometimes crashes just while navigating, or trying to render a scene.\nOutcome 2: Blender runs at full speed, no matter which display it is on, but when I attempt to open the preferences menu, it shows up as a blank screen, and when I try to render a scene, the render window shows up as a blank screen.\n[Based on the default startup.]\n\nIncluded are a crash log from one of the crashes, and my blender system info file.\n[Blender_2021-02-04-192954_nert-macbook.txt](Blender_2021-02-04-192954_nert-macbook.txt)",
"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)!!",
"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",
"Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\n"
] | [
"Dont' working Blender for apple m1 at frist time.\nOperating system: Mac OS Big Sur 11.4(Latest Update), MacBook Pro 13inch 2020 which is used apple silicon m1\nGraphics card: apple m1\n\nBlender Version : For apple silicon version 2.93.0\n\nI download dmg file, and install blender for apple silicon. after that, I try to run it, but it doesn't working.\n\nI append report logs which apple present.\n\n[P2204](P2204.txt)"
] |
Dont' working Blender for apple m1 at frist time.
Operating system: Mac OS Big Sur 11.4(Latest Update), MacBook Pro 13inch 2020 which is used apple silicon m1
Graphics card: apple m1
Blender Version : For apple silicon version 2.93.0
I download dmg file, and install blender for apple silicon. after that, I try to run it, but it doesn't working.
I append report logs which apple present.
[P2204](P2204.txt) | [
"No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n",
"Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n",
"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.",
"Regression: mantaflow Domain \"Guides\" (velocity source) not working \nOperating system: Windows 11 Pro\nProcessor 12th Gen Intel(R) Core(TM) i9-12900K \nGraphics card: asus dual geforce rtx 3060 12gb gddr6\nRAM:32.0 GB \n\nnot worked: (3.1.2)\nWorked: (2.82.7)\n\nTo simulate the spraying of water fluid, I use the Guide Domain tool so that the water particles react with the smoke coming out of the flow and the spraying mode was simulated, but this simulation does not work in version 3.1.2, but in version 2. 82.7 works properly\nIs this a bug?\nPlease watch the videos\n[3.1.2 not work.mp4](3.1.2_not_work.mp4)\n[2.82 work.mp4](2.82_work.mp4)\n\nfile:[3.1.blend](3.1.blend)",
"Liquid Emission unlimited\n\"Surface Emission\" value ignored I suppose, see the screenshot and the project file below:\n\n[test_emission.blend](test_emission.blend)\n\nThat's looks the same or almost same for \"Surface Emission\"=1,10,100,...\n\nBlender Version 2.90.0 (2.90.0 2020-08-07) on MacOS Mojave.",
"Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n",
"Crash when importing Collada .dae file\nOperating system: macOS 10.15.7 (19H114)\nGraphics card: AMD Radeon Pro 5500M 8 GB graphics\n\nBroken: 2.91.0 (2.91.0 2020-11-25)\nWorked: N/A\n\nI exported the attached .dae file from SceneKit on iOS. When I try to open it in Blender, it crashes. It's worth noting that [Apple's documentation ](1523577-write) for the SceneKit → .dae export says it should work only on macOS, but I was able to use it on the iOS simulator. It's possible that I'm using some sort of unsupported configuration, but Blender should at least report an error instead of crashing. And if there's something wrong with the .dae file, I'd like to report it to Apple.\n\n1. Open Blender.\n2. Choose **File** → **Import** → **Collada (Default) (.dae)**.\n4. Choose the attached Juggler.dae file.\n5. Try to import with default options: all checkboxes are Unchecked under Import Data Options, Armature Options, and Keep Bind Info.\n6. Crash.\n\n[juggler.dae](juggler.dae)\n\n[Blender_2020-12-29-143229_A9918.crash](Blender_2020-12-29-143229_A9918.crash)",
"Cycles regression testing for GPU devices\n**Background**\n\nThe Cycles automated regression tests so far only ran on the CPU.\n\nWith some environment flags it was possible to execute a script that runs them on other devices, but this is cumbersome. The goal of this task is to add a CMake option to enable running the regression tests on GPU devices in addition to CPU devices.\n\nThe reference images are currently only valid for CPU rendering. Keeping differeing reference images updated will have to wait until we have CI infrastructure for testing GPU rendering. For now we can do a few things:\n* Do nothing and manually check when tests fail\n* Increase difference thresholds for tests that only differ a little\n* Disable failing tests for GPU testing\n\n**Status**\n\n- [x] CYCLES_TEST_DEVICES option to specify devices to test\n- [x] Blacklist failing CUDA tests\n- [x] Blacklist failing OPTIX tests\n- [ ] Verify HIP tests are working\n- [ ] Enable GPU testing on the buildbot",
"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)",
"3DConnexion Mouse not working in new Blender instance\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon VII OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\n3dconnexion mouse works only in one instance of Blender\n\nIf I open 2nd instance of Blender 3d mouse does not work in it, only in the original file. This behaviour is same in official 2.8. I have tested this in Rhino for Mac. There Mouse works in both instances, which ever is active of course.\n",
"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)",
"3d viewport High memory usage--MacOS intel--\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.5.0 Alpha\n\nhigh memory usage of the factory settings startup file.\n\n- Open latest macos blender build 3.5 for MacOS 13.2 Intel\n- Perform selection operation (box select, click select, etc.)\n[Screen Recording 2023-02-07 at 2.27.06 amsmall.mp4](Screen_Recording_2023-02-07_at_2.27.06_amsmall.mp4)\n\n\n",
"Shader not working on Mac blender 3.5 - works in Windows\nOperating system: macOS-13.3-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0\n\nI have been trying to install the Weight Paint Tools paid addon weight_paint_tools?layout=profile&recommended_by=library\n\nThis worked fine for years, up till 3.5, now it crashes upon activation. The developer has attempted to update it for metal, but it still wont work. He's sent me a simplified script that he says should work without errors.. but still errors out. See attached blend file.\n\nRun the script\n\n\nRun the script\n\n",
"Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"Render Audio\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn the Video Editing mode, when using Render Audio, the program title bar shows: Not Responding.\nBut Blender actually completes the render audio process after a couple of minutes.\n\nOpen Blender, select Video Editing Mode and import video file with audio.\nClick display Wave form and set audio to mono.\nSelect Render - Render Audio and use mp3 container, Format: S16 and 128 as bitrate.\nEnter a file name and click \"Mixdown\"\n\nThe Blender title bar shows that the program is not responding, but after a couple of minutes the audio file finish rendering and works just fine.\n\nYou can find a screen capture of the event attached, showing the title bar \"Not Responding\" and also the RAM and CPU values at the time.\nAlso attached is the blender file. (I just removed the video parts.\n\nThank you all for the best 3D software in the world!\n\n\n\n"
] | [
"blender not starting\nOperating system: macOS Big Sur 11.4\nGraphics card: Radeon Pro 450 2 GB\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.93, 2021-06-15, not starting \nWorked: (newest version of Blender that worked as expected) \n\nblender not starting \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nlog\n\nProcess: Blender [50286]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-06-14)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [50286]\nUser ID: 501\n\nDate/Time: 2021-06-15 13:29:33.219 +0900\nOS Version: macOS 11.4 (20F71)\nReport Version: 12\nBridge OS Version: 3.0 (14Y908)\nAnonymous UUID: 92C82C28-D16D-5D66-2773-B6FF7C248CF9\n\nSleep/Wake UUID: 821B8ECB-5B9F-4F61-BEEC-FFEAA6A49150\n\nTime Awake Since Boot: 120000 seconds\nTime Since Wake: 4900 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nterminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff2046a92e __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff204995bd pthread_kill + 263\n2 libsystem_c.dylib \t0x00007fff203ee4ab __abort + 139\n3 libsystem_c.dylib \t0x00007fff203ee420 abort + 135\n4 libc++abi.dylib \t0x00007fff2045cef2 abort_message + 241\n5 libc++abi.dylib \t0x00007fff2044e5e5 demangling_terminate_handler() + 242\n6 libobjc.A.dylib \t0x00007fff20347595 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff2045c307 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff2045ebeb __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff2045ebb2 __cxa_throw + 116\n10 org.blenderfoundation.blender \t0x000000010ea45234 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > boost::locale::conv::impl::iconverter_base::real_convert<char, char>(char const*, char const*) + 532\n11 org.blenderfoundation.blender \t0x000000010ea44f92 boost::locale::conv::impl::iconv_to_utf<char>::convert(char const*, char const*) + 18\n12 org.blenderfoundation.blender \t0x000000010ea443ba boost::locale::conv::impl::convert_between(char const*, char const*, char const*, char const*, boost::locale::conv::method_type) + 138\n13 org.blenderfoundation.blender \t0x000000010ea44712 boost::locale::conv::between(char const*, char const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, boost::locale::conv::method_type) + 50\n14 org.blenderfoundation.blender \t0x000000010ea4f186 boost::locale::gnu_gettext::mo_message<char>::load_file(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int, boost::function<std::__1::vector<char, std::__1::allocator<char> > (std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1830\n15 org.blenderfoundation.blender \t0x000000010ea4debf boost::locale::gnu_gettext::mo_message<char>::mo_message(boost::locale::gnu_gettext::messages_info const&) + 2703\n16 org.blenderfoundation.blender \t0x000000010ea4d3d2 boost::locale::message_format<char>* boost::locale::gnu_gettext::create_messages_facet<char>(boost::locale::gnu_gettext::messages_info const&) + 34\n17 org.blenderfoundation.blender \t0x000000010ea77224 boost::locale::impl_posix::posix_localization_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 2308\n18 org.blenderfoundation.blender \t0x000000010ea4cab4 boost::locale::localization_backend_manager::impl::actual_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 100\n19 org.blenderfoundation.blender \t0x000000010ea49a6e boost::locale::generator::generate(std::__1::locale const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 446\n20 org.blenderfoundation.blender \t0x000000010ea4987d boost::locale::generator::generate(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 61\n21 org.blenderfoundation.blender \t0x0000000106457117 bl_locale_set + 391\n22 org.blenderfoundation.blender \t0x000000010544db66 BLT_lang_set + 230\n23 org.blenderfoundation.blender \t0x00000001053ed042 WM_init + 226\n24 org.blenderfoundation.blender \t0x0000000104e8b59a main + 778\n25 libdyld.dylib \t0x00007fff204b4f5d start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202f016d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010c19875f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010c1971ee void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 9:\n0 libsystem_pthread.dylib \t0x00007fff20495420 start_wqthread + 0\n\nThread 10:\n0 libsystem_pthread.dylib \t0x00007fff20495420 start_wqthread + 0\n\nThread 11:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff204642f6 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff2854a8da caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff28537836 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff28537784 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff28537502 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2046430e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff202efd15 _dispatch_sema4_timedwait + 72\n2 libdispatch.dylib \t0x00007fff202f0145 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff202fe656 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff204998fc _pthread_start + 224\n5 libsystem_pthread.dylib \t0x00007fff20495443 thread_start + 15\n\nThread 13:\n0 libsystem_pthread.dylib \t0x00007fff20495420 start_wqthread + 0\n\nThread 14:\n0 libsystem_pthread.dylib \t0x00007fff20495420 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000000011ed74e00 rcx: 0x00007ffeeaed8a68 rdx: 0x0000000000000000\nrdi: 0x0000000000000103 rsi: 0x0000000000000006 rbp: 0x00007ffeeaed8a90 rsp: 0x00007ffeeaed8a68\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000000011ed74e00 r11: 0x0000000000000246\nr12: 0x0000000000000103 r13: 0x0000003000000008 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007fff2046a92e rfl: 0x0000000000000246 cr2: 0x0000000161df6000\n\n```\nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\nThread 0 instruction stream not available.\n\nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x104d26000 - 0x110c3dfff +org.blenderfoundation.blender (3.0.0 - 3.0.0 2021-06-14) <38D8B0FE-61D2-33B7-B7EE-8163EB650969> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1176ef000 - 0x11775bfff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x119650000 - 0x119657fff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <A3A6DCDC-B5DA-33D4-AC82-3737A556DC04> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x11ec9d000 - 0x11ed38fff dyld (852) <1AC76561-4F9A-34B1-BA7C-4516CACEAED7> /usr/lib/dyld\n 0x7fff201d1000 - 0x7fff201d2fff libsystem_blocks.dylib (79) <48AF56A9-6E42-3A5E-A213-E6AFD8F81044> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff201d3000 - 0x7fff20208fff libxpc.dylib (2038.120.1) <5751A7F5-6DC5-3090-B7F1-D90ED71BEF1F> /usr/lib/system/libxpc.dylib\n 0x7fff20209000 - 0x7fff20220fff libsystem_trace.dylib (1277.120.1) <8E243C00-BFC2-3FAA-989C-0D72314DB04D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20221000 - 0x7fff202befff libcorecrypto.dylib (1000.120.2) <FADB19A0-1BF3-3F47-B729-87B4FA8CA677> /usr/lib/system/libcorecrypto.dylib\n 0x7fff202bf000 - 0x7fff202ebfff libsystem_malloc.dylib (317.121.1) <CAD162A5-7367-3A30-9C15-5D036411AEDE> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff202ec000 - 0x7fff20330fff libdispatch.dylib (1271.120.2) <7B229797-1F2E-3409-9D0C-060C7EEF2E12> /usr/lib/system/libdispatch.dylib\n 0x7fff20331000 - 0x7fff2036afff libobjc.A.dylib (824) <FE5AF22E-80A1-34BB-98D6-610879988BAA> /usr/lib/libobjc.A.dylib\n 0x7fff2036b000 - 0x7fff2036dfff libsystem_featureflags.dylib (28.60.1) <77F7F479-39BD-3111-BE3C-C74567FD120C> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff2036e000 - 0x7fff203f6fff libsystem_c.dylib (1439.100.3) <38F8A126-C995-349A-B909-FF831914ED2E> /usr/lib/system/libsystem_c.dylib\n 0x7fff203f7000 - 0x7fff2044cfff 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com.apple.help (1.3.8 - 71) <F8B97715-17C5-3789-8B89-5F08EFB70709> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff32f6b000 - 0x7fff32f72fff com.apple.EFILogin (2.0 - 2) <32EC4CD5-A6BD-31E9-BE52-BF79845F9EDB> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff32f73000 - 0x7fff32f7efff libcsfde.dylib (554) <D4C66851-FDFC-3B94-8B21-DCA76BDFE724> /usr/lib/libcsfde.dylib\n 0x7fff331bd000 - 0x7fff331bdfff com.apple.ApplicationServices (48 - 50) <374F91E8-9983-363E-B1E1-85CEB46A5D1E> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff334d2000 - 0x7fff334d2fff libHeimdalProxy.dylib (79) <68F67BFE-F1E8-341C-A065-08954EF3F684> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff33585000 - 0x7fff33585fff com.apple.audio.units.AudioUnit (1.14 - 1.14) <CD5DF240-D8F7-3349-88DC-423962E5A289> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff34554000 - 0x7fff345a4fff com.apple.ChunkingLibrary (334.1 - 334.1) <27ED7D22-A3D4-3161-A5DF-485711DB2F48> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34fb0000 - 0x7fff34fb3fff com.apple.Cocoa (6.11 - 23) <2686C6E1-1182-34AA-9A3A-F7BC19DED4CB> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36421000 - 0x7fff36444fff com.apple.openscripting (1.7 - 190) <9EAC55CC-0ECC-3B41-BF97-53C32496C689> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff36445000 - 0x7fff36448fff com.apple.securityhi (9.0 - 55008) <56A728F6-162E-31DE-9C29-FB1BE44C6B89> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff36449000 - 0x7fff3644cfff com.apple.ink.framework (10.15 - 227) <65FAEF94-F18C-30E0-8129-952DE19A5FAF> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff3644d000 - 0x7fff36450fff com.apple.CommonPanels (1.2.6 - 101) <45DFDB05-1408-34B4-A2AD-5416C5176C26> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff36451000 - 0x7fff36458fff com.apple.ImageCapture (1711.5.2 - 1711.5.2) <E3BCD3B4-4792-390D-890B-B7A860088A4C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3c992000 - 0x7fff3c995fff com.apple.print.framework.Print (15 - 271) <5A0FE511-37C2-3065-9066-34F8F9EA23E5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3c996000 - 0x7fff3c999fff com.apple.Carbon (160 - 164) <967F26C3-8582-3A33-945F-DDA8F103B2E2> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3cc4c000 - 0x7fff3cc6bfff com.apple.private.SystemPolicy (1.0 - 1) <CAB3E8CD-1F31-343F-ABC1-9448543F211F> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d5a6000 - 0x7fff3d5b8fff libmis.dylib (274.120.2) <1DE29019-5ECB-3BE2-8492-2385ED241950> /usr/lib/libmis.dylib\n 0x7fff55579000 - 0x7fff5557cfff com.apple.ForceFeedback (1.0.6 - 1.0.6) <0AD42E37-140A-393A-BBE4-B0C342B0FEC1> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5cec8000 - 0x7fff5cee9fff libKoreanConverter.dylib (90) <4788B872-5744-3825-81DE-6E4200B03E47> /System/Library/CoreServices/Encodings/libKoreanConverter.dylib\n 0x7fff6baa6000 - 0x7fff6baacfff libCoreFSCache.dylib (200.9) <12A2A7E7-39F7-30A5-AC0B-E09947417D3E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6baad000 - 0x7fff6bab1fff libCoreVMClient.dylib (200.9) <F8C4D017-075A-37B2-AE8D-8CEB5FE1BC9B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6bab2000 - 0x7fff6bac1fff com.apple.opengl (18.5.9 - 18.5.9) <1422D0CA-C3E2-3309-8897-018E651CB74E> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6bac2000 - 0x7fff6bac4fff libCVMSPluginSupport.dylib (18.5.9) <AC7D4088-7CA8-3A0B-9B55-08427083C382> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6bac5000 - 0x7fff6bacdfff libGFXShared.dylib (18.5.9) <76ABDB4A-3687-39E0-B8FB-125717742431> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6bace000 - 0x7fff6bb01fff libGLImage.dylib (18.5.9) <750C938A-9F4F-3BAD-8D3F-03EF619F28AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6bb02000 - 0x7fff6bb3efff libGLU.dylib (18.5.9) <4A77F717-2BBC-3439-AE10-694E82C0A184> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6bcd3000 - 0x7fff6bcddfff libGL.dylib (18.5.9) <95D5C72E-9352-39EC-83B1-6BB295A83462> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6d11d000 - 0x7fff6d175fff com.apple.opencl (4.6 - 4.6) <769BB23D-09E5-3A3A-B2EA-310157AA206D> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eb0a000 - 0x7fff6eb2cfff com.apple.audio.OpenAL (1.8 - 1.8) <48C78FAC-0CFD-3547-A3AC-D6B8C1B9C99B> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=932.1M resident=0K(0%) swapped_out_or_unallocated=932.1M(100%)\nWritable regions: Total=616.8M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=616.8M(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nActivity Tracing 256K 1 \nCoreServices 132K 1 \nKernel Alloc Once 8K 1 \nMALLOC 210.5M 31 \nMALLOC guard page 16K 4 \nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 60K 15 \nStack 8304K 15 \nVM_ALLOCATE 12K 3 \n__DATA 65.2M 293 \n__DATA_CONST 11.6M 168 \n__DATA_DIRTY 544K 98 \n__FONT_DATA 4K 1 \n__LINKEDIT 553.3M 8 \n__OBJC_RO 70.2M 1 \n__OBJC_RW 2480K 2 \n__TEXT 378.8M 295 \n__UNICODE 588K 1 \nmapped file 49.7M 9 \nshared memory 1268K 15 \n**=======**\nTOTAL 1.7G 963 \nTOTAL, minus reserved VM space 1.3G 963 \n\nModel: MacBookPro13,3, BootROM 429.120.4.0.0, 4 processors, Quad-Core Intel Core i7, 2.6 GHz, 16 GB, SMC 2.38f12\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro450Item, AMD Radeon Pro 450, spdisplays_pcie_device, 2 GB\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1680.8)\nBluetooth: Version 8.0.5d7, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Apple T1 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.2\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.2\n\n"
] |
Crash generating material preview icons with a Normal Map node that uses Tangent Space and specific UV
Linux Mint 19, Nvidia 860M
Broken: build of Nov. 6th ( 798cdaeeb69)
Crash when clicking on shader tab in properties
* Open file in attachment
* Go to shader tab on properties
* Crash
In attachment:
* File
* Sys info
* crash.txt
[system-info.txt](system-info.txt)
[boombox.crash.txt](boombox.crash.txt)
[boombox.blend](boombox.blend) | [
"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.",
"Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash",
"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",
"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",
"The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n",
"Crash - 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\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",
"Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) \n- Or it spawns a blank popup \nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.",
"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",
"Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n",
"Blender Crashes when deselecting Name-fields\nOperating system: Windows-10\nGraphics card: NVIDIA GeForce RTX 3070\n\nalso tested on:\nOperating system: Windows-11 Home - Microsoft Surface\nGraphics card: - / 11th Gen Intel(R) Core(TM) i7-1185G7\n\nBroken: (tested with)\n- version: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\n- version: 3.5.1, branch: blender-v3.5-release, Date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\n\nWorked: -\n\nFor a specific project, if I select any Text field that contains the name of an asset (texture, object, scene, ...) and click anywhere else within the Blender window, Blender will crash. \n\nThis error does not appear for other projects of mine or a new one.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open file\n2. Navigate to Texture\n3. Create a new Texture\n4. Select Texture name (no need to alter the name to reproduce the error)\n5. Click into e.g. Viewport or hit Enter\n\nI created a copy of the problematic project, deleted all of its content and used the Blender cleanup feature to remove any remaining data blocks. Still the issue persists. Except for the missing shutdown logs due to the crash, the Debug Log doesn't show any differences to a normal file AFAIK.\n\nBlender does NOT crash when I use \"Escape\" to exit the field.\nTo be precise, the crash happens when deselecting \"Name Fields\" in the outliner, the Properties Panel or similar.\nThis doesn't happen in Search fields or Value fields that take e.g. floats for properties like \"Strength\" etc.\n\nThe project (used as asset library) worked fine yesterday and as far as I'm aware no updates were installed. I tried updating my NVIDIA driver but to no avail.\n\nNext, I'll try to copy my assets to a new file.",
"Add modifier error message for attribute name clashes\nIf user has a UV and a vertex color groups with the same name things behave in non predictable ways.\n\nThe nodes modifier should check for this and add an error message when this happens.",
"Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"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",
"Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n",
"Crash 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"
] | [
"import gltf 2.0, select material, crash\n{[F5759650](chair.glb)}{[F5759607](https://archive.blender.org/developer/F5759607/system-info.txt)}Operating system: win 8.1, x64\nGraphics card: GeForce GTX 765M/PCIe/SSE2\nSee `system-info.txt`\n\nBroken: version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-29 15:57, hash: 26d5a3625ed, type: Release\n\nAfter importing attached `chair.glb`, select 'Leather_node' and go to materials. Blender crashes immediately\n\n- Import `chair.glb`\n- Select `Leather_node`\n- Hit materials"
] |
eevee - unconnected Subsurface Scattering node makes whole material not working
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17
Broken: version: 2.80 (sub 75)
Worked: (optional)
Unmuted and unconnected to the material output Subsurface Scattering makes the material not working. It looks like viewport isn't updated in the area of this material.
Here is the video with the error:
[2019-07-25_09-42-48.mp4](2019-07-25_09-42-48.mp4)
And here is the blend file:
[SSS bug.blend](SSS_bug.blend)
1. Open the attached file
2. Go to render preview mode.
3. Move around the viewport to notice the material not working on the cube
4. Mute or delete the SSS node and reconnect the Diffuse node to see that it is working now.
| [
"shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n",
"Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">",
"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\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",
"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.",
"Attribute Node Doesn't Function Under World Shader Context\nOperating system: Windows 10 19044.1826 64-bit, Linux 5.18.14.arch1-1\nGraphics card: NVIDIA GeForce GTX 1080 Ti\n\nBroken: 3.2.1\nWorked: never\n\nThe `Attribute` node (both in Cycles or Eevee) doesn't work under World materials.\nAlso the `Geometry` and `Instancer` types in the node are irrelevant in the Word context and should be hidden.\nMaybe the `Object` type should be renamed to 'World', but it currently doesn't seem to be able to pass world properties as uniforms.\nThis essentially means that:\n - There are redundant elements in the World shader node editor that currently serve no purpose\n - There is no way to pass custom uniform attributes to World shader nodes, although they should be available (similarly to how it is done for objects)\n\n\n\n- Open attached .blend file\n- Note that the \"test_color\" attribute of the World is not read by the material.\n[AttributeWorldShader.blend](AttributeWorldShader.blend)",
"Alpha doesn't work as a mask \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 511.79\n\nBroken: version: 3.0.0\n\nI use an alpha channel as a mask for mix node. If I put an alpha channel from the same node where I take a color channel I get a strange result but if I grab a mask from an alpha channel a copy of the same texture node I get the proper result. \n\n\n\n\n[bug_11.blend](bug_11.blend)\n\n",
"texture in solid mode not updated\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2, 2.93\nWorked: probably never\n\nif the shader editor is located in another workspace, in which there is no viewport in solid mode, then the texture on the object will not be updated\n\n- Open .blend file\n- In both layout an shading workspace: make sure skin texture is selected\n- switch to shading workspace and select blue texture\n- Now switch back to layout workspace (notice `blue` texture is selected in node space but viewport is not updated)\n\n[#99598.blend](T99598.blend)\n\n---\noriginal file and video provided by the reporter\n[jupiter.blend](jupiter.blend)\nVideo [F13283900](2022-07-11_00-19-08.mp4)",
"Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur",
"\"Regression\" : 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\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading",
"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",
"Shadows stop working properly when changing render pass in viewport.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404\n\nBroken: version: 3.5.1\n\nWhen doing a certain shading setup and changing render pass, the shadows break.\n\n- Create a new project, keeping the render engine to eevee\n- Make a new material and apply on default cube\n- Connect any image texture into the color input of principled bsdf\n- Connect any image texture into the normal input of principled bsdf while setting its color space to non-color\n- Switch viewport shading to rendered\n- Switch render pass to shadow and then back to combined\n- The lights will now not produce any light unless their shadow setting is turned off\n\nAny other nodes added before or in-between the image texture node do not seem to affect the result.\nThe shadows will stay like this until blender is closed and reopened again.\n\n",
"Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)",
"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)",
"Empty Images react with Viewport World Opacity\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.83.8 through 2.93 master.\nWorked: version: 2.82a\n\nThere is a problem in EEVEE where Empty Images Depth set to \"Back\" will also draw them behind the world HDRI background. So the Image will fade into the background when changing the Viewport Shadings World Opacity.\n\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\n\n",
"Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)"
] | [
"Mix Shader Materials Glitch on the Viewport on EEVEE\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050\n\nBroken: (example: 2.80, Release Candidate, downloaded today (also happens in the RC1)\n\nWorked: None (yet) (hobbyst)\n\nWhen adding the materials provided (the most basic is a Glossy BSDF + Diffuse BSDF) the viewport freezes the image whenever the material should be displayed. \n\nNothing, just open the file and rotate the camera on Look Dev or Rendered (with EEVEE)\n\n[example.zip](example.zip)\n\nSimplified file, in case you can't reproduce: link to video [Eevee Material Problem ](mScseu7krfU)"
] |
Mix Shader Materials Glitch on the Viewport on EEVEE
Operating system: Windows 10
Graphics card: NVIDIA Geforce GTX 1050
Broken: (example: 2.80, Release Candidate, downloaded today (also happens in the RC1)
Worked: None (yet) (hobbyst)
When adding the materials provided (the most basic is a Glossy BSDF + Diffuse BSDF) the viewport freezes the image whenever the material should be displayed.
Nothing, just open the file and rotate the camera on Look Dev or Rendered (with EEVEE)
[example.zip](example.zip)
Simplified file, in case you can't reproduce: link to video [Eevee Material Problem ](mScseu7krfU) | [
"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",
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)",
"EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)",
"Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n",
"Material glitches at joints when using Bevel modifier\nOperating system: Ubuntu 20.04.3 LTS\nGraphics card: GeForce RTX 2060\n\nBroken: 3.1.2, cc66d1020c3b, master, 2022-03-31\nWorked:\n\n\nI know people experience no end of unexpected Bevel behavior due to issues with their geometry. But I think this is a genuine bug - as do people who responded to my Blender SE question: 124535\n\nRobin Betts commented there that \"it looks like a bug. But at least a consistent, and therefore traceable bug. It seems to be in the 'Automatic' (-1) material offset setting, which should split the bevel down the middle at material boundaries. It's getting the boundary 1-off at the end of a patch/arc spread of faces.\"\n\nAt joints where two materials meet, the Bevel modifier seems to miscalculate which faces of the bevel should contain one material and which the other, as shown here:\n\n\n\nIf I apply the modifier, I can then correct the issue by hand.\n\nThe above picture is from Blender 3.1.2. The problem seems to have been there for a long time, things look different but are still incorrect in 2.93.7:\n\n\n\nThe complete mesh is fairly simple (I cut it out of a larger object for this bug report) and I've confirmed there are no overlapping vertices etc.:\n\n\n\nI actually started with a much simpler mesh but converted to triangles to ensure the issue wasn't somehow n-gon related (it isn't):\n\n\n\n\nCreate a simple shape like the one shown in the last image above and use two different materials for your object, e.g. above, I've applied one material to the darker colored faces and the other to the lighter colored faces.\n\nThen apply a *Bevel* modifier and then look at the object in a *Viewport Shading* mode that shows materials, e.g. *Material Preview* or *Rendered* (you can even see the issue with *Solid* viewport shading if you set the *Viewport Display* for one of the materials to be a different color to the default grey).\n\nHere are two small `.blend` files - the first created in Blender 3.1.2 and the second in Blender 2.93.7:\n\n[bevel-3.1.2.blend](bevel-3.1.2.blend)\n\n[bevel-2.93.7.blend](bevel-2.93.7.blend)\n\nYou can find a larger `.blend` file containing the original full mesh in my Blender SE question: 124535",
"Sculpting using EEVEE\nThis keeps track of the patches and tasks needed for improving sculpting with EEVEE/Lookdev enabled\n\n[D8558](D8558) Fix EEVEE not using the PBVH for rendering in Sculpt Mode\n[D8564](D8564) Sculpt: Use Simplified Materials option\n[D8566](D8566) LookDev: Lock HDRI rotation to View",
"VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n",
"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",
"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\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(",
"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",
"Material Library VX causes permanent freeze with EEVEE rendering\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.81\n\nUsing materials from Material Library VX addon, particularly Floor Wood and Rusty Metal, causes EEVEE to freeze all of Blender. They work fine with Cycles, so it's not the addon. Not even the partial \"developer view\" render can take the materials.\n\nOpen default blend file.\nEnable Material Library VX addon.\nApply \"Floor Wood\" to the cube.\nSwitch to \"render view\" without changing the engine off of EEVEE. Blender 2.81 will freeze.\n\nNote: If you try to view the material preview and EEVEE is the render engine even *that* will freeze Blender 2.81.",
"Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n",
"Crash 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",
"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).",
"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\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 |"
] | [
"eevee - unconnected Subsurface Scattering node makes whole material not working\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nUnmuted and unconnected to the material output Subsurface Scattering makes the material not working. It looks like viewport isn't updated in the area of this material.\nHere is the video with the error:\n[2019-07-25_09-42-48.mp4](2019-07-25_09-42-48.mp4)\nAnd here is the blend file:\n[SSS bug.blend](SSS_bug.blend)\n\n1. Open the attached file\n2. Go to render preview mode.\n3. Move around the viewport to notice the material not working on the cube\n4. Mute or delete the SSS node and reconnect the Diffuse node to see that it is working now.\n\n"
] |
Scale with Cursor Tool crashes instantly
Windows 10 Pro 1709
RX Vega 56 8GB
Ryzen 1600
16GB DDR4
Blender 2.8 Alpha (Hash: 1112f49)
Trying to scale the cursor with the cursos tool active crashes blender.
1 - Select cursor tool
2 - Press the left mouse button to move
3 - While pressing the left mouse button, try to scale.
| [
"Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"Crash 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 when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n\n",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n",
"The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n",
"VSE: cursor for retiming stuck with undo/redo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nAlso broken for 3.6.\n\nRetiming tools was introduced in e1f6587f12\n\nThe cursor to indicate it's hovering over retiming handle does not return to the normal cursor in some situations. Both for move and eraser cursors.\n\n<video src=\"attachment\" controls></video>\n\n- Hover over retiming handle to change cursor to move or eraser cursor\n- While the cursor is hovering over it, hit Ctrl-Z or Ctrl-Shift-Z to undo or redo\n- Cursor does not come back to the normal one as long as it's inside the sequencer\n\n",
"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",
"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",
"Crosshair cursor is too small when sculpting on 4k resolution.\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\n\nOn 4k monitor, while sculpting, the cursor is barely visible.\nIf the mesh is grey/white, you cant see the cursor.\nSame on Vertex Paint and Weight Paint modes.\n\nwatch?v=fpADGvD47hE\n\n- On Edit Mode however the cursor is big and quite visible.\n",
"Transform cursor (patch included)\nRecently LMB-Drag was made to move the cursor *(edit, this has since been reverted)*.\n\nHowever this just moves the cursor under the mouse,\n\nit _could_ be useful to use transform here, it allows.\n\n- Drag, XKey to lock to an axis\n- ... Shift+Y to constrain to a plane.\n- ... Hold Ctrl to snap (snap to verts for example is handy)\n- ... Shift for more precise placement...\n... most other transform keys.\n\n\nOne reservation I have about this, is that you probably would often want to be able to snap to vertices and edges, and not have to depend on the current snap options in the 3d view header.\n\nSo we could override the snap options that transform uses.... but this seems a bit crappy too, since you may want to snap to faces in some cases, or even snap to grid.\n\nAs an alternative, we could just not bother attempting to integrate this with transform, and add snapping to the current modal operator (similar to how we have with the Ruler operator, which shares low level code with transform snapping)\nBut in that case we miss the axis constraints which seem like they would be nice to support.\n\n\nHere is a test patch to show how it works: [P87](P87.txt)\nNote, it crashes if you try to scale and its hard coded to LMB for cursor place, so its mostly a proof of concept.",
"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 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)"
] | [
"Crashes when \"s\" is pressed while dragging 3d cursor\nWindows 10 \nOS : Windows 10 Home 64 bit\nCPU : Intel i5-4210H\nGPU : nVIDIA GTX 950M\n\nBroken: 2.80-e856eb7\n\nIf I press \"s\" while dragging the 3d cursor, it crashes.\nIn Any mode, set left click for 3d cursor.\n\n1. In Any mode, set left click for 3d cursor.\n2. Drag your 3d cursor\n3. Press the \"s\" key while dragging.\n\nHaven't found any other keys that crashes."
] |
Crashes when "s" is pressed while dragging 3d cursor
Windows 10
OS : Windows 10 Home 64 bit
CPU : Intel i5-4210H
GPU : nVIDIA GTX 950M
Broken: 2.80-e856eb7
If I press "s" while dragging the 3d cursor, it crashes.
In Any mode, set left click for 3d cursor.
1. In Any mode, set left click for 3d cursor.
2. Drag your 3d cursor
3. Press the "s" key while dragging.
Haven't found any other keys that crashes. | [
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"Blender Crashes when deselecting Name-fields\nOperating system: Windows-10\nGraphics card: NVIDIA GeForce RTX 3070\n\nalso tested on:\nOperating system: Windows-11 Home - Microsoft Surface\nGraphics card: - / 11th Gen Intel(R) Core(TM) i7-1185G7\n\nBroken: (tested with)\n- version: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\n- version: 3.5.1, branch: blender-v3.5-release, Date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\n\nWorked: -\n\nFor a specific project, if I select any Text field that contains the name of an asset (texture, object, scene, ...) and click anywhere else within the Blender window, Blender will crash. \n\nThis error does not appear for other projects of mine or a new one.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open file\n2. Navigate to Texture\n3. Create a new Texture\n4. Select Texture name (no need to alter the name to reproduce the error)\n5. Click into e.g. Viewport or hit Enter\n\nI created a copy of the problematic project, deleted all of its content and used the Blender cleanup feature to remove any remaining data blocks. Still the issue persists. Except for the missing shutdown logs due to the crash, the Debug Log doesn't show any differences to a normal file AFAIK.\n\nBlender does NOT crash when I use \"Escape\" to exit the field.\nTo be precise, the crash happens when deselecting \"Name Fields\" in the outliner, the Properties Panel or similar.\nThis doesn't happen in Search fields or Value fields that take e.g. floats for properties like \"Strength\" etc.\n\nThe project (used as asset library) worked fine yesterday and as far as I'm aware no updates were installed. I tried updating my NVIDIA driver but to no avail.\n\nNext, I'll try to copy my assets to a new file.",
"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",
"bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n",
"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",
"Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n",
"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!",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Failed to get a 'RELEASE' event of mouse button from modal handler in the specific situation\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: 3.4 (This issue can also be found on 3.0-3.3)\n\n\nFailed to get a 'RELEASE' event of mouse button on the below case.\n\n* LEFTMOUSE: Drag the mouse on 3D Viewport\n* RIGHTMOUSE: Context menu (e.g. Right click on 3D Viewport)\n* MIDDLEMOUSE: (The 'RELEASE' event will not be fired on any editors)\n\nIs it possible to fire 'RELEASE' event also on these cases?\n\n\n[failed_to_get_event.blend](failed_to_get_event.blend)\n\n - Open .blend file attached to this task.\n - Execute the script on Text Editor.\n - Execute [Window] > [Toggle System Console] to show the system console.\n - Check that the 'RELEASE' event is not fired from the system console.",
"Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\n",
"Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```",
"Shader editor: nodes moved with G key added to frames based on cursor position\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4 (also with the 2.90 beta from August 25th)\nWorked: I don't know. I remember this strange behaviour for a long time (2.80?) but could not pinpont the exact behaviour until now\n\nIn shader editor, when you have a frame and move nodes outside it with the shortcut G, the node is added to the frame based on the cursor position and not on the node position.\nAs expected, when pressing G key, a user does not align the cursor to the node to be moved but presses the G key regardless of the cursor position.\n\n- Default startup file\n- In shader editor, add and join some nodes into a frame (Ctrl J)\n- Grab another node outside the frame with G with the cursor position far from the node to be moved\n- Move the cursor so that the cursor is inside the frame but the node is not and click to confirm new position\n- The node is added to the frame based on the cursor position although it is far outside the frame\n",
"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`: ",
"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"
] | [
"Scale with Cursor Tool crashes instantly\nWindows 10 Pro 1709\nRX Vega 56 8GB\nRyzen 1600\n16GB DDR4\n\nBlender 2.8 Alpha (Hash: 1112f49)\n\n\nTrying to scale the cursor with the cursos tool active crashes blender.\n\n\n1 - Select cursor tool\n2 - Press the left mouse button to move\n3 - While pressing the left mouse button, try to scale.\n"
] |
Gizmo dissapears
I wasn't able to get back to you guys right away so you closed this bug with no effort to fix. I apologize.
I'm not sure why the gizmo disappears when the grab or move or scale function is enabled.So what you are saying is that it is suppose to disappear when you grab or scale or rotate in edit mode? That's weird. The issue is easily fixed by hitting the escape key, then the gizmo comes back.
See the images to see what I'm talking about.



This has been on all variants of the Blender 2.8 version
I'm using Ubuntu 19.04 64bit
Intel Core i7-6500U CPU @ 2.50GHz × 4
Intel® HD Graphics 520 (Skylake GT2)
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"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\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone",
"Native addons lose the \"Report a bug\" button when using a custom Config folder\nOperating system: Windows\n\nBroken: 4.0\nWorked: -\n\nReport by @Todor-CGDive (moved from 104635).\nPre-installed addons have a \"Report a bug\" button. However, if you create a custom Config folder, that button changes to \"Remove\". I am not sure if that's by design but it looks suspicious.\n\n\n- On Windows, go to directory `%USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\` and copy de `config` folder\n- Past it in the your blender installation directory `/4.0` folder\n\n",
"Resizing the Blender Window causes the interface to disappear\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 3.6.0\nBroken: 3.6.1, 4.0.0 (Metal)\nWorked: OpenGL\n\nWhen resizing the Blender window the whole UI goes blank.\n\n\n- edit the layout by removing the 3D view\n- resize the Blender window\n\nSee `resizing-window-interface-disappear.mov`.\n\n***\n\n**Original report**\n\nNo on any one project, and doesn't always happen immediately.\n\nLiterally resizing the window nothing else. I do have magnet installed for windows management, that wasn't being used in this instance.\n\nI have a multi monitor setup, 3440x1440, 2560x1440 and the MacBook's internal display active.\nOnce in this happens the UI has only reappeared once so far and requires Blender to be closed and relaunched.\n\nI had OBS open at the time, I don't have to be recording for the incident to happen.\n",
"Prevent catalogs from closing after droping\nThis isn't just confusing and unexpected, but also causes the tree to shrink which is visually quite disruptive. So a catalog should keep its state on drop.\n\nThink this needs to be or should be implemented on the tree-view API level, because I expect other tree-views will want item drag & drop support for reordering as well.",
"Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n",
"Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n\n\n\n",
"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",
"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)",
"Objects with \"In Front\" don't appear when overlays are reenabled until viewport update\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBut works on:\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (WHL GT2) Intel 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.91.2\n\nMight be the same as #102199 (Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)) (which was bisected down to 0f95f51361)\n\nWhen an object (specific ones) is set to be displayed in front of everything else, it will not come back immediately when reenabling the overlays. This happens only in solid shading mode as far as I can tell.\n\nThe objects affected by this are first off all objects which have some kind of lines, so camera, lights, the wireframes of meshes, outlines of reference images, empties, ...\nThen there is also the armature which is special in the way that it is rendered solid, but it also vanishes just like the lines.\n\n1. Add an armature\n2. set it to In Front in Armature > Viewport Display\n3. toggle the viewport overlays on and off (that button next to x-ray)\n4. if your rendering was set to solid shading, the armature should be gone now\n5. rotate the view, the armature will reappear\n6. you can do the same with the default camera and light and on the cube if wireframes are enabled (globally or locally on the cube) \n\n",
"Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n\n\n",
"Touchscreen 'Continuous Grab'\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n(bug also tested on Windows 10)\n\n\nBroken: version: 2.80 (sub 74)\nWorked:\n\n\n* Activate a gizmo using the **touchscreen** on a computer. (The 3D navigation gizmo for example)\n* Drag your finger outside the original editor\n* The gizmo is manipulated incorrectly\nThis bug disappears if \"*continuous grab*\" is disabled in the User Preferences.\nI think it's a matter of auto-disabling *continuous grab* while receiving touch input, like how pen tablets are handled.",
"Tool 'builtin_brush.Grab/Relax/Pinch' not found for space 'IMAGE_EDITOR'\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 2.80.75, 4.0.0 Alpha\nWorked:\n\nWhen the active UV Editor tool is set to Grab, Relax or Pinch and the Tool (left) shelf of the UV Editor is opened/closed while not in Mesh Edit mode, a `Tool 'builtin_brush.Grab' not found for space 'IMAGE_EDITOR'` warning (or similar for the other tools) is displayed in the Status Bar and Blender Info Log (or any Info Editor). \n\nThe attached .blend (authored in 4.0.0a) is set up such that all you need to do is open/close the Tool shelf of the UV Editor.\n1. Open the UV Editor\n1. Enter Edit mode on a mesh\n1. Open the Tool (left) shelf of the UV Editor\n1. Set the active tool to Grab, Relax or Pinch\n1. Exit back to Object mode\n - It may be worth noting that the Grab, Relax and Pinch tools now disappear from the UI\n1. Open/close the Tool shelf of the UV Editor\n1. Observe a warning about the tool not being found\n\n\n\n",
"Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)",
"Measures are referred to as annotation layers but are not deleted when removing the layer.\nBroken: version: 2.83 (sub 0)\n\nUnable to delete measure through annotation layers, only after getting into edit mode on an object the measure annotations dissapears.\n\n- In the default blender scene select the `Measure` tool and create a measure in 3dview.\n- Go to Sidebar(N) -> View -> Annotations and remove `RulerData3D`.\n- Note that the ruler remains in 3dview.\n",
"Affect origins indicator gizmo is not affected by unit scale\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.2\nWorked: never\n\nThe gizmo used to indicate affect origin feature of transform tool is enabled does not change with different unit scale. This makes the gizmo invisibly tiny when using unit scale of 0.01, which is mandatory for Unreal Engine export capability, as described here: scene_scale.mp4\n\n1. In a new .blend file, set unit scale to 0.01\n2. Create a new cube. Newly created cube should be sized appropriately for new unit scale.\n3. Select new cube, Activate move tool, and activate \"Origins\" Affect Only option.\nResult: The gizmo to indicate Affect Only Origins feature is enabled is invisibly tiny and requires extreme zoom in:\n\nExpected: The Affect Only Origins indicator gizmo scale changes appropriately with different unit scales.\n"
] | [
"Show gizmo while transforming\nAnimators in the Blender studio requested to show the gizmo while transforming since it can be helpful to see the axis.\n\nThis could be optional since you might not always want to see the gizmo.\n",
"Gizmos disappear while doing a grab operation (in particular viewpoint showing the axis direction) - just when they're needed\nOperating system: Windows 10\nGraphics card: Titan\n\nBroken: 2.90.1\n\n\nWhen doing a grab operation the default behavior is for Blender to hide the visible Gizmos. This is fine, some users appear to prefer it but it's not clear what it's accomplishing, since you already know you are in a grab. The issue is that by definition a grab is to move an object, however when the axis indicator (XYZ) disappears, now you don't know which way is up unless you happen to have some grid lines visible. It constantly happens that I do a grab, glance up at the right hand corner, oh right that information which is really relevant to this operation is now gone, hit Esc, reorient myself from the now visible gizmo, then try the grab operation again. \n\nBest solution would be to put a preference in the Interface tab. \n\nPut an object in the 3D view hit G. ",
"Transform Gizmo disappears on animation play\nOperating system: MacOS\nGraphics card: <irrelevant>\n\nBroken: 2.80-2.82\nWorked: 2.79\n\n\nWhen playing animation, the transform gizmos disappear temporarily until the animation stops playing. If this was an intentional decision, there should be a way to disable this behavior in the user's Preferences. Transforming the object while animation is playing is necessary when working with physics simulations, for example.\n\n\n1. Open the default startup file\n2. Enable the viewport's Object gizmos:\n\n\n\n3. Play the animation, and see that the gizmos disappear while the animation is playing "
] |
Problem with Rendering in 2.92 and 2.93 - When Progressive Refine is ON
Operating system: Windows 10 Pro
Graphics card: Nvidia GTX 780 / Latest drivers and also made a DDU
version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash: 02948a2cab44, type: Release
build date: 2021-02-25, 09:31:14
Worked: 2.91.2
New scene with a Grid and a Cube... Simple materials - just colors, no textures. Used Nishita as sky texture
No matter if I use CPU or GPU rendering, as long as Progressive Refine is ON the problem is the same.[test for bug.zip](test_for_bug.zip)
Please have a look at the attached files
Just make a scene with a grid and a cube and a sky (nishita) | [
"Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n",
"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.",
"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 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\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)",
"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.\n\n\n\n\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)",
"OpenGL error in console\nOperating system: Windows 10, 11\nGraphics card: 6700 XT, 6800 XT, driver 23.7.2 \n\nBroken: 4.0.0, ecb3262bf04, main, 08.08.2023\nWorked: no information.\n\nFirst of all it's better to run Blender with USD built with this fix 2550 since it fixes a lot of other OpenGL errors in console.\n\nThere is an error in console `Runtime Error: in HgiGLPostPendingGLErrors at line 91 of C:\\GPUOpen\\RPRHydraRenderBlenderAddon\\USD\\pxr\\imaging\\hgiGL\\diagnostic.cpp -- GL error: invalid framebuffer operation, reported from __cdecl pxrInternal_v0_23__pxrReserved__::HgiGLBuffer::~HgiGLBuffer(void)` If you select `Render Engine = Hydra Storm` and run Viewport Shading and stop it.\n\nBut if you start Blender with `--debug-gpu` flag you will an error in console `ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9` and above error with `HgiGLBuffer::~HgiGLBuffer` won't appear anymore.\n\nI put some `debug::check_gl_error` in `detect_mip_render_workaround` and one of them returns `GL_INVALID_FRAMEBUFFER_OPERATION` right after `glClear(GL_COLOR_BUFFER_BIT);` and one more error `GL_INVALID_VALUE` after `glGetTexImage`.\n\nAlso `glCheckFramebufferStatus(GL_FRAMEBUFFER)` returns `GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`.\n\nI tried to get rid of `HgiGLBuffer::~HgiGLBuffer` error via calling `glGetError`. There are only 2 places worked for me: \n1. ViewportEngine::~ViewportEngine;\n2. End of the `detect_mip_render_workaround`.\n\nDefault startup. \nFirst:\n1. Select `Render Engine = Hydra Storm`\n2. Start Viewport Shading\n3. Stop Viewport Shading\n4. Look in the console\n\nSecond:\n1. Start Blender with `--debug-gpu` flag\n2. Look in the console\n\n",
"VSE: Alpha Over + Convert to float changes the color of the top layer\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\n\nAdd two color strips - not black, and change compositing of the top strip to Alpha Over. Toggle 'Convert to float' under color while pressing arrow left/right to update the preview. The top layver will now change color, it's a regression and a bug. \n\n",
"broken contact shadows on glossy/metalic materials\nOperating system: win 10\nGraphics card: 2070 s\n\nBroken: 2.91\n\nbroken contact shadows on glossy/metalic materials. works fine otherwise\n\n\n\n- Open attached file\n- Go to rendered preview\n[broken contact shadows.blend](broken_contact_shadows.blend)",
"Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.",
"Texture Paint: Wrong active Texture Slot\nOperating system:win10\nGraphics card:GTX 740m\n\nBroken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, build date: 2021-02-25, 09:31:14, hash: 02948a2cab\n\nVpqy7BmMKaA\n\n- Open attached file or:\n - Go to \"texture painting mode\" (in default workspace)・\n - Create 2 base color textures\n - Open Shader Editor\n- In the Shader Editor, select non -active texture (\"Material Base Color 2\")\n- in the View 3D, paint texture\n- Nothing happen in visual.\n- The other texture slot is changed instead of current active texture.\n[tex_slot_problem.blend](tex_slot_problem.blend)\n\n",
"Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n",
"Metaball fixes\n- [ ] Dependency graph integration\n- [ ] Naming based design is weak\n\nThere are many issues with the current version of metaballs. If we won't fix them we may want to consider to deprecate/remove this in future releases.",
"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",
"Viewport material is darker than the rendered version\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.82 (sub 3)\nConfirmed in 2.81 release\n\n\nThe material consists \na transparent shade mixed with a translucent shade, mixed with an emission shade with\nfrenel node multiplied with a noise texture as the factor\n\nThe sample sizes are the same\n\nJust render\n\n\n[necro_core_reduced.blend](necro_core_reduced.blend)",
"Intel (R) HD graphics 4600 also has the problem of cubemaps shows black\nIntel (R) HD graphics 4600 also has the problem of cubemaps shows black\n\nSystem Information\nOperating system: windows7 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 3.4.0 - Build 10.18.14.5117\n\nBlender Version\nBroken: since 2.83.3 branch: master\nCurrent broken: 2.93.7\nWorked: 2.82a\n\nShort description of error\nLike #75943 and #79158, HDRI cannot be displayed normally\n\nCan be resolved adding \"**HD Graphics 4600**\" to the blacklist\n\nComment from #79158: \"*I'm not sure whether Intel's graphics cards are like this. Can you put this repair method in preferences as an option?*\"\nOr perhaps adding command line flag like: **--disable_texture_cube_map_array**"
] | [
"Cycles: using Adaptive Sampling with Progressive Refine causes severe artefacting\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14758 Core Profile Context 21.2.2 27.20.14535.1000\n\nBroken: version: 2.92.0 Release Candidate\nWorked: 2.91\n\nWhen rendering with Adaptive Sampling and Progressive Refine both enabled, white artefacts appear in parts of the image. Note that they only appear after a certain number of samples, when adaptivity kicks in, I presume. Also I only tested CPU rendering.\nTop is rendered in 2.91, bottom in 2.92 rc, on same exacts settings.\n\n\n\n- Open attached file or:\n - with the default scene set the render engine to Cycles\n - enable Adaptive Sampling and Progressive Refine \n- press F12 to render\n[cycles_artifacts.blend](cycles_artifacts.blend)\n"
] |
Grease Pencil Fill Crash
Operating system: Windows 10 (1803)
RAM 16 GB
Graphics card: NVIDIA GeForce GTX 980 Ti (Driver Version 25.21.14.1735, 11.12.2018)
Wacom Intous pro M
Broken:
blender2.80, 2019-10-07, Hash 91a155833e59
In the 2D animation workspace: After drawing the first lines with the grease pencil and then clicking on the fill or eraser button blender crashes every time. Mouse and Wacom tablet, tried both. Some other crashes when switching between the tasks via buttons.
| [
"Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)",
"Crash when 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",
"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",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"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",
"GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)",
"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",
"Grease Pencil Proportional Edit \"Connected Only\" fails to delimit unconnected strokes if they are selected\nVersion 2.80 rc3 (Linux 54)\n\n[GP_proportional_edit_bug.blend](GP_proportional_edit_bug.blend)\n\nHow to reproduce:\n\n - Open attached file, remain in edit mode.\n - Note the proportional edit settings and selected stroke vertices.\n # Move around the whole blue stroke, along with one vertex at the tip of the black stroke.\n\nObserve how the black stroke is affected by the selected vertices of the blue stroke, even though the two strokes are not connected and are on different layers. This is not the expected behavior of the \"Connected Only\" setting. The strokes should only be affected by their own vertices, but as long as any vertex of either stroke is selected, they will affect each other as though the \"Connected Only\" setting is ignored!",
"Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash",
"Grease Pencil materials can be assigned to non-Grease Pencil object types with Python\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 4.0.0 Alpha\nWorked: -\n\nIt is possible to assign a Grease Pencil material to a non-Grease Pencil object with Python. I don't know if this in itself is a bug, but several bugs happen after doing it, which makes me think you're not meant to be able to do this:\n\n1. The following error appears in the console:\n\n```\nTraceback (most recent call last):\n File \"C:\\Blender Versions\\Blender Launcher\\daily\\blender-4.0.0-alpha+daily.bdd189f593ac\\4.0\\scripts\\startup\\bl_ui\\properties_grease_pencil_common.py\", line 555, in draw\n if not is_grease_pencil_version3 and ob.data.use_stroke_edit_mode:\nAttributeError: 'Mesh' object has no attribute 'use_stroke_edit_mode'\n```\n\n2. The material list on the object is drawn twice (see 'Double material list.png').\n\n1. Open the attached blend file.\n2. Run the following script (which is included in the blend file):\n\n```\nimport bpy\n\nmaterial = bpy.data.materials['Black']\n\nbpy.data.objects['Cube'].material_slots[0].material = material\n```\n\n",
"Grease Pencil problem in drawing short lines\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.83 (sub 10)\n\nThere is a problem with drawing short lines in this version\n\nDraw a very short line and then zoom in on it\n",
"Grease Pencil ripped line when rendering in EVEE\nOperating system: Windows 10\nGraphics card: GeForce 1050 ti\n\n3.62\n\nGrease pencil object is displayed normally in the viewport, but when rendering the line becomes jagged, not like in the viewport. In Cycles all is good.\n\n\n\n",
"Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n",
" Convert to Grease Pencil overwrites Name\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro M2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.06\n\nBroken: version: 3.0.0 Alpha\nWorked: ? Was broken in 2.92 and 2.93\n\nUsing the Convert to Grease Pencil command on a curve, mesh, or text object overwrites the object name with GPencil \n\nSteps to reproduce: \n\n - Open up default blend file\n - Select default cube\n - Object>Convert>Grease Pencil\n - Observe the name change in the outliner\n # Have some coffee and ponder how to fix it \n\nThanks for all of your great work and this great program!\n",
"Grease Pencil: Eraser Brush ends on maximum radius\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: never\n\nWhen using the eraser brush in draw mode of grease pencil objects you can notice that when you stop your stroke, the brush radius will end on the maximum radius.\nThis has the effect of users erasing something carefully when using pressure sensitivity for the radius, but then erasing everything within the max radius anyway once they end the stroke.\n\nThis effect is most noticeable if you use the \"Eraser Point\" brush in the eraser tool with \"Use Pressure\" enabled.\n\n"
] | [
"Blender crashes when using fill tool without existent keyframe\n**System Information** Operating system: win 64 Graphics card: gforce gtx 1060 \n\n**Blender Version** \n\nBroken: 2.80, 91a155833e59, blender2.8, 2019-01-04\n\nWhen using the fill tool on a layer and there is no current keyframe, blender crashes\n\n- New file, 2d animation preset, factory settings.\n- delete GP keyframes\n- draw a closed shape on layer 'lines' (optional)\n- use fill tool on layer 'fills'"
] |
Drivers are "out of sync" after a scene full copy
Operating system and graphics card
2.76.11 from distro &
Broken: (example: 2.69.7 4b206af, see splash screen)
Worked: (optional)
Based on a (as simple as possible) attached .blend file with minimum amount of steps
| [
"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",
"Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n",
"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",
"Linux todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Drives could be auto-mounted as they are in Ubuntu's file manager (selecting an unmounted drive mounts it). see #30518\n- [ ] Support Freedesktop clipboard management, see #38674\n- [ ] Support xkbset accessibility #39047\n- [ ] Support XINPUT matrix for cursor warping #48901 (edit: this depends on a bug-fix in xorg, see task)",
"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)",
"\"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",
"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",
"Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n",
"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",
"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",
"Smoke simulation silently fails in Sync to Audio or Frame Dropping playback\nSmoke simulation silently fails in Sync to Audio or Frame Dropping playback\n\n---\n\n**Original Report:**\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: Never (tried 2.93, 2.83)\n\nThe smoke simulation does not simulate beyond the first frame in this particular file. Any smoke simulation added or appended from other files stops working as well.\n\nHowever, everything works fine in new files on the same system & hardware.\n\n[smoke simulation issue.blend](smoke_simulation_issue.blend). \n\nOpen the blend file, move the smoke domain to clear the old cache.\nHit play and the smoke is not moving. Other physics (rigid body, particles) are working fine.\n\nDelete everything, add a cube, add the quick smoke effect, and the same happens.\n\n",
"GUI: The curser is heavily lagging if GSync is set to windowed and full screen mode\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: Blender 2.79b up to Blender 3.0.0\n\nEverything is as expected if the mode is set to \"Fullscreen only\" (the default)\nBut as soon as you set to it to \"Window- and Fullscreen mode\" the mouse curser will lag heavily.\n\n\n1. Enable GSync\n2. Set it to \"Enable for windowed and full screen mode\"\n3. Save\n4. Open Blender and move the curser\n\n**Workaround** \nJust set it back to full screen mode only.\nOR\nIf you go to nVidia Control Panel > Manage 3d Settings > Program Settings.\n\nAdd Blender under Select Program To Customize. Changing to the following settings can fix it:\n\nMonitor Technology: Fixed Refresh\nPreferred Refresh Rate: Application-controlled\n\n**Desired behavior** \nA fluid curser on the screen even with \"windowed and full screen mode\" enabled",
"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",
"Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n\n\nAfter loading to 2.83.8+ versions\n\n\nFile\n[MD.blend](MD.blend)\n",
"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"
] | [
"Certain drivers fail to copy when copying a full scene\nOperating system: Linux-5.1.16-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen copying a scene with drivers using certain camera functions (unsure what, if any, other parameters are affected) the copied object's drivers will still target the original scene's driver's bones- unlike every other driver and parent object. Possibly only related to the camera object. In the .blend file provided the copied camera's \"orthographic scale\" driver and \"passpartout\" driver fail to update to the current scene's objects and instead refer to the original scene.\n\nCopy scene with drivers applied to camera object, select copied bone(s) and pose them, fail to update camera. Can be manually corrected.\n\n[system-info.txt](system-info.txt)\n\n[camera-driver-bug-cc.blend](camera-driver-bug-cc.blend)\n\n"
] |
Scene statistic late update with GPU subdiv
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95
Broken: version: 3.3.0 Alpha
Broken 3.2
When i use GPU subdiv I need ti click somwhere out of object to refresh statistic after quick subdiv modifier

[2022-06-09_16-15-44.mp4](2022-06-09_16-15-44.mp4)
Enable GPU subdiv.
default scene
Select cube.
Press {key Ctrl 1} to add subdiv.
Look at statistic (status line or viewport no matter).
polycount is zero now
| [
"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",
"Metal: selection with GPU depth picking is broken in wireframe mode\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nWhen working in the 3D viewport, when in Wireframe mode and Xray mode is OFF, clicks to select an object are passed through and select objects behind the object. It's very difficult to select the object whose intention it is to select.\nview?usp=sharing\n\nThe video link above demonstrates this.\n\n\n",
"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).",
"3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n",
"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",
"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",
"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)",
"Cryptomatte Node forgets active Scene when switching pass source\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\nWorked: N/A\n\nWhen switching the Source of the Cryptomatte node, Blender forgets the active Scene.\n\n\n - Create a Cryptomatte node (the Active Scene will populate the Render tab's source)\n - Switch the Cryptomatte node's source to Image\n # Switch the Cryptomatte node's source back to Render\n\nThe active Scene will be forgotten.\n\n[Cryptomatte_Source.mp4](Cryptomatte_Source.mp4)\n",
"Adjust last operation: can't reset properties to default value\nBroken: 2.8x\n\nIn the Adjust Last Operation panel, the context menu for any property has the Reset to Default Value options disabled, although they are enabled in the operator panel.\n\n\n1. Load the default scene\n2. Enter edit mode on the cube\n3. Bevel an edge\n4. Expand the operator panel in the bottom left\n5. Right click any property, note that Reset to Default Value option is enabled and works\n6. Go Edit -> Adjust Last Operation\n7. Right click the same property in that panel, note that Reset to Default Value option is disabled",
"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\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\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\n\nfile output node's output:\n\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\nFile output node's output:\n\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",
"Scene pre/post handlers are called for each main loop iteration\nTitle says it pretty much everything. just execute this in py console:\n\n```\ndef cb(sce): print(\"foo\")\n\nbpy.app.handlers.scene_update_post.append(cb)\n```\n\n…and you'll get endless 'foo' lines in your console, even when Blender is hidden and all.\n\nIssue is, main loop calls (through `wm_event_do_notifiers()`) `BKE_scene_update_tagged()`, which unconditionally fires those pre/post scene update handlers.\n\nNot quite sure what's to be done here really, not familiar at all with this area of the code.",
"Subsurface Scattering Radius issue with low values or zero in RGB channels\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-10.14.74\n\nBroken: version: 2.81 (sub 9)\nWorked: (optional)\n\nWhen using Scattering Radius, we can adjust the scattering effect per RGB channel. The problem is when one of these values is very low, near to zero. We see a reflection on the surface of that channel.\n\n01 object with principle shader and set Scatter Radius to R=.6, G=.35, B=0, basic gray color diffuse, soft roughness\n02 Add HDR with strong lighting from 1 side and add perhaps sunlight (power 1, angle 5deg)\n03 You see a blueish highlight apear on this material\n\nSee attached scene and example shots\nleft bl 2.79 - right bl2.81 > alterered material darker for better highlight\n\n\nleft bl 2.81 - right bl2.79\n\n\nleft bl 2.81 with Scatter Radius Blue 0.02 - right bl2.80 with Scatter Radius Blue 0.00\n\n\nHere's another example, simplified material to show the scatter effect. Left is bl280 right is bl279\n\n\nIs it perhaps due to the number 0 that blue light shows at the surface of a model? This cause weird reflections. I bumped into this from a scene from Rico Cilliers. I believe it was made in an Beta bl 2.80 in december 2018\n\nAfter some talk with him, he noted that there an issue with Scatter Radius in the beginning. Number of zero or near zero would cause this weird haze/reflection.",
"Modifier sub-panel drawn over selection outline\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.0 Alpha\n\nThis is just a visual bug and nothing serious, but I wanted to point out that the sub-panel background is drawn on top of the selected modifier outline, which causes it to look broken up when expanded. This is visible but not obvious in the default theme, but very obvious in custom themes where the sub-background alpha is set to 1. \n\n\n\n1. Add a Bevel or Subdiv modifier\n2. Expand a sub-panel \n3. Set the properties editor Sub Background theme color to an alpha of 1 \n\n",
"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",
"3dview header fails to update in second main window showing linked scene\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nWhen leaving edit mode (tab) in a linked scene in a second main window, the original main window showing the original scene does not immediately update the 3dview header.\n\n\n1) Window->New Main Window\n\n2) In one of the two windows, Create a new scene using the Linked Copy option.\n\n3) In one of the two windows select the cube and hit tab. Both 3dviews on both scenes immediately show edit mode in their headers.\n\n4) Hit tab to return to object mode. The 3dview header in the other window does not update and still shows the mode as Edit mode and shows the edit mode menus (everything else, toolbar etc., does switch immediately though). If you mouse over that 3dview it will immediately update to the correct header information.\n"
] | [
"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\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",
"Regression: Status bar information displays wrong numbers for verts/faces/tris \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 522.30\n\nBroken: version: 3.4 , 3.3, 3.2\nWorked: 3.1.2\n\nStatus bar information displays wrong numbers for verts/faces/tris when using subdiv modifier and auto-smooth is off.\n\n\n1. Open vanilla/default Blender 3.2, 3.3 or 3.4\n2. Select the cube\n3. Make sure \"Object Data Properties -> Normals -> Auto-smooth\" checkbox is off\n4. Add subdivision modifier to the cube\n5. Increase/Decrease the levels viewport value\n\nVersion 3.2 Just diplays \"0\" on all geometry values when subdiv level is higher than 0.\nVersion 3.2.2 and upwards seems to skip a refresh on increasing subdiv level and displays the skipped value when decreasing subdiv level again.\nRecursive loop index issue?\n\nBest Regards!\n\n"
] |
Select and unselect bug
Operating system: Darwin-20.0.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.0.33
Broken: version: 2.91.0 Alpha
Worked: version 2.90.0, date: 2020-07-22
Unable to select everything.
I don't know how to explain exactly text. I only to show you video for Mac only.
RS0iTa4qM7w | [
"Interface. Sculpt mode, checkbox title not react to click\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: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n",
"Touchscreen 'Continuous Grab'\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n(bug also tested on Windows 10)\n\n\nBroken: version: 2.80 (sub 74)\nWorked:\n\n\n* Activate a gizmo using the **touchscreen** on a computer. (The 3D navigation gizmo for example)\n* Drag your finger outside the original editor\n* The gizmo is manipulated incorrectly\nThis bug disappears if \"*continuous grab*\" is disabled in the User Preferences.\nI think it's a matter of auto-disabling *continuous grab* while receiving touch input, like how pen tablets are handled.",
"GPencil: A layer used as mask for 2 or more other different layers makes the GP object partially unselectable in the viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.83.0 Beta\nWorked: /\n\nA layer (let's call it layer A) is masking more than one layer (B and C, for example; so B and C have in their \"mask(s) list\" layer A in it). Doing it makes the grease pencil object unselectable in the viewport unless you click on the shapes that have been drawn on layer A (or, at the precise point where the origin of the grease pencil is located, but only if the origin is displayed in the viewport).\n\nStrangely, saving with \"ctrl+S\" makes everything works as expected, but only until the file is closed. Opening it again and the problem is back.\n\nIn a concrete case scenario, it is a problem since if you use a layer as an invisible mask to hide strokes that go beyond certain limits, it makes it random to select the GP object (or forces to use the outliner).\n\n- Create a GP monkey\n- Create a new layer (layer A) that will mask the 2 already existing layers (\"Lines\" and \"Fills\")\n- In \"Lines\" and \"Fills\" layer, check the \"mask(s)\" option and add \"Layer A\" in each list\n- Back in \"Layer A\", draw a filled shape anywhere\nNow, in object mode you can only select the GP monkey by clicking on the filled form in layer A. You can invert the mask layer in the mask list of the layer named \"Fills\": It seems that it doesn't matter whether the masked parts are visible or not.\n\nBased on the attached .blend file:\n- Open file\n- Try to select the monkey by clicking on the part supposed to act as a mask (the \"selectable\" part in the screenshot)\n- Try to select the monkey by clicking in any other part of the monkey.\n\n{[F8563683](select_bug.png), size=full}\n\n[mask_selection_bug.blend](mask_selection_bug.blend)",
"Textfield disables input permanently if hidden while editing\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: <2.80\n\nIf a textbox that is currently being used is hidden, then all input gets permanently disabled, staying in typing mode of a non existing textbox. There is also a memory leak of a few bytes reported in the console when I close blender in this state.\nThis bug can lead to data loss since there is no way to recover, so it's basically like a crash.\n\n1. Make the blender window maximized.\n2. Open the right panel in the viewport and drag it open until it covers as much of the window as possible.\n3. go into text editing of the x location of the default cube\n4. use Meta+Right Arrow or some similar shortcut which resizes the window.\n5. now if the window is small enough the panel with the textbox is hidden, but the mouse is still a textcursor and all input is blocked.",
"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\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)",
"When double clicking to selecting text the first characters aren't selected\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.2\n\nWhen you double click on any text field with the intention to select all of the text when you start dragging to select the other words the first characters dont stay selected\n\ndouble click on a word and then drag your mouse to select the next or previous words. Some of the characters will always become unselected when you drag the mouse as seen in the attached video\n\n\n\nusually when double clicking a word the entire word stays selected regardless of where the initial mouse location was when double clicked but in blender the characters before or after the mouse location when double clicked don't remain selected when you drag to select more words",
"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\n\n*Wait:* I am checking a list the all short-cuts which are not working...",
"Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!",
"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. ",
"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",
"UI: Search box flickering\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0, 2.93.5, 2.79b\n\nThe menu items of the search box flicker when the cursor moves between the items.\n\nMove the cursor slowly between the search menu items.\n\n[searchbox-flicker.mov](searchbox-flicker.mov)\n\n[searchbox-flicker-zoom.mov](searchbox-flicker-zoom.mov)",
"3D View Selection Occlusion (Select Through) \nCreating this design task as there are unresolved issues with [D6322: Mesh: Select through](D6322) which are more design issues.\n\nThis is a place holder, some topics to address:\n\n- Where this option is stored, accessed?\n- Which selection tools/operators should use this?\n- Which modes this should be supported in (edit, pose, grease pencil... etc)\n- How to display this option when in wire-frame display (when the user will always select-through)\n- How to access this from both active-tools & key-bindings?\n- How to make it obvious selecting-trough is enabled *(draw style, cursor - this might help avoid confusion)*.\n- Should this be supported in object mode too?(the reverse since objects already select-through), IIRC we discussed having this option for box select too.\n\n\n### Related Topics\n\nNote that there are topics being raised which relate to select-through, but might be best treated as separate topics since we could change behavior here with or without select-through.\n\n- Current behavior of X-ray.\n- Current usability toggling X-ray (Z-drag or Alt-Z).\n- Selecting faces by their centers.\n- Lasso select using object centers #64281 (Option to lasso-select using geometry instead of object centers.).\n",
"Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless.",
"Unselected nurbs vertices occlude selected ones\nBroken: 2.80 , 2.92\nWorked: 2.79\n\nCan't select Nurbs Sphere's top points with simple left click. It's only selectable with box selection.\n\n\nAdd nurbs sphere\nEdit mode\ntry to left click select the central top points.",
"Toggling edit mode messes with active attribute\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n\n\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n"
] | [
"MacOS: Edit Mode - vertex/edge/face selection is missing\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.15\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-08-14 20:53, hash: 199e308670\nWorked: cb2565195e\nBisected to efc97b3919 as the breaking commit\n\nSwitching to edit mode - there is nothing to select. No vertices, edges or faces are displayed selected / unselected. Even with box select and move (G), nothing is happening.\n\nWire\n\n\nSolid\n\n\nTested with Load Factory default.",
"Edit Mode not working - can't edit anything.\nOperating system: MacOS 10.13.6\nGraphics card: AMD Radeon HD 6770M 512 MB\n\nBroken: (2.91, c65c66320fc8, 2020-08-17)\nWorked: 2.91 of 08-08-2020\n\nOpen blender, tab into or select edit mode.\nNo vertex, edge, or face is shown or allowed to be selected. \n\nOpen, tab into edit. Can't edit, looks like object mode. \n\n\n",
"Can not select points,edges or faces in edit mode on Macbook pro 2.91.0 Alpha\nOperating system: macOS Mojave 10.14.6 (18G6020)\nGraphics card:\n\nBroken: Version 2.91.0 (2.91.0 2020-08-17)\nWorked: \n\nI can not select points,edges or faces in edit mode or use the scale tool etc.\nSee attached video\n[blenderbug.mov](blenderbug.mov)\nBased on the default startup or an attached .blend file (as simple as possible).",
"Making and displaying selection not working in Edit Mode\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\n\nIn Edit Mode, selected Vertices, Edges, and Faces are not displayed as highlighted and interactive selection tools do not work.\n\n\n\n - Open the default scene.\n - Notice that the default cube is highlighted (so overlays are visible).\n - Tab into edit mode and notice that it shows that 8/8 vertices are selected in Vertex Mode but no vertices are highlighted.\n - Deselect everything and notice that 0/8 vertices are selected and the display is the same.\n - Attempt to select individual vertices, edges, or faces. Notice that the selection count does not change.\n - Still in Edit Mode, select all with 'A' or via the menu and notice that everything is selected but nothing is displayed as selected.\n # Type S to scale and note that all of the vertices scale appropriately. So things are being selected via the menu but not via any interactive tools nor is the selection being displayed.\n\n"
] |
Cycles render broken on Nvidia p106-100 rig, but renders fine on other machine.
Operating system: Ubuntu 18.04.4 LTS
Graphics card: 2x Nvidia [P106](P106.txt)-100
Broken: version: 2.82 (sub 7)
Worked: (optional)
I have a scene that renders fine on my Windows 10 machine with a gtx1070/970 combo, but when I render it on my headless render server with 2x [P106](P106.txt)-100 cards, half of the scene renders incorrectly. It seems to be fixed if I turn off motion blur, but I need it on for this shot so turning it off isn't really an option. I've been using these cards for the past 2 years and haven't had a single problem, so it's strange that this one scene causes such issues.
I can't seem to find a reliable way to reproduce this bug. It seems to have something to do with having other render layers, as the main render layer renders fine, but all others in that one scene appear to be suffering from various motion blur related bugs. No other scenes are affected though.
I've simplified the scene to exclude all proprietary assets and attached it to this post. On the left is what it should look like, on the right is what I get when I render it on my headless machine.

[animation_testing.blend](animation_testing.blend)
| [
"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",
"Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \n",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.",
"Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n\n\nCycles - GPU Compute:\n\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n",
"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",
"Cycles: Keyframing motion blur shutter value fails to apply it properly when generating animation\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\n\nBroken: 3.6, 4.0\n\n\nIf we keyframe shutter property of motion blur, the updated shutter value is not considered during the final render.\nSuppose shutter value is 0 at the start of render, it will remain 0 thorught the animation even if we've keyframed the value.\n\n- Open attached file\n- select cycles render Engine\n- Start animation render (Ctrl-F12)\n",
"Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)",
"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",
"Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: \nFrame (14) without a glitch: \n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)",
"Crash when rendering animation in Workbench (with workbench shadows)\nOperating system: Windows 10 20H2\nGraphics card: Nvidia GTX1080\n\nBroken: 2.93.0\nWorked: 2.92.0\n\nWhen rendering the attached file as animation Blender ends without notice after the second rendered frame.[mirandaAnimNeu3.blend](mirandaAnimNeu3.blend)\n\nOpen the file mirandaAnimNeu3.blend. Click Render | Render Animation.\n\nThe animation is set to start at Frame 466 and to last until frame 4900. After rendering of frame 467 Blender crashes without notice. No crash file is created. Blender just ends.\n\nBoth rendered images are saved. It is interesting to note that the earlier images of this animation are rendered within seconds but the render times of the last images require minutes although no noticeable content becomes visible. Yesterday I have rendered all 4900 frames at 50% size without anti-aliasing, which worked fine. Each image rendered in a second or two.\nSorry that the blend-file is so big...",
"shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n",
"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\n\n\n\n\n\n\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",
"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 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"
] | [
"(v2.82+, CYCLES) Rendering with motion blur enabled causing unexpected, broken-looking result on specific frames\nOperating system: MacOS 10.14.6\nGraphics card: Intel Iris Pro 1536 MB{[F8557214](motionBlurIssue.blend)}\n\nBroken: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4ca\nBroken: 2.83 (sub 17), branch: master, commit date: 2020-05-15 17:29, hash: e5ace51295\nWorked: v2.80 Beta branch: blender 2.7, commit date: 2019-02-08 04:22, hash: 46ac288a9306 \n\nIssue: \n(Cycles) Rendering with Motion Blur enabled in the Render Properties Tab causes unexpected, broken-looking result. Starting on frame 17, the final render will either display as simple \"glitch\"-looking image (flat grey and purple jagged shapes), or Blender may abruptly crash while rendering frame 17. If Motion Blur is toggled off, the final render yields the expected result.\n[motionBlurIssue.blend](motionBlurIssue.blend)\n1. Open motionBlurIssue.blend in v2.82. Viewport should display model of a purple cassette tape.\n2. Ensure Motion Blur is enabled in Render Properties Tab. \n3. Render animation frames 16-20, format: FFmpeg video, container type: MPEG-4\n4. Observe that starting on frame 17, the resulting render is \"glitchy\" broken-looking image inconsistent with contents of the 3d viewport. \n4a. Disable motion blur and repeat steps 3 & 4 to observe expected results consistent with 3D viewport.\n\n\nThank you. The attached file is one section of a longer animation. This issue is occurring on multiple frames throughout the duration of the animation only when motion blur is enabled. The rate at which rendering the animation in this file results in a Blender crash, for me, is about 40%. \n\nAttaching screenshot of \"broken\" frame 17 render result:\n\n",
"Cycles - Render errors when object scaled to 0 with motion blur\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: 2.82 beta (Hash 98671061993e)\n\nWe've been having render errors when eyelids for characters are scaled to 0 on the x-axis, but only when motion blur is switched on. I've recorded a short video highlighting the error, please find it attached.\n\nOpen 'ss-sht-ep04-sc01-sh0010.blend'\nHit render.\n\n\n[ss-sht-ep04-sc01-sh0010.blend](ss-sht-ep04-sc01-sh0010.blend)\n\n[render-bug-overview.mp4](render-bug-overview.mp4)"
] |
Bevel not interpolating edges correctly
Archlinux x86
Broken: 2.71, 63b981b
Worked: 2.69 (sortof)
Bevel doesn't interpolate the outer edge correctly in this corner case (literally).
It does interpolate the outer edges correctly in 2.69, but then it doesn't interpolate the *inner* edges.
1. Open [bevel_not_bending_edges.blend](bevel_not_bending_edges.blend)
2. Go in to edit mode
3. Press Ctrl+B to bevel, and increase the number of segments
| [
"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",
"sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n",
"Interpolated children on object rendered particles not working\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon rx570\n\nBroken: 2.60, 2.79, 2.80, 2.81, 2.82, 2.82a, 2.83, 2.90Alpha\nWorking: Couldn't find any\n\nCan't see any particles when there set to render as an object with an object selected and interpolated children\n\n\n1. Open this file: [particle_child_interp_bug_2_79.blend](particle_child_interp_bug_2_79.blend)\n2. Play animation\n3. In the particle children settings, set Interpolate \nor \n1. Create a particle system on a uv sphere,\n2. set the render type to object,\n3. select a 2nd uv sphere as the render object\n4. set the children to interpolated\n[Daily Challenge 80(particles galore).blend](Daily_Challenge_80_particles_galore_.blend)",
"percent bevel by weight doesn't work properly\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\npercent bevel by weight doesn't work properly \n\n\n\n",
"Bisect Tool rotation handle does not work from some preset orthographic views\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.91.2\n\n\nBisect Tool rotation handle does not work from some preset orthographic views.\n\n* Select default cube\n* Enter edit mode\n* Press numpad 1 to enter front orthographic view\n* Select all verts\n* Click bisect tool\n* Draw line across cube\n* Click circle widget to rotate bisection <- fails\n\nWorks fine from top orthographic view and from arbitrarily orientated perspective views.",
"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",
"Incorrect Fresnel layer weight shading on backfacing geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nFresnel layer weight creates a sharp boundary instead of a smooth falloff when viewed on backfacing geometry.\nIn this example there are 2 hemispheres with the same material, but the left one has inverted face normals.\n\n\n[fresnel bug.blend](fresnel_bug.blend)\n",
"Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\n\n",
"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.",
"2d curve bevel ignores direction iff the curve is cyclic\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\nBroken: version: 2.93.5\nWorked: unknown\n\n\nWhen a 2D curve is NOT cyclic, reversing the direction of segments changes the orientation of the bevel. When the curve is cyclic, reversing it has no effect.\n\n\n\n1. Create two 2D curves: \"Profile\" and \"Shape\". In the Shape curve, set the bevel to use the Profile curve. Set the Shape curve to not be cyclic (in \"Active Spline\"). Give them some shape so you can tell them apart. Or download attached blend file.\n\n2. Enter edit mode on the Shape curve. Select all segments/control points, and click the menu: Segments -> Switch Direction. Notice that the Profile switches between inside and outside when you do this.\n\n3. Now turn on \"Cyclic U\" for the Shape curve, and try to switch the direction of the segments once more. It now has no visible effect. (However, it has still switched the direction of the curve, which can be seen by turning off Cyclic U after switching direction while it is on - it is just that the direction is ignored whenever Cyclic U is on.)\n\nBlend file with this situation set up:\n\n[2d-curve-bevel-bug.blend](2d-curve-bevel-bug.blend)",
"Loop Cuts and Inset Faces cutting Meshes\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 750 TI\n\nBroken: 3.2\n\nTrying to add regular edge loops with Control + R, or even trying inset a face, they are cutting my mesh, or merging the ends. (I shared this on reddit, and it was suggested I create bug for it. \n\nAll I did was delete the bottom face of the mesh since I would not need it, but somehow I created invalid geometry and when I add an edge loop near the end it merges. If I try to inset the faces, it gives me weird end geometry.\n\n(This is what was noted from someone on Reddit: Update: just checked the file and here are my findings:\n\n```\n Adding a loop, be it length ways, long ways, or any other way seems to works just fine with the CTRL-R shortcut\n```\n\n```\n The loop cut tool also works just fine.. except if you try and loop cut around the XY plane instead of the XZ plane (drawing a line around the thinnest faces) at which point the mesh seems to collapse to zero height\n```\n\n```\n Insetting faces also works fine, be it via the tool or pressing I... but if you then try and extrude the inset suddenly the model collapses\n```\n\nOther things of note: the face orientation is inside out for this mesh (turning on Face Orientation in the Overlays menu (two overlapping circles in the header) shows them as red) and the object-level scale hasn't been applied. Fixing both of these doesn't correct any of the above issues -- although it IS normally advised since it prevents a few shading and modelling issues -- but it does, for some reason, change how the errors manifest, like the model collapsing in a slightly different way or the CTRL-R shortcut suddenly causing the same issues the tool version of loop cut and slide has.\n\nConclusion: you've somehow managed to turn this mesh into some form of invalid geometry that Blender can't seem to handle properly. You may wish to report it as a bug, including this file as a demonstration.\n\n- Open .blend file\n- enter edit mode and select face mode\n- press numpad 3 for YZ plane view\n- Add loopcut on visible face side (it'll merge the edges)\n\n---\n- repeat first 2 steps from above\n- press numpad1 for XZ plane view\n# select visible face -> extrude + scale (will merge edges). Works with inset tool\n\nTest File:\n[Issues Build2.blend](Issues_Build2.blend)",
"Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)",
"Offset Edge Tool Menu Rescaling Makes It Impossible To Use\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.13571 Core Profile Context 19.9.3 26.20.13025.1004\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nName: Edit Mesh Tools (0, 3, 6)\nAuthor: Meta-Androcto\n\nThe tool menu ad the bottom left of the viewport pops between sizes making it impossible to use\n\nselect edges, use the offset edge with extrude option.\nopen the tool menu in bottom left of 3D viewport, then switch between Angle or Depth option a few times.\nNow hovering over either the Depth or Angle button will trigger it and rescale the menu. This moves the other button up making it impossible to select.[edit menu pops up and down.mp4](edit_menu_pops_up_and_down.mp4)\n\n\n",
"Multi-Object-Mode: EditMesh Vert/Edge Slide (transform) incorrect orientation for non active objects\nVert/Edge slide calculates the closest edge, then a screen space vector to move the cursor along to perform the slide.\n\nThis currently is only correct for the active object.\n\nIt's possible to have multiple objects rotated differently so the slide vector will be wrong on some objects.\n\nNote that performing vert/edge slide on multiple loops (while supported) is not all that common.",
"PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts."
] | [
"Bevel percent is soft clamped incorrectly\nArchlinux\n\nBroken: 2.71\n\nWhen using the percent bevel method, the *Amount* in the redo panel is clamped to 1, even though percent goes between 1-100.\nBeveling with the the mouse is also really slow (as if shift was held)\n\n1. Open [bevel_not_bending_edges.blend](bevel_not_bending_edges.blend)\n2. Enter edit mode and bevel with Ctrl+B\n3. In the redo panel, set the type to percent and then try to set the amount with the mouse. It won't slide over 1 without being typed.\n4. With the amount type still on *Percent*, undo and bevel again. Bevel should now default to using the last used settings, so percent should be used. Moving the mouse will adjust the bevel really slowly. (and as a minor detail, the header still says \"offset\", even though \"percent\" is used).\n"
] |
Wrong normals displayed in edit mode
Operating system: Windows-10-10.0.19631-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.13596 Core Profile Context 20.5.1 27.20.1017.1011
Broken: version: 2.90.0 Alpha
Worked: 2.83.0
After manipulating an object, the normals look inappropiate in edit mode.
1. Create a UV sphere.
2. Set shading to smooth
3. Enter edit mode
4. Scale the sphere on the Z axis
5. Change to object mode and notice the normals are different in edit mode.
[[2020-06-14-20-20][727].mp4](_2020-06-14-20-20__727_.mp4)
[WrongNormals.blend](WrongNormals.blend)
| [
"Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) \n\n",
"Color Atributes: Inverted Smooth filter gives diferent artifacts in diferent Color Attributes\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\n\nInvert of the smooth color filter gives different results in different color Attributes, Some are good and some are realy bad.\n\n1 Create the for different color attributes for color paint in sculpt mode.\n2 Paint color with the paint brush.\n3 activate the smooth color filter from right to left a few times.\n\nHere it is a video showing the for results. As it can be seen independent of the domain, the color ones give worst result than the bytes colors. I have only use pure Red, Green, and Blue that are the colors that gives the less errors, but even so you can see that the results in color are changing.\n\nTest File:\n[#97340.blend](T97340.blend)\n[vokoscreen-2022-04-15_02-08-18.mp4](vokoscreen-2022-04-15_02-08-18.mp4)",
"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.",
"Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better.",
"Unnecessary Proportional editing in Sculpt Mode.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 and 2.82 (sub 1)\nWorked: (optional)\n\nthis is probably not a bug but more of a design since Sculpt mode now has regular transform tools.\n\nI accidentally found out that if you enable Proportional editing then going to Sculpt mode the Transform tools will show Proportional editing & it's hotkeys in the Status bar.\n\n * Enable Proportional editing in Object mode.\n * Enter Sculpt mode.\n * Use any tool of the Transform tools.\n",
"Tangent normal calculation mode for curves\nThe curve object data has a \"Tangent\" normal mode. Something similar should be implemented for geometry nodes curves in order to have feature parity.\n\nThis diff D11621?id=38398 had an initial implementation of \"Tangent\" normal calculation that should be finished.",
"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)",
"Multiresolution displacement baking do not work properly\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Beta\n\nOriginal on the left produces map, thad displace surface like on the right.\nI suppose, there is wrong gamut/ color conversion or baking ray shoots from Hipoly to lowpoly instead measuring height difference from lowpoly to hipoly. Displacement baking is not equal to normal baking!\n\n{[F10039179](изображение.png) size=full}\n\n[mr bake.blend](mr_bake.blend)\n\n[2021-04-26_15-44-07.mp4](2021-04-26_15-44-07.mp4)",
"Regression, Eevee: Fill with single normal produces wrong result\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.0\nWorked: 2.83.9, 2.92.0\n\nWhen I try to fill all backfaces with single normal, 2.93 produces various normals instead single.\n\nProper view (2.83):\n\n\n\nBug (2.93):\n\n\nDemo:\n[2021-06-05_02-06-54.mp4](2021-06-05_02-06-54.mp4) \n\nFile for tests\n[cutoff shader.blend](cutoff_shader.blend)",
"Eevee 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",
"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",
"UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n\n\n\n\n* Move display settings to a popover\n* Change the Pixel Coordinates toggle into an enum to choose between Pixels or Normalized\n\n\n* Slightly re-arrange the header:\n\n* Move th UV Vertex panel away from the Image Sidebar category and into Item, and include Coordinates option here too:\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",
"Hair from 2.79 messed up in 2.8 (modifiers prior to PSys and partially broken without 'Use Modifer Stack')\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.dd3f5186260e-windows64\nWorked: 2.79b release\n\nHair particles made in blender 2.79 get messed up, when opend in 2.8. The hairs are pulled in direction of objects origin:\n\n\n[hairbug.blend](hairbug.blend)\n\nopen attached file in 2.80 (and in 2.79, to compare)\n\n---\nIt is maybe is related to T59587 .. i am not sure.",
"Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)"
] | [
"Bad shading in edit mode. 2.90 regression\nBroken: deaff945d0 (master, 2.90)\nWorked: deaff945d0~\n\nSimple file: [bad shading edit1.blend](bad_shading_edit1.blend)\n\nIn 2.83:\n  \n\nIn master (2.90):\n "
] |
Reseting property from AddonPreferences to default doesn't save it
Windows 11, Blender 3.5.1
Reseting property from AddonPreferences to default doesn't save it
**Steps to reproduce the bug**
- Open Blender
- Preferences -> Add-ons -> find "Cycles Render Engine" (enable it if it's not)
- change device type value in Cycles addon preferences to anything besides "None" for example "CUDA"
(need to make sure we have non-default value to reproduce the bug)
- restart Blender and go to Preferences -> Add-ons -> find "Cycles Render Engine"
- reset device type property to default value (right mouse click -> reset to default value). Value now should be "None"
- restart Blender and go to Preferences -> Add-ons -> find "Cycles Render Engine"
- device type stil has previous value, not "None"
Could be related to #98503
| [
"Can't uninstall completely and clean\nwindows 7 SP1 64 bit\n\nBroken: 2.75a c27589e\n\nCan't uninstall completely when used \"Uninstall blender\" from Start menu, and need to manually delete\n\n\nthe old version (with .exe packed ) has an option that let's you select \"leave user setting\" or \"remove all things\" when you uninstall, but the new version (with .msi packed) no this option for uninstall, and will leave some files on your computer, by the way, it's have't choice for your install, e.g. create a desktop shortcut, use blender for .blend flies, and create start menu, all blender default at install, and I can't custom setting for this, although this no affect for our used, but i'm a little OCD :D\n\nsorry for my bad English :)\n",
"Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n\n",
"UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)",
"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\n- `C.object['prop'] = 2.0`\n- The property's settings are all lost.\n\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)",
"Handler save_pre doesn't get called for session recovery save\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe Python handler `save_pre` does not get executed when Blender saves the session recovery file on exit. When add-on's are actively using this handler, they are very likely generating or finalizing data that will be saved along with the file. Skipping over this event while such add-ons are active is likely to cause data loss or strange bugs that will be difficult to track down.\n\nWrite a simple script that prints something to the console when `save_pre` is called, then exit Blender with it active. You can launch Blender from a console window to keep the window open after it exits.\n\n[#71506.blend](T71506.blend)",
"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.",
"bpy.props.IntProperty fails to register if given float values\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen an addon tries to register an IntProperty, whilst not giving one of the numerical values an explicit int value, the property will return an error during registration.\n\n```\nprop = bpy.props.IntProperty(default=1.0) # prop is created okay\nbpy.types.Object.intprop = prop\nTypeError: integer argument expected, got float\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nValueError: bpy_struct \"Object\" registration error: 'intprop' IntProperty could not register (see previous error)\n```\n",
"'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",
"Cycles: add feature overrides\n[D4255: Cycles: Added feature overrides](D4255)",
"Adjusting multiple properties at the same time doesn't work for all property types\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.90.1\n\nMost properties in blender can be changed for all selected objects by holding ALT while changing it. However, this doesn't work for all properties. For instance, the 'Rig Type' property in the Rigify add-on doesn't work. We can make it work by right click and selecting 'Copy to selected' but it should be possible with the ALT shortcut for consistency.\n\n**Steps to reproduce**\nWhile in Pose Mode select multiple bones\ngo into Bone Properties -> Rigify Type -> Rig type\ntry to change the Rig Type for all of them by holding ALT",
"Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n\n\n",
"Keyframed parameters are not preserved when frame_change_post handler is used\nOperating system: Win 10 Pro\nGraphics card: GTX 1080\n\nBroken: v2.81, master, 2018-11-26\nWorked: (optional)\n\n---\n\n\n**EDIT** by @EAW \n\n\n> In the .blend file setup, the 'mesh_cache' object would instance a cube over the vertices for display in rendering. An ocean modifier is added to the object with 'Geometry' set to Displace and the 'time' parameter is keyframed over a frame range. \n> \n> Playback in the viewport shows the ocean modifier evolving shape during the animation. If the animation is rendered, the ocean modifier does not evolve over time and the render result is static.\n> \n\n\n\n> Here is a script that generates a 2d grid of vertices in the frame_change_post handler:\n> \n> ```\n> import bpy\n> \n> def frame_change_post(scene, depsgraph):\n> # Generate a 2d grid of vertices. A cube object is set to be instanced over the vertices for rendering\n> vertices = []\n> for j in range(100):\n> for i in range(100):\n> vertices.append((i * 0.05, j * 0.05, 0.0))\n> \n> mesh_cache_object = bpy.data.objects.get(\"mesh_cache\")\n> mesh_cache_object.data.clear_geometry()\n> mesh_cache_object.data.from_pydata(vertices, [], [])\n> \n> depsgraph.update()\n> \n> \n> bpy.app.handlers.frame_change_post.append(frame_change_post)\n> ```\n> \n\n\n\n\n> Here is the .blend file including the script: [keyframed_modifier_bug.blend](keyframed_modifier_bug.blend)\n> \n> How to reproduce:\n> 1. Open .blend file\n> 2. Press 'Run Script'\n> 3. Blender > Render > Render Animation\n> \n> The result is a static animation.\n\n\n**End Edit**\n\n---\n\n\n\nI have created a FlipFluids simulation in Blender 2.81 ( 2019-11-25 21:45) and added an Ocean modifier in displacement mode to the fluid_surface. Then I have baked the complete sim from within FlipFluids.\nWhen I move from keyframe to keyframe in the default timeline everything is moving as desired in the default 3D window:\nOcean modifier waves, FlipFluids waves & wake, flags, radars...\n\nWhen I render the complete animation everything EXCEPT the ocean modifier waves are moving. The ocean modifier waves remain static but the FLIPFLUIDS waves move on that surface.\nALL modifiers and elements ARE enabled for renderings. D-NOISE: AI Denoiser is on (switching denoiser off did not help).\nComputer is a HP Z800 with dual Xeons, 72 GB of vRAM and a GTX 1060.\n\nIf I render & save the keyframes manually individually by hand the ocean surface moves! Which means I get the proper result.\n\nAs its working when rendering&saving each frame manually as image (Png) and its not giving the same result when saving out the same images (Png) when I hit render animation, I do suppose this might be a bug in 2.81.\nRunning indiviual frames via Renderpilot did not yield the proper result either. So I do suspect it might be that there is not enough time gap between saving the last frame and rendering the next. Or, something does not get purged properly.\n\nFor propriatary reasons I can not share the blend file.",
"Add-On: Material Utilities - Icon Id error\nOperating system: Linux-6.3.5-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.5.1\nWorked: never?\n\nIn certain situations the Material Utils menu will not list a newly created material.\n\n\n1. New scene.\n2. Assign material (with Material Utils menu) *not* having materials properties panel open.\n3. In shading editor, object : Drag and drop texture, hook up to color.\n4. Material Utils fails to list newly created material.\n5. Error message in console:\n```\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\n```\n\nNote: Changing the line to:\n`icon_value = layout.icon(material))`\nfixes the issue for me. fwiw.",
"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",
"Drivers of sub-ID properties do not get removed along with the sub-ID\nBy \"Sub-ID\" I mean things like Modifiers, Constraints (bone & object), custom properties, shape keys, bones, VSE strips, etc. Not sure how to get a complete list of these types of things.\n\nWhen one of these things, such as a modifier, is removed, drivers on its driven properties are not removed. This makes it easy to leave behind broken drivers that now target nothing. These can be cleared up in the Driver Editor UI fairly easily, but the fact that we must do so is annoying. Experienced users end up learning that you can't just remove a modifier or constraint without removing its drivers first - Just to save you a trip to the Driver Editor.\n\nForgetfulness in this habit results in console warnings, which in a production environment trickle down from assets to shot files, and contribute to the users' sense of \"console warnings aren't important, I will ignore them\".\n\nI always thought this was a known issue but @Sergey told me it's fixable and that I should make a report. Here ya go! \n\nThis would be a really, really welcome improvement for the studio and probably the whole world.\n\n"
] | [
"Changing Cycles Render Devices CUDA device selection does not mark prefs dirty\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\nBroken: version: 2.80 (sub 74)\n\nIn System Preferences for Cycles Render Devices, switching between None/CUDA/OpenCL marks the preferences as dirty for auto-save, however changing the specific device choices within say CUDA does not. So if your saved prefs have only your GPU enabled for CUDA and you check the CPU box as well, then this change will not be persistent.\n\nDefault config.\nOpen Preferences editor.\nIn the hamburger menu disable auto-save and click Save Preferences so we can watch the button to see the state of the dirty flag.\nIn System, Change Cycles Render Device from None to CUDA, and note that the Save Preferences button gets enabled indicating the prefs are now dirty.\nClick Save Preferences to mark things clean again.\nChange one or more of the device check-boxes for specific CUDA devices (enable the CPU device for example) and note that the Save Preferences button does not enable, indicating these changes are not marking preferences as needing to be saved.",
"Changes in enabled Cycles render devices are not automatically saved \nOperating system: Linux-5.10.0-4-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 2.93.0 Alpha\nWorked: Don't think it ever worked\n\n\nChanges in enabled Cycles compute devices are not detected as changes in user preferences. hence preferences auto-save does not happen.\n\n\n1. Go to User Preferences -> System -> Cycles Render Devices\n2. Toggle state of the checkbox next to the render device\n3. Quit Blender\n4. Notice that there is no \"Writing userprefs\" message\n5. Open Blender, and sure enough the changes are not saved\n\nNote that it is important to only change the state of the checkbox. If any other setting is changed then auto-save happens correctly. For example, compute type change (None, CUDA, OpenCL) is properly detected as change in user preferences. Is really only the `CyclesRenderDevice.use` which is not detected.\n\n@JulianEisel can provide a bit more details on exact reason why this is failing. ",
"Changes to a PropertyGroup in the preferences of an addon do not trigger the flag indicating changes to save\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\nUser preferences and add-on preferences are normally auto-saved when Blender exits, and it is triggered when the user modifies preferences data through the UI.\nBut there appears to be a bug that prevents this from happening when the preference data is defined inside of a property group.\n[2020-01-08 16-39-50.mp4](2020-01-08_16-39-50.mp4)\n\n- Install the simplified addon attached - (simple script that adds/draws two preference variables for an add-on: One directly inside of a class derived from `bpy.types.AddonPreferences`, and one inside of a class derived from `bpy.types.PropertyGroup`)\n- In the addon UI, modify any the group preferences - (neither value will be saved on exit)\n- In the addon UI, modify the root preference - (dirty flag or auto-save will be triggered)\nA similar issue occurs when preference values are programmatically altered (auto-save is not triggered), but I'm not sure if this is a bug, or lack of a feature.\n[user_pref_addon.py](user_pref_addon.py)"
] |
Trouble with renaming bones after update
Operating system: WIN10
Graphics card: GTX 1650
Broken: (3.0)
Worked: (2.93)
Hello, I ran into such a very annoying problem after blender update.
In short, after I change the name of the bone, the mesh that was attached to it, is separates from it. And to avoid this problem, before renaming, you have to go first rename bone in mesh itself, and then on the skeleton itself.
| [
"Apply scale on armature breaks position of child elements with relationship 'Bone'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.1\nAlso Broken: blender-2.93.4-candidate+v293.7ec351c0d531-windows.amd64-release\nWorked: Never (2.80+)\n\nIf I have an armature with non (1,1,1) scale and if I create an object that is parented to one of the armature bones, applying the scale to the armature moves the object.\n\nIf I then select my arrow/cube and remove the 'Parent Bone', it is aligned correctly again, if I then put the 'Parent Bone' bone back, the arrow/cube is moved to a completely new position.\n\nI can also see the following error in terminal when I unparent the bone (I don't think this is relevant and clearing the bone always prints this, but just in case)\n\n```\nadd_relation(Bone Parent) - Could not find op_from (ComponentKey(OBArmature, BONE))\nadd_relation(Bone Parent) - Failed, but op_to (ComponentKey(OBEmpty, TRANSFORM)) was ok\nERROR (bke.object): C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\object.c:3330 ob_parbone: Object Empty with Bone parent: bone doesn't exist\n```\nMy theory is that Blender is trying to reposition the object without taking the bone parent into consideration.\n\nI've recorded a small video to illustrate: watch?v=BGNckTOfBQQ\n\nI was also able to create a script that fixes the position by detaching the parent and reattaching with keep_transform (also note the commented out line)\n\n\n```\nimport bpy\n\nprint ('Bone fixer')\nfor obj in bpy.data.objects:\n if (obj.parent_type == 'BONE' and obj.parent_bone):\n bpy.ops.object.select_all(action='DESELECT')\n \n print (f'Parent={obj.parent} parent_={obj.parent_type} parent_bone={obj.parent_bone}')\n print (obj.name, obj.scale, obj.location, obj.rotation_euler)\n \n # obj.parent_bone = obj.parent_bone # This line should not have any effect but it does move the object to a new position\n\n parent_bone = obj.parent_bone\n obj.parent_bone = '' # We are now correctly positioned but not parented \n\n obj.select_set(state=True)\n obj.parent.select_set(state=True)\n obj.parent.data.bones[parent_bone].select = True\n bpy.ops.object.parent_set(type='BONE', keep_transform=True)\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[test.blend](test.blend)\n\n1. Create armature ('Armature') and set a non 1,1,1 scale\n2. Add bones to armature\n3. Create a new object (I tried empty/arrow or cube)\n4. Set relationship on the cube as parent = 'Armature', Parent Type = Bone, Parent Bone = 'Bone.X' (last bone in the sample file)\n(^ Already done in sample file)\n5. Select armature and \"Apply scale\"\n\nExpected - the empty remains at the 'end' of the bone\nObserved - the empty is moved to a new location (I am unsure what is the logic)\n\n\n\n",
"Batch Rename: Preset support\nThe batch rename operator supports chaining operations, allowing for setup actions which users may want to re-use.\n\nThis is a convenience feature.\n\nExample use cases (which may be possible in the future):\n\n- *Bones*\n - Add a prefix.\n - Number the object/bone based on it's level in the hierarchy.\n - Add a L/R suffix based on it's side.\n- *Objects*\n - Rename them to match their object data.\n - Number them, ordering based on their Z locaiton.\n",
"Sculpt, Mask extract with certain mesh produces broken mesh (hidden geometry)\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\nMesh made as «mask extract» from sculpt, then I fill and triangulated top.\nIt looks like mesh contains non-selectable geometry, that prevents to make proper operation Origin to geometry.\nTry to do it. Origin will stay at the same place.\n\nAfter exporting obj and importing back bug gone. After remesh too.\nIt is the second time, I`ve encountered such issue.\nMay be related to #82209 (Blender hanging with «separate selection» in particular model/file (svg imported).)\n\n[mesh.blend](mesh.blend)\n\n[2021-03-24_11-40-49.mp4](2021-03-24_11-40-49.mp4)\n\n\n\n",
"Armature animation glitch when using collection instances across scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\nWorked: Probably never (2.90 is buggy still)\n\nWhen an armature is included in a collection, and that collection is instanced in another scene, selecting a bone or moving in the timeline creates a seemingly random time-jump in the posing/animation, until the bone is moved, at which point the whole armature snaps back into its real position.\n\nThis issue only occurs when an armature is included in a collection that is instanced in another scene. If the armature is not in a collection or is not instanced, the animation plays back as expected. The meshes under the armature does the same, if one mesh stays in the collection, the bug still happens, everything needs to be removed for the bug not to happen.\n\nWorkaround:\nMoving the bone causes the entire armature to snap back into its correct position, so this can be used as a workaround to keep the animation accurate. Alternatively, the armature can be removed from the collection and into the main scene hierarchy.\n\nThank you for looking into this issue.\n\n* Open attached file\n* Click on any bone\n\nThe pose will change. Change frame and pose will jump unexpectedly again.\n\nSome info that may be helpful: This issue seems to happen when persistent data is enabled and frame is rendered. Armature will then \"remembers\" last rendered frame. The cause may be linked to usage of Autorig pro addon.\n",
"Library overrides get reset when the linked file changes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1 Release Candidate\n\n\n1. Link a collection from a different file\n2. Override everything (selection & content & data etc down to the materials, so that materials have an O in front of them)\n3. Replace a few materials on some objects with new materials\n4. Go into the originally linked different file and make some changes to a mesh (and perhaps move some meshes to a different collection that's not linked)\n5. Open the files with the link in it\n\nResult:\n\nAll material changes have now been reset\n\nExpected:\n\nThe overriden materials should of course stay the same!\n\n",
"Menu label does not update after \"Remove Shortcut\" from context menu\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: all\n\nAfter \"Remove Shortcut\", the menu label is not updated properly.\nJust for a moment, but it's noticeable.\n\n**Only in the case when the \"Remove Shortcut\" menu item (mouse cursor actually)\nis located above the deleted item or above separator.**\n\n",
"GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n",
"Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work",
"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",
"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)",
"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",
"Wrong object naming when using context.copy\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 2.93, 3.6, 4.0\nWorked: none\n\nWhen duplicating an object with a parent and using context.copy() with the object.duplicate or any other operator that uses object.duplicate the child object to get a wrong name.\n\n\n1. set one object as a parent of another\n2. select both objects (parent and child)\n3. run this code in the Text Editor\n4. now take a look in the outline the duplicated parent is selected, but the origin child is also selected and the name of the origin child has changed\n\n```\nimport bpy\nbpy.ops.object.duplicate_move(bpy.context.copy())\n```\n- - -\n```\nimport bpy\n\nwith bpy.context.temp_override(**bpy.context.copy()):\n bpy.ops.object.duplicate_move()\n```\n\n\n\n| Before | After |\n| -------- | -------- |\n|  |  |",
"All bone drivers selected when reselecting bone\nWindows 8.1\nGTX 580\n\nBroken: 2.77, 2.77a\nWorked: It seems any version before 2.77\n\nVisual explanation:\n\n\nBasically, all created drivers for a bone will be selected instead of the last active one when the bone is selected.\nVery annoying problem that wasn't there before (Had to redo drivers several times because I didn't realize the last active driver isn't the active one anymore).",
"Automatic Weights not working if part of mesh has negative scale\nOperating system: Windows 10 Pro\nGraphics card: NVIDIA GTX 960\n\nBroken: 3.1.0\nWorked: Never (2.8+)\n\n\nWhen part of a character mesh is given a negative scale in Edit mode, parenting to an armature with Automatic Weights no longer seems to work correctly. Applying scales does not help either as the scaling is done in Edit mode.\n\nI realise there are other ways to mirror part of a mesh rather than negative scale, however myself and one of my students have now both lost hours to this issue before I finally found out what seemed to be causing it.\n\n**How to recreate the bug**\n1. Open the file \"Block Man Example.blend\".\n2. Select the Cube mesh.\n3. Go into Edit mode.\n4. Select an entire arm or leg (I used Select Linked).\n5. Set the scale to -1 on the x-axis. (S, X,-1).\n6. Return to Object mode.\n7. Select the Cube mesh, then holding shift, select the Armature as well.\n8. Press Ctrl+P to parent, choosing With Automatic Weights.\n9. Select the Armature and go into pose mode.\n10. Try rotating the bones around the arm or leg which had been scaled.\n11. You see the mesh does not follow the bone as you would expect.\n\nFile: [Block Man Example.blend](Block_Man_Example.blend)",
"Bone Selection with \"select box \" Inconsistent\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: never before has this ever worked correctly.\n\nWhen box selecting multiple bones in edit mode and they occlude each other making impossible to select all of the ones you need only allowing you to switch to other selection modes like circle select or lasso select.\n\nOpen a character with multiple bones mounted onto each other.\ngo into edit mode\ntry to select a large group of bones via box select\nresult: some get selected some not, no matter how many times or different angles you try.\n\nnote: Lasso picks up all of them afaict\nnote: this also seems to work better in posemode\n[#80296.blend](T80296.blend)\n\nHere is a gif depicting the issue.\n\n\n\n\n"
] | [
"Change bone name cause vertex group not working until select another vertex group\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nCPU: AMD Ryzen R7-3700X\nGraphics card: Radeon RX Vega 64 ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0\nCaused by 3b6ee8cee7\n\nAfter change bone name in edit or pose mode then pose in pose mode\nMesh will not move (only effect renamed bone) until you select on that object then select another vertex group.\n\n[BUG 3.0.mp4](BUG_3.0.mp4)\n\n- Rig default cube with Armature Deform with Automatic Weight\n- Rename any bone\n- Try to pose\n\n[Bug_Demo 300.blend](Bug_Demo_300.blend)"
] |
just white after resume
Operating system: Manjaro Linux
Graphics card: Geforce gtx 1050
Broken: (example: 2.80, 84820e7f5806, master, 2019-03-01 22:04, as found on the splash screen)
Worked: (optional)
just white after resume. The objects are just white , no color
Simply after resume
blender-2.8 --debug-gpu-force-workarounds
Read prefs: /home/detlef/.config/blender/2.80/config/userpref.blend
GPU: Bypassing workaround detection.
GPU: OpenGL identification strings
GPU: vendor: NVIDIA Corporation
GPU: renderer: GeForce GTX 1050/PCIe/SSE2
GPU: version: 4.5.0 NVIDIA 418.43
found bundled python: /usr/share/blender/2.80/python
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler11.blend
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
MeasureIt: Cleaning data
Info: Saved "erzähler11.blend"
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
MeasureIt: Cleaning data
Info: Saved "erzähler11.blend"
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
MeasureIt: Cleaning data
Info: Saved "erzähler11.blend"
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Hide, Mask and optimized display disabled
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Hide, Mask and optimized display disabled
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Not supported in dyntopo
Warning: Dynamic Topology found: face data, disabled
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Hide, Mask and optimized display disabled
ERROR (bke.modifier): /home/sources/buildbot-x86_64-slave/linux_glibc224_x86_64_cmake/blender.git/source/blender/blenkernel/intern/modifier.c:386 modifier_setError: Hide, Mask and optimized display disabled
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
MeasureIt: Cleaning data
Info: Saved "erzähler11.blend"
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler2.blend
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler6.blend
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler4.blend
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler5.blend
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler6.blend
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler9.blend
Read blend: /home/detlef/Gamedev/Blender/erzähler/erzähler10.blend
Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
| [
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n",
"Cycles: Viewport rendering is restarted when selecting bone in a rig with drivers\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: Unsure, possibly never\n\nWhen selecting bones or objects in very simple cases, the Cycles viewport rendering is not interrupted.\nHowever, if the armature has any drivers on it, selecting a bone will restart the viewport rendering.\n\n- File: [re_render_on_bone_select_with_drivers.blend](re_render_on_bone_select_with_drivers.blend)\n- Start viewport rendering.\n- Select one bone or another.\n- Viewport rendering is restarted on every selection.\n\n- Remove the driver from the bone's X location.\n- Issue is gone.",
"Sphere is does not showing color in solid mode from material\nOperating system: Windows 11\nGraphics card:\n\n3.5\n\nWe have created a plugin to add multiple spheres, the plugin is attached below.\nafter adding active material to all spheres when we are adding color the sphere is at the 4096th location is does not show color\nPFA:\n\n\nThe black sphere is also having color in its material but it is not showing as the sphere is at the 4096th location\nPFA for material data\n\n\nAlso, the color is also visible in another mode currently it is solid panel mode. for our internal uses, we are using the solid mode \nCan we have any workaround for this fix or please fix this bug? What I presume is while displaying material in the solid mode we are not managed properly in our code as this bug continues for every sphere count of multiples of 4096(2 power 12).\n\n",
"Improve usability of Group Colors in animation editors\nProblem:\n\nWithout going into much detail, as it stands in the animation editors for the right contrast to be achieved between the white text and the colours they have to be dim but to be useful in the view port they need to be bright (again for contrast).\n\nBlender's default colors unselected in the viewport:\n\n\nOriginal Group Colors selected in the viewport:\n\n\nBrightly colored bones are especially important in the 3D Viewport when they have thin shapes. Dimmer bone colors are hard to see over Blender's dark wireframe and dark background.\n\nIt's really hard to tell apart the selected ones from the non selected ones.\nIf i didn't show you the first picture and you only looked at the second picture you wouldn't have a clue whether any bone is selected or unselected.\n\nThe Rigify add-on uses bright bone colors to aid visibility in the 3D Viewport. However, this makes the channel list unreadable, as can be seen in the image below.\n\nFor optimal readability in the Channel List the colors would have to be darker, which conflicts with the requirements for the 3D Viewport.\n\n\n\nThis method has 1 great side and very important for animation which is making very obvious and clear which bones are selected, unselected and active.\n\nAnd the downside is that the dope sheet/graph editor gets even more unreadable when you expand the channel's attributes:\n\n\nLeaving us in at a point of: bright groups will give us the readability we need in the viewport but mess completely the animation editors and on the default colors improving the readability in the animation editor but making it really hard on the eyes in the viewport.\n\nSo currently the existing solution\nHere comes: \n\n\nAn option that has been there for ages and has proven not only useful but for anyone that works with character rigs is the first button they press every time they go to the graph editor posing a new problem: the option is local to the file, so every new shot, every new animation you need to un-tick this box in every animation editor.\n\nSo there are a few things here we propose which \n\nFirst: **Move the option to the Animation preferences panel**\nPros: you as user chose how do you like it to stay, even if it its on by default you turn it on once and that's it.\nCons: it's still on by default.\n\nSecond: **Redesign the way the bone group colors are presented in the animation editors**\nPros: done well means we could eventually get rid of the option to turn on/off if we come to a solution that is non intrusive a-la outliner, taking full advantage of all the ideas that at this moment seem to be playing against each other.\nCons: longer process to design and implement correctly.\n\nIn adition to the presentation of the bone group colors in the animation editors we also can see that creating and editing group colors can be time consuming and way more complex than we want it to be, we'll propose a simplified yet powerful version that will be more clear and faster to setup.\n",
"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\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\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.",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n\n\nAfter clicking the glossy node header a few times:\n\n",
"Changing colorspace on image with pixels set from Python erases all pixels\nBroken: 3.0 (and older)\n\n\n* Image created with Python, pixel values set with `foreach_set()`\n* Changing the colorspace erases all pixels, setting them to black\n\n\nOpen this .blend file: [image_test.blend](image_test.blend)\n\nExecute the Python script in the text editor:\n\n\n```Py\nimport bpy\nimport random\n\nimg = bpy.data.images.new(\"test\", 200, 200, alpha=True, float_buffer=True, is_data=False)\n\n# Fill pixels with colors\nimg.pixels.foreach_set([random.random() for x in range(200*200*4)])\n\n# Changing the colorspace will set all pixels to black\nimg.colorspace_settings.name = \"Linear\"\n```\n\n**Expected Behaviour**\n\nIn my opinion, Blender should convert the pixels from the old colorspace to the new one. The output should be the same as when changing colorspace on an image loaded from disk.",
"Texture on active object is not visible in solid view with sculpt mode activated\nOperating system: Windows 10, Ubuntu 16.04\nGraphics card: GeForce GTX 760\n\nBroken: 2.80\n\nTexture is not visible in solid view with sculpt mode activated\n\nCreate a texture, apply it to an object, like start cube, make sure you're in solid view mode with textured color active, you'll see the texture in object mode. After switching to sculpt mode, object becomes gray.\nIf you change view mode to LookDev or Material, everything is fine.\n\n**Extra info**\nIf you go back to Solid view and add a Shape Key, texture is visible again, but mask brush doesn't work. The problem with mask brush and shape keys is already mentioned #67303\nI made a video about those problems Mk2w41C87AI",
"VSE: In Multicam all strips gets white outline\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nAll channels/strips get a white active strip outline when a multicam strip is selected. \n\nOpen this .blend file:\n[VSE_MultiCam.blend](VSE_MultiCam.blend)\n\nNotice that all previews have a white active strip outline, though it's only the multicam strip selected:\n{[F10961426](image.png),size=full}\n\n",
"Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n\n\n\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n",
"Cycles Principled shader Fresnel glitches\nConsistent across 3 diffrent devices and operating systems.\n\nBroken: v2.8 stable\nstill Broken: v2.83 Alpha, 9d90cad3ed39, 2020-01-17 00:13\n\nSpecific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed.\n\nUsing all white background to better visiualize artefacts.\nCycles:\n\nEevee:\n\n\nDelete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values.\n(Happens on both smooth and flat shaded objects...)\n\nHere's a 2.80 file to try it out:\n[bug_report_principled.blend](bug_report_principled.blend)",
"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\n",
"Blender on Linux saves autosave and session files to /tmp, resulting in data loss on a system crash\n$ cat /etc/os-release \nNAME=\"Ubuntu\"\nVERSION=\"19.04 (Disco Dingo)\"\nID=ubuntu\nID_LIKE=debian\nPRETTY_NAME=\"Ubuntu 19.04\"\nVERSION_ID=\"19.04\"\nHOME_URL=\"\"\nSUPPORT_URL=\"\"\nBUG_REPORT_URL=\"\"\nPRIVACY_POLICY_URL=\"privacy-policy\"\nVERSION_CODENAME=disco\nUBUNTU_CODENAME=disco\n\n\n$ uname -r\n5.1.15-surface-linux-surface\n\nAlso occurs on Debian Stable and Testing, and Devuan Stable and Testing\n\n2.93.5\n\nBlender on Linux saves autosave files and session restore files to /tmp, which is a temporary filesystem whose persistence cannot be relied upon. In the event of a system crash or power outage, a reboot occurs, which very often and unpredictably clears /tmp. This misconfiguration results data loss for Linux users.\n\n1. Open a Blender file\n2. Do work for long enough that an autosave file is generated\n3. Recreate or simulate a system crash or power outage\n4. Reboot\n5. Open Blender\n6. Attempt to recover the last session or open an autosave file\n",
"Pointness gives a white spots on a small objects \nWin10, gtx 1070\nBroken: 2.79,2.79a,2.79b\n\nPointness gives a white spots on a small objects (a few cm objects)\nIn the image below, you can see how the `Pointless` output is affected by the local size:\n\n\nThe leftmost object shows the smallest one, the middle one is of intermediate size and the one on the right has not been scaled.\n\n\n - Open: [pointess_scale_bug.blend](pointess_scale_bug.blend)\n",
"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"
] | [
"Objects in viewport become white after consecutive sleep and wake. Fedora, NVIDIA drivers installed)\nAsus Laptop N550JK. Intel® Core™ i7-4700HQ\nOperating system: Fedora 28, Kernel ->4.19.4-200.fc28.x86_64\nGnome: Version 3.28.2\nOS Type: 64-bit\nGraphics card: GeForce GTX 850M/PCIe/SSE2, (add. info. It has Optimus)\n\nBroken:\nblender 2.8, 26d5a3625ed, 2018-11-29\nblender 2.79b also has the similar problem.\n\nHaving nvidia drivers installed as described by [negative 17 ](), after waking from a OS sleep while blender is opened, blender kind of looses its connection with graphics driver and all the functionality of blender associated with NVIDIA graphics driver becomes corrupted. Thus making the color of objects in view port null, when bpy.data.screens[\"Layout\"].shading.type is set to \"LookDev\" or \"Rendered\". If I change the render engine from Evee or Cycles to Workbench or in Cycles change the Device to CPU, the view port colors becomes functional but the remains for the GPU Device or Evee selected. Before sleeping the OS, CyclesPreferences.compute_device_type shows both CPU and GPU for selection, but after waking system it disappears. \nPS: I have tried all other graphics driver repositories except direct installation of the files downloadable from NVIDIA website.\nClosing and reopening or killing the blender process in terminal doesn't bring back the GPU support but solves the white color problem.\nMaking the problem:\nFrom the default startup -> change view port display method to LookDev or Rendered -> sleep the fedora by fn+F1 keystroke -> wake the computer\nMy current work around:\nClose blender and open it again."
] |
Loop Cut tool applies multiple Undo commands
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23
Broken: version: 3.0.0
using loop cut tool, and using the panel to add additional cuts, results in an instant application of around a dozen undo operations. I can 'redo' back up to before the loop cut.
create a plane, use the loop cut tool to add one cut. Use the Loop Cut and Slide panel to add cuts and adjust Falloff and Factor. Then everything disappears and I'm left around a dozen steps back in my history. | [
"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)",
"Undo unavailable for Remove Vertex Group in edit mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.01\n\nBroken: version: 2.82 (sub 1)\n\n**Bug description**\nAfter remove a vertex group from a mesh while in edit mode, the undo operator still works, but undo buffer does not seem to contain the remove vertex group operation, so using undo undoes whatever was done *before* the removal of vertex group. On entering object mode, using undo will undo the vertex group removal operation *before* any mesh editing, leading to confusing out-of-order undo operations\n\n**Repro steps:**\nCreate new mesh\nCreate vertex group\nSwitch to edit mode\nMove a vertex to make an obvious visible change\nRemove vertex group\nMove another vertex visibly\nSwitch to object mode\nUse 'undo' operator multiple times\n'undo' operator will undo vertex transforms, and appear to do nothing when it reaches the point in the undo buffer where it ought to undo 'remove vertex group'\nSwitch to object mode\nUse 'undo' operator\nRemoved vertex group is back, and edit mode is active\n\nI won't lay out all of the variations, but for more complicated failure modes with weirder out-of-order undo operations, try:\n\n* move vertex, remove group, move other vertex, switch to object mode, use undo function\n\n* create two vertex groups before entering edit mode, move vertex, delete first vertex group, move another vertex, delete second vertex group, move a third vertex. Enter object mode and use 'undo' operator\n\n\n\n\n\n\n\n[system-info.txt](system-info.txt)",
"Python variables becomes invalid when batch creating attribute layers\nOperating system: Gentoo Linux\nGraphics card: AMD WX 9100\n\nBroken: 3.2 and master\nWorked: I'm guessing this has been broken since attribute layers were introduced\n\nWhen creating new attributes layers via python, the returned attribute object will stop work after multiple layers are added.\nIt seems like the attribute layers might be reallocated and moved while the python pointers doesn't get updated when this happens.\n\nIn a python script, create multiple attributes for a mesh in a row and save the return value.\nNotice that if you add too many the previously returned variables will stop working.\n\nSteps to reproduce with the attached file:\n1. Click run script\n2. Notice that at2 through at5 is of length zero\n3. If you remove any one of the `new` calls the returned variables are valid.\n[attribute_error.blend](attribute_error.blend)",
"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\n*Pasted driver after some undo's*\n\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",
"Multiple calls of 'view3d.select' with LMB selection keymap\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: 2.83, 3.2.0\nWorked: Apparently never\n\nIn the left-click selection settings, considering only `Object Mode` in the keymap, there are currently 3 places setting the {key LMB} selection shortcut:\n1. {nav 3D View > 3D View (Global) > Selection}\n2. {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection}\n3. {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n\nRespectively each of them can be tested by pressing {key LMB} in the `3D View` under the following conditions:\n1. Always active\n2. Active when `Tweak Selection Tool` is enabled (between selection tools)\n3. Active when fallback selection is `Tweak` and the `Selection Tool` is not enabled\n\nThe problem is that, in the cases `2` and `3`, the key item of `1` is also mapped resulting in `view3d.select` being called 2 times (since this operator is pass though).\n\nThis can be a problem for users editing the settings as they need to make sure the properties of both calls are \"compatible\".\n\nNOTE: for undo, with the default settings, this is not a problem as an undo step is only added when something changes.\n\n - Make sure to use keymap with LMB selection\n\n **Testing the Selection Tool Shortcut:**\n - In the 3D view, activate the `Tweak` selection tool\n - In the keymap, go to {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\n - In the keymap, go to {nav 3D View > 3D View (Global) > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has **not** been deselected which is correct.\n\n **Testing the Selection Fallback Shortcut:**\n - Re-enable all `Deselect On Nothing` options and now disable the option located in {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n - In the 3D View, activate a tool other than the selection tool (so the selection fallback will be used)\n - select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\nRepeat the last two steps of the selection test with the tool to get the expected result.",
"Scaling keys in dope sheet is different from graph editor (ignores handles, esp, noticable when scaling negative)\nOperating system:\nGraphics card:\n\nBroken: 3.4.0\n\nSeems like if handles are not auto-clamped then *Dope Sheet* messes things up.\n\n\nIn attached file duplicate and translate both keys further in timeline, also put timeline cursor between them:\n - With *Graph Editor* press **S-1** to reverse new keys -> result is OK\n - **CTRL Z** to undo and repeat reversing in *Dope Sheet* -> bezier handles are processed incorrectly\n[dopesheet_reverse.blend](dopesheet_reverse.blend)\n\n\n",
"Undo, Sculpt mode options reverts back with wrong order and simultaneously\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\n\nTo reproduce:\nWith sphere\n1. Go to sculpt mode\n2. Make a stroke\n3. Change an option (remesh/options)\n4. Make another stroke\n5. Press Undo or {key Ctrl+Z} twice \n\nExpected: one stroke and one option change will be rolled back.\nActually: option wasn`t reverted, but both strokes do.\n\n6. change few options\n7. Press Undo: you will go back to object mode and all options from the Remesh panel will be reverted.\n\n[2021-07-29_11-11-37.mp4](2021-07-29_11-11-37.mp4)\n\n\n",
"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. ",
"Undoing using undo history in sulpt rendered mode won't work.\nOperating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 3.0.0 Alpha\n\nUndoing using undo history in sculpt rendered mode doesn't work. This doesn't seem to be a problem in workbench i.e in solid and wireframe mode, bug only happens in rendered and material preview mode. In both cycles and evee \n\n1) Open default startup file.\n2)Go to sculpt mode\n3)Switch to rendered mode\n4)Make any number of brush strokes\n5)Undo to any step after the 'Original' step for example to the 'Sculpt Mode' step.\n\nIt is important that the undo history menu is used as opposed to ctrl+Z, even if you undo only one step back with the undo history menu. Also note that if you make any edits in edit mode before entering sculpt mode and making edits there and then undo back to edit mode everything looks the way it should but if you then redo to sculpt mode the same problem appears\n\n[#88330.webm](T88330.webm)",
"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)",
"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",
"Update animation operators for previously hidden redo panel contents\nWith the changes in [D14960](D14960), many operators that had previously hidden options are showing their redo panel.\nThis applies to the timeline editor, dopesheet (all modes) and NLA editor.\n\nI tested all operators in each editor to find out which ones need changes. The following list is complete, meaning that any operator that is not listed here works as expected when tweaked:\n\n# Dopesheet\n\n- - [ ] Transform\n - Hide W axis\n - Not sure how to do this for `transform.transform` with `TIME_TRANSLATE`\n- - [x] Box Select\n - Hide redo panel (it never shows in 3d view)\n- - [x] `select_column`\n - Hide mode selector (the modes are very distinct from each other, and don't make sense to be changed by the user)\n- - [ ] `leftright`\n - Hide the \"Check if Select Left or Right\" mode\n - Does not seem like you can hide enum entries, so this may have to be split into a separate property\n\n# Markers\n\n- - [x] Holding select (rightclick)\n - Hide redo panel\n- - [x] Move\n - Hide tweak checkbox\n- - [x] Select before/after\n - Capitalize parameter names\n- - [x] Box Select (see Dopesheet)\n\n# NLA Editor\n\n- - [x] Duplicate\n - [D15086](D15086) fixed the issues related to the duplicate operator\n- - [x] Push Down Action\n - Hide redo panel (seems to be an internal property not worth changing)\n- - [ ] Transform (see Dopesheet)\n - Additionally, the Proportional Editing property can not be toggled (probably since the NLA editor does not have this option at all), so the checkbox should be hidden\n- - [x] Box Select (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n# Graph Editor\n\nWhile not affected by the above patch, it's still worth touching up, since the original patch that added its redo panel [D6286](D6286) did not change related operators either.\n\n- - [x] Box Select\n - While we should hide redo panel for consistency, the \"Select Curves\" option may be interesting to toggle? But at the same time, it currently does not update, so needs to be fixed.\n- - [x] `select_column` (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n---\n\nA lot of operators would benefit from functional changes, now that the user can adjust their parameters not only through different menu items, but also by tweaking the settings in the redo panel.\nThis could be tracked as an additional to do task.",
"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)",
"\"Input Pending\" for Loop Cut and Slide when called from menu.\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 1660Ti\n\nBroken: 3.3.2\nWorked: 2.93\n\n**Caused by:** da2ba402689d7ed752b0b37ad49dce1a5851cc77\n\n**Reproducing the error:**\n\n- Ctrl+R on default cube edit mode, regardless of selection mode, loop cut slide works as usual.\n- Use search menu or header->edge menu and select loop cut slide, header bar only shows \"Input Pending\", if pressed left mouse, then operator runs correctly. If pressed right mouse, then operator is cancelled.\n\n\n\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"
] | [
"Regression: Reset To Default Value undoing everything when applied twice in the same menu.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0\nWorked: 2.93.6\nCaused by 1b4d5c7a35\n\nUsing \"Reset To Default Value\" command twice in the menu of a tool ( eg. Loop Cut And Slide) is resetting the entire object, undoing all the changes made, including all changes even before the tool being used.\n\n- Start Blender, select the default cube.\n- Switch to Edit Mode.\n- Perform some edits on mesh (eg: move a vertex)\n- Select \"Loop Cut And Slide\"\n- Click on the object and cut a loop\n- In the Loop Cut And Slide menu increase the number of cuts\n- In the same menu right click into the value box and choose \"Reset To Default Value\"\n- Repeat last step\nThis resets all the changes made to the object including all the extrusions made before the \"Loop Cut And Slide\", reversing the cube's geometry to the state when the scene was first opened.\n\nVideo demonstrating the problem:\njfD1utkHhG4\n\n\n",
"Reset to default value on select linked delimiter will cause undo almost everything to original state\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: 2.93\n\nReset to default value on select linked delimiter will cause undo almost everything to original state.\n\n1. use default startup cube, deselect it, select it, deselect it, select it, make something in the undo history\n2. go to edit mode\n3. select any vertex\n4. press Ctrl L, which is shortcut for select linked\n5. in the adjust last operation window, hover mouse onto Delimit->Material, right click and select Reset to default value, reset twice\n6. bug appears, force you undo to original state on the undo history\n\n",
"Reset default values create random undo\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: 2.93.7\n\nIn the window that appears at the bottom left of the 3d viewport when using a tool / OP.\nIf we do right click > \"Reset all default values\" or \"Reset to default values\" twice, blender will do one or multiple undo.\n\nDemo of the error :\n\n[Bug reset values.mp4](Bug_reset_values.mp4)\n\nDuplicate default cube (or any other op) (repeat duplicate 2 or 3 times), in the pop up panel at the bottom left of the viewport > right click > reset default values (twice)\n"
] |
Blender shuts down when I try to access files
Operating system: Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2
Broken: version: 2.81 (sub 16)
Worked: (optional)
Blender shuts down when I try to save files or open files.
Just try to open or save any files.
| [
"Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n",
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n  \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n",
"Wintab rarely gets into a bad state and prevents Blender startup\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nFor a few months now, I have been getting a fairly rare, but reoccurring issue (maybe once a week on average) where Wintab gets into some erroneous state and prevents Blender from starting if the Tablet API setting of the Input preferences is set to `Wintab` or `Automatic`.\nWhen Wintab gets into this erroneous state and Blender is already open, Blender will crash if I attempt to open the User Preferences. I'm not sure what else might cause a crash when Blender is already open.\n\nBy adding extra logging to a custom build of Blender, I've determined that the crash when starting Blender occurs when calling the `open` (`WTOpenA`) function: GHOST_Wintab.cc#L85\n\nMy drawing tablet's software also reports an exception in `WTOpen`, the value of which appears to equal 0xC0000005 which I think indicates a `STATUS_ACCESS_VIOLATION` according to 596a1078-e883-4972-9bbc-49e60bebca55.\n\n\nIn the drawing tablet's software, this exception only occurs if I actually connect the tablet to my PC, whereas Blender crashes even when the tablet is not connected.\n\nCurrently, if I don't actually need my tablet, I'm working around the issue by starting Blender headless, changing the Tablet API setting to Windows Ink, and then starting Blender normally.\n\nI have already tried updating the drivers for my tablet to the newest version and it made no difference.\n\nIf I start Blender with `--debug-wintab`, all that's printed is:\n```\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release> .\\blender.exe --debug-wintab\nRead prefs: \"C:\\Users\\Thomas\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\config\\userpref.blend\"\nLoading Wintab for window 00000000000910C4\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release>\n```\n\nEvery version of Blender I've tried between 2.79 and 4.0.0a crashes unless I have the Tablet API set to `Windows Ink`.\n\nI don't know the specifics of how Wintab is handled, but could it be possible to either catch the exception in `WTOpen` and allow Blender to continue loading, or to check for a connected tablet before attempting to call `WTOpen`, similar to what my tablet's software appears to be doing?\n\nUnfortunately, Wintab getting into this erroneous state where it crashes in `WTOpen` occurs too rarely for me to figure out how to reproduce it and I'm not even sure if it's Blender that is causing it to get into this state in the first place.\n\n",
"Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)",
"Blender has froze my Manajro Linux, which has corrupted my root Btrfs filesystem, rendering the machine unable to boot\nOperating system: Manjaro Linux\nGraphics card: Radeon RX 5500/5500M / Pro 5500M\n\nBroken: Blender 2.90.0, 2.90.1, 2.91.0 Alpha\nWorked: none yet\n\nWhen doing a very specific thing in Shader editor using Eevee rendered, my system froze. I've rebooted and tried again. It froze again, only this time when I rebooted it I was greeted by an emergency shell. My root Btrfs filesystem is unmountable. I'm currently performing disk imaging, and will attempt to fix the FS or restore the system from backup.\n\nHere's the screen that I saw after rebooting my laptop after the second lock-up:\n\n\n\nI have a specific .blend file that when loaded on Manjaro Linux will freeze the system. I've tried again booting a fresh Manjaro 20.1.1. However it's a confidential client project and I cannot share it publicly.\n\nI wasn't able to reproduce the problem on Windows 10 running on the same laptop.\n\nI suspect the problem could be in an AMD GPU driver - it's the only thing that I believe has enough system access to mess up a roo t filesystem that was involved. And it's clear the problem was triggered by a certain material in Blender, while rendering with Eevee.\n\nNote that the system won't freeze until I turn on Rendered view. Using Material Preview is fine.\nTwo first time when it happened it was immediately after I have added a mix node to add another texture to an existing image path in an Eevee material.\nI thought that maybe texture sizes could be the problem, as I've been using 3 8K textures, and maybe the laptop's GPU can't handle that, but filesystem corruption should never be the result of that.",
"No Exit Temp file created when accidentally exiting steam.\nDon't think this is related in any way but i have\n8GB ram\n850m\n1tb hdd\ni7 4770\nMSI GE70 apache\n\nblender 2.77\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n",
"Images from Network Path not working\nOperating system: Windows 64bit\nGraphics card: gtx 970\n\nBroken:\nversion: 2.80 (sub 44), branch: blender2.7, commit date: 2019-02-18 00:23, hash: 7d792976e100, type: Release\nbuild date: 17/02/2019, 18:05\nWorked: (optional)\n\nImages from network drive won´t load when blend file is saved on network drive.\n\n\n1. Save a blend file on a network drive\n2. try open a image file via uv editor or compositor \n3. Image Path gets corrupted:\nnormaly the path is like that:\n\\\\network-drive\\101CANON\\IMG_0381.JPG\nbut when I open a image with a blend file from the network it´s like that:\n//..\\..\\..\\..\\..\\..\\..\\..\\101CANON\\IMG_0381.JPG\n(This one can´t be read)\n\nBased on the default startup.",
"Blender Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)",
"Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n\n\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"Crash when 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",
"Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n",
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"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",
"Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n"
] | [
"crash on file save, load, import, export ...\nOperating system: Ubuntu 18.04 Linux-4.15.0-60-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 19.0.8\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\nBlender crash on any operation related to files manipulation, executed from Top Bar Menu File, as well via hot keys and F4 menu, for example:\nOpen\nSave\nImport - any format\nExport - any format\netc...\n**Open Recent, does not crash blender**\n\n\n\n1. Start blender\n2. Click File -> Save or use hot key: Ctrl + s \n\n**Console output**\n\nblender: src/intel/genxml/gen75_pack.h:72: __gen_uint: Assertion `v <= max' failed.\nAborted (core dumped)\n\n\n\n\n",
"File browser access crashes Blender\n\nLenovo Thinkpad T440S\ni5-4300U CPU\nEmbedded T4400 graphics\nNo GPU\n8G RAM\n\n\nOperating system:\n\nUbuntu 18.04.2 LTS\nCodename:\tbionic\nKernel 4.15.0-64-generic\n\n\nGraphics card:\n\nNone. Standard Intel T4400 chip set\n\n\n\n\nv 2.81 alpha\n2019-09-13 22:12\n0547a7753643\n\n\nWorked: (optional)\n\nCould not duplicate the issue launching Blender via blender-softwaregl\n\n\nAny file operation using file manager immediately crashes blender with following error:\n\nblender: src/intel/genxml/gen75_pack.h:72: __gen_uint: Assertion `v <= max' failed.\nAborted (core dumped)\n\nThis includes opening, linking, appending .blend project files as well as attempting to save an image from the render screen. \n\nPlease note that file access NOT using the file manager seems to behave normally, ie File > Revert or File > Recover\n\n\n\n\nStart Blender and attempt to Open, Append, Link, Open Recent a project file. Or Help > System Info or save image from render screen. Blender immediately terminates before the user is prompted to select a folder or file so this is not project file specific. \n\nI also tried deleting bookmarks.txt, recent-files.txt, startup.blend and userpref.blend. Allowed Blender to create a new config rather than updating a 2.80 version, same result.\n\nMy experience seems to be identical to what is described in #69461, however no AMD or GPU hardware is present in this system.\n\n\n\n",
"Crash on opening file open dialog box in Blender (Blender-2 81-9609840b5ea1-linux-glibc217-x86_64) on Linux\nOperating system: \n**LSB Version:\tcore-9.20170808ubuntu1-noarch:security-9.20170808ubuntu1-noarch\nDistributor ID:\tUbuntu\nDescription:\tUbuntu 18.04.3 LTS\nRelease:\t18.04\nCodename:\tbionic**Graphics card:**Laptop no GPU**\n\n**Blender-2 81-9609840b5ea1-linux-glibc217-x86_64**\nI just tried the new daily build of Blender (blender-2 81-9609840b5ea1-linux-glibc217-x86_64) on Linux but it crashed just trying to open a file in Linux. See animation below.[crash_on_file_open_blender-2.81-9609840b5ea1-linux-glibc217-x86_64.mkv](crash_on_file_open_blender-2.81-9609840b5ea1-linux-glibc217-x86_64.mkv)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n",
"Crash when saving/loading files\nblender is crashing when saving or loading files. \n\nThis is ther terminal output:\nsrc/intel/genxml/gen7_pack.h:72: __gen_uint: Assertion `v <= max' failed.\n\n\n\n\nOperating system: Linux-5.0.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Ivybridge Mobile Intel Open Source Technology Center 4.2 (Core Profile) Mesa 19.0.8\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\n\n\n",
"Blender crash when trying to open a file window on Linux/Intel\nOperating system: Linux-4.15.0-58-generic-x86_64-with-Ubuntu-18.04-bionic 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (Broadwell GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.8\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\nBlender closes when trying to open a file, with this message:\n\n```\nblender: src/intel/genxml/gen8_pack.h:72: __gen_uint: Assertion `v <= max' failed.\nAborted (core dumped)\n```\n\n",
"Blender exits whenever the file browser appear\nOperating system: Linux-5.0.0-27-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 19.0.8\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nWhenever the file browser appears, as in open/save file or open image, blender exits with this error message in the terminal:\n\nblender: src/intel/genxml/gen75_pack.h:72: __gen_uint: Assertion `v <= max' failed.\nAborted (core dumped)\n\n\nI use Kubuntu 18.04\n\n",
"Any instance of the new browser crashes Blender - all other Blender functions good\nOperating system: Linux-4.15.0-64-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.8\n\nBroken: version: 2.81 (sub 11)\n\n\nAny instance of the new browser crashes Blender. I have tested todays (Sept 18) version of 2.81 by copying and pasting a project from 2.80 to 2.81. It seems stable in all other respects. All viewport modes work fine including Eevee (in fact this seems quicker than 2.80). \n\nAny invocation of the new file browser\n\nFurther notes\nI have seen this posted elsewhere but the user had given little information and it was assigned to no-one. I originally posted this as a theme loading problem. It was closed as a video driver problem but my drivers are the latest available and I've now had time to test it further. \n\nGiven all the other Blender functions work fine including all the higher graphic functions and it fails on a graphically simple file browser, surely this must be something the new browser is doing?\n\n\n"
] |
Crash when editing Bezier curve
Operating system: Linux-5.3.0-64-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21
Broken: version: 2.91.0 Alpha
Worked: 2.9
Blender crashes when an attempt is made to edit a bezier curve.
1) Start blender with factory settings.
2) Shift+A -> Add a bezier curve.
3) Tab into edit mode.
4) Select a vertex.
5) Move the vertex.
6) Release it.
7) Crash.
| [
"Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n\n\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n",
"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",
"Clicking on Driven decorator should open the Edit Driver popup\nIt would be nice if single-click on the driver icon would open the edit driver popover and double-clicking open driver editor. \n\nIn the keyframe icons by double clicking you could open in floating window the curve editor would be good, or ctrl + left click.\n\n\n\n",
"Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n",
"Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n",
"MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n\n\n",
"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",
"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",
"Viscoelastic springs (particle system fluid emitter) crashes blender 2.90.1 (and probably in all versions)\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060 6gb\nCPU: Ryzen 7 3700x\n\nBroken: 2.90.1, 2.91, 2.92\nWorked: 2.83.x\n\nEnabling viscoelastic springs and try playing the simulation, or baking, it will crash at about frame 5. However when you put springs settings to 0 and turn on it doesn't happen, but doesn't have any effect either.\nThe project files I provide is for 2.90.1. the setup is default cube with particle system, below it another cube with collision with default settings.\n\n[BrokenViscoelastics.blend](BrokenViscoelastics.blend)\n\n- Open the attached file\n- Enabled Vicoelastic Springs\n- Bake",
"Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n",
"Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n",
"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",
"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",
"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.",
"Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened."
] | [
"Crash canceling an extrude on a nurbscurve (without normals overlay)\nOperating system: Linux-5.7.10-201.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nCaused by 38ef35b1ed\n\nCrash canceling an extrude on a nurbscurve (without normals overlay)\n\nFrom the default startups scene:\n- Add A Nurbs Curve\n- Enter editmode\n- Disable `Overlays` > `Curve Editmode` > `Normals`\n- Select a control point\n- Extrude the control point\n- Cancel ({key Esc}) while extruding\n- Crash",
"Blender crash on editing curves in vers. 2.91\nOperating system: WIndows 10\nGraphics card: Nvidia RTX Titan\n\nBroken: blender-2.91.0-5c78c16b1494-windows64\n\nBlender crashes when editing a curve. Editing includes: scale, rotate, and translate. It takes a few seconds to crash. See attached video if interested.\n\nBased on the default startup or an attached .blend file (as simple as possible)\n1. Open Blender.\n2. Add a curve object\n3. With curve object selected, go to edit mode,\n4. Make an edit.\n\n[2020-08-17 18-18-54.mp4](2020-08-17_18-18-54.mp4)",
"Crash after transforming curve in edit mode\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: 2.91.0 Alpha\nWorked: 7c380119a708\nCaused by 186abf7d3b\n\nWhen using any way of transforming curve handles on a newly created curve object it immediately crashes afterwards.\nInterestingly it doesn't happen if the curve is being extruded to have more handles than the original 2.\n\n"
] |
Blender fails to run - Floating point exception (core dumped)
Operating System: Manjaro Linux
KDE Plasma Version: 5.17.4
KDE Frameworks Version: 5.65.0
Qt Version: 5.14.0
Kernel Version: 5.4.6-2-MANJARO
OS Type: 64-bit
Processors: 4 × Intel® Core™ i5-4590 CPU @ 3.30GHz
Memory: 7.7 GiB of RAM
Blender 2.8 - from Manjaro repository Version 17:2.81.a-3
Depends On
libpng libtiff openexr python desktop-file-utils python-requests shared-mime-info hicolor-icon-theme xdg-utils glew openjpeg python-numpy freetype2 openal ffmpeg fftw boost-libs opencollada alembic openimageio libsndfile jack opencolorio openshadinglanguage openimagedenoise jemalloc libspnav ptex opensubdiv openvdb log4cplus sdl2
Optional Deps
cuda : cycles renderer cuda support
** After latest Manjaro update: [Stable Update] 2019-12-29 Blender 17:2.81.a-3 version crashes at startup - the old version worked without problems.
Running from terminal I get:- "Floating point exception (core dumped)"
Very much like #72387 | [
"Segmentation fault (core dumped) when opening render folder during rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.6.0\n\nSegmentation fault during rendering. It happens after some frames. Sometimes 5 sometimes 100. Heavy use of OSL shaders.\nIt might get triggered when using nautilus filebrowser and open the folder which contains the rendered frames during rendering. Just opening the folder seems to trigger the segmentation fault. Crash.txt file is empty.\n\nIt happens when rending animation. I tried without GUI in comannd line and got the same error.\n\n",
"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)",
"Mantaflow: charge force field crash\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\nWhen I try to add the charge force field and play the simulation the blender 3.0.0 Alpha crashes\n\nMake a simple water simulation and add the charge force field\n**Crash seems to happen only in release builds**\n\n[#92110.blend](T92110.blend)",
"Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n",
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n",
"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",
"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",
"Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)",
"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",
"Python API: \"NodeLink\" object in 'insert_link' callback of bpy.types.Node causes crash when reading some properties.\nOperating system: Linux-5.15.65-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\n\nTrying to dereference the properties of the sockets in the link crashes Blender.\n```\nException thrown: read access violation.\nntree was nullptr.\n```\n```\n>\tblender.exe!nodeFindNode(bNodeTree * ntree, bNodeSocket * sock, bNode * * r_node, int * r_sockindex) Line 2038\tC++\n\n \tblender.exe!rna_NodeSocket_node_get(PointerRNA * ptr) Line 2803\tC\n \tblender.exe!NodeSocket_node_get(PointerRNA * ptr) Line 46896\tC\n \tblender.exe!RNA_property_pointer_get(PointerRNA * ptr, PropertyRNA * prop) Line 3516\tC\n \tblender.exe!pyrna_prop_to_py(PointerRNA * ptr, PropertyRNA * prop) Line 1429\tC\n \tblender.exe!pyrna_struct_getattro(BPy_StructRNA * self, _object * pyname) Line 4287\tC\n \tpython310_d.dll!PyObject_GetAttr(_object * v, _object * name) Line 922\tC\n \tpython310_d.dll!_PyEval_EvalFrameDefault(_ts * tstate, _frame * f, int throwflag) Line 3593\tC\n \t[Inline Frame] python310_d.dll!_PyEval_EvalFrame(_ts *) Line 46\tC\n \tpython310_d.dll!_PyEval_Vector(_ts * tstate, PyFrameConstructor * con, _object * locals, _object * const * args, unsigned __int64 argcount, _object * kwnames) Line 5072\tC\n \tpython310_d.dll!_PyFunction_Vectorcall(_object * func, _object * const * stack, unsigned __int64 nargsf, _object * kwnames) Line 342\tC\n \tpython310_d.dll!PyVectorcall_Call(_object * callable, _object * tuple, _object * kwargs) Line 255\tC\n \tpython310_d.dll!_PyObject_Call(_ts * tstate, _object * callable, _object * args, _object * kwargs) Line 290\tC\n \tpython310_d.dll!PyObject_Call(_object * callable, _object * args, _object * kwargs) Line 318\tC\n \tblender.exe!bpy_class_call(bContext * C, PointerRNA * ptr, FunctionRNA * func, ParameterList * parms) Line 8690\tC\n \tblender.exe!rna_Node_insert_link(bNodeTree * ntree, bNode * node, bNodeLink * link) Line 1751\tC\n \tblender.exe!blender::ed::space_node::node_link_exit(bContext & C, wmOperator & op, const bool apply_links) Line 899\tC++\n \tblender.exe!blender::ed::space_node::node_link_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 1055\tC++\n \tblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const char * kmi_idname) Line 2380\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3283\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3333\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3924\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 579\tC\n \t[External Code]\t\n\n```\n\n- Open attached .blend file\n- run the script,\n- Create `New` Node Tree\n- add two nodes\n- connect them.\nBlender will crash to desktop.\n[custom_nodes_simple_bug_finder.blend](custom_nodes_simple_bug_finder.blend)\n\n",
"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",
"Importing Alembic fails after more than ~510 individual cache files\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.4.1, 3.5.0\nWorked: -\n\nI am trying to import a lot of alembic character files. After ~510 successful caches following imports fail with error `Could not open Alembic archive for reading! See console for detail.` The console additionally prints `Could not open as ogawa file from provided streams` Individually all of my alembic files import without problems. The alembics are exported from blender. Importing fails for complex characters, as well as the default cube exported as alembic.\n\nOpen the attached blend file and run the script from the text editor. It will start to import the (attached) `cube.abc` without problems until it gets to roughly the 510th import.\nAt this point it is not possible to import any more alembic caches.\n\n",
"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",
"Mantaflow simulation stops and crashes at the end of the bake (or when closing blender): The CG solver diverged, residual norm > 1e30, stopping.\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nCrash baking fluid simulation.\n\n\nOpen the file and bake all its frames (or only frame 181 to 183).\n\n[beach.blend](beach.blend)\n\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_5\n File \"<string>\", line 164, in bake_fluid_process_data_5\n File \"<string>\", line 136, in liquid_adaptive_step_5\n File \"<string>\", line 221, in liquid_step_5\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\n(...)\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in extern/mantaflow/preprocessed/fluidsolver.cpp:33\nAborted (core dumped)\n```\n\nComplete output: [P2568](P2568.txt)"
] | [
"Floating point exception (crash) when switching to Edit mode\nOperating system: Linux-5.3.0-23-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: AMD BONAIRE (DRM 2.50.0, 5.3.0-23-generic, LLVM 9.0.1) X.Org 4.5 (Core Profile) Mesa 20.0.0-devel (git-8259c97 2019-12-07 eoan-oibaf-ppa)\n\nBroken: version: 2.82 (sub 5)\n\nBlender starts normally, the minute I try to switch to edit mode, be it via hotkeys, calling the operator from the search menu or just switching from the mode list, it crashes. Other modes work just fine.\nI've tried with `--factory-startup` but the results are the same.\n\nI'm starting to think that perhaps it's something I might have done on my end with Ubuntu? Could that be possible?\nClearly something's not working in blender, but I can run 2.82, 2.81a and 2.81 just fine from Windows, and until fairly recently, (before it started crashing on #72258) I was running 2.81 just fine in Linux too.\n\nEnter editmode\n\nI'm including system info and my config files.\n[system-info.txt](system-info.txt)\n\n*Edit: I removed the config files and keymap related stuff to avoid confusion. The debug-gpu log is in the comments.*\n"
] |
Depsgraph: Improve Python API
There exists an API but some things missing are:
* Create own depsgraph for a specific view layer and time
* Evaluate depsgraph at a specified time
* How to deal with `is_updated` flags, and persistent data option
* Good documentation on how to use it | [
"Geometry Nodes: Support materials in simulation state.\nCurrently, the simulation state in geometry nodes cannot contain materials. The main reason is that those separate IDs which are not serialized as part of simulation baking. Ideally, baking materials would just work, at least in the most common circumstances.\n\nWhile this task is about materials, the same thoughts also apply to other referenced IDs like object/collection instances.\n\nThere are two main possible solutions:\n1. Serialize materials as part of the simulation state.\n2. Only store a reference to the material in the simulation state.\n\n### 1. Serializing Materials\n\nSerializing materials has the benefit that it could just work. We'd have to store all the materials for every geometry in the simulation state in cached frame. Though, it's possible to deduplicate this to some degree of course. Serializing materials would also involve serializing the node graph and potentially even more referenced data like images. At some point we most likely want things to stay referenced, so the problem is just moved to a different place. Another problem is that the materials are essentially recreated on every frame. Blender does not really have the ability to work with materials that are not in `Main` currently.\n\n### 2. Storing References\n\nStoring a reference to the material mainly means storing a material name and an optional library name in the simulation state. Then, when loading the simulation state, the materials available in the .blend file are mapped to the loaded geometry. Conceptually, this is also very straight forward. Materials can still be edited like they always have been. A potential problem is that if materials are renamed or removed, they can not be linked correctly anymore. However, that is somewhat expected with linking already. While this approach is easy design wise, there are some technical difficulties: The main problem is that we only know which materials are used by the baked data, once the data is loaded. And, to make matters more difficult, we might only know which baked data to load once depsgraph evaluation has started. That can happen when e.g. the file path to the data on disk is dynamically build/choosen during evaluation (this is not supported right now, but likely will be at some point).\n\nThe problem with knowing which materials will be used by the geometry is that materials are part of the dependency graph. As such, all materials we wish to use for rendering have to be added to the dependency graph *before* evaluation starts. As of right now, it's not possible to lazily add materials to the depsgraph once it becomes known that it is required.\n\nThere are a couple different possible solutions with different trade-offs:\n* A. Always add all materials to the depsgraph. This would be a simple solution, but it's obviously not scalable. Even less so if we wish to use the same solution for other kinds of referenced data like objects.\n* B. Only support linking baked data with materials that are referenced by material slots on the object or original geometry. This means that if the simulation state happens to contain materials used by e.g. other imported objects, those will not be linked correctly.\n* C. Detect all materials \"reachable\" from an object and always add those to the depsgraph. This might have noticeable overhead when potentially large parts of `Main` have to by scanned by many objects. It also wouldn't work in all cases. For example, if the simulation has been baked, and then the .blend file changes in ways that the material is not reachable from the object anymore. Then the material would not be linked correctly.\n* D. Store a name-to-material mapping on the modifier. This mapping could be created/updated automatically when baking or at other points in time. Only materials in this mapping can be linked when loading simulation state. If the simulation state contains a material name that is not in the list, we could show a warning and automatically add it to the list with the press of a button in many cases. With this approach, the user also has the ability to replace a material after baking easily. The mapping could also have per simulation zone overrides for more control.\n\n-----\n\nCurrently, my preferred solution is referencing the materials by name in the simulation state and use option D to do the linking at evaluation time.\n\n",
"New curves object type\n**Status:** Under development by the geometry nodes team. Accessible though the \"Empty Hair\" primitive. Grooming workflow solid, other areas still WIP\n\n**Overview**\n\n- [ ] New curves object data type\n - [x] Add new datablock and object type\n - [x] Custom data storage, custom data masks\n - [ ] Default curve radius and shaping parameters\n - [x] Solve problem with not enough `FILTER_ID` bits\n- [x] Geometry nodes integration (#95355)\n - [x] Convert existing nodes to new data structure (#95443)\n - [x] New building block nodes\n - [x] Geometry nodes simulation\n - [x] Node group assets for higher level nodes\n- [x] Mesh attachment (to deform curves along with mesh surface) (#95776)\n - [x] Curves datablock has pointer to surface mesh object\n - [x] Add polygon index and UV / barycentric coordinates attributes to indicate where curve is attached\n - [x] Node to deform curves based on surface (#96676)\n - [x] Subdivision surface attachment\n- [ ] Full render engine support for curves data-block (#96455)\n- [ ] Attribute support\n - [x] Generic attributes\n - [ ] Generated texture coordinates\n - [x] Batch cache generation\n- [ ] Python API\n - [x] Positions and radius\n - [x] Attributes\n - [ ] Add/remove curves and points\n- [ ] Viewport drawing and selection\n - [x] Selection engine integration (#95933)\n - [ ] Display options (display random % of curves, ?)\n - [ ] Move \"strand/strip\" display option to curves data-block, rename\n- [x] Initial sculpt mode\n - [x] Brushes (#96259)\n - [x] Sculpting deformed curves (crazyspace)\n- [ ] Edit mode\n - [ ] Node group operators (#101778)\n- [ ] Dependency graph copy-on-write integration\n - [x] Refactor mesh runtime storage to be reusable by other objects types\n - [ ] Automatic instancing for objects without modifiers, like meshes\n - [ ] Copy-on-write for attribute arrays (#95845)\n- [x] Conversion of old particle curves to new curves (#96675)\n- [ ] I/O\n - [ ] Alembic import ([D11592](D11592))\n - [ ] Alembic export\n - [ ] USD import ([D11592](D11592))\n - [x] USD export (#102376)\n\n---\n\n**Relevant links:**\n* [Nodes Object Types ](Object_Types)\n* #78515 (Hair object - Node types design)\n* #78606 (Hair object - design proposal)\n\n---\n\n### Links\n\n* Unreal's [Alembic groom specification](index.html).\n* Pixars [PxHair schema ](Siggraph2019_Pipeline%20Case%20Studies.pdf) for storing rest pose, guides and scalp",
"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",
"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```",
"Graph Editor 'Selected Keyframes' Panel\n**Big Picture**\nThe Selected Keyframes Panel would provide animators with a much faster keyframe editing capability in the Graph Editor: being able to Box Select keyframes and edit their values simultaneously.\n\n\n\n**Use cases**\n* Animator working in Graph Editor wanting to easily edit multiple keyframes\n\n**Design**\n* The UI contains the same editable values as the Active Keyframe Panel: *Interpolation, Key Frame, Key Value, Left Handle Type, Left Handle Frame, Left Handle Value, Right Handle Type, Right Handle Frame, Right Handle Value*\n* It also includes the animator-friendly option *Subframes* to modify the Key Frame by whole or sub frames.\n* The panel would also feature the closely-related [Equalize Handles ](T94172) operator, allowing users to make selected handle lengths uniform: either respecting their original angle from the key control point or by flattening the angle.\n\n**UX**\nWhen multiple keyframes are selected, the UI shows the values of the first keyframe from the Box Selection. This is the first keyframe of the first F-Curve in the Graph Editor. In the original prototype, when multiple keyframes were selected and the values did not match, the value's label included an asterisk (*) decoration to show the user that they would be editing multiple keyframe values. @dr.sybren requested that another method is explored as it should be implemented in a wider scope than the Graph Editor. **User Interface feedback requested.** In an animation module meeting @JonMatthis proposed a light blue field decoration. Here is a mockup of this as colorized text fields aren't currently possible in Python Add-Ons (except the strong red for alerts).\n\n\n**More Info**\nFor more information, view the [Multi-Keyframe Editing in Blender presentation ](edit?usp=sharing).\n\nrelated:\n- #82359 (Stronger binding of Active and Selected)\n- #54862 (Multi-Object Properties Editing)\n- {key Alt} behavior described in introduction.html#properties",
"Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n",
"Nodes API and editor operators need to be autotested\nCurrent code does not contain any tests for nodes api and operators. This makes them unreliable and prevent developing cool add-ons with `NodeCustomGroup`s.\n\nIn fact, in 2.82 some of operators are broken, calls custom method wrong way and leave library data in inconsistent state.\n\nI suggest some tests to be created at least for basic node manipulation stuff.\n",
"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",
"Edit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6 LTS\n\nCaused by 1251b7c4001b3f7de158c089256b04c887d6c5bb\n\nEdit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\n\n- use the context menu on a button in the UI and call Edit Source\n- this is missing the following info in the status bar:\n\n\n",
"Live unwrap interaction changes unwrapping and ignores pinned vertices\nBroken: 2.79 - 2.83 (sub 10), commit date: 2020-03-19 13:43, hash: `42012493a8`\nWorked: Never\n\nGrabbing and moving one of the pinned vertices seems to kind of reset the unwrap, even ignoring the pinned vertices.\nShort video demonstration:\neesv3\n\n- Unwrapped parts of an object.\n- Pinned some vertices in UV editor\n- enabled live unwrapping.\n\nor\n\n- Open this file: [LiveUnwrapPinFail.blend](LiveUnwrapPinFail.blend)\n- Go to edit mode\n- Move pinned vertices.\n\n\nIn some cases it also just doesn't do anything at all:\nignig\nHere is a file showing this other problem:\n[LiveUnwrapCube.blend](LiveUnwrapCube.blend)",
"Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n",
"Light Nodetree support\nWhen rendering shadowmaps, we could run a postprocess shader (using the depth texture to retreive position) to output a Mono or Poly-chromatic intensity texture.\n\nThis would enable the use of custom light shaders and IES light profiles.\n\nThis will have to use another sampler since the shadow texture use another format.\n\nEstimate : 2 weeks",
"Avoid AssetHandle hacks in BPY\nThe asset handle is exposed directly as the file it wraps to BPY via `context.asset_file_handle`. This is bad design and should not go into the release if possible. Instead the limitations that don't allow us to return `AssetHandle`objects directly to BPY should be resolved. I think this can just be done by allocating the `AssetHandle` and letting the `FileDirEntry` own this. Then we can return the handle safely to BPY. There may be some pitfalls involved with that though.",
"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",
"DrawManager: Threading for ibo.fdots_nor/hq\nCurrently done in finish with comment that it is faster.\nWe should benchmark when it is faster and document this with the code.\nOr change it to use threading.\n\nIt could be faster, but can stall other batches.\n\nThe comment was written before the previous optimization that supports better batching. I don't see why the current structure would be faster than implementing it with poly looping.\nFile: `draw_cache_extract_mesh.c` section `Extract Facedots Normal and edit flag`.\n"
] | [
"Python API (parent task)\nPython API tasks for the 2.80 release.\n\n### Documentation\n\n* - [ ] Gizmo and tool API\n* - [ ] Object mode operator working on selected, visible, editable objects\n* - [ ] Mesh edit mode operator working on multiple objects.\n\n### Missing APIs\n\n*Note: this won't be done for 2.80!*\n\n* - [ ] Export objects at render resolution. Needs function to get/clear render resolution depsgraph for a scene and view layer?\n* - [ ] [Too difficult to set new collection as active ](2409)\n"
] |
RTX 2060 not detected by Blender
Operating system: Debian 11 (Kernel 5.9.0-4)
Graphics card: NVIDIA RTX2060 Mobile (using proprietary drivers 450.80.02)
Broken: 2.83.5 (Debian apt repo), 2.91.0 (from Snap), and 2.92.0 Alpha 990406e1ff93-linux
Worked: Sorry, I can't remember for sure but I think 2.8 worked. I have
GPU is available as an option for rendering but only CPU works. When I set Cycles as the render engine and then select "GPU Compute" for as the device to render the project, the option becomes greyed out.
When I go to Edit > Preferences and look at the "System" tab, I click on CUDA but see an info/error box that says "No compatible GPUs found for path tracing Cycles will render on the CPU".
When I run `blender` from the command line I get this output:
```
$ blender
Read prefs: /home/flipjargendy/.config/blender/2.91/config/userpref.blend
/run/user/1000/gvfs/ non-existent directory
found bundled python: /snap/blender/51/2.91/python
CUDA cuInit: Unknown error
```
"CUDA cuInit: Unknown error" shows up after selecting "GPU Computer" from the "Device" dropdown for Cycles.
- Open Blender
- In the "Render Properties" panel on the right select "Cycles" as the render engine.
- For "Device" select the option "GPU Computer" | [
"Shader node float precision issue cause different results on CPU and GPU\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\nCPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz\n\nBroken: version: 2.80rc2 (2.80 (sub 74))\n\nWhen rendering a mandelbulb volumetric thing on cycles using CPU and GPU, the two have very different ideas on how the scene should look like, making the individual tiles clearly visible. \n\n**Render**\n \n(most tiles are GPU-rendered, note the stray red CPU-rendered tile to the left)\n\n**Blend**\n[mandelbrot.blend](mandelbrot.blend)\n\n**Potentially useful information**\n* #50193 may be the same bug; I opened a new one because that bug doesn't report differences within a single frame, and is from 2016.\n* Since most of this object is endless math nodes, it may be some sort of floating-point thing that works differently on CPUs and GPUs. \n* I was following this tutorial: watch?v=WSQFt1Nruns\n* I noticed that some operations for which I expected single inputs (namely the sines) had two inputs. In the tutorial, the dude said the second input doesn't do anything, but then, that's from the alpha. Maybe taking a 0.5th sine of a value does something strange?",
"EEVEE-Next: Known Issues\nThis task lists the minor missing features that are known for not yet working with EEVEE-Next.\n\nPriority of each task needs to be assessed and assigned.\n\n# LookDev\n- [ ] camera world alignement isn't working.\n- [ ] blur background isn't working.\n- [ ] diffuse contribution isn't taken into account.\n\n# Shadow\n- [ ] big performance bottleneck caused by rendering method\n\n# Hardware support\n- [ ] Metal backend doesn't support shadow rendering and GI baking yet",
"Failed to load OptiX kernel OPTIX_ERROR_DISK_CACHE_INVALID_DATA\nOperating system: Debian Testing\nGraphics card: RTX 3090 + RTX 3050 Ti (laptop)\n\n\nBroken: 3.3.2\n\nI recently bought external RTX 3090 videocard, and when i switched Cycles to RTX 3090, it says:\n```\nFailed to load OptiX kernel from '/home/scaled/git/blender-git/build_linux_release/bin/3.3/scripts/addons/cycles/lib/kernel_optix.ptx' (OPTIX_ERROR_DISK_CACHE_INVALID_DATA)\n```\n\nI hide directory /var/tmp/OptixCache_scaled and videocard started normally. But when i switched back to my laptop GPU (RTX 3050 Ti), it said same error. I returned my old cache directory back (/var/tmp/OptixCache_scaled) and it started normally.\n\nThen i decided to enable both videocards at the same time in hope it will generate cache for both videocards, so i will not have to move cache directories around every time i go outside with my laptop, but i got same error, and cache generated only for first videocard in the list (RTX 3090).\n\nBy the way, when i tested GTX 1080 in this external box, it don't created cache problems, so i think it happens when using different videocards of one generation.\n\n1. Setup Cycles to use Optix with one videocard.\n2. Turn on Cycles renderer and wait until cache is generated.\n3. Turn off Cycles and select second videocard for Cycles.\n4. Cycles will not turn on because cache conflict.",
"Vulkan support\n## GHOST\nWe should add support for vulkan for all windowing system.\n- [x] Linux X11\n- [x] Windows\n- [x] MacOS with MoltenVk\n- [ ] SDL\n\n## Preliminary Work\nWork to be done before starting to work on the vulkan implementation.\n- [x] Isolate OpenGL functions and constants to the GPU module.\n- [x] Port most GPU C files containing OpenGL calls to C++.\n- [x] #101905 (Blender: Add command line argument to switch gpu backends)\n- [x] #93031 (GHOST Vulkan Backend API.)\n- [x] #89364 (Vulkan: Add GLSL SpirV compiler.)\n\n## GPU module OpenGL backend\nThis needs to be complete before doing the vulkan backend. It is just a matter of isolating the GL specific code behind abstract classes.\nEdit: Doing this refactor, it came up that doing clean abstraction is more time consuming. This step is not as straight forwards as it seems. However, doing it properly will ease the transition.\n- [x] GL_batch\n- [x] GL_context\n- [x] GL_debug\n- [x] GL_drawlist\n- [x] GL_element\n- [x] GL_capabilities\n- [x] GL_framebuffer\n- [x] GL_immediate\n- [x] GL_platform\n- [x] GL_select_pick\n- [x] GL_select_sample_query\n- [x] GL_shader\n- [x] GL_shader_interface\n- [x] GL_state\n- [x] GL_texture\n- [x] GL_uniformbuffer\n- [x] GL_vertex_buffer\n\n## GPU module Vulkan backend\nThe Vulkan backend can be implemented as smaller tasks. In order to increase the validation and testability it was chosen to start with compute shader. Compute shaders are already being tested using GTEST. #104518 adds initial support for compute shaders and the first hand full of test cases.\n\nAfter #104518 landed the development can scatter to improve the resource handling of vulkan.\n- [x] VKStorageBuffer\n- [x] VKTexture #105762\n- [x] VKPixelBuffer\n- [x] VKUniformBuffer\n- [x] Support for push constants. #104880\n- [x] Resource submission trackin. #105183\n- [x] Renderdoc integration (used to validate internal workings)\n\nThe plan is to have the major part of this done in 2023Q1. In Q2 we can than focus on the minimum requirements to get Blender running using the Vulkan backend. This will be a highly instable version with a lot of render glitches, it might even be that immediate mode support isn't supported at all.\n- [x] VKFrameBuffer\n- [x] VKIndexBuffer\n- [x] VKVertexBuffer\n- [x] VKBatch\n- [x] Graphics pipeline\n- [x] Offscreen rendering\n- [x] Basic Command Encoding\n\nSee #106224 for the progress of the graphical pipeline and the attached video to demonstrate the current state.\n\nIn Q3 we can focus on implementing all the missing features. Note that at this point we are not optimizing and utilizing Vulkan specific features, but use a least of development effort to get something running.\n- [x] Immediate mode\n- [ ] Fallback for SRGB encoded textures.\n- [x] Fallback for platforms not supporting 1D textures. #104812\n- [ ] AMD doesn't support `VK_FORMAT_X8_D24_UNORM_PACK32`. Idea is to be able to use a different texture format on the CPU/API level as actually being used on the GPU. This requires some refactoring of VKTexture.\n- [x] Indirect drawing: It is implemented in a branch needs to add test cases. #111334\n- [ ] Add support for texture views. Is available in a branch, but requires some more test cases. and should be aligned with the refactoring of VKTexture. #110887\n- [ ] Texture filtering: Current implementation uses a single sampler for all textures.\n- [ ] Depth ranges/clipping: OpenGL and Vulkan uses different depth ranges which renders some UI elements (including the orientation widget) incorrect. Not sure what the best solution for this would be. Try experimenting with `VK_EXT_depth_clip_control` and check availability.\n- [x] Resources of textures and buffers should be deallocated after the next flush/swap.\n- [ ] Add support to use a different GPU for rendering than the one attached to the display. According to the Vulkan specification this should be working out of the box. I expect some semaphore issues/resource issues in GHOST\n- [ ] Add support for barycentric coordinates for devices that don't support it. The extensions became available in vulkan 1.3 but before that time vendors could have implemented their own extension. Unclear what would be the best approach.\n - Only work around and wait until we bump to vulkan 1.3. Workaround isn't supported when using geometry shaders, so we need to check where it is actually required.\n - Allocate 1.3 context and check for official extension\n- [x] Add support for pixel buffers\n- [ ] Add wayland support. Currently when building with wayland you cannot start blender with vulkan.\n- [ ] VKFramebuffer::blit_to should also support stencil and depth aspects.\n\n\nIn Q4 we can slowly stabilize, and add Vulkan specific optimizations to the code-base. Those optimizations are most likely be focussed on synchronizations, reducing overhead of data transfers/conversions. Here is a list of topics we already found as potential candidates to pick up in this quarter.\n- [ ] Use descriptor set per resource frequency\n- [ ] Use descriptor buffers (single ringbuffer)\n- [ ] Store static Vertex buffers/Index buffers on GPU memory\n- [ ] Auto include pipeline and resource barriers based on the commands inside the command buffer and the description of the ShaderCreateInfos. Might require changes to extract more detailed resource usage. MTL does this automatically, but VK this needs to be done manually. Doing it manually requires another buffer between the command buffer and the commands what leads to more overhead.\n- [x] Use Vulkan 1.2 allocations. Currently the implementation is based on Vulkan 1.0 memory allocations without any extensions.\n- [ ] Use vulkan for cycles viewport drawing.\n\n**Compatibility issues**\n\n*AMD RX 480*:\nNote I have only detected this to fail on Mesa drivers.\n ```ERROR (gpu.debug.vulkan): : {0xa8c1a564}VUID-VkVertexInputAttributeDescription-format-00623\n Validation Error: [ VUID-VkVertexInputAttributeDescription-format-00623 ] Object 0: handle = 0x7f7158652340, name = LogicalDevice_0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0xa8c1a564 | vkCreateGraphicsPipelines: pCreateInfo[0].pVertexInputState->vertexAttributeDescriptions[1].format (VK_FORMAT_R8G8B8_UNORM) is not a supported vertex buffer format. (supported bufferFeatures: VkFormatFeatureFlags2(0)) The Vulkan spec states: The format features of format must contain VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT (vkspec.html#VUID-VkVertexInputAttributeDescription-format-00623) \n - ObjectType[VK_OBJECT_TYPE_DEVICE],Handle[0x7f7158652340],Name[LogicalDevice_0]```",
"Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"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",
"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",
"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",
"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)!!",
"race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n",
"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\n\n1. copy the code from here gpu.html#rendering-the-3d-view-into-a-texture\n2. run it \n\n",
"Incorrect VRAM quantity in the Status Bar ( GNU/Linux AMDGPU )\nHello, first bug report :)\nA minor bug about the VRAM displayed in the status bar in my GNU/Linux AMDGPU system.\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-7642-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nBroken: 2.91.0 alpha\nWorked: No\n\nDisplayed VRAM quantity in the status bar is wrong: 16 GB instead of 8 GB.\n\nIn a similar system enable the Video Monitor option to show the GPU usage in the status bar.\nUploaded an image and system info file:\n\n[system-info.txt](system-info.txt)",
"Segfault in CustomData_blend_read\nOperating system: Debian Linux, Stable\nGraphics card: GTX970\n\nBroken: 3.6.0 Alpha, branch: main (modified), commit date: 2023-04-05 18:55, hash: 92c9c1d4003e, type: Release\nWorked: Unsure. Old blend I loaded and worked on for a while. Errors on open now.\n\nSegfault on load.\n\n1. Load blend, or open blender and load blend\n\n(No idea what the gvfs error is.)\n```\nFailed to open dir (No such file or directory): /run/user/6001/gvfs/\n[New Thread 0x7fffe3ae9700 (LWP 2310937)]\n...\n[New Thread 0x7fffdb9fe700 (LWP 2310945)]\nRead blend: \"/tmp/segfault.blend\"\n\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x0000000001009af9 in CustomData_blend_read (reader=0x7fffffffd498, data=0x7fffd9c471f0, \n count=5002)\n at /opt/src/blender-git/blender/source/blender/blenkernel/intern/customdata.cc:5194\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n(gdb) l\n5189\n5190 int i = 0;\n5191 while (i < data->totlayer) {\n5192 CustomDataLayer *layer = &data->layers[i];\n5193\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n5195 layer->flag &= ~CD_FLAG_IN_MEMORY;\n5196 }\n5197\n5198 layer->flag &= ~CD_FLAG_NOFREE;\n(gdb)\n```\n\n",
"Can't setting camera.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.19\n\nBroken: version: 3.6.1\n\n\nWhen I render, will jumpback to the camera.002\n\n",
"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```"
] | [
"Cycles doesn't work with nvidia 450.80.02 driver on Debian GNU/Linux bullseye/sid\nOperating system:Debian GNU/Linux bullseye/sid\nGraphics card:Nvidia gtx 1070\n\nBroken: (example: 2.91.0, 0f45cab862b8, master, 2020-11-25 08:34, as found on the splash screen)\nWorked: (There is no working version)\n\nCycles doesn't work with Nvidia 450.80.02 driver on Debian GNU/Linux bullseye/sid.\nAlthough the system has cuda and nvidia driver installed, it shows that there is no suitable card in the blender system part.\nThere is no working version\n\nBased on the default startup or an attached .blend file (as simple as possible)."
] |
EEVEE / 2.81 / Blue Color Bleeding around Hair particles when SCREEN SPACE REFRACTION is turned off
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86
blender-2.81-9bd0d8b5505a-windows64
( It's the same in 2.80 )
Blue Color Bleeding around Hair particles when SCREEN SPACE REFRACTION is turned off.
Open Blend file.
Rendered View.
Turn on / off Screen Space Refractions in Material settings.
Included blend file: Hair particel sss bleeding.blend
[Hair particel sss bleeding.blend](Hair_particel_sss_bleeding.blend)
SCREEN SPACE REFRACTION ON

SCREEN SPACE REFRACTION OFF

| [
"Preview Texture Blend\nOperating system: Arch Linux\nGraphics card: GTX 1060 6GB\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nTexture gradient is not displayed correctly. Texture Blend.\nWhen you configure the texture, the preview displays the texture view.\nThe preview is more white than black.\n\n\n\n\nIf the texture to use as brush, you can see that the boundary particle moves wrong.\n\nIf in 2.8 open the file created in 2.7.\nThe texture is displayed differently.\nBut it works the same way as in 2.7.\n\n\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n",
"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",
"EEVEE: Alpha Blend + Show Backface material is out of focus.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn EEVEE when the DOF is on, and the focus is on the glass object, it is blurred.\nOnly when you set the focus on an object that can be seen through the glass, it becomes sharp.\n\nI set up a simple animation in the blender file, where the camera's DOF is fixed on the glass ball, and the background moves forward and backward.\nFocus is only caught when the background overlaps with the ball.\n\n- Open Attached File\n- disable and enable`Show Backface`\n[focus bug.blend](focus_bug.blend)\n\n",
"Particle edit mode - Hide hairs doesn't work\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 50)\nWorked:\nThe \"hidden\" hairs can't be selected or edited\n\n\nThe hidden hairs are still visible.\n\nAdd a hair system to the default cube \nSwitch to particle edit mode and then switch to point display/select mode\nSelect any number of particles, press H to hide\n- >The hairs are only locked, not hidden\n\n\n",
"Drawing size of particles not matching DPI\nOperating system: MacOS\nGraphics card: AMD Radeon Pro 450\n\nBroken: 2.83\nWorked: N/A\n\nWhen moving the blender window to the external monitor, the halo size of the particles changes, which can cause them to disappear.\nBest way to see what I mean is to watch this short clip of me moving the window, and also zooming in and out to show that not all colors are lost: Vu6MSHVxEUwYLvob8\n> In #82238#1283352, @jenkm wrote:\n> The problem here is with the `U.pixelsize` or something like that, as usual.\n> \n> When you move a window between Low and High DPI screens, the size of the spheres does not change correctly.\n> It seems that the size changes twice, like the UI scale plus the size of the spheres additionally.\n> \n> | Low DPI Screen | Moved to High DPI | Low DPI with Thick \"Line Width\" |\n> |  |  |  |\n> \n> And further, depending on the size, these spheres can be hidden by a mesh.\n> \n> | Thick | Default | Thin |\n> |  |  |  |\n> \n> The size of the spheres should not depend on `U.pixelsize`, first of all.\n> The visibility of these spheres also depends on the viewing angle, what is also not clear whether this is intentional or not.\n\n\n- Open attached file\n- Update the particles if needed\n- Move the window to another monitor with different DPI\n||\n| -- | -- |\n[particles.blend](particles.blend)\n\n---\n**Complex file:**\n[rain.blend](rain.blend)",
"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.",
"Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n",
"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\n\nv.3.0.0 (see version info above)\n\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",
"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",
"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",
"16 bit transparent Image renders color data on CPU Cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\nCPU: Intel i7-4770k\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nRendering a transparent Filmic Log 16bit PNG image plane (meaning node color space set to filmic log) with Cycles the CPU renders color data where there should not be any. The GPU works as expected.\n\nevery thing with Cycles (have not tested eevee)\n1) render something with transparent background and save as PNG (RGBA, 16bit)\n2) import image as plane ( shadeless )\n3) set image node color space to Filmic log and background to transparent \n4) rendering with CPU or CPU+GPU results in the tiles rendered by the CPU to have color data (see image)\n\nSwitch Display Channels to color to see this issue\n\n[test.blend](test.blend)\n\nRedner: \n\n- on the left is no image plane, only the transparent background\n\nUsed image:\n\n\n",
"Mantaflow does not maintain color on Noise enabled (Upres Factor > 1)\nSystem Information\nOperating system: Ubuntu 20.04.2\nGraphics card: GTX 980Ti\nBlender Version\nBroken: 2.93.3, 8b80d19f3641, master, 2021-08-17\nWorked: version: 2.83.16\n\nShort description of error\nNoise with Upres Factor > 1 changes original color of smoke simulation in Mantaflow.\n\nExact steps for others to reproduce the error\n\n```\n Open Blender\n Select default Cube\n F3 > Quick Smoke\n Select default Cube > Physics Properties Tab > Change Color to blue (or whatever color you like)\n Select the Smoke Domain > Physics Properties Tab > Cache > Type Modular (Is Resumable: On)\n Bake a few frames > Press Esc\n Physics Properties Tab > Enable Noise > Upres Factor = 2 (default)\n Bake a few frames > Press Esc\n Review the simulation in the Viewport\n```\n\n**Note: Works with Upres Factor = 1. With some colors the effect is not that obvious. See blend-file / video.\n\n[Video on YouTube ](JzO22fS6p0E)\n\n[20210826_Blender_MantaTest.blend](20210826_Blender_MantaTest.blend)\n\n\n",
"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\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",
"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.",
"Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n"
] | [
"Eevee - Objects in front of SSS (Subsurface Scattering) shaded objects cause bluish dispersion\nWindows 10 64-bit\n\nBroken: 2.80 June 16, 01:02:51 - `87de71a8aaa`\n\nIn Eevee, any objects occluding SSS shaded objects has bluish dispersion appearing at the point of occlusion.\n\nHere's an example:\n\n\n\nAt first I thought it was a hair problem, but it's any object:\n\n\n\nShould be easily reproducible by setting the values for SSS radius to be 1, 0, 0, and placing an object in front.\n\nAlso attaching the example file:[2.8 MonkeyHairTest.blend](2.8_MonkeyHairTest.blend)"
] |
Blender Crashes when select Quick Fur or any hair related function
Model Name: MacBook Pro
Model Identifier: MacBookPro11,5
Processor Name: Quad-Core Intel Core i7
Processor Speed: 2.5 GHz
Operating system: Mac OS Big Sur
Graphics card: AMD Radeon R9 M370X, Intel Iris Pro
Broken: (example: 2.91.2, and 2.91.0)
Based on the default startup
Default startup Quick Effects, Quick Fur on default cube (or anything else)
Crashes with the following debug
Process: Blender [14561]
Path: /Applications/Blender.app/Contents/MacOS/Blender
Identifier: org.blenderfoundation.blender
Version: 2.91.2 (2.91.2 2021-01-19)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: Blender [14561]
User ID: 501
Date/Time: 2021-01-21 17:45:47.770 +0000
OS Version: macOS 11.1 (20C69)
Report Version: 12
Anonymous UUID: 718CD098-1B87-0529-64BB-B18B2786D8A4
Sleep/Wake UUID: 120BC2C8-A258-4835-BF71-D3820E7E3DA5
Time Awake Since Boot: 940000 seconds
Time Since Wake: 11000 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_ARITHMETIC (SIGFPE)
Exception Codes: EXC_I386_DIV (divide by zero)
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Floating point exception: 8
Termination Reason: Namespace SIGNAL, Code 0x8
Terminating Process: exc handler [14561]
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 com.apple.AMDRadeonX4000GLDriver 0x0000000121ebb24c glrUpdateTexture + 1188
1 libGPUSupportMercury.dylib 0x00007fff46c3c6c0 gpusLoadCurrentTextures + 533
2 com.apple.AMDRadeonX4000GLDriver 0x0000000121e8b4f4 gldUpdateDispatch + 243
3 GLEngine 0x00007fff6cb5276f gleDoDrawDispatchCoreGL3 + 690
4 GLEngine 0x00007fff6cb19940 gleDrawArraysOrElements_Entries_Body + 151
5 GLEngine 0x00007fff6cb1ef7c glDrawElementsInstancedBaseVertex_GL3Exec + 268
6 libGL.dylib 0x00007fff6ca663cf glDrawElementsInstancedBaseVertex + 45
7 org.blenderfoundation.blender 0x00000001091b6fe5 draw_call_single_do + 469
8 org.blenderfoundation.blender 0x00000001091b678a drw_draw_pass_ex + 1626
9 org.blenderfoundation.blender 0x00000001091b611f DRW_draw_pass + 31
10 org.blenderfoundation.blender 0x00000001091dda2a workbench_draw_sample + 330
11 org.blenderfoundation.blender 0x00000001091ddc9e workbench_draw_scene + 94
12 org.blenderfoundation.blender 0x00000001091ad5fa drw_engines_draw_scene + 186
13 org.blenderfoundation.blender 0x00000001091ac1fd DRW_draw_render_loop_ex + 1565
14 org.blenderfoundation.blender 0x0000000109a3e128 view3d_main_region_draw + 136
15 org.blenderfoundation.blender 0x00000001095ec680 ED_region_do_draw + 336
16 org.blenderfoundation.blender 0x0000000109071eed wm_draw_update + 1757
17 org.blenderfoundation.blender 0x000000010906fb60 WM_main + 48
18 org.blenderfoundation.blender 0x0000000108c6c63a main + 890
19 libdyld.dylib 0x00007fff2037e621 start + 1
Thread 1:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 2:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 3:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 4:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 5:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 6:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 7:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 8:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 libdispatch.dylib 0x00007fff201b8c5c _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x00007fff201b912e _dispatch_semaphore_wait_slow + 98
3 org.blenderfoundation.blender 0x000000010ebc6652 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50
4 org.blenderfoundation.blender 0x000000010ebc51be void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 9:
0 libsystem_pthread.dylib 0x00007fff2035f458 start_wqthread + 0
Thread 10:
0 libsystem_pthread.dylib 0x00007fff2035f458 start_wqthread + 0
Thread 11:: AMCP Logging Spool
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 com.apple.audio.caulk 0x00007fff2845e92a caulk::mach::semaphore::wait_or_error() + 16
2 com.apple.audio.caulk 0x00007fff2844b6e6 caulk::semaphore::timed_wait(double) + 110
3 com.apple.audio.caulk 0x00007fff2844b634 caulk::concurrent::details::worker_thread::run() + 30
4 com.apple.audio.caulk 0x00007fff2844b3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 12:
0 libsystem_pthread.dylib 0x00007fff2035f458 start_wqthread + 0
Thread 13:
0 libsystem_pthread.dylib 0x00007fff2035f458 start_wqthread + 0
Thread 14:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 org.blenderfoundation.blender 0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104
2 org.blenderfoundation.blender 0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9
3 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
4 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 15:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 org.blenderfoundation.blender 0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104
2 org.blenderfoundation.blender 0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9
3 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
4 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 16:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 org.blenderfoundation.blender 0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104
2 org.blenderfoundation.blender 0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9
3 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
4 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 17:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 org.blenderfoundation.blender 0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104
2 org.blenderfoundation.blender 0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9
3 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
4 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 18:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 org.blenderfoundation.blender 0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104
2 org.blenderfoundation.blender 0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9
3 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
4 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 19:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 org.blenderfoundation.blender 0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104
2 org.blenderfoundation.blender 0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9
3 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
4 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 20:
0 libsystem_kernel.dylib 0x00007fff2032eeba semaphore_wait_trap + 10
1 org.blenderfoundation.blender 0x00000001090666b8 tbb::internal::rml::private_worker::run() + 104
2 org.blenderfoundation.blender 0x0000000109066649 tbb::internal::rml::private_worker::thread_routine(void*) + 9
3 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
4 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 21:
0 libsystem_pthread.dylib 0x00007fff2035f458 start_wqthread + 0
Thread 22:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x00007fff2032ee7e mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff2032f1f0 mach_msg + 60
2 com.apple.CoreFoundation 0x00007fff2045bbf7 __CFRunLoopServiceMachPort + 316
3 com.apple.CoreFoundation 0x00007fff2045a2ca __CFRunLoopRun + 1315
4 com.apple.CoreFoundation 0x00007fff204596ce CFRunLoopRunSpecific + 563
5 com.apple.AppKit 0x00007fff22dfcc16 _NSEventThread + 124
6 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
7 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 23:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff2032ee7e mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff2032f1f0 mach_msg + 60
2 com.apple.audio.CoreAudio 0x00007fff21e51de5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111
3 com.apple.audio.CoreAudio 0x00007fff21ced477 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435
4 com.apple.audio.CoreAudio 0x00007fff21e90f3a HALB_IOThread::Entry(void*) + 72
5 libsystem_pthread.dylib 0x00007fff20363950 _pthread_start + 224
6 libsystem_pthread.dylib 0x00007fff2035f47b thread_start + 15
Thread 0 crashed with X86 Thread State (64-bit):
```
rax: 0x000000000009c400 rbx: 0x0000600002c364a0 rcx: 0x0000000000000000 rdx: 0x0000000000000000
rdi: 0x00007ff95f339600 rsi: 0x0000000000000000 rbp: 0x00007ffee70d5dc0 rsp: 0x00007ffee70d5d90
r8: 0x0000000000000006 r9: 0xffffffff00000000 r10: 0x00007ff95f339648 r11: 0x0000000000000001
r12: 0x00007ff95bdd0200 r13: 0x00007ff95bdd0200 r14: 0x00007ff95f339600 r15: 0x0000600003ffddb0
rip: 0x0000000121ebb24c rfl: 0x0000000000010246 cr2: 0x00000001318bb000
```
Logical CPU: 0
Error Code: 0x00000000
Trap Number: 0
Thread 0 instruction stream:
0f 44 09 d8 09 d0 44 09-d0 09 d8 09 c8 31 c9 41 .D....D......1.A
89 4d 48 45 89 45 4c 41-89 4d 50 41 89 45 54 0f .MHE.ELA.MPA.ET.
57 c0 41 0f 11 45 58 4d-85 ff 74 5c 49 8b 47 10 W.A..EXM..t\I.G.
48 85 c0 74 53 48 8b 18-48 85 db 74 4b 66 41 83 H..tSH..H..tKfA.
```
be 9c 01 00 00 00 49 8b-07 48 8b 40 10 41 8b 4d [email protected]
```
4c 78 10 89 ce c1 ee 10-81 e6 ff 3f 00 00 31 d2 Lx.........?..1.
[48]f7 f6 41 89 45 50 49-8b 47 10 48 8b 40 20 41 H..A.EPI.G.H.@ A <==
89 45 48 48 c1 e8 20 0f-b7 c0 81 e1 00 00 ff ff .EHH.. .........
09 c1 41 89 4d 4c eb 0a-41 c7 45 50 00 00 00 00 ..A.ML..A.EP....
31 db 49 8b 7d 18 48 39-fb 74 3b 48 85 ff 74 15 1.I.}.H9.t;H..t.
4d 8d 7d 18 e8 e3 ed 08-00 0f 57 c0 41 0f 11 47 M.}.......W.A..G
10 41 0f 11 07 48 85 db-74 1c 48 89 df e8 d0 ed .A...H..t.H.....
```
```
Thread 0 last branch register state not available.
Binary Images:
0x108b29000 - 0x1132f8fff +org.blenderfoundation.blender (2.91.2 - 2.91.2 2021-01-19) <CF9C6FA1-AACE-3485-AA72-AD4E96F436F1> /Applications/Blender.app/Contents/MacOS/Blender
0x119faa000 - 0x11a016fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib
0x11bd96000 - 0x11bd9dfff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <6756F98D-A178-326C-AE42-0794B528C2FB> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn
0x11f7db000 - 0x11f7eafff libobjc-trampolines.dylib (818.2) <12B587A2-8631-3B7A-B862-5091C411AC2C> /usr/lib/libobjc-trampolines.dylib
0x11f831000 - 0x11f8ccfff dyld (832.7.1) <DEA51514-B4E8-3368-979B-89D0F8397ABC> /usr/lib/dyld
0x1212ca000 - 0x12142dfff com.apple.audio.units.Components (1.14 - 1.14) <79BEEEC4-3C3B-3C49-AF25-792C6CE5BF68> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio
0x121466000 - 0x121a15fff com.apple.audio.AudioDSPComponents (1.0 - 1) <6F81B244-A378-3A25-BFBB-5C3EFCF560B6> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP
0x121e8a000 - 0x121f8dfff com.apple.AMDRadeonX4000GLDriver (4.2.13 - 4.0.2) <D8B24B53-24A7-3E05-A134-F866E0ADE530> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver
0x13047b000 - 0x13047cfff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so
0x130685000 - 0x13068afff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so
0x130e17000 - 0x131030fff +_hashlib.cpython-37m-darwin.so (0) <C9C14775-5B8E-3512-98E0-537BF4984A54> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_hashlib.cpython-37m-darwin.so
0x1310c9000 - 0x1310cefff +_blake2.cpython-37m-darwin.so (0) <7FD886EF-36D2-329A-B8CE-AAF09D7269E8> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_blake2.cpython-37m-darwin.so
0x1310d8000 - 0x1310e8fff +_sha3.cpython-37m-darwin.so (0) <D7698BDC-8C9A-3198-81AD-6044B3FFB378> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_sha3.cpython-37m-darwin.so
0x1310f3000 - 0x1310f3fff +_bisect.cpython-37m-darwin.so (0) <1F871C75-B7E3-3531-B4FD-9127E49825DD> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_bisect.cpython-37m-darwin.so
0x1310fb000 - 0x1310fcfff +_random.cpython-37m-darwin.so (0) <6EA0F0A9-EB67-39B1-8BC9-CD20C494E8F6> /Applications/Blender.app/Contents/Resources/2.91/python/lib/python3.7/lib-dynload/_random.cpython-37m-darwin.so
0x1321d1000 - 0x1321d4fff com.apple.CloudDocsFileProvider (1.0 - 726) <89C091B1-BB9C-3919-8051-B8A86E94FC57> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider
0x143afe000 - 0x143b01fff com.apple.FileProviderOverride (326 - 326) <30A4FABB-09A9-3847-9097-C47264FE43CC> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride
0x146e5d000 - 0x146e78fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <13CEAF66-0099-3F21-B489-6DA4F088AB43> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride
0x7fff20099000 - 0x7fff2009afff libsystem_blocks.dylib (78) <9CF131C6-16FB-3DD0-B046-9E0B6AB99935> /usr/lib/system/libsystem_blocks.dylib
0x7fff2009b000 - 0x7fff200d0fff libxpc.dylib (2038.40.38) <003A027D-9CE3-3794-A319-88495844662D> /usr/lib/system/libxpc.dylib
0x7fff200d1000 - 0x7fff200e8fff libsystem_trace.dylib (1277.50.1) <48C14376-626E-3C81-B0F5-7416E64580C7> /usr/lib/system/libsystem_trace.dylib
0x7fff200e9000 - 0x7fff20187fff libcorecrypto.dylib (1000.60.19) <92F0211E-506E-3760-A3C2-808BF3905C07> /usr/lib/system/libcorecrypto.dylib
0x7fff20188000 - 0x7fff201b4fff libsystem_malloc.dylib (317.40.8) <2EF43B96-90FB-3C50-B73E-035238504E33> /usr/lib/system/libsystem_malloc.dylib
0x7fff201b5000 - 0x7fff201f9fff libdispatch.dylib (1271.40.12) <CEF1460B-1362-381A-AE69-6BCE2D8C215B> /usr/lib/system/libdispatch.dylib
0x7fff201fa000 - 0x7fff20232fff libobjc.A.dylib (818.2) <45EA2DE2-B612-3486-B156-2359CE279159> /usr/lib/libobjc.A.dylib
0x7fff20233000 - 0x7fff20235fff libsystem_featureflags.dylib (28.60.1) <7B4EBDDB-244E-3F78-8895-566FE22288F3> /usr/lib/system/libsystem_featureflags.dylib
0x7fff20236000 - 0x7fff202befff libsystem_c.dylib (1439.40.11) <06D9F593-C815-385D-957F-2B5BCC223A8A> /usr/lib/system/libsystem_c.dylib
0x7fff202bf000 - 0x7fff20314fff libc++.1.dylib (904.4) <AE3A940A-7A9C-3F99-B175-3511528D8DFE> /usr/lib/libc++.1.dylib
0x7fff20315000 - 0x7fff2032dfff libc++abi.dylib (904.4) <DDFCBF9C-432D-3B8A-8641-578D2EDDCAD8> /usr/lib/libc++abi.dylib
0x7fff2032e000 - 0x7fff2035cfff libsystem_kernel.dylib (7195.60.75) <4BD61365-29AF-3234-8002-D989D295FDBB> /usr/lib/system/libsystem_kernel.dylib
0x7fff2035d000 - 0x7fff20368fff libsystem_pthread.dylib (454.60.1) <8DD3A0BC-2C92-31E3-BBAB-CE923A4342E4> /usr/lib/system/libsystem_pthread.dylib
0x7fff20369000 - 0x7fff203a3fff libdyld.dylib (832.7.1) <2F8A14F5-7CB8-3EDD-85EA-7FA960BBC04E> /usr/lib/system/libdyld.dylib
0x7fff203a4000 - 0x7fff203adfff libsystem_platform.dylib (254.60.1) <3F7F6461-7B5C-3197-ACD7-C8A0CFCC6F55> /usr/lib/system/libsystem_platform.dylib
0x7fff203ae000 - 0x7fff203d9fff libsystem_info.dylib (542.40.3) <0979757C-5F0D-3F5A-9E0E-EBF234B310AF> /usr/lib/system/libsystem_info.dylib
0x7fff203da000 - 0x7fff20875fff com.apple.CoreFoundation (6.9 - 1770.300) <EAC298C4-CE3E-3551-A832-42ED9A13EF74> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x7fff20876000 - 0x7fff20aa5fff com.apple.LaunchServices (1122.11 - 1122.11) <CAEEC254-68AE-39B5-8452-EC3E1EE8577B> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices
0x7fff20aa6000 - 0x7fff20b79fff com.apple.gpusw.MetalTools (1.0 - 1) <C235D5FA-0B9D-3E72-A8CE-67174E1B9E7C> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools
0x7fff20b7a000 - 0x7fff20dddfff libBLAS.dylib (1336.40.1) <AD2D155C-1294-3D10-817A-F6A581E6ACF1> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib
0x7fff20dde000 - 0x7fff20e2bfff com.apple.Lexicon-framework (1.0 - 86.1) <D54364A6-1C4C-33D7-8B24-C753777B3654> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon
0x7fff20e2c000 - 0x7fff20e9afff libSparse.dylib (106) <60559226-6E4B-3601-B6CA-E3B85B5EB27B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib
0x7fff20e9b000 - 0x7fff20f18fff com.apple.SystemConfiguration (1.20 - 1.20) <8524EE4C-628F-315A-9531-44DD83CE275E> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration
0x7fff20f19000 - 0x7fff20f4efff libCRFSuite.dylib (50) <6CA29EAA-0585-3682-9AD2-DFD3D87A74D4> /usr/lib/libCRFSuite.dylib
0x7fff20f4f000 - 0x7fff21186fff libmecabra.dylib (929.1.1) <39F5AD50-3AF2-3CFB-BD21-2DC45AA92A91> /usr/lib/libmecabra.dylib
0x7fff21187000 - 0x7fff214eafff com.apple.Foundation (6.9 - 1770.300) <44A7115B-7FF0-3300-B61B-0FA71B63C715> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
0x7fff214eb000 - 0x7fff215d7fff com.apple.LanguageModeling (1.0 - 247.1) <BCB1F8A7-54B9-36D1-B742-70DF7657BF0B> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling
0x7fff215d8000 - 0x7fff2170efff com.apple.CoreDisplay (231.3 - 231.3) <229BF97A-1D56-3CB4-8338-E0D464F73A33> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay
0x7fff2170f000 - 0x7fff21984fff com.apple.audio.AudioToolboxCore (1.0 - 1180.23) <56821802-07B9-3FA9-AF73-D943BAE0DE57> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore
0x7fff21985000 - 0x7fff21b6dfff com.apple.CoreText (677.2.0.5 - 677.2.0.5) <B0B2A8DD-A6F1-3EF7-9351-1BA604353A11> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText
0x7fff21b6e000 - 0x7fff22211fff com.apple.audio.CoreAudio (5.0 - 5.0) <DF623EC9-FC55-3B3C-94FF-6A5C50A981B3> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x7fff22212000 - 0x7fff22563fff com.apple.security (7.0 - 59754.60.13) <A20AB68D-51DA-340B-B813-F2AFC81F7143> /System/Library/Frameworks/Security.framework/Versions/A/Security
0x7fff22564000 - 0x7fff227c5fff libicucore.A.dylib (66109) <6C0A0196-2778-3035-81CE-7CA48D6C0628> /usr/lib/libicucore.A.dylib
0x7fff227c6000 - 0x7fff227cffff libsystem_darwin.dylib (1439.40.11) <BD269412-C9D0-32EE-B42B-B09A187A9B95> /usr/lib/system/libsystem_darwin.dylib
0x7fff227d0000 - 0x7fff22ab7fff com.apple.CoreServices.CarbonCore (1307 - 1307) <9C615967-6D8E-307F-B028-6278A4FA7C8C> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x7fff22ab8000 - 0x7fff22af6fff com.apple.CoreServicesInternal (476 - 476) <FD1692F7-A4B4-3FE5-B9C8-E0840D53C7D0> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal
0x7fff22af7000 - 0x7fff22b31fff com.apple.CSStore (1122.11 - 1122.11) <088D0108-AA14-3610-86A0-89D0C605384F> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore
0x7fff22b32000 - 0x7fff22bdffff com.apple.framework.IOKit (2.0.2 - 1845.60.2) <F2299682-5884-363F-9069-AA804E712C74> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x7fff22be0000 - 0x7fff22bebfff libsystem_notify.dylib (279.40.4) <98D74EEF-60D9-3665-B877-7BE1558BA83E> /usr/lib/system/libsystem_notify.dylib
0x7fff22bec000 - 0x7fff22c37fff libsandbox.1.dylib (1441.60.4) <243C983D-0AEF-3A09-9489-CF1FC75925CC> /usr/lib/libsandbox.1.dylib
0x7fff22c38000 - 0x7fff2399afff com.apple.AppKit (6.9 - 2022.20.119) <4CB42914-672D-3AF0-A0A5-2209088A3DA0> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
0x7fff2399b000 - 0x7fff23beefff com.apple.UIFoundation (1.0 - 726.11) <71C63CE5-094D-34AF-B538-8DCAB3B66DE9> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation
0x7fff23bef000 - 0x7fff23c01fff com.apple.UniformTypeIdentifiers (633.0.2 - 633.0.2) <7BEC7DDC-2B7A-3B5D-B994-5FA352FC485A> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers
0x7fff23c02000 - 0x7fff23d8cfff com.apple.desktopservices (1.17 - 1346.2.1) <732C8A0C-E7F8-372D-AE5B-84497067135E> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
0x7fff23d8d000 - 0x7fff23d9ffff com.apple.metadata.SpotlightLinguistics (1.0 - 1) <C49ACE74-8DBC-300C-8A31-FD95FE8BC03A> /System/Library/PrivateFrameworks/SpotlightLinguistics.framework/Versions/A/SpotlightLinguistics
0x7fff24059000 - 0x7fff2469cfff libnetwork.dylib (2288.60.5) <180FE916-8DD6-3385-B231-0C423B7D2BD3> /usr/lib/libnetwork.dylib
0x7fff2469d000 - 0x7fff24b3afff com.apple.CFNetwork (1209.1 - 1209.1) <60DE4CD6-B5AF-3E0E-8AF1-39ECFC1B8C98> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork
0x7fff24b3b000 - 0x7fff24b49fff libsystem_networkextension.dylib (1295.60.5) <F476B1CB-3561-30C5-A78E-44E99B1720A3> /usr/lib/system/libsystem_networkextension.dylib
0x7fff24b4a000 - 0x7fff24b4afff libenergytrace.dylib (22) <9BE5E51A-F531-3D59-BBBC-486FFF97BD30> /usr/lib/libenergytrace.dylib
0x7fff24b4b000 - 0x7fff24ba6fff libMobileGestalt.dylib (978.60.2) <F721B185-0E6A-396B-A50F-0F55810D9A67> /usr/lib/libMobileGestalt.dylib
0x7fff24ba7000 - 0x7fff24bbdfff libsystem_asl.dylib (385) <940C5BB9-4928-3A63-97F2-132797C8B7E5> /usr/lib/system/libsystem_asl.dylib
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0x7fff46c34000 - 0x7fff46c3ffff libGPUSupportMercury.dylib (18.1.1) <5C061A05-CD21-3442-A80B-1901D64C9B9E> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib
0x7fff482a0000 - 0x7fff482eefff com.apple.osanalytics.OSAnalytics (1.0 - 1) <EF7537E3-982B-3FA2-BFFC-F8071EFF0B31> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics
0x7fff4c333000 - 0x7fff4c336fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <456C118F-398C-329C-BC89-7B1EAC693835> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv
0x7fff52214000 - 0x7fff52242fff com.apple.HelpData (2.3 - 200) <9B4AC596-C008-3D55-AC18-5F89E7306E06> /System/Library/PrivateFrameworks/HelpData.framework/Versions/A/HelpData
0x7fff52243000 - 0x7fff5225dfff com.apple.shortcut (2.16 - 117) <CDCB8322-1F8F-3AE3-B9C6-91F4C6DBD52F> /System/Library/PrivateFrameworks/Shortcut.framework/Versions/A/Shortcut
0x7fff5225e000 - 0x7fff522f0fff com.apple.Symbolication (12.2 - 64541.7.1) <EC806042-5249-35DC-90BA-953A86D1854A> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication
0x7fff56426000 - 0x7fff56429fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <AB29674E-26C2-360C-9117-54AC93E80CB0> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback
0x7fff5ee9f000 - 0x7fff5f8b2fff libSC.dylib (4.2.13) <7F3979D1-8399-3098-80F8-88707ED65975> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib
0x7fff62a47000 - 0x7fff62ac2fff com.apple.driver.AppleIntelHD5000GraphicsMTLDriver (16.1.7.1 - 16.0.1) <DD128E90-61AB-383A-9B0D-093339154AD5> /System/Library/Extensions/AppleIntelHD5000GraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelHD5000GraphicsMTLDriver
0x7fff6693e000 - 0x7fff66e51fff com.apple.driver.AppleIntelHD5000GraphicsGLDriver (16.1.7.1 - 16.0.1) <A68BB60B-E808-3BA6-8BEB-D16D66AB241E> /System/Library/Extensions/AppleIntelHD5000GraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHD5000GraphicsGLDriver
0x7fff6a3c4000 - 0x7fff6a3c8fff libmetal_timestamp.dylib (31001.160) <2EC7EA90-5313-3812-8E72-910C643A996C> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib
0x7fff6c832000 - 0x7fff6c838fff libCoreFSCache.dylib (177.22) <4ECE128D-5E79-3ADF-8FE7-4FE8F565F8AA> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib
0x7fff6c839000 - 0x7fff6c83dfff libCoreVMClient.dylib (177.22) <E0DBED1D-39B4-3E51-9EA8-D1ECAED93EAB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
0x7fff6c83e000 - 0x7fff6c84dfff com.apple.opengl (18.1.1 - 18.1.1) <D8EE3AD0-C0D0-32F7-9C6D-39341099EB55> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
0x7fff6c84e000 - 0x7fff6c850fff libCVMSPluginSupport.dylib (18.1.1) <5F020D32-8663-3CB8-A50C-F939D4D4C31F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib
0x7fff6c851000 - 0x7fff6c859fff libGFXShared.dylib (18.1.1) <2271532D-E2B3-3D4D-ADF0-0935F8DCE89B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
0x7fff6c85a000 - 0x7fff6c88dfff libGLImage.dylib (18.1.1) <528E53A3-33E1-34C7-8EE3-C42AE5255553> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x7fff6c88e000 - 0x7fff6c8cafff libGLU.dylib (18.1.1) <15CBDF20-8A87-3D84-90F8-D19F4A2B06E2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
0x7fff6c8cb000 - 0x7fff6ca5ffff libGLProgrammability.dylib (18.1.1) <570616B1-98D2-3DF2-844A-EE845A8B8EDE> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
0x7fff6ca60000 - 0x7fff6ca6afff libGL.dylib (18.1.1) <157B74E1-F30D-3F9D-9AF8-AAA333D2812D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x7fff6ca6b000 - 0x7fff6cbe6fff GLEngine (18.1.1) <155E1C82-C69A-3E86-8569-3C134C7FEAC6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine
0x7fff6cbe7000 - 0x7fff6cc10fff GLRendererFloat (18.1.1) <49B0A782-AE84-35BC-91F8-880C2B7EE004> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
0x7fff6dea1000 - 0x7fff6def9fff com.apple.opencl (4.5 - 4.5) <8A3D06D5-4E82-355C-AE1B-E2C91DB58233> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL
0x7fff6ea43000 - 0x7fff6ec03fff com.apple.AMDMTLBronzeDriver (4.2.13 - 4.0.2) <36056DBB-370D-38B0-A011-9534ABBF2ACD> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver
0x7fff6ed7c000 - 0x7fff6edcbfff ATIRadeonX4000SCLib.dylib (4.2.13) <78CC44AC-F1E7-3F18-8FE4-216B9E7BFDFC> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib
0x7fff6f783000 - 0x7fff6f7a5fff com.apple.audio.OpenAL (1.8 - 1.8) <8CF29FAE-D1F5-37FA-B529-D999AFE990FD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL
0x7fff783b9000 - 0x7fff783c0fff libRosetta.dylib (203.13.2) <FF72E19B-3B02-34D4-A821-3397BB28AC02> /usr/lib/libRosetta.dylib
External Modification Summary:
```
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 773542
thread_create: 0
thread_set_state: 0
```
VM Region Summary:
ReadOnly portion of Libraries: Total=985.9M resident=0K(0%) swapped_out_or_unallocated=985.9M(100%)
Writable regions: Total=796.2M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=796.2M(100%)
```
VIRTUAL REGION
```
REGION TYPE SIZE COUNT (non-coalesced)
**=======**
Accelerate framework 384K 3
Activity Tracing 256K 1
CG backing stores 3240K 6
CG image 104K 10
CoreAnimation 64K 8
CoreGraphics 12K 2
CoreUI image data 940K 9
Foundation 16K 1
Kernel Alloc Once 8K 1
MALLOC 318.4M 204
MALLOC guard page 32K 8
MALLOC_LARGE (reserved) 640K 1 reserved VM address space (unallocated)
MALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)
OpenGL GLSL 256K 3
STACK GUARD 96K 24
Stack 37.2M 25
VM_ALLOCATE 41.1M 236
VM_ALLOCATE (reserved) 36K 1 reserved VM address space (unallocated)
__CTF 759 1
__DATA 89.6M 386
__DATA_CONST 16.2M 225
__DATA_DIRTY 953K 124
__FONT_DATA 4K 1
__GLSLBUILTINS 5176K 1
__LINKEDIT 541.8M 29
__OBJC_RO 60.5M 1
__OBJC_RW 2452K 2
__TEXT 444.3M 386
__UNICODE 588K 1
mapped file 262.4M 35
shared memory 40K 4
**=======**
TOTAL 2.2G 1740
TOTAL, minus reserved VM space 1.8G 1740
Model: MacBookPro11,5, BootROM 425.0.0.0.0, 4 processors, Quad-Core Intel Core i7, 2.5 GHz, 16 GB, SMC 2.30f2
Graphics: kHW_AMDRadeonR9M370XItem, AMD Radeon R9 M370X, spdisplays_pcie_device, 2 GB
Graphics: kHW_IntelIrisProItem, Intel Iris Pro, spdisplays_builtin
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533642465238412D50422020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.77.111.1 AirPortDriverBrcmNIC-1675.1)
Bluetooth: Version 8.0.2f9, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM0512G, 500.28 GB
USB Device: USB 3.0 Bus
USB Device: StoreJet Transcend
USB Device: Apple Internal Keyboard / Trackpad
USB Device: Bluetooth USB Host Controller
Thunderbolt Bus: MacBook Pro, Apple Inc., 27.1 | [
"Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ",
"Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n",
"Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n",
"Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\n\n",
"Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)",
"Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n",
"Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n",
"Blender 3.5 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",
"OptiX Denoiser crashes OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\nCPU: AMD Ryzen 7 1700\nRAM: 32 GB\n\nBroken: version: 2.90.0 Alpha\nWorked: unknown\n\nWhen the Viewport OptiX Denoiser is activated it crashes with the following error *\"OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes) (device_optix.cpp:850)\"*\n\nBased in the Startup File, (Reseted to Factory Settings and userpref.blend deleted):\n1. In Preference->System set Cycles Render Devices to \"CUDA\"\n2. Set render engine to \"Cycles\"\n3. Set device to \"GPU Compute\"\n4. Set Viewport Denoiser to \"Fastest (Optix)\" or \"OptiX\"\n5. Set Viewport Shading to \"Rendered\"\nERROR *(View screenshot)*\n\nOnce the error has ocurred I can't render with CUDA, even on a new file. To be able to render with CUDA I must close Blender and open it again. *View System Console Output*\n\n**Additional Info**\n\n- The error doesn't happen if the Cycles Render Devices is set to \"OptiX\"\n- This error doesn't happen in my laptop (i7 7700HQ, GTX 1050, 16GB RAM)\n- In a more complex scene blender tries to load the render kernels for a long time before throwing the error\n\n\n[system console Output.txt](system_console_Output.txt)\n[system-info.txt](system-info.txt)\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",
"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)",
"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 moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n"
] | [
"blender crashes when adding a Hair particle system \nOperating system: Mac OS Big Sur v 11.2.3\nGraphics card: duel AMD FirePro [D700](D700) 6 GB\n\n**blender 2.92.0**\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nblender crashes when adding a Hair particle system\n\n- using the start up cube, add particle system, \n- press the hair button\nit crashes"
] |
Text on font with Offset fail letter is "Y"
Operating system: macOS-12.2-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.103
Broken: version: 3.1.0 Alpha
Font letter "Y" is fail offset
Font letter "Y" is fail offset.

[droid-serif.zip](droid-serif.zip)
[Y letter error.blend](Y_letter_error.blend)
 | [
"File open / save dialog wrong tooltips\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: -\n\nIn the file -> open dialog, the tooltip for the 'open' button says 'execute file' instead of 'open'\nIn the file -> save as and save copy dialogs, the tooltips for cancel and save refer to the loading dialog ('cancel loading' and 'execute') instead of saving\nSame goes for other/probably all file dialogs such as import, export, append, link dialogs.\n\n-\n",
"Menu search is case sensitive for non-ASCII characters\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.86.05\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 2.80 (sub 75)\n\nWhen using the fuzzy search feature of some menus, the result is usually case-insensitive. But this only applies to ASCII characters.\nThis applies to the F3 menu, and those affected by #110855.\n\n- Set the translation to French in the User Preferences\n- Open a Geometry Nodes editor\n- Shift+A to bring up the Add Node menu\n- Start typing “éval” (the first E has an acute accent)\n - If you can’t input this, just copy and paste it\n- The expected results start with “Évaluer” (evaluate), but what comes up is “Décaler” (offset), probably because of the fuzzy search\n- Start typing “Éval”, with a capital É\n- The expected results are now displayed.\n\n<video src=\"attachment\" title=\"case_sensitive_search_na.mp4\" controls></video>",
"Node edge scroll ignores locked axes\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\nLock axis operation is broken in Node editor tab.\n\nRegarding locked axes:\n- Select node and start translate (`G` in default keyboard layout?)\n- Lock onto X axis\n- Move mouse to upper or lower edge to scroll in Y direction\n\nNode moves along Y axis even though the lock should prevent this\n",
"VSE: Snap to the 'Hold Offset' of strips being transformed\nA strip does not snap to itself, but `Hold Offset` is something whose position may remain unchanged in some cases:\n{[F10243791](hold_snap.gif),size=full}\n\n**Proposal**\nThe idea is to track those cases where the `Hold Offset` of transformed strips doesn't change and allow snapping for them.\n\n",
"BLF Bidirectional Text and Complex Shaping\nThis task is for tracking the goals and implementation of bidirectional text layout and complex text shaping. Note that there might be many parts of this plan that could be (practically) impossible to do and are merely aspirational. Some definitions and explanations:\n\n**Bidirectional Text** - Bidirectional_text\n\nBlender currently only displays text left-to-right, which is what is expected for languages like English. However, there are languages - Arabic, Aramaic, Azeri, Dhivehi/Maldivian, Hebrew, Kurdish (Sorani), Persian/Farsi, Urdu - that are primarily right-to-left.\n\nIn our context this means that these languages have a *display* order that differs from their *logical* order, which remains LTR. When you append an extra character to the end of Arabic text, it is added to the end of the buffer or file, just like in English. It is only during the display of that string that it will (probably) be shown in reversed order.\n\nIn the preceding paragraphs I do use “primarily” and “probably” about the display order. This is because even when using only a RTL language there could be portions that are LTR. For example, numbers are shown LTR within strings that are RTL. The same goes for embedded and quoted text from other languages. To make this even more complex our need to support multiple languages simultaneously means that we need to support single strings containing multiple languages with multiple directions. \n\n**Complex Text Layout (shaping)** - Complex_text_layout\nThis is the support of complex scripts like Arabic, Brahmic (Indic) scripts, Devanagai, Khmer, and Thai. These scripts will often use different glyph depending on the position of the character in the word, and/or based on context. Sometimes individual glyphs will have a different order depending on context.\n\nFor many English-only users the idea of complex scripts can seem a bit weird. But in English we can hand-write text in either block letters or cursive. If English users had decided to only use cursive we might be faced with a similar situation today, where the glyphs used to display a string might vary depending on their positions relative to other characters in order to make it all join up nicely.\n\n**Ligatures** - Ligature_(writing)\n\nSupporting Ligatures (replacing some combinations of multiple characters with a different specific character) is a part of supporting complex scripts. But it is also used in other languages. In English layout we often will replace an “f” followed by an “I” with a single “fi” glyph so that the “tittle” of the “I” does not collide with the hood of the “f”. Turkish has some specific ligatures to help distinguish dotted and dottless “I”. Dutch can sometimes have separate glyphs for combined “ij” and “IJ”.\n\nOne new Ligature-related topic that we might not be able to support is programming-specific fixed-width fonts that use ligatures for ease of reading. For example, these fonts will often replace the character combination “!=” with “≠” and \">=\" with \"≥\". Supporting these features with this type of font might be very difficult within our codebase for Text Editor but might be nice to do.\n\n**Implementation Challenges**\n\n**Tasks**\n\n**Patch**\n[D15687: WIP: Bidirectional Text and Complex Shaping](D15687)\n",
"Grease pencil: unstable offset height (surface drawing)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nWhen I use perspective camera, and try to drad on surface with GP, offset is unstable and depends on distance from camera.\n\nTest File:\n[#94735.blend](T94735.blend)\n[2022-01-08_10-23-37.mp4](2022-01-08_10-23-37.mp4)\n",
"Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)",
"Theme: Color of icons\nBroken: 4.0\n\nI'm creating a minimalist theme, but there seems to be a lack of consistency in the rules regarding icon color settings.\nI feel this is probably rooted in the fact that we don't have a clear concept regarding the relationship between icons and text.\nI think there are two ways to think about this.\nA: An icon is a visual expression, and color is an important element in forming that icon.\nB: Icons are a type of text and should be treated like text.\n\nIn fact, as shown in the attachment, there is a mix of areas where the icon color can be changed by status, such as \"selected\" from the theme edit screen, and areas where it cannot.\nThere is a mix of areas where this is not the case.\nThese should be consistent.\n\nIn my opinion, there should be a Boolean parameter to switch between the A and B states above. In other words, if state B is enabled, the icon color settings will be synchronized with the text,\nIn state A, the color of the icon will continue to be kept, independent of the color of the text.\n",
"Regression: Quad View Gizmo Tooltips at wrong position\nOperating system: Windows\n\nBroken: 2.93.0, `92b0803f35a7`\nWorked: 2.93.0, `0876829e7a77`\nSuspected: cf6d17a6aa\n\nIn Quad View mode gizmo-tooltips are shown at the wrong position (always at lover-left view gizmos)\n\nStart Blender, in 3D viewport press Ctrl-Alt-Q, hover mouse over gizmos.\n",
"Erratic behaviour of materials/material slots for text objects\nOperating system: Linux-5.19.0-45-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.6.0\n\nMaterial assignment for text objects doesn't behave as expected. Removing an unused material slot will cause changes to the materials used by the object. The same happens if you rearrange the material slots.\n\n1. Add a new text object. Leave the default string \"Text\".\n2. Add 3 new material slots with different materials to the object. Use different viewport display colors to be able to see changes.\n(You will now have Material.001, Material.002 and Material.003)\n3. In edit mode, select the last two letters and assign Material.002.\n(You should now have \"Te\" using Material.001 and \"xt\" using Material.002)\n4. In object mode, remove the last material slot containing Material.003.\n(This material was not assigned to any character, and removing it should not cause any change.)\n5. All 4 letters are now using Material.001. \"xt\" should still be using Material.002.\n\nAlternatively, execute step 1-3 above and then.\n4. Move the last material slot up to the first place.\n(This should not cause any change. Normally in blender, the materials used by the geometry will not change if you rearrange the material slots.)\n5. You will now have \"Te\" using Material.004 and \"xt\" using Material.002. \"Te\" should still be using Material.001.\n\nI have attached a blend file where you just need to remove the last (unused) material slot to see the problem, or move the last material slot up to first position.\n\n",
"Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3",
"Failing assert when choosing custom icon for brush\nOperating system: Linux-5.9.16-100.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.92.0 Alpha, latest master\nWorked: Master on September 15th still had this issue, I don't plan on bisecting further\n\n\nClicking on the \"Custom Icon\" button to the right of the preview causes an assert to fail in debug builds\n\n- New file\n- Sculpt mode\n- Active tool settings in property editor\n- Click twice the picture icon to the right of the ID template\n",
"Regression: Wrong colors editing list items in dark theme\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)\n\n\n It's same problem that I mentioned here:\n\n111942\n\nbut in dark theme. highlighting(selecting) text to rename it in dark theme is wrong color. I upload an image and compare it to 3.6 take a look at it.\nthe problem is that highlighting text is just same as selecting item and you will not notice that you are renaming it.\n\n",
"Curve extrude offset default value is 1 (instead of 0)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500M ATI Technologies Inc. 4.5.13587 Core Profile Context 19.40.30.02 26.20.14030.2002\n\nBroken: version: 2.93.0\nWorked: -\n\nCurve > Object Data Properties > Geometry > Offset\nIf you reset the \"Offset\" value with right click+*Reset to Default value* or by pressing backspace the value is set to 1\n\n - Open blender\n - Create a curve\n - Extrude it\n - Reset the offset to the default value\n - Offset is set to 1 instead of 0\n\n**Expected behaviour**\nThe default value for this should be 0. If a curve is created the value is 0 without any changes\n\n[curve reset offset.blend](curve_reset_offset.blend)\n",
"\"Whole Character\" keying set not working properly with autokey enabled\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 2.93.4\n\nUsing the keying set \"Whole character\" with autokey enabled creates a keyframe only for the selected bone and not for all bones and properties.\n\n- Open attached file or create a new armature with more than one bone, add a few bone properties to each bone.\n- Enable autokey and set \"Whole Character\" as the keying set.\n- Move one bone and you can see that only the transform values are keyed.\n- If you enable \"Only active keying set\" in the autokey options and move the bone, a keyframe for the custom properties of the selected bones, at least, will be created, but other bones and properties will be unaffected.\n[bugreport.blend](bugreport.blend)\n"
] | [
"Some fonts that have variable support displayed incorrectly\nOperating system: Windows-10-10.0.22623-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nSome fonts that have variable support displayed incorrectly\n\n1. Download 'Comfortaa' font from Google Fonts\n2. Add text object in Blender and use this font (for example static version Comfortaa Bold)\n\n[var_fonts_issue.blend](var_fonts_issue.blend)\n\n\n\n",
"Fonts with self-intersections not displayed correctly\nSome fonts downloaded from Google Fonts like `Quicksand`, `Raleway`, `Comfortaa`, `Jura`, have editable properties (width and others) and therefore have geometry full of intersections.\n\nThe `scanfill` in Blender has a limitation that does not consider the direction of the contours (clockwise with counterclockwise) to define a hole.\nHere is a **GIF** showing how the direction of the contour should influence the result:\n\n\nHere are some examples of fonts showing the problem:\n||||\n| -- | -- | -- | -- |\n|Roboto Flex|Quicksand|KG Broken Vessels Sketch|Comfortaa\n\n- Download any of the mentioned fonts.\n- Open simple .blend file with fonts implemented.\n[fontissues.blend](fontissues.blend)\n[KG_Broken_Vessels_Sketch.blend](KG_Broken_Vessels_Sketch.blend)\n[KGBrokenVesselsSketch.ttf](KGBrokenVesselsSketch.ttf)\n\n[Comfortaa-New.zip](Comfortaa-New.zip)\n[Quicksand-New.zip](Quicksand-New.zip)"
] |
Blender 2.79b x64 creashes on latest Fedor build ( f28 )
Linux Fedora F28 kernel 4.18.9-200.fc28.x86_64
Radon HD7700 series video card.
glibc.x86_64 2.27-32.fc28
Broken: (example: 2.79b x64
fails to start up. .. no screen shows.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
$/blender
poof. | [
"Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"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 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)",
"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",
"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",
"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",
"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)",
"Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n",
"gpu.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",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton",
"Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.",
"Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)",
"Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n",
"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```"
] | [
"2.8 crashes in prefrences system\nOperating system and graphics card\nFedora 28 64 bbit\nRadon hd7700 series.\n\nblender-2.80-b350b194eb2-linux-glibc224-x86_64\n\nWhen I go to Edit -> User Preferences -> System blender crashes instantly\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nEdit -> User Preferences -> System\n"
] |
Unable to undo operation of spot light shape gizmo
Operating system: Windows 10
Broken: version: 3.3.1
(most recent LTS version)
When trying to undo change in spot light shape done by __gizmo__, previous operation gets undone. It seems like the gizmo operation never happened.
It also can't be redone.
(based on the default startup)
1) Select the default point light.
2) Set its type to spot.
3) Change the shape using the gizmo.
4) Undo.
5) Only the operation that changes light type gets undone. | [
"Regression: Repeating resizing image and undoing causes view in image editor strange state, and editing it causes crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 3.3.0 Alpha\nBroken: 3.2\nWorked: 3.1\n\nCaused/exposed by e06399c223\n\nIf resizeing image and undoing is repeated, view in image editor becomes strange state.\n(It looks like that the image size is incorrect state).\nIf the image is editted in this state, the blender would crash.\n\n\n\nAt the first undoing, it looks O.K.\nBut if I repeat resizing and undoing one more time, the image becomes strange.\n\n\nFollowings are what I did in the video above.\n1. Open image editor and make a new image. (1024x1024)\n2. Resize the image to 256x256 from menu.\n3. Undo it.\n4. Then, Resize the image to 256x256 one more time.\n5. Undo it.\n6. The image size in the editor becomes strange.\n7. If I edit the image, blender crashes.\n\nI tried above process in several conditions.\nI found that\nA. this does not happens in 3.1. It happens after 3.2\nB. If I checked Undo Legacy option, this does not happen. It happens in standard undo mode.\n",
"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",
"Cannot disable shadows if an object is set to holdout.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: Confirmed on Version 3.4 to version: 3.5.0\nWorked: Never (Goes as far as 3.0, since the addition of the \"Object Properties -> Visibility -> Holdout\"option)\n\nCannot control an objects shadow visibility if the object is set to holdout. Having a shadow on a holdout object does not work as expected, especially when trying to use the holdout object as a 3d mask.\n\n\n- Set scene renderer to Eevee.\n- Create an object, set \"Shadow Mode\" to none in the material shader of said object.\n- The object will no longer have a shadow, as expected. \n- Set the object to holdout via \"Object Properties -> Visibility -> Holdout\" option, and the shadow reappears. Can not turn off shadow as long as this option is on.\n - However, if use Holdout shader in the nodes and connect it directly to the Surface output, no shadow will appear (this matches expectation).\n\nAdded a file that directly shows the issue.",
"Cursor Warped on Scale Cage Cancel Transform\nOperating system: Windows 11, Linux Zorin\nGraphics card: GTX 1060 MSI OC 3GB\n\nBroken: 3.3.x - 3.6.2 (Latest)\n\nCursor warp when i cancel resize operator using Scale Cage tool.\n\n1. Open Blender\n2. Activate Scale Cage tool from the toolbar\n3. scale anything, but cancel operation with RMB\n\n",
"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",
"Undo in Armature Edit Mode does not undo Custom Properties\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.5 Beta\n\nUndo in Armature Edit Mode does not undo changes to Armature Custom Properties\n\n- [optionally] In default scene delete all objects\n- Add an \"Armature\" object\n- Go to `Edit Mode`\n- In `Object Data Properties` add a `Custom Property`\n- Change the value of the property (to for example `0.0`) in order to add an Undo step\n- Try undo (`Ctrl+Z`)\n\nThe step is not undone in edit mode.\nInterestingly, changes to the Custom Properties of Bones are correctly undone in Edit mode.\nThis makes it seem that changes to Armature Custom Properties were perhaps missed in the Armature Edit Mode Undo Context.\n\n---\n**Original Report**\n[Video](3RZNWd5tRQI)\nNote when changing the **head size** in the redo panel, you can observe how the number of elements in in the Collection Property `bones_for_delete` grows.\n\n1. Execute the script generate_rig.py from the file, if you do not have automatic script execution enabled\n2. After execution, the Generate Rig panel will appear in the Rig category\n3. Select Empty.021 first, then Armature.001. Switch to armature editing mode, and click Generate Rig on the panel\n4. The bones will appear, and also the text on the panel will notify that there are elements in bones_for_delete. After that, you can scroll the **head size** on the redo panel, or simply undo the operator. the label in the panel will notify you that the number of items will not change\n\n",
"Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n\n",
"Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n",
"Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n\n\n",
"Transform Node Messes Up Alpha Channel Manipulation\nArch Linux\nNvidia 750ti\n\nBroken: 2.79 (Tried 2.8 as well and I have the same issue)\n\nAs referenced here:\n4\n\nWhen I take an image in the compositor and scale it up 2x or whatever and then separate the RGBA and dilate/erode the alpha and use that to set the alpha on the image, it only works within the size of the original image and not the scaled up image. Also even if I use the R, G, or B, it still only uses the size of the original image and not that of the scaled up one.\n\n\n\nCropped if I try to mess with the alpha after a transform.\n\n\nUncropped if I mute my changes to the alpha.\n\n\nAlso I believe that if you scale down\n\n[dilatecropissue.blend](dilatecropissue.blend)\n",
"Bisect Tool rotation Gizmo doesn't behave correctly\nOperating system: Linux-5.15.0-27-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.3.0 Alpha\n\nI wasn't sure how to call the title. \nThe issue is that if you use the Bisect tool in the toolbar, you get an adjust last operation gizmo after using it.\nBut the rotation gizmo doesn't seem to take the mouse movement relative to the viewport rotation into account that well.\nIt behaves quite strange and unintuitively.\n\n- Go into Edit Mode on a cube\n- Select everything\n- Use the Bisect Tool from the toolbar on the cube\n- Use the blue ring on the gizmo\n- Try using it from different angles (rotate around the cube)",
"Mesh-based armature interaction (\"Mesh Gizmos\", \"Face Maps\")\n# Preface\n\nThe current way of interacting with bones in a production environment is based on Custom Shape Objects, which can disappear inside the mesh, be at a completely different place from the area they control, and in general require a fair bit of design from the rigger and learning from the animator to efficiently use.\n\nUsing the Python Gizmo API, I created a prototype of an alternative system, where we can click on geometry on the deformed mesh itself to select bones and control said mesh.\n\nThe goals of this task are:\n- Gather feedback from animators and riggers.\n- Finalize a design, to the extent that is possible within the limitations of a Python prototype.\n- Find developers who could implement this in core Blender.\n\n### The Prototype: \"Bone Gizmos\" add-on\n\n[Video: Setting up a single bone gizmo](attachment)\n[Video: The add-on in use](attachment)\n\n\nYou can [download the addon](bone_gizmos) as part of the Blender Studio Pipeline. You have to download the whole repository from the repo's home page, then extract the `bone_gizmos` folder into your addons folder.\n\n### Features\nA list of proposed features, partially working in the prototype, although there is plenty of space for UX discussions.\n\n- A gizmo's shape can be:\n - An entire object (in the bone's local space, with the already existing transform offset options applied)\n - A vertex group/face map/any attribute of an object (in world space).\n- Gizmo Colors:\n - There are three states to worry about: Unselected, selected, hovered.\n - Currently, user can specify two colors: Unselected and Selected. Hover-state is indicated by opacity ONLY. Having only one color, or three colors, is something to discuss.\n - The colors can be taken from the bone group's colors, if the bone has a group assigned, or set uniquely on a per-bone basis.\n - Colors should actually NOT be this customizable. Instead, users should be forced into a set of pre-defined colors, that can only be customized at the Theme level.\n- Gizmo Display:\n - A gizmo's visibility is based on the bone's visibility; From user POV, a bone and its gizmo should be a single entity.\n - If the selected object/vertex group cannot be used to construct any faces, draw the edges with line drawing instead.\n- Interaction:\n - Since it's just a prototype, it's currently left-click only, and doesn't account for mouse drag threshold, which is very bad for auto-keying. In the final implementation, it should behave the same way as bones do now, except:\n - Default transform mode: Translate/Rotate/Scale, including trackball rotation, rotating along view, and locking any transformation to 1 or 2 axes. These defaults are defined by the rigger on a per-bone basis, and can be bypassed by the animator with a button press, or in a nuclear fashion by disbaling them altogether as a user preference.\n - Snapping: It is possible, only through Python, to specify an operator name and parameters that should be executed when a gizmo is touched. This can be used for automatic IK/FK snapping. But it would need an interface similar to a Keymap entry, where we can pick an operator and feed it parameters.\n\n\n**Design Questions**:\nWhile making the prototype, I ran into some design questions where the answers aren't so simple:\n- Ways to minimize set-up time? Currently, each gizmo needs a vertex group. That's fine, but may need workflow operators to quickly switch from Pose Mode to Edit Mode on the relevant mesh.\n- How to avoid overlapping gizmos? I think there are cases where they might be necessary, and a system that allows the rigger to create bone layers that are mutually exclusive, would be a potential solution.\n- If there is more than one way to deform some geometry (eg.: Shape Key, Armature, Lattice), how to communicate which out of several potential controls was used to achieve the current shape?\n\nThere might be no perfect answer to all of these, but they are things to keep in mind and mitigate.\n\n### Prototype Limitations\nThese issues are listed just to clarify that these behaviours are known, and would most likely be easy to fix/avoid in the final implementation, but can't really be addressed in the prototype:\n\n- - [ ] Mouse hovering does not take depth into account. This was fixed! [#94794]\n- Visual depth culling stops working when gizmo is being hovered. [#94792]\n- Transparent lines appear between the triangles. [#94791]\n- Currently the mouse movement threshold user preference is not being taken into account, which is terrible when trying to use the system with auto-keying enabled.\n- Performance is poor; Grabbing the vertex positions from the evaluated mesh takes about 2ms per gizmo.\n- Interaction is always with left click and cannot be customized.\n- Gizmo can not be visible during interaction.\n- When the mesh is modified, user must press a Refresh button to synchronize the gizmos.\n- Renaming bones will leave a gizmo orphaned, don't do it! :D \n\nFeedback and discussion welcome! Also about how to structure this document.",
"Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.",
"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)",
"Sculpt. Mesh/color filters. RMB do not cancel operation immediately\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nIf i press and drag with left mouse button, right click do not cancel operation and revert it immediately. It is a bug and inconsistency with grab/rotate/scale for example. RMB works with GRS awesome, as it should!\n\n"
] | [
"Manipulating an Image Empty with its gizmo doesn't add undo steps\nBroken: 2.92\n\nIf you offset or scale the Image Empty using its gizmo, those changes aren't saved in undo stack.\n\n\n1. Create an Image Empty (e.g. drop an image file into 3D view)\n2. Scale the Empty by dragging the corner of its gizmo\n3. Check undo stack - size change won't be there\n\nPractical issue is that if you e.g. select and move the Empty as an object, then adjust it via gizmo and undo, both the size adjustment and the move will be undone.\n\nAdditionally, if you open the Empty's image properties, you can note that the properties don't update while you're manipulating the gizmo. They'll only update if you force an UI update by e.g. moving the mouse over the properties, or selecting something else in the scene.",
"Using undo after resizing a reference image resets previously changed settings as well\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nUsing undo after resizing a reference image resets previously changed settings as well\n\nIn Perspective view add a reference image\n\nUse ALT R to clear its rotation\n\nDisable \"Display in Perspective\" in its settings\n\nGo into Top orthographic view\n\nResize image using Gizmo.\n\nUndo with CMD Z\n\nThe reference image reverts to original size as expected but it also returns to its rotated position and\n\"Display in Perspective\" is re-enabled\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"
] |
multires odd behavior
win 7
2.73
The way how multires reacts on changes in different levels doesnt seem right. In some cases editing on lower levels causes artifacts on higher, that makes back-and-forth workflow awkward.
short video for better illustration watch?v=FTJ9YWKhs2w
[sample.blend](sample.blend) | [
"Sculpting Has Unexpected behavior when Saving work\n**Broken**: 2.83.4, 2.90 beta 97dc370c50ed\n**Worked**: 2.82\n\n\nGlitches in the non-active mesh after sculpting the active mesh, saving, and updating the viewport.\n\n\n[Ogre.blend](Ogre.blend)\n\n* Sculpt\n* Save\n* Refresh viewport (e.g., continue sculpting)\n\nThe artifacts should be visible immediately.\n\n**Original message**\n\nWhen I am sculpting and I go to save my work, after a successful save I get weird artifacts in the mesh that I havent made edits on in sometime. And it seems to be the same mesh every time. This has happened over 5 times so i figure its just a visual bug.\n\nGet 2 seperate meshes ready to sculpt, then sculpt on one and save your work. This is all i did to see the bug arise.\n\n\n",
"Multiscatter GGX Glass Shader - Roughness has no effect until 0.05\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the Principled BSDF with Multiscatter GGX the roughness input has no influence on the shader if the input is between 0-0.05.\n\n[Multitest.blend](Multitest.blend)\n\nIn this test file only the specular reflection is visible. The gradient going into the roughness input goes from 0 at the top to 1 at the bottom. As can be seen there is no change in roughness if the input is between 0-0.05 and there is a sudden transition the to roughness=0.06.\n\nThis problem is exclusive to Multiscatter GGX and does not occur with other microfacet distribution models.\n\nThank you and have a great day!",
"F12 Rendering from edit mode makes multires ineffective\nOperating system: Linux Mint 19.2\nGraphics card: GTX 1660\n\nBroken: 3.0\nBroken: 2.92\nBroken: 2.80\nWorked: 2.79\n\nWhen {key F12} rendering from editmode, multires modifier is ignored.\n\n\n[throne upload.blend](throne_upload.blend)\n\n- Open file\n- you should be in editmode\n- {key F12} render, notice the multires modifier is not in effect\n- go to objectmode\n- {key F12} render again, notice the multires modifier is now in effect\n\nExpected behavior: multires should be applied in {key F12} renders no matter what mode you are in\n\n\nOriginal report:\n\nI've included a file{[F10150774](throne_upload.blend)} which demonstrates the problem, in Eevee or Cycles (on GPU and CPU). I removed all other materials and meshes (the file size was initially around 200 MB+, which isn't helping here); but you may need to add a light to see it more clearly. Rendering with the viewport in object mode provides the displacements (there are two of them); rendering from edit mode removes those displacements. (This could in theory ruin an animation if someone's unaware!)\n\nBy the Unix philosophy, the 3D viewport and the render are two entirely separate tasks, aren't they? I don't think they should affect one another in a stateful way.\n\nCurrent workaround is to consistently render from object mode. I have no idea what other viewport modes might do to the render, but it's worth looking into.",
"Inconsistency: Vector math node flips large list of options/operations.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\nWhen direction of opening changes, direction/order of list changes too.\n\n[2022-04-12_09-48-55.mp4](2022-04-12_09-48-55.mp4)\nIt is fun, it was the same in 2.79. But there was very short list with 1 column And it wasn`t so annoying. \nNow, with 2 columns the order should be fixed same way as in Math node.\nBecause user remember the relative position of option too. Not just «how far from start»\nAlso the same flipping exists for other lists, like Transfer Attributes node. But as I said, for one short column it is not the issue at all\n",
"Pixels and resolution not for multilayer EXR and Render Result\nCentOS - GTX 1070\n\n2.79\n\nPixels and resolution are not available with multilayer EXR or Render Result images.\n\nimport bpy\ndata = bpy.data\nimage = data.images['Render result or multilayer EXR']\nprint(image.pixels) # length is 0\nprint(image.resolution) # return always Vector((0.0, 0.0))\n\nIt is working with regular EXR file.\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) ",
"Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n|  |  |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.",
"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.",
"exr MultyLayer pass structure is wrong if you render a single layer after rendering another one. The second one takes the pass structure of the previous one except Re-Rendering Twice.\nOperating system: Windows 10 Pro x64 Spanish\nGraphics card: Geforce 2080 Max-Q\n\n\nBroken: 3.0.0, 3.1.0 Beta\nWorked: Unknown, in 2.93 LTS doesn't work neither\n\n\n\nEXR MultyLayer pass structure is wrong if you render a single layer after rendering another one.\nThe second one takes the pass structure of the previous one except Re-Rendering Twice.\n\n\n\nRepo Steps:\n\n1) You have a scene with more than one layer. \n\n2) Every layer has different pass layers selected.\n```\nie: One with Combined, Ambient Occlusion and Specular Checked and the other one with just Combined layer selected.\n```\n\n3) You render the layer with \"Render Single Layer\" Checked to just render that single layer alone.\n\n4) After render finishes you change the layer and the output name (we need name tokens please!!!!) and then render the new one with \"Render Single Layer\" Checked.\n\n5) After render finishes you load both sequences in a postpo software or a sequence player like djv.\n\n6) The second layer takes the pass structure from the first rendered layer and causes errors on postprocessing software or crashes. See attached images...\n\n\n\n\n\n7) BUT, if you Re-Render the second layer again without touching anything from inside Blender and overwritting the image sequence. When you reload the images the pass structure is fixed and working as expected.\n\n8) After some tests I found that Re-Rendering only the first image (notticed the first frame had more weight thatn the others) fixes the problem. So it looks like only first frame is wrong. See attached image ... \n\n\n\nI added a very simple Scene that reproduces the strange behaviour. Just remember to change the name after first rendered layer or you would overwrite the first rendered (if we could use tokens to get the render name from the Layer Name it will never happen again and that would be sooooo lovelly and usefull, but that's more a feature request than a bug, I know ;) ).\n\n[3.0_Cycles_Bug_Report.blend](3.0_Cycles_Bug_Report.blend)\n\nIf is there anything else I can do to help just tell me.\n\nCheers,\nIgnasi aka Topeich.",
"Working on a mesh that has a high multires subdivision causes blender to build Up memory even on lower levels.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\nRAM: 16GB\nCPU: AMD Ryzen 7 3800\n\nBroken: version: 3.6.0\n\nWhen editing a mesh that has been subdivided a few times will cause blender to increasingly start to consume more and more memory aggressively even if the modifier is turned off.\n\nSubdivide the mesh a few times using the multiresolution modifier, noted on 5-up levels on a mesh with originally 9 272 faces. then either switch the modifier Viewport Level to either 1 or disable It entirelly, start editing the mesh in edit mode the memory consumption stats will start to skyrocket with no signs of going back down until blender starts slowing down the computer and/or crashes entirely. (Got to about 32 GBs some times about where the computer would stop handling It anymore) I haven't tried doing it in workbench I think so I'd suggest trying to do It in Eevee mode too.\n",
"Multiscatter GGX produces large difference in refraction brightness compared to GGX\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the Principled BSDF (transparency=1) or the Glass BSDF with Multiscatter GGX the shader converges to a different result than GGX or Beckman. The difference is especially visible at Suzanne's right eye in the images below.\n\n|||\n| -- | -- |\n|Multiscatter GGX|GGX|\n\n[#96606 - Multiscatter brightness difference.blend](T96606_-_Multiscatter_brightness_difference.blend)\nSwitch between the Multiscatter GGX and GGX or Beckmann to see the difference. GGX and Beckmann converge to the same result. The difference is especially visible at Suzanne's right eye.\n\nThank you and have a great day!\n",
"Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.",
"Trembling when selected cube in edit mode\nOperating system: MacOS Sierra - Versione 10.12.6\nGraphics card: NVIDIA GeForce GTX 680MX 2048 MB\n\nBroken: 2.83.0 (2020-06-03), 2.90 (2020-06-12)\nWorked: 2.82a\n\nA strange flicker happens when I select the faces of the cube.\n\nI select the cube.\nI change the visualization in Edit Mode.\nI set select mode to Face.\nI select the faces of the cube but they do not remain selected instead, a strange flicker of the object occurs. Here a video example:\n\n[blender_283_bug.mp4](blender_283_bug.mp4)",
"Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n",
"Graph Editor Expand/Collapse Channels collapsing happens on all hierarchy levels at once [Outliner doesnt do this, expanding is also one step at a time]\nOperating system: Mac 10.15\nGraphics card: \n\nBroken: 2.90.0\nWorked: never\n\n(This might be considered a feature request, it would be consistent with the Outliner though)\nIn the Graph Editor when working on the left panel and use '+'/'-' keys on Numpad, the '+' is working well, it opens the collapse levels one each time, but the '-' is collapse all the level in one time. It is not convenient when having lots of things in this panel.\n\n[Screen Recording 2020-09-13 at 22.22.54.mov](Screen_Recording_2020-09-13_at_22.22.54.mov)"
] | [
"Sculpting multi-res has artifacts: grabbing between different levels\nDebian testing/stable, CentOS 6.3. Nvidia Titan\n\nBroken: 2.71 testbuild2 517094a and older\nWorked: (optional)\n\nWeird folds appear after brush-sculpting on the upper layer, step down to some lower level, grabbing (moving) the sculpted part of a mesh and switch the level back and forth.\nYou can see the bug effect on the monkey's left brow if you switch the level.\nHow to reproduce on the right brow:\n1) Switch to sculpt level 5\n2) Sculpt some stuff onto the right brow\n3) Switch to level 2\n4) Move the right brow or parts of it up a little bit with the Grab tool, like the left one\n5) Switch back to upper levels\n\nYou'll see the nasty folds appear even on the level 2, but not on the most upper level 5.\nIt's really strange, that it hasn't been found before, since it's a usual technique while sculpting, when you want to adjust the overall shape after adding smaller details. And it's very critical.\n\nSorry for the archive. The scene was too big to upload, so i reduced sculpting levels to 4 and archived it. You can subdivide it once more.\n\n[sculpting_bug.blend.tar.gz](sculpting_bug.blend.tar.gz)"
] |
Subsurface loses vertex width
Operating system: Win7x64
Graphics card: 3x gtx580
Broken: 2.8 beta
Worked: 2.79
New vertices added by subsurface modifier have zero vertex width.
Turn on/off skin modifier after subsurface, check vertices in edit mode.
[edge_subsurf.blend](edge_subsurf.blend) | [
"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",
"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",
"Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause.",
"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",
"Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n",
"Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n",
"Geometry Nodes input subtype changes on assign\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 522.25\n\nBroken: version: 4.0.0 Alpha\n\nWhen setting GN modifier value in Python, float input changes subtype from `Angle` to `None`.\n\nExample code:\n`object.modifiers[0]['Socket_2'] = 3.14`\n\n\n1. Open attached [blend file](attachment)\n1. Notice how modifier value is in degrees.\n1. Execute code in Console area.\n1. Move mouse over modifier value to refresh UI.\n1. Value displays 3.14 radians instead of 180 degrees.\n\n_* Note: I also noticed that subtype does not affect input default value._\n\n",
"New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n",
"Merging vertices keeps vertex groups from one vertex, discards others\n[merge_vgroup_bug.webm](merge_vgroup_bug.webm)\nBroken: 2.80, d3870471edd7, 2019-02-12\n\nWhen merging vertices (either directly or using \"Remove Doubles\"), vertex groups are only inherited from one vertex and the others are discarded (effectively at random). Expected behavior is that all vertex groups assigned to the vertices to be merged will be inherited.\n\nDoing the same but with materials instead of vertex groups results in expected behavior (all materials assigned to the vertices to be merged are inherited), so I guess there's a case to be made for consistency.\n\n - Open the attached .blend file\n - Note that the vertex group \"top_group\" contains all top vertices and \"bottom_group\" contains all bottom vertices\n - Select all vertices\n - Remove Doubles\n # Note that the merged vertices only inherited vertex groups from either \"top_group\" or \"bottom_group\", instead of both\n[merge_vgroup_bug.blend](merge_vgroup_bug.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",
"Preferences Interface Line Width \"Thick\" turns Viewport blurry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.5\nWorked: I have only experimented with Line Width \"Thick\" the past week and only noticed issues yesterday. I did a clean install of Blender today because of issues with the Viewport Render view in my older 2.93 version. Before installing Blender 2.93.5 I updated Nvidia driver and Windows updates. It was not till this new Blender version was installed I realized it was the Line Width that messed with the rendered view. \n\nWith Line Width set to \"Thick\" the Viewport Rendered View will turn a blurry grainy version compared to when Line Width is set to Default. The \"effect\" can be toggled on and off changing the Line Width. \n\nI have that default material tester sphere in the scene. A camera and a HDRI set up as World Lighting. + 3 materials for the three objects in the scene. \nThe Blender version is downloaded and installed a few hours ago. I am using my own theme from my old Blender version, but this issue happens in the \"Blender Dark\" theme too.\n\nI am Rendering with Cycles + GPU Compute and OptiX turned on for NVIDIA GeForce GTX 1070 and Intel Core i7-4770K CPU @ 3.50GHz\n\n\n\n\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",
"\"Cursor Extrude Vertex\" causes source vertex to snap\nOperating system: Tux-Based\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe [CTRL}+[RMB] extrude operator (`ops.mesh.dupli_extrude_cursor()`) causes the source vertex to be snapped, in addition to the newly created vertex:\n\n\n\n(GIF.)\n\nSelect a vertex, and do [CTRL}+[RMB] in a situation where there is a valid snap position for it. (I used Surface snap with a surface behind it.)\n\nTest File:\n[#89647.blend](T89647.blend)",
"Vertex Paint bug with Falloff Angle\nBroken: 2.79.x, Win32 & Mac\n\nSee video below.\n\nTo reproduce, set Falloff Angle to 45, and paint (one continuous stroke)\nwith the brush radius approximately equal to the object.\n\nAll by default (2D Falloff and Accumulate is OFF).\n\n[vertex-paint-falloff-angle-bug.blend](vertex-paint-falloff-angle-bug.blend)\n\n---\n\nSmall brush size is ok:\n\n\nIncreased size produces artifacts:\n\n\n---\n\n[vertex-paint-falloff-angle-bug.mp4](vertex-paint-falloff-angle-bug.mp4)"
] | [
"skin modifier issue\nOperating system: Windows 10\nGraphics card: GTX970\n\nBroken: 2.80, 2018-12-03\nWorked: 2.79\n\nwhen using subdivision surface on a edge and then applying the skin modifier, the generated vertices don't have the correct radius (radius is 0). tried the equalize radii button.\n\n\n*issue (right) next to expected result*",
"Skin modifier not working if applied after subsurf\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.8 26d5a362ed\n\nWorked: 2.79b\n\nStacking skin modifier after subsurf modifier creating weird results.\n\n\n 1. Add a cube\n 2. Merge all vertices in edit mode to one\n 3. Create an L shape by extruding\n 4. Add Skin modifier\n 5. Add Subsurf modifier\n 6. Move subsurf modifier on top\n\n[Bug1.mp4](Bug1.mp4)\n\n\n\n\n\n"
] |
[CYCLES] Shadow catcher is not transparent in the viewport
{[F7674956](shadowcatcherHDR.blend)}{[F7674678](https://archive.blender.org/developer/F7674678/Capture.PNG)}Operating system: Windows 10
Graphics card: GTX 1080ti, Nvidia Driver 431.60
16 GO DDR3 RAM
Intel Core i7 4790k
Broken: 2.8
Worked: (optional)
The shadow catcher cuts a hole in the viewport, we can't see the background image. | [
"Invisible color picker in the preferences menu\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\n\n**Short description of error**\nDepending on your position in the preferences menu the colour picker becomes invisible\n\nDepending on your position in the themes menu (preferences/themes), the colour picker may be above or under the setting you want to change, but there is a specific position in which the colour picker becomes invisible. This bug only occurs if there are multiple settings above, at least one submenu open and you edit one of the settings in the middle. E.g. \"Inner\" and \"Inner selected\" in the user interface section. The colour picker is not only invisible but also not functioning. The \"RGB\" and \"HSV\" sliders work as well as the \"HEX\" section.\nClosing the picker and scrolling down the page, only by a single line (up or down) fixes the glitch, also resizing the window works. \n\nBased on the default startup\n\n",
"2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. ",
"Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.",
"Reference/background images hide additional information in the Properties Editor\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\n\nReference/background images hide additional information in the Properties Editor\n\n- Add > Image > Reference / Background\n- observe the Image panel in the Properties Editor\n\n- compare with the Image panel in the Image Editor\n\n\n",
"Particle hair with density influenced by texture is (partially) invisible with cycles CUDA backend\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 up to latest (version: 3.3.0 Alpha)\nWorked: 2.9.3 (from memory since these blend files can no longer be opened)\n\nThe particle hair in the given example file does not show up properly when switching to rendered preview using GPU compute and CUDA specifically. Switching to Optix, or CPU render makes the hair appear shaded. With not showing up properly I mean that the grid lines behind the hair does get obscured (only very faintly visible in the screenshots), but they are clearly not shaded. Disabling texture density influence also makes the hair appear in the GPU compute and CUDA combination.\n\nI understand that the particle system is deprecated, but figured I might as well report this issue so it does hopefully not occur in the replacement.\n\n 1. Open the attached blend file. \n\n [hair_invisible.blend](hair_invisible.blend)\n 2. Make sure that CUDA is used as the GPU compute backend, and that the device is set to GPU compute.\n 3. Switch to rendered view.\n 4. Observe that the hair is only obscuring the grid lines, but not shaded. Next there are several possibilities.\n\n 5. Switch to CPU backend for cycles and observe that the hair appears.\n 7. Or, disable texture density influence and observe that the hair appears.\n\n 8. Reduce the children to 23 and observe that some part of the hair appears within some bounding box. Further reducing the children makes it appear and disappear occasionally until everything appears (as above) at 9 children.\n\n",
"Topbar glitch when the Status Bar is hidden due to the process bar display\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\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: 2.81a, 2.82a, 2.83.0, 2.90, 2.93.3, 3.1.0\nWorked: not found\n\nIf the Status Bar is hidden, when you invoke a process that displays a progress bar, it causes a glitch.\n\nThis has something to do with the fact that the *arena* is divided into *regions*, so for example,\nthis works fine when `template_running_jobs()` is moved from `draw_right()` to `draw_left()`.\n\n\n- Hide the Status Bar\n- Press F12\n\n{[F8577145](topbar-glitch.png), size=full}\n\n[topbar-glitch.mov](topbar-glitch.mov)\n\n\n- Hide the Status Bar\n- Invoke the File Browser with File > Import or Add > Image > Background.\n\n{[F10340167](bug.mp4), layout=link}",
"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",
"Camera Background image is appearing greyish in 3D Viewport \nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080Ti\n\n**Blender Version** 3.2.1\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac9e\nWorked: \n\nCamera Background image is appearing greyish in deep black area in 3D Viewport but showing completely normal in Image editor section and renders. \nEven after turning on \"View as Render\", problem is still there.\n \nOpen the attached blend file.[Blender BG Bug Report.blend](Blender_BG_Bug_Report.blend)",
"Grease pencil stroke partially invisible until mouse-up\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhile drawing in the attached scene the stroke is only partially visible. The full line becomes visible only on mouse-up\n\n* open the attached .blend\n* draw over the area with the 3d geometry behind it, only part of the line will show until you end the stroke (see video below)\n\nScreen recording of the problem: Jehz9YAXmE0\n\nBlend file: [gpdrawbug.blend](gpdrawbug.blend)\n\n",
"3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n",
"Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n \n\nCPU:\n\n\nCPU+GPU:\n\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n",
"Empty Images react with Viewport World Opacity\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.83.8 through 2.93 master.\nWorked: version: 2.82a\n\nThere is a problem in EEVEE where Empty Images Depth set to \"Back\" will also draw them behind the world HDRI background. So the Image will fade into the background when changing the Viewport Shadings World Opacity.\n\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\n\n",
"Film Exposure Affects Shadow Catcher Pass Environment\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3080 Ti\n\nBroken: 3.5.1\nWorked: Unsure\n\nChanging \"Film -> Exposure\" with \"Film -> Transparent\" affects background of Shadow Catcher Pass. Effect on compositing is that the composite gets an additional darkening in \"transparent\" areas from multiplying Shadow Catcher pass.\n\n1. Switch to Cycles.\n2. Create plane under default Cube.\n3. Set the plane to be a Shadow Catcher.\n4. Enable Shadow Catcher pass in render layers.\n5. Change Film->Exposure on render tab to something less than 1.0.\n6. Turn on \"Transparent\" in render tab.\nRender and check Shadow Catcher (not noisy one) pass: areas that are \"transparent\" (not covered by the default cube or the shadow catcher plane) should be 1.0 but will be more or less equal to the Exposure value set.\n\nI believe this is incorrect: multiplying this shadow catcher pass over an already-exposure-compensated rendered image will cause an additional darkening affect in areas where the shadow catcher isn't present in the view.\n\nAttached JPG shows a scene where the shadow catcher plane ends, and the transparent world exists beyond. The shadow catcher is correctly at 1.0 where there aren't any shadows, but the world background is .75 which is what the Exposure value was set to be.\n\n",
"Artifacts around shadow catcher object\nOperating system: Win 10 PRO 19041.1348\nGraphics card: GTX 1080\n\nBroken: Official 3.0\nWorked: 2.9 lts\n\n{[F12718649](image.png),size = full}\n[头图制作B.blend](头图制作B.blend)\n\nLine is faintly visible at Y=472px height.\n\nThis doesn't happen when Denoise node Prefilter is set to Accurate, but when opening older files, Fast option is used by default.\n",
"Shadow catcher causes artifacts in PNG exports with denoising\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon 535\n\nBroken: 3.1.0\n\n\nIn Cycles, rendering a scene with transparent world background and shadow being projected into a shadow catcher causes a ring of pixels with very little opacity to be created around the render's edges when exporting it as a PNG. These artifacts go away when re-rendering the scene with the shadow catcher turned back into a normal plane.\n\nI'm aware of #93865 (Artifacts around shadow catcher object) but created this one because it wasn't clear to me if this was the same issue, as that one seems to be considered a property of the 'Fast' denoiser. These artifacts were recorded on the 'Accurate' one.\n\n- In Cycles, make the world background transparent\n- Move the default cube slightly up and add a plane, scale it up a bit. \n- Point the camera so that your render captures the cube projecting a shadow into the plane, but still has the transparent world background showing around the edges\n- Turn the plane into a shadow catcher and render the scene with denoising on. Export it as a PNG; color depth and compression don't affect this issue.\n- Save the render and open it in Krita (other image editing applications may have the following feature too)\n- On the Select menu, use Select Opaque to highlight all pixels with some opacity. You will notice pixels very close to the image border all around the edges. These are normally invisible, being of very low alpha, but if you stack many renders produced like this they will be revealed as being grayscale.\n- Now, change nothing else, but turn the shadow catcher into a normal plane. Render the scene again, save it with the same settings. The ring of noise around the image edges will have disappeared.\n\nScreenshot of Krita showing the opaque pixels on a normal render:\n\n\n\nOpaque pixels on the same scene rendered with the plane made into a shadow catcher and denoising set to Accurate. Note the barely visible artifacts selected around the plane and image edge. These can be observed no matter what shape the render output takes.\n\n\n\nAnd now the same scene, denoising turned off. No ring around the edges.\n\n\n\nBlender file used for the renders above: [democatcherbug.blend](democatcherbug.blend)"
] | [
"cycles set camera backgroud, plane with alpha textures not work, shows checker but should show transparency\nOperating system: Windows\nGraphics card: nvidia \n\n{[F7619319](untitled.blend)}1060\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Background images are obstructed by invisible geometry.\nOperating system: Windows-10-10.0.14393 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.13521 Core Profile Context 24.20.11021.1000\n\n\nBroken: version: 2.80 (sub 74)\nWorked: version 2.79b (official release)\n\n\nObjects that are invisible to the camera in Cycles nontheless obstruct background image visibillity.\n\n- Enter Camera view in the default scene\n- Add a background image in the camera properties (set to back)\n- select default cube\n- disable camera ray visibility in the object properties\n- enable transparency in the film tab\n- enter rendered viewport mode\n- the area occupied by the cube is not showing the background image, but the world background (or the transparency checker pattern if transparency is enabled in the film tab)\n\n"
] |
Theme - Green Grids and Outlines
Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18
Broken: version: 2.92.0 Alpha
Also in 2.91 Beta
Worked: 2.90
I hope pictures are self explanatory


 | [
"Fill limited and unuspported GPUs list\nAfter [D5955: GPU: Platform Support Level](D5955) we have a mechanism to show one-time warnings for some GPUs on startup.\n\nHowever we still need to fill in this list. #61936 (EOL GPU problems tracking report) provides a starting point, along with other reported bugs. It may be most reliable to test for the driver version when possible, since often the bugs are in the driver, and old cards don't work with new drivers.\n\nWe will need to parse the driver version which can get tricky, need to look at a lot of OpenGL strings to figure out the patterns.\n\n- [x] Intel Windows\n- [x] Intel Linux (no known issues with OpenGL 3.3 drivers I believe)\n- [ ] AMD Windows\n**Latest GCN 1st gen drivers: 19.Q3.1 (pro), Adrenalin 2019 Edition 19.9.3** Latest Terascale 3 drivers: 15.201.2401.1010 (pro), 16.2.1, 15.7.1\n** Warn for driver version 16 and older. Or 18 and older?\n- [ ] AMD Linux\n** No obvious way to distinguish between Terascale and GCN. Maybe just don't warn as drivers are still being maintained for both.\n- [ ] NVIDIA: official driver\n**Latest driver for GTX 2xx: 342.01** Latest driver for NVIDIA Quadro Tesla: R340 U14 (342.00)\n** Warn for 341 and lower.\n- [ ] NVIDIA: nouveau driver unsupported\n** Always warn.\n- [ ] macOS\n** Test if operating system is 10.12 or newer.",
"Modifier sub-panel drawn over selection outline\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.0 Alpha\n\nThis is just a visual bug and nothing serious, but I wanted to point out that the sub-panel background is drawn on top of the selected modifier outline, which causes it to look broken up when expanded. This is visible but not obvious in the default theme, but very obvious in custom themes where the sub-background alpha is set to 1. \n\n\n\n1. Add a Bevel or Subdiv modifier\n2. Expand a sub-panel \n3. Set the properties editor Sub Background theme color to an alpha of 1 \n\n",
"Node Panels Polishing\n- [ ] Support A to expand/collapse panels.\n- [ ] Support Ctrl+click to isolate panel.\n- [ ] Support dragging all panels to collapse/expand them.\n- [ ] Use the horizontal padding vertically:\n\nBefore:\n\n\n\nAfter:\n\n\n\n---\n\n- [ ] Don't space out socketes when hiding the node\n\n\n- [ ] Bug, hide panel when all its sockets are hidden with Ctrl+H\n\n",
"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",
"UI BUG: Icons in the property editor \"flicker\" when you hover them or click on them\nOperating system: Windows 10, 64 bits\nGraphics card: Geforce 1080 8gb, Geforce 1070 8gb\n\nBroken: blender-2.90.0-874af5301cdf-windows64\nWorked: 2.83.0 LTS\n\n\nIcons in the property editor annoyingly flicker, they change border thickness 1-2 pixels upon hovering over or clicking on them.\n\nThin:\n\n\nThen they get thicker:\n\n\nIt's very visible if you use Icon border settings in your theme and many monochrome themes dop use that setting, because not everyone wants to see distracting rainbow colors in their UI.\n\n\nGo to Blender Preference, Themes.\nOpen Icon colors tab and set icon border to 1.\nEssentially use any bright theme as it is very visible when your theme is bright and icons have borders.\n\n\nHover over icons in the property editor, see the flickering.\n\nHere's the video of the bug:\n\n[2020-06-22 01-18-44.mp4](2020-06-22_01-18-44.mp4)\n\n\n",
"Texture Paint: Wrong active Texture Slot\nOperating system:win10\nGraphics card:GTX 740m\n\nBroken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, build date: 2021-02-25, 09:31:14, hash: 02948a2cab\n\nVpqy7BmMKaA\n\n- Open attached file or:\n - Go to \"texture painting mode\" (in default workspace)・\n - Create 2 base color textures\n - Open Shader Editor\n- In the Shader Editor, select non -active texture (\"Material Base Color 2\")\n- in the View 3D, paint texture\n- Nothing happen in visual.\n- The other texture slot is changed instead of current active texture.\n[tex_slot_problem.blend](tex_slot_problem.blend)\n\n",
"Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur",
"Grease Pencil problem in drawing short lines\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.83 (sub 10)\n\nThere is a problem with drawing short lines in this version\n\nDraw a very short line and then zoom in on it\n",
"Interface. Sculpt mode, checkbox title not react to click\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: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n",
"Retopology Overlay Color Location\nA user noted that the overlay can be difficult to see when using random object colors: 15\n\nOne solution would be to move the color from the theme to the workspace, and expose it in the overlays popover.\nI think that just exposing the color isn't enough, because editing a preference outside of the preferences window does not autosave.\nMeaning that if you change the color in the popover, save your project, and restart Blender, the color would be back to default.",
"UI: sidebar tabs look for region overlap editors\nFor 3.0 we now have panels thinner than the area in which they are drawn. \nWhile this looks nice in most situations it's not the case for the category tabs in editors where region overlap is active, where they look arguably worse than before since there is now a visible gap between them and the panels.\n\nThis is he current look in 3.0 *(left is 3D viewport which has region overlap on, right is node editor which doesn't)*:\n\n\n---\nThese are some short-term possible solutions that I've tried, but there might be others:\n\n1. Draw all the tabs fully rounded and change the theme accordingly:\n * Possible theme change A\n```\n {F11800641}\n```\n * Possible theme change B\n```\n {F11800643}\n```\n\n\n2. Force no background and fully rounded tabs for overlap regions, keep the current look for the other ones *(this doesn't require theme changes)* [P2595](P2595.txt):\n \n\n\n3. Mix between 1 and 2, fully rounded tabs for all the editors and completely remove `tab_background` from the theme options *(would probably require updates to the themes)*\n\n\n4. Restore 2.93 look with full width panels for overlap region, keep the current look for the other ones [D12971](D12971):\n \n\n---\nWhile all the options proposed have their disadvantages, I'd personally go for option 2, until a better solution is found for the future.\nIMHO it looks fairly nice, it's not intrusive code-wise, and it doesn't require changes to any of the default or community themes, so it could be applied to 3.0 without further complications.",
"Black artifacts on smooth surface in 2.79 64bit daily build\nOperating system: Windows 10\nGraphics card: RTX 2080Ti\n\nBroken: blender-2.79.0-git.d7cecc2ba3f6-windows64\nWorked: 2.79b\n\n\nThe software renders black artifacts on a smooth surface. This happens both in the rendered preview and in the final render. Artifacts disappear when smooth is not applied.\n\n\n\n\n\n\n\nJust go in rendered preview mode in the editor, or just F12 to see the artifacts in the render.\n\n[bug report.7z](bug_report.7z)",
"Support socket icons in the Group Sockets Input/Output type enum\n{[F10225900](image.png), size=full} (crude mockup)\n\nThe issue is that the socket colors are not icons, but maybe they should/could.",
"Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n",
"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\n\nclear falloff ok in gimp:\n\n\nblender 2.8\nWindows 7 \n\n\n"
] | [
"MacOS lines that should be thick are green instead\nOperating system: macOS 10.15.7\nGraphics card: Radeon Pro Vega 20 4 GB & Intel UHD Graphics 630 1536 MB\n\nBroken: \n2.91.0 Alpha, 48c48a22e04 downloaded from Blender.org\n2.91.0 Alpha, master, built from source (clean build), b2e067d98ccf\n\nWorked: 2.90.1, 3e85bb34d0d7 downloaded from Blender.org\n\n\n\n\n\n\n\nIn user preferences choose thick lines."
] |
(undo and redo) get very slow when useing big texture size in view port
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72
Broken: version: 2.92.0
[(undo and redo more than one step) get very slow when useing big texture size in view port, this was not hapen in 2.91]
[insert 4 or 5 (8k) texture image as a plane and try to move any object 2 or more times and undo, it will be very slow]
| [
"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",
"Image scale is reset after rendering in background mode\nOperating system: Windows 10\n\nBroken: 2.91.2\n\n\nI am starting Blender from command line in background mode (-b) and execute a Python script which does the following:\n* Load an image\n* Scale the image\n* Render with Cycles\n\nAfter the rendering is done, *it is as if the image scaling never happened.* The image is back to its original size, and if I save it, it is identical to the original unscaled image.\nSo it looks like somewhere during bpy.ops.render.render(), the changes to the image are undone.\n\n*This only happens when Blender is started in background mode.* If started without -b argument, the problem does not occur.\n\n\nDownload this test image: \n\nRun Blender from command line with the following command. Replace path to Blender executable and path to the test.jpg image with the correct paths for your machine, i.e. replace the following strings:\n* `\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\"`\n* `C:\\Users\\Simon\\Downloads\\test.jpg`\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\" --factory-startup --addons \"io_import_images_as_planes\" -b --engine CYCLES --python-expr \"import bpy; import bpy_extras; image = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False); print('original size:', image.size[:]); image.scale(99, 99); print('before render:', image.size[:]); bpy.ops.render.render(); print('after render:', image.size[:]);\"\n```\n\n**With -b flag**\n\nBlender will print a log like this:\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\" --factory-startup --addons \"io_import_images_as_planes\" -b --engine CYCLES --python-expr \"import bpy; import bpy_extras; image = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False); print('original size:', image.size[:]); image.scale(99, 99); print('before render:', image.size[:]); bpy.ops.render.render(); print('after render:', image.size[:]);\"\nBlender 2.91.2 (hash 5be9ef417703 built 2021-01-19 16:25:50)\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\python\noriginal size: (712, 400)\nbefore render: (99, 99)\nFra:1 Mem:47.08M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Cube\nFra:1 Mem:47.09M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Initializing\nFra:1 Mem:46.97M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Waiting for render to start\nFra:1 Mem:47.00M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Loading render kernels (may take a few minutes the first time)\n\n[... cut out unimportant output ...]\n\nFra:1 Mem:49.34M (Peak 50.97M) | Time:00:09.92 | Remaining:00:00.01 | Mem:2.09M, Peak:3.57M | Scene, View Layer | Rendered 505/510 Tiles\nFra:1 Mem:49.23M (Peak 50.97M) | Time:00:09.92 | Remaining:00:00.01 | Mem:1.98M, Peak:3.57M | Scene, View Layer | Rendered 506/510 Tiles\nFra:1 Mem:49.12M (Peak 50.97M) | Time:00:09.93 | Remaining:00:00.00 | Mem:1.87M, Peak:3.57M | Scene, View Layer | Rendered 507/510 Tiles\nFra:1 Mem:49.01M (Peak 50.97M) | Time:00:09.94 | Remaining:00:00.00 | Mem:1.76M, Peak:3.57M | Scene, View Layer | Rendered 508/510 Tiles\nFra:1 Mem:48.90M (Peak 50.97M) | Time:00:09.95 | Remaining:00:00.00 | Mem:1.65M, Peak:3.57M | Scene, View Layer | Rendered 509/510 Tiles, Sample 128/128\nFra:1 Mem:48.78M (Peak 50.97M) | Time:00:09.96 | Mem:1.53M, Peak:3.57M | Scene, View Layer | Rendered 510/510 Tiles\nFra:1 Mem:48.78M (Peak 50.97M) | Time:00:09.96 | Mem:1.53M, Peak:3.57M | Scene, View Layer | Finished\nFra:1 Mem:47.17M (Peak 50.97M) | Time:00:09.96 | Sce: Scene Ve:0 Fa:0 La:0\nafter render: (712, 400)\n\nBlender quit\n```\n\nYou can see that the image is loaded, the original size (712, 400) is printed, then after scaling and before rendering, the correct new size (99, 99) is printed, and then again after rendering, the old and now incorrect size (712, 400) is printed.\n\n**Without -b flag**\n\nWhen run without -b flag, we get the following output where Blender behaves correctly:\n\n```\nC:\\Users\\Simon>\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\" --factory-startup --addons \"io_import_images_as_planes\" --engine CYCLES --python-expr \"import bpy; import bpy_extras; image = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False); print('original size:', image.size[:]); image.scale(99, 99); print('before render:', image.size[:]); bpy.ops.render.render(); print('after render:', image.size[:]);\"\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\python\noriginal size: (712, 400)\nbefore render: (99, 99)\nafter render: (99, 99)\n```\n\n**The script in more legible form**\n\nHere's the script that is passed to --python-expr, expanded to be more legible:\n\n```\nimport bpy\nimport bpy_extras\n\nimage = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False)\nprint('original size:', image.size[:])\n\nimage.scale(99, 99)\n\nprint('before render:', image.size[:])\nbpy.ops.render.render()\nprint('after render:', image.size[:])\n```",
"DrawManager: Threading for ibo.fdots_nor/hq\nCurrently done in finish with comment that it is faster.\nWe should benchmark when it is faster and document this with the code.\nOr change it to use threading.\n\nIt could be faster, but can stall other batches.\n\nThe comment was written before the previous optimization that supports better batching. I don't see why the current structure would be faster than implementing it with poly looping.\nFile: `draw_cache_extract_mesh.c` section `Extract Facedots Normal and edit flag`.\n",
"compositor performance issue when larger empty area surrounding the image\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: much faster in 2.93\n\ncompositor performance is severely degraded if there is a larger empty area surrounding the pixels. Also becomes more and more sluggish the longer it plays back, despite it only updating a single image block. Task manager doesn't show any increase in memory usage as it becomes slower.\n\n<video src=\"attachment\" controls></video>\n\nGet an image sequence to playback in the compositor's backdrop, either with a image sequence node, or by updating a single image via python and calling render.render to force the playhead to wait for the compositor to finish calculating. Try playing back with the compositor contracted and expanded. See video for demonstration.\n\nIssue affects the tiled, full frame, and gpu compositor modes. Also happens when experimental compositor is disabled completely in the preferences.\n\nExample video attached.\n\n",
"Viewport: Texture limit size generates artifacts during painting\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nWhen limit size is lesser than the actual image size, this will result in artifacts at paint region.\n\n- Open attached file\n- Change Texture limit size to 2k or less (`Edit > Preferences > Viewport > Textures > Limit size`\n- Paint the plane.\n",
"Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!",
"Undoing using undo history in sulpt rendered mode won't work.\nOperating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 3.0.0 Alpha\n\nUndoing using undo history in sculpt rendered mode doesn't work. This doesn't seem to be a problem in workbench i.e in solid and wireframe mode, bug only happens in rendered and material preview mode. In both cycles and evee \n\n1) Open default startup file.\n2)Go to sculpt mode\n3)Switch to rendered mode\n4)Make any number of brush strokes\n5)Undo to any step after the 'Original' step for example to the 'Sculpt Mode' step.\n\nIt is important that the undo history menu is used as opposed to ctrl+Z, even if you undo only one step back with the undo history menu. Also note that if you make any edits in edit mode before entering sculpt mode and making edits there and then undo back to edit mode everything looks the way it should but if you then redo to sculpt mode the same problem appears\n\n[#88330.webm](T88330.webm)",
"Very slow rendering on RTX 3080!\nOperating system: windows 11\nGraphics card: RXT 3080 (Gainward RTX 3080 Chasing Wind)\n\nBroken: 3.4.1; 3.4; 3.3.1\nWorked: Works on the vega 11 video card built into the processor, also works stably on the CPU. Works on RTX 3080 graphics card with driver 497.29 on all blender versions\n\nAt times while working in the blender program, I encounter absurdly long render times for one frame: oB4BJ5L.png (shreenshot).\n\nI ran render tests on different driver versions (527.56, 522.30, 526.86, 497.29). In all versions of the drivers, after some time, performance dropped hundreds of times, except for driver 497.29. It works stably. Also tests were carried out on blender versions 3.3, 3.4, 3.4.1.\n\nIt would seem that the problem is solved, you can simply install the 497.29 driver and work stably on it, but this is not so. Only blender works on this driver version, other programs crash and require drivers of at least 520. Regardless of the driver version, the video card is always loaded at 100%\n\nI've done some testing and may have found what's wrong. I made a scene with several cubes, a volume and a strong light source, and also set a large sample size.\nResults:\n497.29 driver - 4 minutes 12 seconds (806 MB of video memory used)\n527.56 driver - 3 minutes 45 seconds (806 MB of video memory used)\nAt the same time, the viewport works quickly and responsively in the cycles render mode. Just like I planned\nI also ran a test with a complex scene and then everything got much worse:\n497.29 driver - 22 minutes 51 seconds (8775 MB VRAM used)\n527.56 driver - 35 minutes 37 seconds (8775 MB of video memory used)\nThe viewport is quite buggy and poorly responsive in both versions of the drivers (but this is logical since the scene is complex). In the viewport, the view mode in cycles on the 497.29 driver works as expected - it gradually develops the picture. On the 527.56 driver, cycles almost doesn't work in the cycles view mode (more precisely, it works, but it's even slower than my four-core processor).\nIn render mode 527.56 the driver is unstable. I had to wait 11 minutes for the first sample to load. And I'm still lucky. Sometimes the render time can be 44 hours for a single frame (oB4BJ5L.png)\n\nAs a result, we can come to the conclusion that with the new drivers, the blender is unstable when the video memory is almost completely loaded.\n\nI recorded the workflow of all tests on video in an accelerated version: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link . I advise you to download the video to your computer so that it does not compress when viewed through Google Drive ...\n\n1. Make a complex scene with lots of textures, lots of geometry and use the latest Nvidia drivers.\n2. Engage in scene editing often switching between working scenes\n3. Start rendering the scene at a high resolution and a lot of sampling\nI made a screen recording of the editing process: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link\n.blend: 1MY37OWlYleiusnEbxDuTwIx63F_eQIVK?usp=share_link\n",
"Sculpt Trim tools are very slow\nOperating system: macOS Mojave 10.14.6 \nGraphics card:\n\nBroken: Version 2.91.0 (2.91.0 2020-11-25) & Version 2.92.0 (2.92.0 2020-12-27)\nWorked: n/a\n\n\nUsing Box Trim is very slow. If you use the tool and then switch to another program like a web browser before the task is done, Blender becomes unresponsive and you have to force quit it.\n\nSee video of the slowness.\n\n[boxtrim.mov](boxtrim.mov)",
"PointerProperty in UI slows down extremely\nWindows 10\n\nBlender 2.83.17\n\nCreating a python script that utilizes bpy.props.PointerProperty suddenly slows down when rendered in the UI. This happens proportional to the amount of elements in a custom CollectionProperty in bpy.types.scene.\n\n- Run the script attached\n- You should see a two categories in your 3d viewport.\n- The category UI called \"INT PROPERTY\" has normal behavior and speed.\n- the category UI called \"POINTER PROPERTY\" is extremely slow.\n (change the amount of items in line 161 of the script to slow down even more.)\n\nThis is a simplified version of the problem that occours for a huge addon developed in my company. We have hundreds of items in the bpy.context.scene.CollectionProperty as well as tens of UIs with tens of PointerPropertys. We are running into huge performance problems.\n\n[bug_pointer_property.py](bug_pointer_property.py)",
"DepsGraph: Disabled objects referenced by other disabled object still get evaluated\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 3.0.0 Alpha\n\nIn the below setup, although all mesh objects are disabled, the viewport is still extremely slow because the objects (which have expensive modifiers like Remesh and Boolean) are still evaluated.\n\nThey stop being evaluated only when their grandparent collection (\"coll Root\") is also hidden from the viewport(or deleted).\n\nNote that there are no drivers involved.\n\nFile: [disabled_objects.blend](disabled_objects.blend)\n- Try moving the cube, should see bad performance even though all meshes are disabled. If your PC is too powerful to notice, put a subsurf modifier on the object named \"expensive mesh\", that should make it a lot more expensive.\n- Disable or remove the \"coll Root\" collection, and performance goes back to normal.\n\n[depsgraph_bug-2021-07-02_13.10.41.mp4](depsgraph_bug-2021-07-02_13.10.41.mp4)",
"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)",
"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.",
"Undo Makes Completed Renders Disappear From View Render Window Slots\nOperating system: Windows 10 Build 19043\nGraphics card: Nvidia RTX 3090\n\nBroken: 2.92\nWorked: Can't remember, but I don't recall this happening before\n\nUndo makes completed renders disappear from other slots in the View Render window. Some of them are preserved, but the more you undo, the more disappear from other slots.\n\n1. Load default scene (with the cube)\n2. Render scene\n3. Go to the cube's shader and change its base color\n4. Switch to next unoccupied slot in the View Render window\n5. Render scene\n6. (optional) Repeat steps 3-5 as many times as you like\n7. Go to View Render window and scroll through slots to verify all renders are there (with J key)\n8. Activate undo (ctrl+z)\n9. Go to View Render window and scroll through slots. Some will be missing.\n10. Activate undo again and more will be missing.\n\nThis doesn't seem like intended behavior, and I've replicated this issue on a different machine. Hope this helps!\n\nEdit: I've replicated this issue in 2.91, 2.90 and the latest LTS release. I assume intended behavior is for undo to change the shaders back, but for renders you've completed to remain in their slots.",
"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"
] | [
"Delayed undo in material preview\n{[F10170224](Testing_versions.blend)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\nWorked: (2.91.2)\n\nI've been using 2.83 for the last year and just upgraded to 2.93, I've found this is also a problem in 2.92. I'm sticking with 2.83, but thought I'd report to see if this can be fixed in 2.93 so I can use it in the future, and I couldn't find any topics that were quite the same.\n\nWhen in material preview and in object mode there seems to be a short delay in the undo action 1-3 seconds every time I use it. This only seems to be more of a problem when using multiple textures with an alpha and happens to varying degrees depending on complexity of scene and the amount of different materials. This is not a software breaking problem, but can slow down workflow considerably. \n\nThe textures I'm using are a little unconventional as I want to use the same textures in unity. I don't know if this makes a difference. \nThe textures are :\n1. Albedo/transparency \n2. metalic/smoothness Using an invert node then plugging into the roughness channel \n3. normal open gl 16bit \n\n1. Create at least 3 different materials using different textures\n2. Each textures set (as I've done them) should include these 3 textures (2048x2048\n - Albedo/transparency \n - metalic/smoothness Using an invert node then plugging into the roughness channel \n - normal open gl 16bit \n(will likely be a problem with other alpha transparency texture sets.)\n3. Add them to the default cubes, but shrink down the uv to only be using part of the texture\n4. Duplicate each cube several times moving around the uv mapping so it's slightly different for each cube.\n5. Create 100 or more cubes\n6. This should create an undo delay on all versions newer than 2.91.2 (At least on my system.)\n\n*To reproduce the bug load the file in both 2.83 and 2.93 and change into material preview in viewport shading, then duplicate or move one of the cubes, then hit the undo action. In 2.83 it's instantaneous and in 2.93 there is a 1-2 second delay. It's still workable, but a noticeable difference and gets compounded and more noticeable as the scene gets more complex. even with many more objects and textures 2.83 undo is almost instantaneous but 2.93 is up to 5 seconds. I've never seen it above that, and it's something I can work with, but coming from 2.83 it slows down my workflow enough that I'm forced to keep using 2.83. It's minimal enough that if I hadn't just come from 2.83 I would have just thought my scene was too complex.\n\n*Issue only happens in object mode. Edit mode works as expected.\n\nThis is reproducible in 2.91.2 and 2.92 as well. 2.91.2 undo is instantaneous and 2.92 there is a short delay. So it seems it's possibly due to some change that happened there.\n\n",
"Undo takes several seconds just to move default cube within scene containing panorama if viewport shows 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 456.71\n\nBroken: version: 2.93.2\nBroken: version: 2.93.1\nWorked: It _sometimes_ works ok in 2.83.16, but not consistently\n\nIf a scene has any materials with large textures then it seems that any undo operation can be very slow (several seconds) if the viewport is currently displaying materials, but the same operation will undo instantly if the viewport is flat shaded or wireframe.\n\nEven if the operation (such as grabbing and moving a default, untextured, cube) is unrelated to any materials involving large textures the undo is still very slow.\n\n\n\n- Keep the default cube\n- Add a UV sphere and scale it 100x\n- Create a material shader with nodes for the sphere like:\n\n(Environment Texture)[Color] => [Color](Emission Shader)[Emission] => [Surface](Material Output)\n\n- Associate a large environment map image with the texture node (e.g. 8k)\n\n- Make sure the Viewport Shading mode is set to 'Material Preview'\n- Select the default cube in object mode\n- Press 'g' to grab and move the cube\n- Press Ctrl-Z to undo\n\nThis undo is taking about 2 seconds to complete for me. In my original project I was seeing undo taking between 3-6 seconds.\n\n(I can also attach a minimal .blend file that is based on default/factory settings that reproduces this)\n\nNotably I found that if I follow the same instructions to reproduce this in 2.83 then I didn't initially see any lag with undo, but if I save the file, close blender and then re-open _then_ I would see the same issue.\n\n\n"
] |
Particle Settings Error
Operating system: macOS 12.3.1
Graphics card: AMD Radeon R9 M380 2 GB
processor: 3,2 GHz Intel Core i5 de cuatro núcleos
Broken: Blender 3.1.2
Worked:
I was working to make a toothbrush when at the moment of making the hairs the program closed, it is strange since it only happened with blender and not with cinema
```lines
Process: Blender [947]
Path: /Applications/Blender.app/Contents/MacOS/Blender
Identifier: org.blenderfoundation.blender
Version: 3.1.2 (3.1.2 2022-04-01)
Code Type: X86-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2022-04-20 12:14:01.0434 -0400
OS Version: macOS 12.3.1 (21E258)
Report Version: 12
Anonymous UUID: 9263EADB-DAB4-74B0-598A-03171769E15D
Time Awake Since Boot: 980 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_ARITHMETIC (SIGFPE)
Exception Codes: 0x0000000000000001, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Termination Reason: Namespace SIGNAL, Code 8 Floating point exception: 8
Terminating Process: exc handler [947]
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 AMDRadeonX4000GLDriver 0x126732c60 glrUpdateTexture + 1199
1 libGPUSupportMercury.dylib 0x7ff920d75aed gpusLoadCurrentTextures + 638
2 AMDRadeonX4000GLDriver 0x126702764 gldUpdateDispatch + 243
3 GLEngine 0x7ffa2921a529 gleDoDrawDispatchCoreGL3 + 673
4 GLEngine 0x7ffa291ed043 glDrawElementsInstancedBaseVertex_ACC_GL3Exec + 290
5 libGL.dylib 0x7ffa291223cf glDrawElementsInstancedBaseVertex + 45
6 Blender 0x10af65c76 draw_call_single_do + 470
7 Blender 0x10af652c8 drw_draw_pass_ex + 1384
8 Blender 0x10af64d4f DRW_draw_pass + 31
9 Blender 0x10af95cea workbench_draw_sample + 330
10 Blender 0x10af95ebe workbench_draw_scene + 94
11 Blender 0x10af5a3b9 drw_engines_draw_scene + 185
12 Blender 0x10af596b1 DRW_draw_render_loop_ex + 1441
13 Blender 0x10ba96b5a view3d_main_region_draw + 138
14 Blender 0x10b3585b1 ED_region_do_draw + 337
15 Blender 0x10addc2ed wm_draw_update + 1757
16 Blender 0x10add9810 WM_main + 48
17 Blender 0x10a834f89 main + 873
18 dyld 0x121dce51e start + 462
Thread 1:
0 libsystem_kernel.dylib 0x7ff810e269b6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x7ff810ca87ce _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x7ff810ca8c9d _dispatch_semaphore_wait_slow + 98
3 Blender 0x112bb0c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 Blender 0x112baf6ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
6 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 2:
0 libsystem_kernel.dylib 0x7ff810e269b6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x7ff810ca87ce _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x7ff810ca8c9d _dispatch_semaphore_wait_slow + 98
3 Blender 0x112bb0c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 Blender 0x112baf6ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
6 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 3:
0 libsystem_kernel.dylib 0x7ff810e269b6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x7ff810ca87ce _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x7ff810ca8c9d _dispatch_semaphore_wait_slow + 98
3 Blender 0x112bb0c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 Blender 0x112baf6ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
6 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 4:
0 libsystem_kernel.dylib 0x7ff810e269b6 semaphore_wait_trap + 10
1 libdispatch.dylib 0x7ff810ca87ce _dispatch_sema4_wait + 16
2 libdispatch.dylib 0x7ff810ca8c9d _dispatch_semaphore_wait_slow + 98
3 Blender 0x112bb0c1f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79
4 Blender 0x112baf6ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62
5 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
6 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 5:: AMCP Logging Spool
0 libsystem_kernel.dylib 0x7ff810e269b6 semaphore_wait_trap + 10
1 caulk 0x7ff8199392e0 caulk::mach::semaphore::wait_or_error() + 16
2 caulk 0x7ff819921102 caulk::concurrent::details::worker_thread::run() + 36
3 caulk 0x7ff819920dc6 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41
4 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
5 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 6:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x7ff810e2697a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x7ff810e26ce8 mach_msg + 56
2 CoreAudio 0x7ff812a99d71 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111
3 CoreAudio 0x7ff812924e63 HALC_ProxyIOContext::IOWorkLoop() + 3909
4 CoreAudio 0x7ff812923959 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63
5 CoreAudio 0x7ff812aef7a8 HALB_IOThread::Entry(void*) + 72
6 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
7 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 7:
0 libsystem_kernel.dylib 0x7ff810e26a82 swtch_pri + 10
1 libsystem_pthread.dylib 0x7ff810e60c2f cthread_yield + 11
2 Blender 0x10add508d tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::receive_or_steal_task(long&, long) + 733
3 Blender 0x10adc5a89 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 521
4 Blender 0x10adcf2e5 tbb::internal::market::process(rml::job&) + 53
5 Blender 0x10add003d tbb::internal::rml::private_worker::run() + 173
6 Blender 0x10adcff89 tbb::internal::rml::private_worker::thread_routine(void*) + 9
7 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
8 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 8:
0 libsystem_kernel.dylib 0x7ff810e26a82 swtch_pri + 10
1 libsystem_pthread.dylib 0x7ff810e60c2f cthread_yield + 11
2 Blender 0x10add508d tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::receive_or_steal_task(long&, long) + 733
3 Blender 0x10adc5a89 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 521
4 Blender 0x10adcf2e5 tbb::internal::market::process(rml::job&) + 53
5 Blender 0x10add003d tbb::internal::rml::private_worker::run() + 173
6 Blender 0x10adcff89 tbb::internal::rml::private_worker::thread_routine(void*) + 9
7 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
8 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 9:
0 libsystem_kernel.dylib 0x7ff810e26a82 swtch_pri + 10
1 libsystem_pthread.dylib 0x7ff810e60c2f cthread_yield + 11
2 Blender 0x10add508d tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::receive_or_steal_task(long&, long) + 733
3 Blender 0x10adc5a89 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 521
4 Blender 0x10adcf2e5 tbb::internal::market::process(rml::job&) + 53
5 Blender 0x10add003d tbb::internal::rml::private_worker::run() + 173
6 Blender 0x10adcff89 tbb::internal::rml::private_worker::thread_routine(void*) + 9
7 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
8 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 10:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x7ff810e2697a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x7ff810e26ce8 mach_msg + 56
2 CoreFoundation 0x7ff810f29cdd __CFRunLoopServiceMachPort + 319
3 CoreFoundation 0x7ff810f28368 __CFRunLoopRun + 1276
4 CoreFoundation 0x7ff810f277ac CFRunLoopRunSpecific + 562
5 AppKit 0x7ff813abbf5e _NSEventThread + 132
6 libsystem_pthread.dylib 0x7ff810e634e1 _pthread_start + 125
7 libsystem_pthread.dylib 0x7ff810e5ef6b thread_start + 15
Thread 11:
0 libsystem_pthread.dylib 0x7ff810e5ef48 start_wqthread + 0
Thread 12:
0 libsystem_pthread.dylib 0x7ff810e5ef48 start_wqthread + 0
Thread 13:
0 libsystem_pthread.dylib 0x7ff810e5ef48 start_wqthread + 0
Thread 14:
0 libsystem_pthread.dylib 0x7ff810e5ef48 start_wqthread + 0
Thread 15:
0 libsystem_pthread.dylib 0x7ff810e5ef48 start_wqthread + 0
Thread 0 crashed with X86 Thread State (64-bit):
```
rax: 0x000000000000fa00 rbx: 0x00007f9612fcd4a0 rcx: 0x0000000000000000 rdx: 0x0000000000000000
rdi: 0x00007f9624d52400 rsi: 0x0000000000000000 rbp: 0x00007ff7b5848c40 rsp: 0x00007ff7b5848c10
r8: 0x0000000000000000 r9: 0x000000000000008f r10: 0x00007f9624d52448 r11: 0x0000000000000010
r12: 0x000000000000000f r13: 0x00007f9615289620 r14: 0x00007f9624d52400 r15: 0x00007f961523cae0
rip: 0x0000000126732c60 rfl: 0x0000000000010246 cr2: 0x0000000123b8e000
```
Logical CPU: 2
Error Code: 0x00000000
Trap Number: 0
Thread 0 instruction stream:
00 00 09 fa c1 e6 13 09-d6 09 de 09 ce 31 c0 41 .............1.A
89 45 48 45 89 45 4c 41-89 45 50 41 89 75 54 0f .EHE.ELA.EPA.uT.
57 c0 41 0f 11 45 58 4d-85 ff 74 5c 49 8b 47 10 W.A..EXM..t\I.G.
48 85 c0 74 53 48 8b 18-48 85 db 74 4b 66 41 83 H..tSH..H..tKfA.
```
be 9c 01 00 00 00 49 8b-07 48 8b 40 10 41 8b 4d [email protected]
```
4c 78 10 89 ce c1 ee 10-81 e6 ff 3f 00 00 31 d2 Lx.........?..1.
[48]f7 f6 41 89 45 50 49-8b 47 10 48 8b 40 20 41 H..A.EPI.G.H.@ A <==
89 45 48 48 c1 e8 20 0f-b7 c0 81 e1 00 00 ff ff .EHH.. .........
09 c1 41 89 4d 4c eb 0a-41 c7 45 50 00 00 00 00 ..A.ML..A.EP....
31 db 49 8b 7d 18 48 39-fb 74 3b 48 85 ff 74 15 1.I.}.H9.t;H..t.
4d 8d 7d 18 e8 1f 39 09-00 0f 57 c0 41 0f 11 47 M.}...9...W.A..G
10 41 0f 11 07 48 85 db-74 1c 48 89 df e8 0c 39 .A...H..t.H....9
Binary Images:
0x126700000 - 0x126817fff com.apple.AMDRadeonX4000GLDriver (4.8.15) <82a70cc4-e1c6-3839-9ae9-ca6ad829decd> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver
0x7ff920d6e000 - 0x7ff920d78fff libGPUSupportMercury.dylib (*) <a6f41a87-a451-3ce7-9a3a-ab9282d1d1b3> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib
0x7ffa29127000 - 0x7ffa292b0fff GLEngine (*) <a4643d6b-1680-3258-a641-b26b57e5db00> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine
0x7ffa2911c000 - 0x7ffa29126fff libGL.dylib (*) <7bb2fa9b-7bb1-368d-9456-8f3075014716> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x10a6b6000 - 0x117001fff org.blenderfoundation.blender (3.1.2) <886d906a-93f0-3952-a46f-144e5205f719> /Applications/Blender.app/Contents/MacOS/Blender
0x121dc9000 - 0x121e34fff dyld (*) <dd9e80de-fb3b-349b-96a4-46874ad34d11> /usr/lib/dyld
0x7ff810e25000 - 0x7ff810e5cfff libsystem_kernel.dylib (*) <26a59789-b846-3ed4-96dc-8dbef3c0c8e7> /usr/lib/system/libsystem_kernel.dylib
0x7ff810ca5000 - 0x7ff810cebfff libdispatch.dylib (*) <31d69d55-9895-326c-ad61-621c5ca87314> /usr/lib/system/libdispatch.dylib
0x7ff810e5d000 - 0x7ff810e68fff libsystem_pthread.dylib (*) <2f6c275d-7e14-3d31-a924-e1bb41d2415f> /usr/lib/system/libsystem_pthread.dylib
0x7ff81991f000 - 0x7ff819940fff com.apple.audio.caulk (1.0) <0b849791-3a62-33d1-8cf1-9c612a9d8e18> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk
0x7ff81276b000 - 0x7ff812e9efff com.apple.audio.CoreAudio (5.0) <e432684f-546f-3931-af3e-a0281c23a244> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x7ff810eaa000 - 0x7ff8113abfff com.apple.CoreFoundation (6.9) <743f0cb7-e962-3e42-8653-7bd141129561> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x7ff813910000 - 0x7ff81479dfff com.apple.AppKit (6.9) <92a78ebd-bba5-3f18-a5e1-768c955539d7> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
External Modification Summary:
```
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
```
VM Region Summary:
ReadOnly portion of Libraries: Total=1.1G resident=0K(0%) swapped_out_or_unallocated=1.1G(100%)
Writable regions: Total=395.5M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=395.5M(100%)
```
VIRTUAL REGION
```
REGION TYPE SIZE COUNT (non-coalesced)
**=======**
Accelerate framework 1024K 8
Activity Tracing 256K 1
CG backing stores 4560K 8
CG image 1204K 14
ColorSync 224K 25
CoreAnimation 172K 12
CoreGraphics 16K 3
CoreUI image data 1208K 9
Dispatch continuations 32.0M 1
Foundation 16K 1
Kernel Alloc Once 8K 1
MALLOC 197.3M 92
MALLOC guard page 48K 10
MALLOC_MEDIUM (reserved) 72.0M 1 reserved VM address space (unallocated)
OpenGL GLSL 256K 3
STACK GUARD 64K 16
Stack 19.1M 16
VM_ALLOCATE 54.4M 270
__DATA 98.5M 318
__DATA_CONST 12.5M 186
__DATA_DIRTY 541K 99
__FONT_DATA 4K 1
__GLSLBUILTINS 5176K 1
__LINKEDIT 711.3M 16
__OBJC_RO 82.6M 1
__OBJC_RW 3200K 2
__TEXT 437.2M 331
__UNICODE 592K 1
dyld private memory 1152K 3
mapped file 159.3M 25
shared memory 780K 17
**=======**
TOTAL 1.9G 1492
TOTAL, minus reserved VM space 1.8G 1492
-----------
Full Report
-----------
{"app_name":"Blender","timestamp":"2022-04-20 12:14:02.00 -0400","app_version":"3.1.2","slice_uuid":"886d906a-93f0-3952-a46f-144e5205f719","build_version":"3.1.2 2022-04-01","platform":1,"bundleID":"org.blenderfoundation.blender","share_with_app_devs":1,"is_first_party":0,"bug_type":"309","os_version":"macOS 12.3.1 (21E258)","incident_id":"6787C174-E7EC-43CC-8679-40077C04E619","name":"Blender"}
{
```
"uptime" : 980,
"procLaunch" : "2022-04-20 12:07:01.9940 -0400",
"procRole" : "Foreground",
"version" : 2,
"userID" : 501,
"deployVersion" : 210,
"modelCode" : "iMac17,1",
"procStartAbsTime" : 562463766188,
"coalitionID" : 952,
"osVersion" : {
"train" : "macOS 12.3.1",
"build" : "21E258",
"releaseType" : "User"
},
"captureTime" : "2022-04-20 12:14:01.0434 -0400",
"incident" : "6787C174-E7EC-43CC-8679-40077C04E619",
"bug_type" : "309",
"pid" : 947,
"procExitAbsTime" : 981546862977,
"cpuType" : "X86-64",
"procName" : "Blender",
"procPath" : "\/Applications\/Blender.app\/Contents\/MacOS\/Blender",
"bundleInfo" : {"CFBundleShortVersionString":"3.1.2","CFBundleVersion":"3.1.2 2022-04-01","CFBundleIdentifier":"org.blenderfoundation.blender"},
"storeInfo" : {"deviceIdentifierForVendor":"96A39B9F-9444-5C10-B3DB-09B805493C81","thirdParty":true},
"parentProc" : "launchd",
"parentPid" : 1,
"coalitionName" : "org.blenderfoundation.blender",
"crashReporterKey" : "9263EADB-DAB4-74B0-598A-03171769E15D",
"sip" : "enabled",
"isCorpse" : 1,
"exception" : {"codes":"0x0000000000000001, 0x0000000000000000","rawCodes":[1,0],"type":"EXC_ARITHMETIC","signal":"SIGFPE"},
"termination" : {"flags":0,"code":8,"namespace":"SIGNAL","indicator":"Floating point exception: 8","byProc":"exc handler","byPid":947},
"extMods" : {"caller":{"thread_create":0,"thread_set_state":0,"task_for_pid":0},"system":{"thread_create":0,"thread_set_state":0,"task_for_pid":0},"targeted":{"thread_create":0,"thread_set_state":0,"task_for_pid":0},"warnings":0},
"faultingThread" : 0,
"threads" : 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Based on the default startup or an attached .blend file (as simple as possible). | [
"Hair dynamics stopped working after editing and combing in \"Particle Edit\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.1.0 Alpha\n\nHair dynamics stopped working after editing and combing in \"Particle Edit\"\nPossible duplicates: #91258, #56818\n\n[#93344.blend](T93344.blend)\n\n- Open file\n- Cut hair with Cut brush\n# Comb hair with Comb brush with disabled Preserve Strand Lengths option\n\nSimulation no longer works",
"Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n",
"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",
"Sculpt: crashes when using the Edit Face Set in Delete Geometry mode on an object with 0 faces\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.100.9864\n\nBroken: version: 3.3.0 Alpha\n\nBlender crashes when trying to delete non existing geometry with the Edit Face Set tool\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n1) select the default cube, go to edit mode and delete all vertices\n2) switch to the sculpting tab\n3) select the \"edit face set\" tool and switch the mode to \"Delete Geometry\"\n4) left click anywhere in the viewport and Blender will crash\n\nThere are many things going wrong in sculptmode with faceless meshes.\n\nSee also reports:\n- #86940 (Crash with certain file. Sculpt mode. Vertex color fill + edge.)\n\nAnd (possible but partially abandoned) solutions:\n- [D10851: Fix #86940: sculpt automasking facesets option crashes on meshes without faces](D10851)\n- [D10966: Prevent changing to sculptmode on faceless mesh objects](D10966)\n\n**Stack trace**\n\nblender.exe :0x00007FF603BDA400 sculpt_face_set_edit_invoke\nblender.exe :0x00007FF6033688F0 wm_operator_invoke\nblender.exe :0x00007FF603366280 wm_handler_operator_call\nblender.exe :0x00007FF603367CA0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF603367440 wm_handlers_do_intern\nblender.exe :0x00007FF6033668A0 wm_handlers_do\nblender.exe :0x00007FF603363430 wm_event_do_handlers\nblender.exe :0x00007FF60334D530 WM_main\nblender.exe :0x00007FF602431210 main\nblender.exe :0x00007FF608464500 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF3D887020 BaseThreadInitThunk\nntdll.dll :0x00007FFF3EAE2630 RtlUserThreadStart",
"Regression: Some particles have darker faces\nOperating system: Windows 10 1909\nGraphics card: GTX 1070 512.15\n\nBroken: 3.1 (also 3.1.1 RC)\nWorked: 3.0.1\n\nSome object instances, in a hair particle system, have darker faces\n\n3.0.1\n\n\n3.1 and 3.1.1 RC\n\n\nPress F12 in this test file:\n[Dark Particles.blend](Dark_Particles.blend)",
"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",
"Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n",
"2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault",
"Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n",
"Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)",
"Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n",
"Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006820\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c44\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004984\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c48\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000389c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002d68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002f90\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 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RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)",
"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",
"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"
] | [
"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)"
] |
Group operators cleanup
Some of the old group operators didn't get fully ported to 2.80.
For example, if you ctrl+g the new collection created is nowhere to be seen, maybe these things need change to work better (usability-wise) with collections.
Need more details. | [
"FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\n",
"Changes to a PropertyGroup in the preferences of an addon do not trigger the flag indicating changes to save\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\nUser preferences and add-on preferences are normally auto-saved when Blender exits, and it is triggered when the user modifies preferences data through the UI.\nBut there appears to be a bug that prevents this from happening when the preference data is defined inside of a property group.\n[2020-01-08 16-39-50.mp4](2020-01-08_16-39-50.mp4)\n\n- Install the simplified addon attached - (simple script that adds/draws two preference variables for an add-on: One directly inside of a class derived from `bpy.types.AddonPreferences`, and one inside of a class derived from `bpy.types.PropertyGroup`)\n- In the addon UI, modify any the group preferences - (neither value will be saved on exit)\n- In the addon UI, modify the root preference - (dirty flag or auto-save will be triggered)\nA similar issue occurs when preference values are programmatically altered (auto-save is not triggered), but I'm not sure if this is a bug, or lack of a feature.\n[user_pref_addon.py](user_pref_addon.py)",
"After duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\n\nBroken: `master` branch\nWorked: Don't know if it ever worked\n\nAfter duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\n\n**Steps to Reproduce**\n\nIn a new blender project, add a new collection. Add a cube to the collection. Add a rigidbody to the cube. Verify that playing the simulation causes the object to fall under gravity.\n\nCopy and paste the cube to create a new cube inside the collection. Move the new cube so both are visible. Verify that playing the simulation causes both cubes to fall under gravity.\n\nIn the outliner right-click on the collection and select \"Duplicate Collection\". Move the two new cubes so all four cubes are visible. Run the simulation.\n- The two cubes in the original collection will fall under gravity.\n- The two cubes in the duplicate collection do not move and are not affected by the simulation.\n\n \n\nIt appears the two cubes in the duplicated collection are not added to the RigidBodyWorld collection.\n\n",
"GPU: Design topic for displaying outline for instances\nSee 2 for discussion on devtalk\nWe might have technical reasons, but we don't need to distract users with drawing an outline around each instance.\n\nDesign topic could be should we group the outlines per original object (when using multiple objects to instance) or should we outline the object that creates the instances (eg contains the node group).\n\nPersonally I think we should have a single outline for an object. Not taking into account that it draws instances or not.\n",
"[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\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\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\n\n",
"Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n\n\n",
"Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values",
"Speed of update geometry in viewport down when nodes/modifiers have boolean with empty collection\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nI'm trying to create an addon similar in functionality to mop-boolean modo, where there is a ready-made modifier tree and you only need to transfer objects to the desired collection.\nIf there is an empty collection in nodes/modifiers, the whole process starts to slow down(until u add objects to collections)\n\n1- open file\n2- try move Cube.006 in [D1](D1) collection\n3- delete Cube.013 , Cube.014 , Cube.015 from U2 , [D2](D2) , U3 collections\n4- try move Cube.006 again\n\nif I do this I see how speed dropped by 2 or more times\n\n[Slow_Boolean.blend](Slow_Boolean.blend)\n\n\n\n\n",
"VSE: Some \"Select Grouped\" operators don't work as expected\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 4.0.0 Alpha\nWorked: (unknown)\n\n\nSome of the operators in the VSE's \"Select -> Grouped\" menu have wrong/confusing names or don't behave as expected.\n\n---\n\n`Select -> Grouped -> Effect Type`\n\nDespite the name and the tooltip, this operator does not check the effect type. It only checks whether the strip is an effect or not. Maybe it could be renamed to \"Is Effect\"? Similarly, the vague \"Global Type\" could be renamed to \"Is Sound\".\n\n---\n\n`Select -> Grouped -> Data`\n\nWhen run on a file-based strip, it selects all strips pointing to the same folder rather than to the same file. This may be correct behavior for image sequences, but not for everything else (movies, sounds, single images).\n\nIn the screenshot below, the expectation is that it only adds the second strip to the selection, not the third.\n\n\n---\n\n`Select -> Grouped -> Effect`\n\nGoing by the tooltip (\"Shared effects\"), you'd expect that this operator selects content strips that share an effect strip with the active strip. Instead, it finds the effect *types* linked to the active strip, then selects any other content strips linked to that same effect type.\n\n(So really, this should have been the \"Effect Type\" operator above)\n\nIn the screenshot below, I'd expect that it only adds \"2.png\" to the selection. Instead, it adds all the strips that are affected by an \"Add\" effect.\n\n\n---\n\n`Select -> Grouped -> Effect/Linked`\n\nApart from the tooltip not being very clear, this operator doesn't work at all (simply deselects everything) unless \"Extend\" is enabled in the \"Adjust Last Operation\" panel.",
"Proposal to show empty search results when the text field is empty\nBefore typing, instead of listing all operators, just keep the UI more compact, like so:\n\n{[F8366112](Screenshot_2020-02-24_at_10.59.27.png), size=full}\n\nWhen the user searches, the popup expands:\n\n\n(split out from #74157 (Use menus for operator search & various improvements)).\n",
"Add smart behavior (linking/instanciation) when pasting a collection in the Outliner or the 3DView\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\nBroken: version: 2.81 (sub 4)\nWorked: Never\n\nCopied Collection does not paste correctly in the Outliner \n\nCopy a Collection from the Outliner and Past it in the Outliner - Collection doesn't shown in the 'View Layer' but in 'Orphan Data'\n",
"Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve",
"low instance recursion depth with linked collection\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 528.49\n\nBroken: version: 3.5.1\n\nMaximum instance recursion depth is much lower when linking collections from another blend file, instead of instancing a local collection.\n\n\"maximum instance recursion level reached\" output in console.\nThis results in poor perfomance with only 2 or 3 recursion levels.\n\nDownload level01.blend and level02.blend in the same folder, open level02.blend --> maximum instance recursion level reached\n\nOpen level02-local -> instances work as expected.\n",
"Nodes: Group input values are lost when ungrouping\nOperating system: Linux-5.15.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: Curent main.\nWorked: Never.\n\nParameters are lost when ungrouping a geometry node NodeGroup\n\nUsing the given blend file with a NodeGroup that displays 2 cubes :\n1. Ungroup the NodeGroup.\n2. Parameter (a translation value) is lost (translation is now zero and the 2 cubes overlap).",
"Expose symmetry options for operators that use them in weight paint\nCurrently there are quite a few weight paint operators that use the symmetry/mirror setting under the hood.\n\nThis is great, but we should expose this in the operator settings so that is might be easier for the user to realize that the mirror/symmetry options also influence operators if they are on.\n\nThe new exposed operator settings should use the current symmetry options from the mesh/object.\nBut the user can then see and set the symmetry value manually in the operator if they wish.\nThis can be used to create custom shortcuts/key binds that always has symmetry on or off.\n\nThe operators use `ME_SYMMETRY_X` or `ME_EDIT_VERTEX_GROUPS_X_SYMMETRY` and are in `source/blender/editors/object/object_vgroup.c` and `blender/editors/sculpt_paint/paint_vertex_weight_ops.c`."
] | [
"Collections created with CTRL G do not appear in Outliner View Layer\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nCollections created with CTRL G do not appear in Outliner View Layer\n\n1. Select more than one object\n2. CTRL G to 'Make New Collection'\n3. Observe that this collection is not shown in View Layer of Outliner\n4. Switch Outliner to Blender File\n5. Observe that the new collection IS shown in the Blender File list\n\nLooks like a bug to me?\nThanks\nWayne\n"
] |
The adaptive domain shifts the simulation.
Windows 10, GTX 1050
Blender 2.80 ba1f178c1c8
The adaptive domain shifts the simulation. The simulation is not relative to the object.
2.79

2.8


[290.blend](290.blend)
[280_1.blend](280_1.blend) | [
"Smoke Domain Showing Erratically and Incorrectly\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\nWorked: I think 3.5.1 was working correctly. I tested on 3.3 and had similar problems.\n\nSmoke domains are showing in the viewport rendered view and separately in renders.\n\n\nTest file link: t-Xqh0QbgWyU\n\nSmoke domains with effects set to occur later in the file are showing as textured erratically throughout the timeline. Attached are 3 images from a render showing the problem and 2 images taken from the submitted test file. The 2 images come from the same frame - one is a screen capture of the viewport and the other is a render.\n\nTo replicate simply move through the timeline and the smoke domain will show its texture off and on until the situational, and then will continue to behave erratically.\n\n- I tried re-baking using \"Uni Cache\" instead of OpenVDB, but still with the same problem.\n\n\n\n",
"Wrong teleport behaviour if scene scale is greater than 1.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.3.1\n\nCalling teleport using a scene scale greater than 1 will place the camera in a wrong position whose height is greater than expected\n\n\nPreferences>Navigation>View height = 1.7m (default value)\nSceneProperties>Units>Units Scale = 10 (10x default value)\nAdd a plane, it will act as a ground, scale it to 50x\nAdd a cube (default 2m)\nusing Walk navigation, enable gravity with tab, the camera will stay more or less on the same height as the cube. (1.7m ~ 2.0m), everything works as expected.\nbut, if you teleport to any location on the plane, the new camera position will be the cursor position + 17m on the Z axis instead of 1.7m on the Z axis.\nThe blend file contains a scene with a plane and a cube, all done using scene scale 10.\n\n[Scale10Problem.blend](Scale10Problem.blend)\n\n",
"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\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.",
"Memory spike after setting domain resolution\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\nI'm not sure if this is a bug or something that needs to happen but when you change the resolution of your domain it throttles the memory and goes back to normal.\nHere is the video:\n[2021-07-01 20-04-07.mp4](2021-07-01_20-04-07.mp4)\n\nAdd a fluid modifier to a cube and change the domain resolution. I also set the cache type to resumable and modular.\nThe blend file of my scene:\n[RAM_spike.blend](RAM_spike.blend)\n\n",
"Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve",
"The Principled (transparency=1)/Glass BSDF converge incorrectly when using Multiscatter GGX on non manifold meshes.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nThe Principled (transparency=1)/Glass BSDF converge incorrectly when using Multiscatter GGX on non manifold meshes. This issue is only present with Multiscatter GGX and does not occur with other microfacet distribution models. It also seems to only affect transmission as the Glossy BSDF does not have this issue. Additionally it also seems to only occur in combination with non manifold meshes.\n\nNon manifold mesh:\nGGX+non manifold mesh\n\nMultiscatter GGX+non manifold mesh\n\nThe problem is the sudden incorrect apperance of light in within the red circle in the case of Multiscatter GGX.\n\nManifold mesh:\nGGX+manifold mesh\n\nMultiscatter GGX+manifold mesh\n\nNo problem here.\n\n[Multitest4.blend](Multitest4.blend)\n\nIn this test file the gradient going into the roughness input goes from 0 at the top to 1 at the bottom. There is another hidden manifold cylinder. Unhiding the manifold cylinder shows that this issue does not occur with manifold meshes.\n\nThank you and have a great day!\n",
"Non Uniform Scaling possible when Camera is parented\nOperating system: Win 10\nGraphics card: Geforce 2070\n\nBroken: 2.82-3.2\n\n\nIf you parent a Camera to an Object and scale the parent non uniformly, the Camera View gets scaled and distorted too.\n\n\nCreate an Empty, parent the Camera to an Empty, scale the Empty. The Camera View gets distorted.\n\n[blender_camera_scaling_bug.blend](blender_camera_scaling_bug.blend)",
"Changing the geometry type in the Vertex Weight Proximity modifier disables \"Invert Falloff\" and \"Normalize Weights\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\nWorked: \n\nIn the **Vertex Weight Proximity** modifier if the proximity mode is set to *Geometry*, changing the geometry type between *vertex, edge and face* disables the options *Invert falloff* and/or *Normalize Weights*.\n[bug.mp4](bug.mp4)\n\nAdd an object, add the vertex weight proximity modifier, set the proximity mode to geometry, enable the options normalize weight and invert falloff and change the geometry type between vertex, edge or face.\n[Based on the default startup]\n\n",
"Bug on Rigid Body Simulation when an object is parented to another\nOperating system: Windows 10\nGraphics card: GTX 1060 6G\n\n2.80\n\nBug on Rigid Body Simulation when an object is parented to another\n\nPlease check the video......\n[BL280BUG.mp4](BL280BUG.mp4)\n\nMore, I have some questions on Rigid Body. I want to ask something, coding and algorithm, to the developers who work on it...\nHow can I reach them?\n\nThanks.",
"GN +motion blur =bi-direction\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\n\n\n[Мошкара.blend](Мошкара.blend)\n\n",
"Toggling Autosmooth changes evaluated bbox `obj.bound_box` when SUBSURF mod (using GPU subd) is present\nOperating system: Linux-6.2.0-76060200-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.5.0\nWorked: -\n\nOn a mesh object with a SUBSURF mod active (using GPU Subdivision), the (evaluated) bounding box at `obj.bound_box` will only produce the correct coordinates when `obj.data.use_auto_smooth` is enabled. Otherwise it will be produce the coordinates of the original mesh bounding box, even though the evaluated mesh is clearly smaller, and so the bbox should be too.\n\nThat makes relying on `obj.bound_box` impossible, when working with the bounding box and assuming it represents the evaluated mesh object.\n\nInterestingly, boolean mods don't share this behavior, the bbox created using booleans, works properly with either auto smooth setting.\n\nSee watch?v=KKnWbRL5h7o for demonstration\n\n\n* open the attached blend file\n* toggle Autosmooth and see the bound box change, even though the evaluated mesh displayed does not change at all.\n\n",
"Wrong undo/redo sequence with direct transform change (via Item/transform panel or addon)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\nUndo operation is not working properly with `Copy attributes addon`.\n[refer the video to understand the situation better]\n\n\n**Exact steps to Reproduce the error**\n\n[2021-07-28_13-59-32.mp4](2021-07-28_13-59-32.mp4)\n\n**To reproduce**\n- 0. Make sphere, go to sculpt mode.\n- 1. Draw «1» on sphere\n- 2. Change location via item panel\n- 3. Draw «3» on the sphere\n- 4. Undo actions with {key Ctrl+Z}: undo order is broken\n\n---\n\n**Exact steps to Reproduce the error (Addon Case)**\n\n- Open .blend file\n- Enable Copy attributes addon\n- Select both mesh objects\n- Do {key Ctrl C} -> `Copy Locations`\n- Switch to edit mode\n- Perform some changes to the mesh\n- Switch to object mode\n- Perform undo operation.\n\n[Notice that the undo operation ignores all the steps from edit mode and directly switches the mesh to the initial position]\n\n\n[2021-07-27_13-33-38.mp4](2021-07-27_13-33-38.mp4)\n\nTest File:\n[#90234.blend](T90234.blend)",
"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)",
"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",
"Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n"
] | [
"Quick effects Smoke -Adaptive Domain\nOperating system: Windows 10\nGraphics card: 1070\n\nBroken: Quick effects Smoke -The Adaptive Domain throws the location of the smoke off, which often leads to a crash. Also, the smokes fire doesn't show up in cycles.\n(blender-2.80-ce3475f74794-win64)\nWorked: 2.79\nSimply add quick effects to the default cube, then adaptive domain and also wind to make the displacement more noticeable. Also, the fire no longer shows in cycles which may be related to this issue. Thanks for reading and all your guys work. \n\n",
"Smoke Adaptive Domain not working 2.80\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia GeForce GTX 1080\n\nBroken: 2.80, a205493426b , 2018-12-03 00:27\n\n\n\nTested \"quick smoke\" on the default cube. beginning smoke emits kind of weird when using the \"Adaptive Domain\".\nSmoke being calculated as it should, when turning off the adaptive domain. \n\nScreenshots in the following dropbox link: AABQXhYJMnVh4Lk7UjQHxeFaa?dl=0\n\n\nOn Default Startup :\n- Use \"Quick Smoke\" on startup cube.\n- Turn on adaptive domain\n- play or bake",
"Adaptive domain \nOperating system: Windows7\nGraphics card: Nvidia GeForce Titan X\n\nBroken: 2.80, 0f5b53ba4dc\nWorked: 2.79\n\nEnabling Adaptive domain on a smoke simulation causes erratic behavior of the smoke sim\n\nCreate a box and set as a domain, create a sphere and set as the flow object. Turn on adaptive domain and press Play.",
"smoke flow jitters around flow source when using adaptive domain\nOperating system: windows 10\nGraphics card: nvidia gt970 4gb\n\nBroken: smoke simulation\n\n 2.80 beta 0f5b53ba4dc\n\n\nsmoke simulation jitters around in the domain when adaptive domain is used instead of flowing naturally.\n\nmake a smoke domain from the default cube, and add a new cubemake it smaller and aply the scale. then make it a smoke flow object. set the adaptive domain and bake the sim. on playback/render the smoke moves around the source cube instead of flowing from a fixed position. [smoke test.blend](smoke_test.blend)",
"Smoke Simulation With Adaptive Domain\nOperating system:\nGraphics card:\n\n**Blender Version**[system-info.txt](system-info.txt)\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nSmoke Simulation not working properly when Adaptive Domain is enabled.\n\n- Select any object in the scene\n- Go to Quick Effects menu, and select quick smoke (a box domain should be created)\n- Select the Domain, go to Physics ön the properties, and enable Adaptive Domain.\n- Play the simulation. Just on the begining of the animation, the smoke behaves strange. When you disable that option it simulates good.\n\n[Smoke.blend](Smoke.blend)",
"Bug: Enabling Adaptive Domain causes erratic display of smoke FX\nOperating system: Windows 10 64-bit\nGraphics card: nVidia GeForce GTX 980\n\nBroken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-30 22:29, hash: 0f5b53ba4dc, type: Release\nbuild date: 30/11/2018, 17:16\nWorked: Latest 2.79, and possible a recent 2.8 build from mid-October.\n\nWhen playing back smoke interactively in the viewport, enabling Adaptive Domain in the Smoke Domain settings causes the simulation to jump around erratically.\n\nOpen Blender with factory defaults. Delete the cube.\nCreate a plane (SHIFT-A->Mesh->Plane)\nWith the plane selected, go to the upper left of the viewport, select the Object menu and choose Quick Effects -> Quick Smoke.\nYou can also setup a simple smoke sim yourself, but Quick Smoke is, heh, quicker.\nHit play on the timeline and watch your smoke sim playback.\nWith the domain selected, go to the Physics tab and enable Adaptive Domain.\nRewind and playback the smoke. It should now jitter and slowly fall to where it should be in global space.\n\n\n\n",
"Smoke Simulation (adaptive domain problem)\nOperating system: Windows 10 Profesional 64bit\nGraphics card: NVIDIA GeForce GTX 1050ti\n\nBroken: blender-2.80.0-git.925380050d0-windows64\n\nWorked: (optional)\n\nThere is a problem with smoke simulation with adaptive domain baked in 2.79. When it is opened in Blender 2.80 the adaptiv domain do not work properly. The density and scale are broken. \nI am sorry if it doesn't help. (and my english is bad)\n[smoke ball.blend](smoke_ball.blend)",
"smoke simulation bug\nOperating system: Windows 7\nGraphics card: Nvidia GTX 970\n\nBroken: 2.8 0f5b53ba4dc, \n\nWhen trying to simulate smoke it wiggles up down, to the left, to the right if \"Adaptive resolution\" is on ( like the if domain jumps in every direction and smoke follow the domain)\nafter turning it off, the smoke looks normal.\n\nI set up the simulation scene in 2.7, and opened it in 2.8. all cache was baked.\nalso if to try bake new cache, everything goes the same way.",
"\"Smoke Adaptive Domain\" functioning improperly\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nCPU: Intel® Core™ i7-3770 \n\nBroken: 4b7596ec914e, blender2.8, 2019-01-05 20:52\nWorked: 5bd8ac9, blender2.79, 2017-09-11 10:43\n\n**Short description of the error**: A separate domain, which adapts to the scale of the smoke, is not created. Instead, the original smoke domain resizes itself during the animation, causing the simulated smoke to distort.\n\n**Exact steps to reproduce the error (based on the startup file)**:\n\n - With the default cube selected, open the search menu (F3) and select \"Quick Smoke\".\n \n\n - With the Smoke Domain selected, enable \"Adaptive Domain\", in the Physics panel.\n\n\n - Play the animation.\n\n**Note:** The problem is not exclusive to the \"Quick Smoke\" feature, as it also occurs when the procedure of making a smoke simulation is done manually, that is, by adding an emitter and a domain, and giving them their respective settings in the Physics panel. Additionally, the problem is not mitigated after applying the scale of the domain."
] |
Graphical glitches
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Gallium 0.4 on llvmpipe (LLVM 3.8, 256 bits) VMware, Inc. 3.3 (Core Profile) Mesa 11.2.0 (git-aa91c51)
Broken: version: 3.4.0
| [
"Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ",
"GPencil – Unwanted Dots In Strokes\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nWhen rendering thick lines the lines will have some unwanted transparent dots. Especially if you turn the percentage of the render resolution up to 200%. Take a look at the attached images (in full size) wehre I marked the dots with red circles:\n\n**100% of the standard render resolution** (less unwanted dots)\n\n\n\n**200% of the standard render resolution** (more unwanted dots)\n\n\n\nThis issue might occur on NVIDIA graphics cards only ([see comment from](T80906#1020570) @JSM).\n\n\n[GPencil_Unwanted_Dots_r0.blend](GPencil_Unwanted_Dots_r0.blend)\n\n\nRender the attached .blend file, or:\n\n1. Open Blender and select *2D Animation* on the *Splash Screen*\n2. Draw some thick lines\n3. Turn the percentage of the standard render resolution up to 200%\n4. Render the image and inspect the lines\n\n\n––––––––––––––––––––--\n\nHave fun in the sun! 😁",
"Mesh to Volume intersection artifacts\nOperating system: Ubuntu18x64, Ubuntu20x64, Win8x64.\nGraphics card: Mesa DRI Intel(R) HD Graphics (BYT) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0, 3.1\n\nIntersecting Mesh to Volume produces artifacts (on CPU. GPU not tested).\n\n[volume-intersection.blend](volume-intersection.blend)\n - Open,\n - Run viewport Render Preview on the left side.",
"Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)",
"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",
"Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)",
"VSE: Artifacts in histogram (NVIDIA)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\n\n\nmove the UI region/border and zoom into histogram/chroma vectoroscope/luma waveform and purple artifacts appear. tested on blender 3.5.1, 3.6.1, 4.0a\n\n",
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n",
"Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n\n2) In the material disconnect the alpha socket, now it should look different.\n\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n\nCUDA Only - Fine:\n\nCPU + CUDA - Bugs out:\n\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.",
"The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n\n\n\n\n\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)",
"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)",
"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",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n\n\nThis issue is similar to what was covered in #107394",
"Eevee Incorrect rendering of the volume\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\n"
] | [
"two things: the pivot or arrows are glitched, and I don't know why blender is laggy (a few days ago it wasn't like that)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Gallium 0.4 on llvmpipe (LLVM 3.8, 128 bits) VMware, Inc. 3.3 (Core Profile) Mesa 11.2.0 (git-aa91c51)\n\nBroken: version: 3.6.2\n\nthe pivot or arrows are glitched \n\n\n"
] |
grease pencil layers visibility icon doesn't change to purple when a driver is added
Operating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39
Broken: version: 2.92.0
Worked: (2.91.0)
when I add a driver to the visibility of a grease pencil layer, the icon doesn't change of color and doesn't show the tooltip with the driver expression, but the driver works is just like visually the driver is not added.
1-add a grease pencil object
2-go to layers and right clic the visibility icon of the layer
3-clic add driver, and fill the driver fields
4-test the driver, you will see the driver works but the icon will not change and will look like it has no driver.
| [
"custom brushes icon won't show up is some cases\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nIn some cases the custom icon of the brushes won't load properly. Even by reassigning it it doesn't work.\n\nOpen the attached file and try to assign the accatech custom icon to the active brush (but anykind of image won't load)\n\nThankyou\n\n\n\n[icon.blend](icon.blend)",
"Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).",
"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\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?",
"UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected",
"Dot dash modifier not working with time offset modifier (grease pencil)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\nWorked: not sure\n\nWhen time offset modifier is in the modifier stack before or after dot dash, dot dash has no effects{[F12118899](dot-dash-time-monkey.blend)}\n\nSee attached file\n\n",
"Draw mode - separation in Grease Pencil coping layers that are empty\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nIn Draw mode - separation in Grease Pencil on object coping layers that are empty from old GP_object. This made missunderstanding.\n\n1. Add GP Blank or Stroke\n2. Made 5 or more drawnings, eg. lines on 5 diferent layers\n3. Separate 2 layers to other GP_object to leave 3 layers\n4. Check the Object Data Properites for Stroke1 and Stroke2 after separation - the new Stroke2 have all layes but empty after separation just the 2 layers separated have objects (this is corect) like Stroke1 - no sense to import layers if object from these layers are not separated\n - this made conflict in some way of:\n1whbbc/ GP - move layer betwen objects (by menu and outliner)\n0whbbc/ GP - duplicate layer for stroke by RMB on layer or outliner\n3whbbc/ GP - Draw - Merge Layers by RMB on Stroke layer and outliner\n\nIn other way user should have option to separate with whole layers ot without (as option maybe)\n\n\n",
"Add-On: Material Utilities - Icon Id error\nOperating system: Linux-6.3.5-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.5.1\nWorked: never?\n\nIn certain situations the Material Utils menu will not list a newly created material.\n\n\n1. New scene.\n2. Assign material (with Material Utils menu) *not* having materials properties panel open.\n3. In shading editor, object : Drag and drop texture, hook up to color.\n4. Material Utils fails to list newly created material.\n5. Error message in console:\n```\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\n```\n\nNote: Changing the line to:\n`icon_value = layout.icon(material))`\nfixes the issue for me. fwiw.",
"Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)",
"Grease Pencil: draw pixels don't scale to pixels.\nCurrently grease pencil uses pixels in a very confusing way, since it doesn't actually relate to pixels.\n\nEither:\n\n- The size of a brush should use the current zoom level and use pixels as we do for all other draw tools.\n- We should use blender units for grease pencil brushes.",
"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.",
"GPencil: Modifiers don't work after separate strokes and use hide in outliner [issue with multiuser gpencil objects and modifiers]\nOperating system: Ubuntu 20.04\nGraphics card: Mesa Intel® HD Graphics 620 (KBL GT2\n\nBroken: (2.83.3)\n\n\nThe mirroring of a grease pencil object briefly stops being visible after performing a stroke separation.\n\n1. Boot up Blender's default 2D animation workspace\n2. Draw a stroke on the GP object \"Stroke\"\n3. Add a mirror modifier to the object.\n3. Draw another stroke\n4. Change to edit mode and select the new stroke\n5. separate said stroke with P, creating \"Stroke.001\"\n6. Still on edit mode, click on the 'eye' icon on the outliner to make \"Stroke\" invisible\n7. Click on the eye icon again, the mirroring will have stopped being visible.\n8. Clicking twice on the \"Display modifier on viewport\" button in the modifier tab fixes the issue.\n\n**Status**\nThe \"wrong usercount when separating\" is fixed, see 4251a87bf6, however the underlying issues with multiuser gpencil and modifiers still remains.\nTo reproduce:\n- add a gpencil stroke\n- {key Alt + D} duplicate linked\n- add a Thickness modifier.\n- Hide/Unhide the object in outliner.\n",
"Grease Pencil: various issues\n*Note: this tasks can be split up once we get feedback on issues, for now this is to discuss changes to make.*\n\n----\n\n\n- Brush pixels are not pixels,\n```\nshouldn't we use a meaningful value?\n(pixels or blender units).\n```\n\n- Grease pencil brushes have material pointers which are globally overwritten.\n\n```\nWhen you set a material, all brushes are looped over and have their material values clobbered.\n```\n\n```\nWhy have a material attached to the brush at all? This could be a scene level setting (or at least not stored per-brush).\n```\n\n```\nSee: `BKE_brush_update_material` called by rna `rna_Brush_material_update` when setting any material.\n```\n\n- Grease pencil sculpt uses it's own brush system,\n```\nis there a good reason for this?\n```\n\n```\nSince these brushes are fairly advanced (pressure & curve mapping options)\nwouldn't it be better to use the existing brush system?\n```\n\n *Note: while particle system for eg: has 'simple' brush types like this, grease-pencil sculpt brushes are more advanced and duplicate more of what we have for regular brushes used elsewhere.* \n\n- Grease pencil weight brush seems to have no way to paint a weight value (only add weight).\n\n```\nAs with mesh weight paint we should be able to paint a weight.\n```\n\n- In edit-mode, vertex selection exists but is hidden by default (0.0 opacity).\n\n```\nShouldn't they be visible?\n```\n\n----\n\n### Lower Priority\n\n- Internally grease pencil sculp is called:\n\n - grease pencil edit (`GP_BrushEdit_Settings`, `GP_EditBrush_Data`, `GP_BRUSHEDIT_FLAG_APPLY_UV`)\n\n```\nThis is highly confusing since we have grease pencil edit-mode, can't we rename these `GP_Sculpt*`. ?\n```\n\n - grease pencil paint (`GPENCIL_OT_brush_paint`)\n\n```\nPaint is easily confused with draw, seems this is for sculpt/weight painting.",
"Can't control image transparency\nSystem:\n```\nKernel: 5.4.64-1-MANJARO x86_64 bits: 64 compiler: gcc v: 10.2.0 \nDesktop: GNOME 3.36.6 Distro: Manjaro Linux\n```\nCPU:\n```\nTopology: Dual Core model: Intel Core M-5Y10c bits: 64 type: MT MCP \narch: Broadwell rev: 4 L2 cache: 4096 KiB \nflags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx \nbogomips: 7981 \nSpeed: 798 MHz min/max: 500/2000 MHz Core speeds (MHz): 1: 798 2: 798 \n```\n 3: 798 4: 798 \nGraphics:\n```\nDevice-1: Intel HD Graphics 5300 vendor: Hewlett-Packard driver: i915 \nv: kernel bus ID: 00:02.0 \nDisplay: x11 server: X.org 1.20.8 driver: intel unloaded: modesetting \nresolution: <xdpyinfo missing> \nOpenGL: renderer: Mesa Intel HD Graphics 5300 (BDW GT2) v: 4.6 Mesa 20.1.7 \ndirect render: Yes \n```\n\nBroken: Blender 2.90.0\n\tbuild date: 2020-09-04\n\tbuild time: 21:14:50\n\tbuild commit date: 2020-08-31\n\tbuild commit time: 11:26\n\tbuild hash: 0330d1af29c0\n\tbuild platform: Linux\n\tbuild type: Release\n\nI've also tested on 2.83 from the site, and some appimages i found on github of 2.9 and 2.83 it did not work on any of those.\n\nCan't control transparency of images on this machine, the image keeps the same transparency with every value except 0.0 where it completely disappears.\nI've used blender on a different system (with different hardware and linux distro) and this error does not occur there, just to check I was pressing the right buttons.\nI can control the transparency of the basic cube through Materials>Viewport Display>Color, so it's not problem with transparency in general\n\nSince this only happened on this system I can't give many details I just added a image (background or reference) and tried to control it's transparency\n\nThanks for your time, have a nice day.",
"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)}",
"Grease Pencil - drawing preview ignores canvas settings\nOperating system: Windows 10 Pro 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBroken: 2.83 and 3.5 latest\n\nWhen previewing grease pencil (before pen release), the Stroke Placement settings do not render properly. It looks like the preview is stuck on \"View\" but renders correctly on pen release. In my GIF you can see the strokes clipping, but appear correct after pen release. Can this be fixed? It's easily repro'd and consistent in multiple versions\n\n1. Create basic Mesh.\n2. Create Grease Pencil object above Mesh.\n3. Set Stroke Placement to \"3D Cursor\" or \"Origin\" and set Drawing Plane to anything but View."
] | [
"Color indicating animation status missing from many icon buttons (all defined with emboss=False)\nOperating system:window 10\nGraphics card:GTX1060\n\nBroken:2.92\nWorked: 2.91\n\nCaused by 600fb28b62\n\nYou can for example add keyframes for GP layer visibility, but you can’t see the colors (green=animated, yellow=keyframe etc)\n\n\n**See the video link for more details\nv0ktPrHQyLc\n\nfrom the default startup file:\n- add a shapekey to the default cube\n- add a keyframe to the shapekey `Mute` property\n\n2.91\n\n\n2.92\n"
] |
Sculpt mode update delay.
Operating system: ubunru bionic. realtime audio.
Graphics card: rx480
Broken:[human_female-mannquin22.blend](human_female-mannquin22.blend)
2.8 beta
Worked: (optional)
Mesh sculpt strokes update only after exiting sculpt mode to edit mode and back again.
.In sculpt mode. several separate objects in the workspace. All sculpted and with applied subdiv. each object has a principal bdfs material. and eevee used in the viewport. | [
"Sculpt Mode TODO tasks\nThis task keeps a list of approved tasks related to Sculpt Mode that can be considered as TODOs or missing functionality in the current design.\n\n**Gesture tools**\n\n - Make Hide Box tool use the new sculpt API and gesture operator\n - Face Set Line Gesture\n - Color Fill Gestures\n - Line Trim Gesture\n - Normal Orientation for trimming tools\n - Poly line gestures\n - Mask Gradient Gesture tools\n - Lasso, Line and Poly line hide tools\n\n\n\n**Sculpt Vertex Colors**\n\n - Sculpt vertex colors gradient Tool\n - Combined Color Coords Undo step\n - Pick Sculpt Vertex Color from other object with the sample color operator\n\n\n**Transform tool**\n\n - Transform Tools TODO: #80392\n\n\n\n**Brush tools**\n\n - Expose minimum size and size pressure smoothness for all brushes\n - Implement area normal/center stabilizer \n - Make Grab active vertex grab from original coordinates instead of PBVH deformed coordinates\n - Pinch perpendicular mode for crease\n\n\n\n**Viewport**\n\n - Update matcaps to include a separate specular pass\n - Render Face Sets as contour lines\n\n\n\n**Elastic Deform**\n\n - Pinch elastic deform mode\n - Multi scale twist-scale-pinch for elastic deform\n\n\n\n**Filter tools**\n\n - Support textures in mesh filter\n - Unify filter strength with brush strength \n\n\n\n**Cloth Sculpting**\n\n - Expose solver properties as Sculpt properties (iterations, delta...)\n - Make use collisions options global\n - Implement SDF collisions\n - Implement collisions plasticity\n - Elastic Deform cloth brush\n - Support cloth deformation target with dynamic area in all brushes\n - Support cloth deformation target for the transform tool\n\n\n\n**Boundary brush**\n\n - Split the internal and boundary falloff into two different falloff\n - Let boundary falloff offset be smaller than 1\n\n\n\n**Sculpt Mode options**\n\n - Store radial and tiling symmetry in meshes\n - Enable \"Delay Viewport Updates\" by default\n - Add a separate property to meshes to store if they should use flat/smooth shading in sculpt mode, without modifying their normals\n\n\n\n**Multires**\n\n - Multires Delete Lower\n - Multires refit/rebase\n - Key map changes to support switching up/down subdivisions\n - Hide remeshers and Dyntopo when multires is active\n - Preview the current/total number of subdivisions in the viewport\n - Optimize Unsubdivide dissolve operation when creating the base mesh\n\n\n",
"Support Automasking For Texture Paint\nFor #96225 we need to make the auto-masking options from sculpt mode available for texture painting.",
"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]().",
"Blender 2.8 UI designs (parent task)\nThis is a parent task for all the confirmed UI tasks for Blender 2.8. We are targeting these changes for Blender 2.80. Other UI and tools updates can be added for future releases.\n\nThis list serves as a reference for developers, and is especially important for after the Code Quest has ended. These items are grouped by topic here:\n\n### Tools\n - #55036 Tool System Todo\n - #54858 Command Settings Cleanup\n - #55043 Tool Settings Editor\n - #54885 2.8 UI Tools: Toolbar Ordering\n - #54582 2.8 UI Tools: Tools Design\n - #55039 2.8 UI Tools: Tool Tweaking UI\n - #55027 2.8 UI Tools: Favourites Bar / Specials Menu Design\n - #54950 3D Cursor Design\n - #55386 2.8 UI Tools: Top Bar, Tool Properties & Toolbar Update\n - #54661 Tools Manipulators design\n\n### Asset Manager\n - #54642 Asset Manager UI\n\n### Keymaps\n - (Todo) Input Device-Agnostic Keymap\n - #55162 Blender Default Keymap Changes\n - #54963 Industry Compatible Keymap\n\n### Viewport\n - #54723 Viewport Manipulator Design\n - #54908 Workbench & Shading UI design\n\n### Addons\n - #55407 2.8: Addons UI\n\n### Outliner & Collections\n - #54707 Outliner Collections Interaction Design\n\n### Status Bar\n - #54861 Status Bar Design\n\n### Properties Editor\n - #54951 Properties Editor Design\n - #54862 Multi-Object Properties Editing\n\n### Top Bar & Workspaces\n - (Todo) Workspaces & Mode design\n\n### Default User Experience\n - #54943 Blender 2.8 Defaults\n - #54943 Default Theme\n\n### Other\n - #55353 Multi-Object Edit Mode/Pose Mode/Sculpt Mode UI\n - #54989 FaceMaps Phase 1: bone selection & bone display",
"Geometry Attributes panel in Edit Mode (design pending)\nThis task is going to adding a unified panel for editing attributes of the selected element by value in edit mode. It makes users able to pass arbitrary per-element data to geometry nodes, opening up more possibilities for procedural modeling.\n\nAll data types (int, color etc.) should be supported. \nDomain supports should match selection modes in edit mode (eg. no face corner support for meshes). \n\n## Basic\nAttributes on the active element is listed in the side panel. \nItems are grouped by domain.\n\n\n## Multiple Selection\nfor float types (float, vector, 2d vector): \n* Show a mean value computed from all selected elements. \n* Button offsets values of all selected elements.\nfor other types: \n* If an active element with a matching domain exists, show the value of it.\n* Button only affects the value of the active element.\nFill operators are provided for batch editing. It fills current button value into all selected elements.\n\n",
"Blender 2.8 Design UX\nBlender 2.8 Design UX\n\nThis is a list of all the most potentially polemic design changes already implemented in 2.8, designed or with a fuzzy design.\n\nThe idea is to collect them all here with an associated design task. Followed by the proposed designs to the code quest team and online contributors to get them signed off.\n\nOnce we have this sorted out we produce a document (code.blender.org post) to present all the design changes together.\n\n| Task | Status | Name | Details |\n| ----- | ----- | ----- | ----- |\n| #55039 | Todo | Top bar / command settings | Done. Paint and Sculpt Tool settings need some TLC |\n| #55162 & #54963 | Unknown | Default keymaps / minimal keymap / Switch to 2.7 keymap | Default keymap: Blender 2.8 keymap. Also available: Industry Standard Keymap|\n| None | Decision needed | Viewport presets | |\n| None | Unknown | Wireframe mode / Overlay / X-Ray | Done |\n| #54642 | Todo | Asset manager | Design Done. Implementation pending. |\n| None | Unknown | Multi-engine material pipeline (static overrides? outputs in same nodetre?) | |\n| #54951 | Incomplete | Single column (grid, search, ...) | Make text labels properly aligned. Add Search |\n| #54951 | Done | UI decorators | Done |\n| #54861 | Done | Status bar | Done |\n| None | Done | Tools / active tool / multi-editor | Done. Needs polish. |\n| None | Done | Multi-object editing (add/remove) | Implemented, no design doc |\n| #54707 & #54965 | Todo | Local view / viewport collection visibility | Design done, needs to be implemented |\n| None | Done | Subspace types (e.g., image editor) | Done |\n| #54986 | Done | Viewport navigation manipulator | Done |\n| None | Unknown | Workspaces (save, load, shader, duplicate, settings UI) | Todo |\n| None | Unknown | Look dev \"EEVEE\" settings for Cycles with no UI | |\n| None | Unknown | Per-window depsgraph read-only time decoupling | |\n| None | Incomplete | Scrollbars | Should not increase/decrease based on proximity - instead fade in based on threshold |\n| #54792 | WIP in branch | Dynamic overrides | Fully designed, partially function implementation in branch |\n| #54963 | Todo | Industry standard keymap | Design is mostly done, needs to be implemented |\n| None | Unknown | Alembic bound to collection | |\n| None | Unknown | Cache system (particles) | |\n| None | Done, for now | Pie-menus |We want to add pie menus to more keys |\n| None | Done | Default theme | 'Flatty Dark', but with correct Properties hierarchy |\n| #54949 | Incomplete | Bone selection | Bones need more contrast |\n| None | Done | Grease Pencil UI | Initial UI integration done. Next step is the Tools & Brushes concept |",
"Mesh Optimization Project Progress\n### Committed\n\n- 2b640622ff\n- aa6f0f3d1f\n- deb71cef38\n- 5f749a03ca\n- 44d2479dc3\n- c2fa36999f\n- 496045fc30\n- e4c6da29b2\n- d8b8b4d7e2\n- bcefce33f2\n- 8a1860bd9a\n- 6bef255904\n- 174ed69c1b\n- b3f0dc2907\n- 513f566b40\n- 2d60c496a2\n- 27da305a40\n- 51568030e9\n- b5542c1ea4\n- 2d4ec90497\n- 4f9ef65dac\n- 04313f1bb5\n- 0f201049b4\n- f9c9e000ca\n- 1b4d5c7a35\n- 25c2875e0f (depending on 8839b4c32a)\n- 178086d581\n- 4ba06ad0a8\n- 39b2a7bb7e\n- 399b6ec76c\n\n### Differentials\n\n*Remove once committed.*\n\n- [D11294: DrawManager: Use threading for ibo.fdots_nor/hq](D11294)\n- [D11969: Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM' - Second solution](D11969)\n",
"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",
"Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)",
"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).",
"Update sculpt mode symmetry options as properties of meshes\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere have been multiple patches to improve the symmetry behavior on painting/sculpt modes:\n- 5502517c3c\n- fa9b05149c2ca3915a4fb2670c87a648d927336c\n\nSome `bpy.data.scenes` properties have been left out of this and still need to be unified as a mesh property instead:\n- `tool_settings.sculpt.lock_x`\n- `tool_settings.sculpt.lock_y`\n- `tool_settings.sculpt.lock_z`\n- `tool_settings.sculpt.use_symmetry_feather`\n- `tool_settings.sculpt.radial_symmetry[0]`\n- `tool_settings.sculpt.radial_symmetry[1]`\n- `tool_settings.sculpt.radial_symmetry[2]`\n- `tool_settings.sculpt.tile_offset[0]`\n- `tool_settings.sculpt.tile_offset[1]`\n- `tool_settings.sculpt.tile_offset[2]`\n- `tool_settings.sculpt.symmetrize_direction`\n\n",
"Attribute Edit Mode\nThis is an extract from the now archived Vertex Color/Attribute Edit Design (#71947).\nThe design needs further investigation an discussion with the #geometry_nodes module.\n\n## Attribute Edit Mode\n\n\n\nAttribute Edit is intended to be a mode to modify and visualize any kind of data stored in mesh elements. Some use cases for it could be:\n\n- Editing IDs on face corners to modulate materials in a shader\n- Painting velocity vectors on vertices to guide a particle system\n- Editing the weights of a rig\n- Editing per face colors for low poly models without using textures\n- Setting custom values on edges for a motion graphics animation\n- Modifying mesh values for procedural modeling\n\nSome of these task could use a brush, but they don’t need a brush with artistic painting functionality. It does not make sense to edit the weights of a rig with a brush with wet paint and density noise.\n\nFurthermore, these task could take advantage of a mode with more control and precision tools than an artistic painting mode, like precise elements selection and data editing, controlled value interpolation…\n\nThe plan is to use the current Vertex Paint mode as a base implementation for this mode and start adding all necessary features during multiple releases. It already has quite some work done because most users were using it with these use cases in mind.\n\nThis task is not as detailed as the Sculpt/Paint mode, but it should be enough to have an idea of its purpose, use cases and design goal.\n\n### Tools\n\n**Simple brush tools**\n\nThe current Blender brush functionality is enough to support this kind of painting, if we consider painting changing the values of elements that are inside the cursor radius. We can reuse the current brush code for that.\n\n**Value interpolation tool**\n\nThis tool could produce controllable interpolations of an attribute between two mesh elements following the mesh topology. For example:\n - Select the base of a cone and assign the value of one \n- Select the top vertex of the cone and assign 0 \n- Let the tool generate the rest of the values across the cone surface\n\n**Mesh elements selection**\n\nAttribute paint should provide tools for selecting mesh elements and assign values directly to them. This provides much more control than a brush. This could be useful when working with low poly models, where you want to assign values like armature weights in a precise way.\n\n**Mesh element masking**\n\nWe can support a basic masking functionality for the brush that supports all mesh elements (not only vertices like the Sculpt/Paint mask). This can make easier some painting task.\n\n### Features\n\n**Data conversion operators**\n\nAttribute edit mode should provide a set of conversion tools to convert data between elements and other Blender data layers when possible. For example:\n\n- Convert a per vertex attribute to a per face corner attribute\n- Convert a per edge attribute to a vertex attribute averaging the\n```\n values\n```\n- Generate material slots from an ID attribute stored on faces\n- Generate an editable 2D vector attribute from an UV layer\n\n**Per face corner color data to sculpt/vertex color data**\n\nThis is a specific case of a conversion operator. Other conversion operators can be added in the future as we support more attribute types.\n\n**Internal attribute conversion**\n\nWe need to identify what element/attribute type conversion combinations are more frequent and design how they can work (usually averaging the values). For example\n\n- Converting an attribute from face corners to faces by averaging the\n```\n values of all the face corners in the face\n```\n- Converting from vertex to edges by averaging the value of the two\n```\n vertices of the edge\n```\n- Converting from vertex to face corners assigning the same vale of\n```\n the vertex to all the face corners that use that vertex\n```\n\n**Topology symmetry**\n\nWe could support editing operations with symmetry based on the mesh topology instead of mirroring the XYZ axis.\n\n**Attribute data type selection**\n\nThe use should be able to choose what kind of data he/she wants to edit and in which mesh element that data should be stored. For example\n\n- A float factor stored on faces\n- A vector stored on vertices\n- A color stored on face corners (Current supported MLoopCol)\n\nAll tools should be aware of the data type of the layer and behave accordingly.\n\n**Import/Export**\n\nIt should be possible to import and export meshes with different attributes in mesh elements. We need to check format compatibility.\n\n### Rendering\n\n**Attribute edit overlay**\n\nAs we can make assumptions that the attributes are colors, we need to render a configurable overlay to display the data in an appropriate way.\n\n**Attribute rendering mode selector**\n\nThe attribute rendering overlay should provide and UI to choose which rendering mode the user wants to render the data. This should include tools like a gradient editor, rendering two attributes at the same time, render vectors and randomly generated ID maps.\n\n**EEVEE/Cycles attribute node**\n\nThe current attribute nodes exposes MLoopCol and UVs to the render, which are both loop attributes. We need to investigate how to expose face, vertex and edge values.",
"Object transforms affecting Sculpt Mode Brush behaviour\nThis is a design proposal to change some underlying behaviour of the brush system in Sculpt Mode.\n\n**The issue:**\nWhen scaling or rotating an object and then proceeding to sculpt on it in Sculpt Mode, the brush behaviour is generally affected by the transforms of the object.\nSo if the scaling is 1 on X & Y but 3 on Z, the brush radius will be 3 times as high. \nIf the object is scaled down in general, the brush strength will be lower in total.\nIf the object is also rotated, the brush radius will be as well and rake effects like for the Snake Hook brush will be badly affected since the object rotation is added to the rotation of the brush.\n\nIn recent versions the brush radius is at least reflecting the object transforms, which helps spotting these negative influences and reminding the user to apply the object transforms before sculpting.\nBut there is not benefit to having the Sculpt Mode being affected by the object transforms, so this is just a limitation of the current system.\nIt's also good to add that on the other hand Edit Mode is not negatively affected by the transforms of the object.\n\n[2020-03-02 11-42-04.mp4](2020-03-02_11-42-04.mp4)\n\n**The proposal:**\n\nTo make the sculpting workflow easier on the user it would be ideal if the brushes are not affected by the local transforms of the object but are instead based on the world scale & orientation.\nOnly symmetry options should be directly influenced bu the local transforms.",
"Multi-object mode support (parent task)\nThis is a parent task to manage to todo's for multi object editing.\n\nThere are many small todo's.\n\n### Reference Patches:\n\nFor anyone interested in helping out, here are some example commits which can be used as a reference.\n\n- Edit Mesh Face Poke - 3a9669bfff *Committed without indentation, so you can see lines changed more easily.*\n- Edit Mesh Flip Normals - 4704f2687a\n- Pose Mode: Flip Quaternions - 7560aabf71\n\n\nOther commits may be useful too.\n\n### Object Loops\n\nThere is some duplicate code for looping over objects.\n\nWe'll keep the option of having a way of simplifying the looping open.\n\n----\n\nNote: to collect operator ID's.\n\n- this script helps copy them from menus: [P656](P656.txt)\n- this is a more efficient version that watches the x11 clipboard so you can hover over items and press Ctrl-C: [P657](P657.txt)",
"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"
] | [
"Sculpting mesh in blender 2.80 - in material viewport does not update at the same time\n**Windows 10 Pro - As Rock 990 FX killer Amd Fx 8370 32 GB RAM**\nOperating system:Windows 10 Pro\nGraphics card:Nvidia Geforce Gtx 960 4GB\n\n**Blender 2.80**\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n**Sculpting in material viewport shows transparent edges**\n\n\n\n[transparent edges in viewport material .blend](transparent_edges_in_viewport_material_.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Sculpting does not display correctly in Eevee under specific circumstances\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.80, fc6aac391679, blender2.8, 2019-01-18\n\nSculpting works inconsistently depending on which shading mode you're in and whether the object has active modifiers and / or dynamic topology turned on.\n\nIn solid mode sculpting works almost as expected but setting the colour mode to \"texture\" doesn't work while sculpting and the active object renders as if \"single\" were selected.\n\nIn lookdev and rendered modes textures display correctly but sculpting does not update in the viewport if the object you are working on has no modifiers active and dynamic topology is turned off. The active object IS deformed but you must either leave sculpt mode or switch to solid view for the geometry to reflect this. Otherwise it simply appears that no sculpting has occurred.\n\n1. Start a new Blender file and switch to the Eevee renderer.\n2. Switch the 3D viewport view mode to lookdev or rendered.\n3. Select the default cube and enter sculpt mode.\n4. Tap G to change the brush to Grab. Attempt to pull its corners around. It should appear that your efforts aren't working.\n5. Switch to solid view. Observe that the alterations made with the sculpt brush are now visible. Change back to lookdev or rendered and they vanish again.\n6. Repeat steps 1 to 4 only this time add an edge split modifier to the cube before entering sculpt mode. Observe how sculpting now DOES show up correctly in lookdev and rendered modes.\n7. Finally, repeat the test in step 6 only turn on dynamic topology instead of adding a modifier. Note the results are identical.\n\nFor the solid view / no texture issue, test this by simply opening a Blend file with a model with textures applied, switch to solid view, enable \"texture\" as the active colour type, then select the textured object and jump into sculpt mode. Note how the textures suddenly vanish.",
"Sculpting - not updating graphics in LookDev mode\nOperating system:\nGraphics card:\n[system-info.txt](system-info.txt)\n\n\n\n\nWhen sculpting a mesh, if you are in LookDev mode, your graphics do not update the mesh you are modifying.\n\n- Open blender\n- On the default cube, go to Sculpting Mode\n- Switch to LookDev mode\n- Start moving the vertices around with any brush, you'll see that it looks like nothing it's happening, although you are actually modifying the mesh, but you can't see it. If you go in and out of Edit Mode, it then updates it.",
"Sculpt does not update until entering edit mode\n{[F6690519](unitytile_bugsg.gif)}Operating system: Windows\nGraphics card: 1060\n\n**blender-2.80.0-git.790cb7799dcf-windows64**\nBroken: Skulpt mode\n(blender-2.80.0-git.790cb7799dcf-windows64)\n\n(When Sculpting, the brush stokes do not update until you enter edit mode. I don't know why because it was working yesterday and it is a very new and basic project. \n\n\nCopied the counsil if that somehow helps.\n\nPYTHON INTERACTIVE CONSOLE 3.7.0 (default, Aug 26 2018, 16:05:01) [MSC v.1900 64 bit (AMD64)]\n\nCommand History: Up/Down Arrow\nCursor: Left/Right Home/End\nRemove: Backspace/Delete\nExecute: Enter\nAutocomplete: Ctrl-Space\nZoom: Ctrl +/-, Ctrl-Wheel\nBuiltin Modules: bpy, bpy.data, bpy.ops, bpy.props, bpy.types, bpy.context, bpy.utils, bgl, blf, mathutils\nConvenience Imports: from mathutils import *; from math import *\nConvenience Variables: C = bpy.context, D = bpy.data\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Sculpt Mode not updating in LookDev or Rendered \nOperating system: Windows 10\nGraphics card: Nvidia GeForce 1060 GTX\n\nBroken: blender2.8, commit date: 2018-12-06 00:27, hash: 74db65e5424, type: Release\nWorked: (optional)\n\nI don't know if this was already adressed, so sorry for the duplicate if yes :), but when you're in sculpt mode it would be nice if you could sculpt in Rendered shading mode; right now you can only sculpt real time in solid mode; for the changes to happen you need to switch to Object Mode for the changes to take effect in LookDev or Rendered shading modes; here's a video demonstrating:\n\n[Sculpt Mode not updating in LookDev or Rendered view.mp4](Sculpt_Mode_not_updating_in_LookDev_or_Rendered_view.mp4)\n\nCreate an object; enter sculpt mode, try to sculpt some details; if you're in solid shade mode it works; switch to lookdev or rendered, nothing happens; it would be nice to see the changes real time;\n\nCheers!",
"eevee: sculpt mode does not update the viewport\nOperating system: win7 64\nGraphics card: gtx1070\n\nBroken: 2.80.0-git.e5194835de45-windows64\n\n\nin eevee while in \"look-dev\" or \"rendered\" mode, the viewport doesn't update if there isn't a modifier assigned to the object.\nassign any modfier make the viewport refresh properly, so a workaround is to assign a modfier such as smooth or displace at very low value (0,0001).\n\n\nopen the file and try to sculpt (be sure to be in lookdev or rendered mode)\n\nthank you\n\n\n[sculpt_eevee.blend](sculpt_eevee.blend)\n\n\n\n",
"Missing updates while sculpting in LookDev or Rendered view\nOperating system: macOS 10.14\nGraphics card: MD Radeon R9 M395X 4096 MB\n\nBroken: 2.8 beta Feb 4th\n\nWhen sculpting, without using Dyntopo, while you are in LookDev or Rendered view, you cannot see your changes.\n\nOpen the blend file below:\n\n[LookDev_Sculpt_Update_bug.blend](LookDev_Sculpt_Update_bug.blend)\nIt should already be in Sculpt mode and set to LookDev.\n\n - Start sculpting\n - You'll see nothing change\n\nIf you tab in and out of Edit Mode, it will update, or if you go to Solid view and back. \n\n",
"Sculpt mode is not showing in real time Blender 2.8\n[bug2.mp4](bug2.mp4)\n\nI have this bug when I want to use sculpt mode. I can not see what I sculpt in real time.\nI noticed that this bug is happen after I created several objects. If I start a new file and add a ico sphere the sculpt mode is working in real time, but If I already have another objects in my scene and I add a ico sphere I can not see in real time what I sculpting...\n\nI tried this on two different computers, with different specification and I have the same problem.\n\nRegards!\n\nOperating system: Windows 10 pro x64\nGraphics card: GTX 980 and intel hd 4600\n\n 2.80, latest version 7 march 2019\n"
] |
shading tab
In Blender 2.82 in Windows 64, NVIDIA Ge Force 441.41 I have a small icon problem. In the shading tab (top) section. There are 2 spheres that should display hdr images. Mine are both black. It stated with the lasted down Dec 9, 2019. Is there a setting I need to change? | [
"Allow user to change the shading parameters of the asset preview generation scene\nUsers should be able to have some control over the render settings of generated asset preview icons.\n\nPersonally, I want to be able to turn off the specular lighting because it makes my assets look ugly in the previews (note the big shiny surfaces on these bushes).\n\n",
"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",
"The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n",
"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)",
"Eternal compilation of Eevee shaders\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0 Beta\n\nIn layout, clicking shading workspace ta brings spinning when of death.\n\n- Open attached file\n- click in the Shading workspace\n[tudor-bedroom 2.blend](tudor-bedroom_2.blend) \n\n",
"Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n\n",
"CYCLES: Surfaces inside volumes are Not Lit or Shadowed by the volume if the volume is not visible to Camera Rays\nLinux Mint Mate\nGTX 1050\n\n\nBlender 2.81 Alpha\n2019-09-27 22:44\nHash: 1c1a3198af9d\n\n\nDiscovered while trying to catch shadows from volumes on surfaces for compositing.\n\nSurfaces inside of volume meshes are not shaded (lit/shadowed) by the volume if the volume is invisible to camera rays\n(checkbox in Object Properties -> Visibility -> Ray Visibility -> Camera)\nAs far as i can tell this also affects Holdout.\n\n\n\n\nCurrent workaround: make sure volume IS visible to camera rays, and instead bypass it in the volume shader using the Camera Ray socket on the Light Path node\n\n\nTo Reproduce:\n\nOpen attached .blend , press render\nNote the missing shadow/light where the volume cubes intersect the default cube.\n\nI have in the .blend also included the \"expected behaviour\" by using the workaround, switch the Scene from \"Bug\" to \"Workaround\" and press render again.\nNote the shadow/light now covers the default cube properly.",
"Intel (R) HD graphics 4600 also has the problem of cubemaps shows black\nIntel (R) HD graphics 4600 also has the problem of cubemaps shows black\n\nSystem Information\nOperating system: windows7 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 3.4.0 - Build 10.18.14.5117\n\nBlender Version\nBroken: since 2.83.3 branch: master\nCurrent broken: 2.93.7\nWorked: 2.82a\n\nShort description of error\nLike #75943 and #79158, HDRI cannot be displayed normally\n\nCan be resolved adding \"**HD Graphics 4600**\" to the blacklist\n\nComment from #79158: \"*I'm not sure whether Intel's graphics cards are like this. Can you put this repair method in preferences as an option?*\"\nOr perhaps adding command line flag like: **--disable_texture_cube_map_array**",
"Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~",
"Drawing size of particles not matching DPI\nOperating system: MacOS\nGraphics card: AMD Radeon Pro 450\n\nBroken: 2.83\nWorked: N/A\n\nWhen moving the blender window to the external monitor, the halo size of the particles changes, which can cause them to disappear.\nBest way to see what I mean is to watch this short clip of me moving the window, and also zooming in and out to show that not all colors are lost: Vu6MSHVxEUwYLvob8\n> In #82238#1283352, @jenkm wrote:\n> The problem here is with the `U.pixelsize` or something like that, as usual.\n> \n> When you move a window between Low and High DPI screens, the size of the spheres does not change correctly.\n> It seems that the size changes twice, like the UI scale plus the size of the spheres additionally.\n> \n> | Low DPI Screen | Moved to High DPI | Low DPI with Thick \"Line Width\" |\n> |  |  |  |\n> \n> And further, depending on the size, these spheres can be hidden by a mesh.\n> \n> | Thick | Default | Thin |\n> |  |  |  |\n> \n> The size of the spheres should not depend on `U.pixelsize`, first of all.\n> The visibility of these spheres also depends on the viewing angle, what is also not clear whether this is intentional or not.\n\n\n- Open attached file\n- Update the particles if needed\n- Move the window to another monitor with different DPI\n||\n| -- | -- |\n[particles.blend](particles.blend)\n\n---\n**Complex file:**\n[rain.blend](rain.blend)",
"HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)",
"Highlighting active area (design task)\nThis design tasks was created in response to [D5047: UI: Dim Text Editor Caret and Selections When Inactive](D5047). \n\n----\n\nCurrently the active area isn't always as obvious as it could be, while the header changes color, little else changes.\n\nSome possible solutions:\n\n- Increase the header contrast.\n\n *Some headers are transparent, so adjusting menu background or similar might be needed instead.*\n- Highlight the border around the area.\n\n- Change the background color of the area.\n\n *In some cases this wont work well, for text-editor, Python-console or outliner it could work, for image or 3D view, we can't always do this.*\n\n- Change the color of the content (highlight gizmos, cursor, change selection color... etc),\n\n```\nD5047 does this for the text editor. \n```\n\n *Relies on there being a selection to see the change, may cause flicker effect since Blender users sloppy focus.*",
"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",
"Light Nodetree support\nWhen rendering shadowmaps, we could run a postprocess shader (using the depth texture to retreive position) to output a Mono or Poly-chromatic intensity texture.\n\nThis would enable the use of custom light shaders and IES light profiles.\n\nThis will have to use another sampler since the shadow texture use another format.\n\nEstimate : 2 weeks",
"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"
] | [
"Material Preview's \"Look Dev Preview\" spheres show up as solid black.\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\nBroken: version: 2.82 (sub 3)\nWorked: Recently\n\nMaterial Preview's \"Look Dev Preview\" spheres show up as solid black.\n\n - Open factory settings Blender.\n - Select the Shading workspace\n - In the Overlays menu, ensure that \"Look Dev Preview\" is checked\n - Observe that the \"Look Dev Preview\" spheres show up as solid black as below...\n\n\n",
"[Shading Workspace] 2.82. Light Probe is broken.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nIn Shading Workspace Light Probe is like a black hole. \n\nSimply go to Shading workspace. In viewport shading click on \"material preview\" and here it is, light probe is black hole) even if switch to another environment presets Check screenshot near.\n\n[cup.blend](cup.blend)\n\n\n",
"lookdev preview lighting spheres rendering pitch black\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 5)\nWorked: (optional)\n\nthe lookdev preview lighting spheres are not showing the hdri selected and just rendering pitch black. \n\nchecking on the lookdev preview option. \n\non startup.\n",
"Look Dev Preview shows black circles 2.82.3\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits. macOS 10.13.6\nGraphics card: AMD Radeon HD 6970M OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.24\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nWhen you check the **Look Dev Preview** in Overlays, the look development spheres appear black.\n\n1. Open Blender and check the **Look Dev Preview** option in Show Overlays (header).\n\n",
"Lookdev Spheres render black on latest master with Overlay refactor commit\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 3)\nWorked: Before Overlay refactor commit\n\nLookdev spheres render black.\n\n- Open blender\n- Switch to Shading tab\n- Spheres are render black.\n\n"
] |
scaled object, mirror, applay scale -> result do have a unexpected face orientation
{[F11322410](mirrofaceflip.blend)}Operating system: Linux-5.13.19-2-MANJARO-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01
Broken: version: 2.93.5
Mirroring a scaled object and apply the scale after mirroring. The apply scale flip also the faceorientation. A untouched faceorientation is expected, cause only the scale is to apply, not a apply mirro faceorientation.
Start with default settings.
delete cam and light,
Viewport overlays -> check the Faceorientation field in the menu
(I've done this for you in the uploaded blend file. It's needed to see what is not expected.)
click on cube
- > press **s** (scale cube in my case)
~x1.5
~y1.5
~z1.5
- >menu Object -> Mirro -> x Local -> click on cube (the cube is mirrored now)
(Notice the faces are in the expected orientation, everything is ok)
- > press **shift +a** -> press **s** (to Apply scale,)
(Notice the faces do change flip the orientation. This is not like expected, i do apply scale and not the faceorientation to the object.)
Please note the face orientation is flipped xyz local or global mirroring over the main menu bar after apply scale i do not test other apply possibilities.
Thank you for the very cool blender program.
Have a nice day
Jan
| [
"Mirror expand with asymmetric objects\nOperating system: Linux-5.4.0-99-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\nThis has been an issue ever since the feature was introduced in Blender 2.93. The expand operators like Mask Expand (Shift + A) and Face Set Expand (Shift + W) in Sculpt Mode are fully working with the default mirror settings enabled.\nBut if the model is not symmetrical it will try to find another nearby surface to mirror the expand operator on.\nBut there is no distance limit to this. The operator will be mirrored, even if the nearest surface is somewhere completely different.\nThis even happens if the entire object is only on the -X side of the origin and there is nothing left to mirror to.\n\n\n\n- Open attached file or:\n - Add Suzanne and remove one ear\n - Subdivide or remesh the result so there is a higher vertex count\n - Enter Sculpt Mode\n- Use the Shift + A mask expand operator on one ear\n- See where the expansion is mirrored\n[sculpt_suzzane_ear.blend](sculpt_suzzane_ear.blend)\n\n",
"Python API - Scale parameter isn't taken into account when adding certain primitives\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nIn text editor run this:\n\n```\nimport bpy\nbpy.ops.mesh.primitive_plane_add(scale=(5.0, 1.0, 0.0))\n```\n\n... and observe that plane has wrong scale(always default (1,1,1)).\n\ngoing over the primitives, the following need attention:\n\n```\n- add_primitive_plane_exec\n- add_primitive_grid_exec\n- add_primitive_monkey_exec\n- add_primitive_circle_exec\n- curvesurf_prim_add\n\n- NOPE object_add_exec\n\n- TODO effector_add_exec\n\n- these end up in object scale? (or dont make sense):\n- check sense lightprobe_add_exec\n- check object_camera_add_exec\n- object_metaball_add_exec\n\n- object_armature_add_exec\n- object_empty_add_exec\n- object_gpencil_add_exec\n- object_add_text_exec\n\n- object_light_add_exec\n- collection_instance_add_exec\n- object_speaker_add_exec\n- object_hair_add_exec\n- object_pointcloud_add_exec\n- object_volume_add\n```",
"pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n ",
"Curve / Geometry / Bevel Objects don't accept Mirror Curve\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[i try to use a curve with mirror modifier, to use it as Bevel Object in ObjectDataProperties Curve. Now i see the half , it miss the modifier]\n\nCreate curve with mirror modifier, add it to new curve inside ObjectDataProperties Bevel Objet\n[CurveBevelMirror.blend](CurveBevelMirror.blend)\n\n",
"In orthogonal view, XYZ axis overlay toggle doesn't work with axis aligned views\nBroken: 2.8x\n\nIn orthogonal view, XYZ axis overlay toggle doesn't work\n\n- press numpad 1/3/7\n- toggle xyz axis from overlays panel, they won't hide.\n\nVideo: [F8571714](2020-06-02_20-18-29.mp4)",
"Child object rotates after parenting with 'Keep Transform Without Inverse'\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83.1\n\nBroken: version: 3.6.0\nWorked: introduced with 'Keep Transform Without Inverse' in 3.2\n\nAfter parenting with 'Keep Transform Without Inverse' the child object is slightly rotated and even the location can be off in relation to the parent object.\nPlease see the attached video and the blend file.\n\nNote, that the scene units in the blend file are set to centimetres. Working with smaller units pronounces the effect of the location values. But for the rotation the scene units have no effect.\n\nThe problem seems to be related to rounding errors in the transform matrix multiplication code.\n\nOther observations:\n\n- There is no rotation when the object gets parented with 'Keep Transform' (but this way the transformation values don't represent the relative values to the parent object)\n- When the object is parented with 'Keep Transform' and then 'Clear Parent Inverse' is executed the unwanted rotation will appear.\n- The larger the Euler rotation of the parent object is the more dramatic the location values appear distorted (as in the sample blend file).\n- Using Quaternion rotation doesn't yield as extreme results since the individual quaternion values cannot be set as high as when using Euler angles.\n- The same effect can be observed when parenting the object to a bone.\n- When trying to replicate the issue in other 3D Applications the parenting does not produce unwanted rotations or faulty relative positional values in relation to the parent object.\n\nThe problem is not directly noticable, other than fractional values are introduced to the rotation as well as the location. But when the object is large the far-away edges will get shifted in a more visible way.\n\nParent an object to another which has rotation values. The resulting offset is small and therefore is only pronounced when zooming in at a larger distance from the origin.\n\n",
"Snapping to vertex for Rotation doesnt work for Empty and Pivot Point\nBroken: 2.92, 3.1.2\nWorked: -\n\nSnapping with Rotation enabled doesnt work for Empty and Pivot Point (In Affect Only Origin mode)\nIn attached file,\ncube was properly aligned during rotation with snapping to vertex on the plane (marked)\nbut rotation of Empty produce unexpected results\n\nPlace any type of Emply object or try to edit Pivot Point and rotate it with snapping to certain object vertex to match rotation. Rotation will always produce unexpected results.\n\nVideo demonstration: watch?v=zB9ElkiEG7U\n\n[snapping_issue_T99279.blend](snapping_issue_T99279.blend)",
"Interlaced 3D Viewport swaps eyes when creating new window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.56\n\nBroken: version: 2.91.0\n\nI am using a Zalman Trimon passive 3D monitor which uses Blender's interlaced 3D mode to display stereoscopic 3D. Everything works well in the 3D Viewport until I either create a new window or resize a nearby window. The original 3D Viewport pane suddenly swaps the left and right eyes and never goes back to the original configuration. It appears that dragging an adjacent window triggers the 3D Viewport to be vertically offset by one line, which causes the left eye image to become the right eye image and vice versa.\n\nSee this video for a demonstration (use the password \"blender\" without quotes): x7yf3cg\n\n- Open the default Blender file.\n- In the Properties editor, go to the Output Properties tab, check Stereoscopy and make sure Stereo 3D is picked as the option.\n- Go to Window -> Set Stereo 3D.\n- Set Display Mode to Interlace. Leave Interlace Type set to Row Interleaved. Leave Swap Left/Right unchecked.\n- Look at any object in the 3D Viewport through a 3D monitor that can interpret interlaced rows. Take note if the object is in positive parallax (the object is deep within the screen) or if the object is in negative parallax (the object is sticking out of the screen).\n- Create a new 3D Viewport pane by dragging the lower right hand corner of the current 3D Viewport up.\n- Note that the original 3D Viewport pane has swapped the left and right eyes (i.e. if the object was in positive parallax, it's now in negative parallax and vice versa), but the 3D Viewport pane you just created has the expected views for the left and right eyes.\n\n[swapped_eyes.blend](swapped_eyes.blend)\n",
"Snapping issue while rotating and 'Align Rotation to Target' is ON - can't set correct origon rotation for simple object \nOperating system: Windows 10\n\n\nBroken 2.81 new feature of origon \n\nsnaping rotation origon bug - can't set correct origon rotation for simple object \n\nrotation snaping of origon is tha same important as moveing origon to spec place\n \nI need to specyfy Z direction also x and y direction. To working with this propably I need to have 2 directions snaping z and x or z and y to work with this.\nso for example Z with snaping and then hold shift seting Y snaping... \n\nThis will help with orientation objects in space by orientation of another objects like aligment rotation object to another object ect. \n\nThanks for great work.\n\n\n[origon snaping rotation video.mp4](origon_snaping_rotation_video.mp4)",
"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",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n\n\nThis issue is similar to what was covered in #107394",
"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",
"EEVEE: Spotlight Parented To Scaled Object Behaves Incorrectly\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: Blender 2.82a, 2.90 alpha eaf7d36d66e5\n\nIn EEVEE, Spotlights parented to a scaled object cast an incorrect shape once they are rotated.\nThe viewport overlay, however, indicates the correct shape.\n(Note: This does not apply to Cycles, see #76823)\n\n[spotlight_ellipse_parented.blend](spotlight_ellipse_parented.blend)\n\nSet view to rendered.\n\nThe scene has a Spotlight (unscaled, not rotated) parented to an Empty (scaled).\nThis results in an elliptical spot.\n\nHowever, if the Spotlight is rotated around its Z-Axis, the spot's shape should stay identical. (As indicated by the overlay.)\nBut it does not.",
"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\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",
"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)"
] | [
"Mirroring in object mode screws up normals\nOperating system: Windows 10\nGraphics card: RX 480\n\nBroken: 2.83\n\nMirroring objects in edit mode inverts normals. This does not happen with Mirror modifier and mirroring in edit mode. \n\nSelect an object \nCtrl M -> X, Y or Z\n\n\n1st: Ctrl M (edit mode)\n2nd: Ctrl M on instances (object mode) \n3rd: Ctrl M on single users (object mode)\n4th: Using mirror modifier \n5th: Mirroring the object using mirror modifier (without applying, object mode)\n6th: Applied mirror and deleted unwanted parts \n\nI did a bunch of tests regarding mirroring. \nWhat I found is that when you mirror objects using the Mirror Modifier and in edit mode, they cause no problems in other software\n\nThe problem is when you Ctrl M in object mode. \nAfter doing so, you don't get the indication of inverted normals in Blender's viewport (unlike edit mode).\n\nNothing seem to fix it. Applying transforms, recalculating normals, triangulization, export settings, etc etc. \n\nThis is the same file as in the first screenshot. Face orientation is on, meaning the purples represent normals pointing outwards. \n\nDespite not having any bad indication in Blender, when you import it as fbx and import it to the majority of other software, it displays as flipped normals\nDisplayed Flipped: Substance Painter, Unreal, Marmoset Toolbag 3\n\n\n\nDisplayed normally: Unity\n\n"
] |
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