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Geometric node UV calculation error Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Quadro RTX 4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 Broken: version: 2.93.1 [2021-07-16 11-30-00.mp4](2021-07-16_11-30-00.mp4) [untitled.blend](untitled.blend)
[ "Multiple mix nodes lead to incorrect results\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0\n\nI'm not good at English and don't know how to explain it, it's a stripped down part of my project. When two orange nodes have the same input value, they get a value of 0.5. But when the value is 5, sometimes 8 or 9, the correct result cannot be obtained, it seems that it is not refreshed.\n\nI provided the video and the .blend file, hope that helps.\n\n[bug.blend](bug.blend)\n[20221213_16.48_793.mp4](20221213_16.48_793.mp4)\n\n\n", "Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n", "Animated Values in Node Trees and Geometry Nodes Modifier are not distinguishable \nOperating system: all\nGraphics card: all\n\nBroken: blender-3.0.0-alpha+master.12e8c783535c and below\n\nHello dear Blender devs,\nHello dear Geometry Nodes developers and maintainers,\n\nI did wait some time before reporting this as a \"bug\" as from some perspective this might sound like a feature request. But as there are some, to users unidentifiable names used, I guess this is may very well count as a bug.\n\nWhen working in Geometry nodes it is important to be able to keyframe some values and properties to achieve more controlled and art directable Animation of the Asset. While the setting of keyframes works really well, it gets really complicated to tell the different animation channels apart as they neither show the nodes name nor the nodes Label.\n\n\nOpen attached file, try to figure out which graph in the editor belongs to which Node.\n[geonodes_01.blend](geonodes_01.blend)\n\nFor simplification I added three screenshots each showing one of the three cases I could Isolate where this bug appears:\n![animated_nodes.jpg](animated_nodes.jpg)\n1.) Animating Node Values in the Geometry Nodes Tree\n\n\n![exposed_nodes.jpg](exposed_nodes.jpg)\n2.) Animating Exposed Custom Properties of the Geometry Nodes Modifier\n\n\n![shader_nodes.jpg](shader_nodes.jpg)\n3.) Animating Node Values inside the Shader Graph.\n\n\nThank you in advance for your evaluation of this bug report\n\nAlex / zuggamasta", "Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n![Captura 1.PNG](attachment)\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n", "Shader Nodetree Error: Invalid implicit socket conversion: Shader -> Color\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 3.3.1\nWorked: I don't know but the problem is also present in the version 3.0.0\n\n\n```lang=glsl\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(float_from_Closure(tmp34), node_tree.u36, tmp37);\n |\n | Error: C1503: undefined variable \"float_from_Closure\"\n\n\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(node_tree.u35, vec4_from_Closure(tmp34), tmp37);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n\nShader Nodetree Error: Invalid implicit socket conversion\nShader Nodetree Error: Invalid implicit socket conversion\n```\n\n\n1. EEVEE render\n2. Shader editor: put some shader socket to color socket\n3. Check the console", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "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).", "Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n![2022-06-02 12_08_50-Window.png](2022-06-02_12_08_50-Window.png)\n![2022-06-02 12_09_00-Window.png](2022-06-02_12_09_00-Window.png)\n![2022-06-02 12_09_06-Window.png](2022-06-02_12_09_06-Window.png)\n![2022-06-02 12_11_33-Window.png](2022-06-02_12_11_33-Window.png)\n\n\n\n", "Support all attributes in the non-point cloud attribute list\nSee #87827.\n\n* position\n* UVMaps\n* Vertex groups\n(...)\n\nTechnical design discussion: #88460", "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", "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).", "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", "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", "Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.", "Material-based displacement on source geometry fails to bake\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Beta\nWorked: ?\n\nWhile baking in Selected to Active mode, applying a displacement shader to source geometry fails to actually displace the geometry, resulting in an incorrect bake.\n\n1. Open attached .blend file.\n2. Bake the texture.\n3. Compare to viewport render of the scene.\n[displacement_bake.blend](displacement_bake.blend)\n\n" ]
[ "Geometry Node - Volume To Mesh Node destroys UV\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\nWorked: I don't know\n\nTexture with UV map coordinates doesn't apply correctly when using a geometry node with volume to mesh node join with initial geometry.\n\nAdd a mesh with UV unwrapped\nAdd a material with a texture assign with UV texture mapped\nAdd a Geometry Node modifier\nAdd a Distribute Point on Faces Node\nAdd a Point To Volume Node\nAdd a Volume to Mesh Node\nJoin The volume to mesh node with initial geometry\nImage with UV is not working anymore. Generated Coordinates does.\n\n![GeomNod_Tests1.png](GeomNod_Tests1.png)\n![GeomNod_Tests.png](GeomNod_Tests.png)\n[GeomNod_Tests.blend](GeomNod_Tests.blend)\n", "geometry nodes BUG realize instances\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Beta\n\n\n\n\n realize instances node crashe UV for Instance on point. try to apply other modifiers after GN with realize instances and have no textures on this. withiut realize instances node material working good but not working other modifiers after GN\n", "Material Assign Node will cause Objects losing its original UV; Geometry Nodes\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Alpha\n\nIf instancing without Material Assign Node, UV will be kept for instances and original Object.\nOnce used Material Assign Node, UV will be gone and image texture won't be shown.\n\nas Shown.\n![image.png](image.png)\n![image.png](image.png)\n\n[#89376.blend](T89376.blend)", "Issues with primitive nodes, materials and UV coordinates\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 2.93.0 Alpha\n\n\nSeveral problems here. \n1. If only mesh of primitive node is outputted the material of input mesh is not applied to it. And everything normal if input mesh is joined with mesh of a primitive node.\n2. If mesh fo a primitive nodes is joined with initial mesh last one loosing its UV coordinates. It also would be good if primitives could have their own UVs but this I guess is already in todo list.\n\n{[F9895919](bug.gif), size=full}\n\n[untitled.blend](untitled.blend)\n1. Open the file\n2. Connect `Cone` node in to `join geometry` node -> Initial mesh looses its UV coordinates\n3. Disconnect initial mesh from `join geometry` node -> Cone looses material\n", "Geometry Nodes: Realize Instances loses UV\nOperating system: Arch Linux\n\nBroken: 3.0 and 3.1 Alpha\n\nAdding a Realize Instances node at the end of the Geometry Node setup makes the instanced objects lose the UV map\n![Screenshot from 2022-01-11 13-39-43.png](Screenshot_from_2022-01-11_13-39-43.png)\n![Screenshot from 2022-01-11 13-39-51.png](Screenshot_from_2022-01-11_13-39-51.png)\n\n- Open [Test.blend](Test.blend) in 3.0\n- add the Realize Instances node", "No UV after applying Geometry nodes\n**Please help me to solve this problem. When I instance some objects that has already UVs in that, I lose the UVs after applying geometry nodes.**\nLink of the Video - [Video ](EWkRy3N2vx8)\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0\n\n\n\n", "Merging with the curve to mesh node destroys the vertex colors\nOperating system: Windows 10\n\n\nBroken: 976c91cd770f\n\n\nMerging incoming geometry with curve to mesh node destroys the vertex color data. \n\n[blender_JwlJdim4NY.mp4](blender_JwlJdim4NY.mp4)\n\nPlease see the attached video and repeat the same steps with attached .blend file.\n\n\n[_22032022_1417_53.blend](_22032022_1417_53.blend)", "Geometry nodes - Curve to Mesh Brakes UV of Entire Node Group Geometry\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.1\n\nWhen Im using \"Curve to Mesh\" node, it brakes uv on entire model, even mesh that i'm not modifying in geometry nodes (i just joined it with \"Join Geometry\" node)\n\nUsing \"Mesh to Curve\" node in geometry nodes brakes uv of entire mesh, not only generated in geometry nodes curve\nIn the attached file you can just press m (mute node) in geometry nodes editor on \"Curve to mesh\" Node\n\n![fif.gif](fif.gif)\n[Curve to Mesh Brakes UV of Entire Node Group Geometry.blend](Curve_to_Mesh_Brakes_UV_of_Entire_Node_Group_Geometry.blend)\n\n", "Geo nodes joining point scatters and mesh makes uvs and material index reset.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.4\n\nScattering objects on a mesh, joining the mesh and putting an attribute node on it makes the material index and the uvs to reset.\n\nOpen this file: [GeoNodes_Problem.blend](GeoNodes_Problem.blend)\n", "UVs are destroyed after applying the geometry nodes modifier when object info node is used to pass the geometry.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: blender-3.0.0-alpha+master.2d35eed34d01-windows.amd64-release\n\n\n\nIt seems like the uvs are destroyed when the modifier is applied. This makes it very hard to use this to create actual geometries. Here I have a super simple use case where no instancing or fancy processing is done. The geometry is brought into the host geometry with the object info node.\n\n[QU22PPOylB.mp4](QU22PPOylB.mp4)\n\n\nSee the attached video and the .blend file\n\nOpen the blend file\n\nSelect the torus\n\nApply the modifier\n\n[uvs_30062021_1834_53.zip](uvs_30062021_1834_53.zip)", "Join geometry node deletes vertex colors\nOperating system: Gentoo Linux\nGraphics card: RX 480\n\nBroken: 3.2.0 alpha, as of 1 day ago\n\nWhen geometry is combined with the Join Geometry node in the node editor, vertex colours are deleted. \n\nWithout Join Geometry: ![2022-04-02-055027_1280x998_scrot.png](2022-04-02-055027_1280x998_scrot.png)\n\nWith Join Geometry: ![2022-04-02-055049_1280x998_scrot.png](2022-04-02-055049_1280x998_scrot.png)\n\nI believe this may be related to #85962. \n\nCreate an object. \n\nAssign vertex colors to it. \n\nUse vertex colours as input to color of material. \n\nUse geometry nodes to duplicate the object and join it to itself. This also occurs when importing objects with the object info node, which is how I discovered this. \n\nBlend files: \n\n[vertex_col_bug_2.blend](vertex_col_bug_2.blend)\n\n[vertex_col_bug.blend](vertex_col_bug.blend)", "Mesh UV is lost when joining two geometry in geo nodes\nOperating system: macOS-11.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-16.0.13 \n\nBroken: version: 3.1.2\n\nShader with texture don't work when joining two geometry in geo nodes\n\n- Open attached file (the image sequence must have been found automatically).\n- Unmute or Mute the `Join Geometry` node.\nIn shaded mode, you should see numbers on the plane but it doesn't work.\nIn you mute or bypass the join geo node, it works.\nIf just won't work if there's an image connected to the shader.\nIf you apply the blue shader it works.\n[bug.zip](bug.zip)\n\n", "Many Nodes (Join geometry, Boolean, Object Info?) and realizing instances remove UVs (output float2, not MLoopUV).\nOperating system: Windows 10\nGraphics card: RTX 3060ti\n\nBroken: 2.93.0-b2c7ea6d82c4, alpha, 2021-02-23\n\nWhen connecting the geometry from Group Input into a Join Geometry more than once the UV map is removed. Any other geometry joined from a Object Info joins with the UV map intact.\n![geometrynode_uv_bug1.jpg](geometrynode_uv_bug1.jpg)\n![geometrynode_uv_bug2.jpg](geometrynode_uv_bug2.jpg)\n[geometrynode_uv_bug.blend](geometrynode_uv_bug.blend)", "Geometry Nodes: Curve to Mesh causes loss of texture coordinates\nOperating system: Arch Linux\nGraphics card: RTX 2080ti\n\nBroken: 3.0.1 and 3.2 master\n\nWhen connecting a Curve to Mesh node, the generated geometry seems to lose the texture coordinates.\n[2022-02-28 15-32-37.mp4](2022-02-28_15-32-37.mp4)\n\n[Test.blend](Test.blend)\n- Open attached file\n- Connect the Curve to Mesh node to the Join Geometry", "Texture spawn from UV go wrong in Geometry Nodes\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nI use separate geometry get the mesh which I selected in vertex group adn merge them by join geometry,but if the texture of them were generated from UV Texture Coordinate,the shader will show the wrong thing(Other Texture Coordinate work will)\n\n![image.png](image.png)\n![image.png](image.png)\n[uvbug.blend](uvbug.blend)\n", "Any GN node after Point Instance destroys UVs on all GN geometry \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing any node after point instance node destroys UVs on all of the GN geometry, even the geometry that is joined with the destroyed UV geometry down the stream.\nBefore:\n![image.png](image.png)\nAfter:\n![image.png](image.png)\n\n1. Distribute any meshes with textures utilizing UVs using Point Instance node onto another mesh\n2. Put any node after Point Instance node\nResult: UVs get destroyed\nExpected: UVs do not get destroyed\n\n", "Blender 3.0 Geometry Nodes breaks UV channels\nOperating system: Windows 10\nGraphics card: GTX*/RTX*\n\nVersion: 3.0.0 daily 3788003cdaeb (2021-11-30)\n\nThe geometry nodes of Blender 3.0 (beta) corrupts the UV channel, which is probably caused by the fact that it doesn't support Vector2 outputs.\n\nYou can write output to a Vector3 (Face Corner) attribute, but this is incompatible with existing UV pipeline components in Blender and/or external tools. The bug occurs also implicit, when for instance tranforming and joining two geometries.\n\n\n\n*Example 1: explicit*\n\n 1. Create a unwrapped cube geo and add a material using uv's\n![1. cube.png](1._cube.png)\n 2. Add a geometry node with an input attribute of the UVMap and an output to the same UV attribute.\n![broken-1.png](broken-1.png)\n 3. Kapot!\n\n*Example 2: implicit*\n 1. Create a unwrapped cube geo and add a material using uv's\n![1. cube.png](1._cube.png)\n 2. Add a geometry node with a transform node (or anything that splits the node flow) and join the transformed and the original geo into the output.\n![broken-2.png](broken-2.png)\n 3. Kapot!\n\nAfter applying modifiiers or exporting meshes the UV information is not available to other toolsets.\n\n[bug - geo_nodes-kills-uvs.blend](bug_-_geo_nodes-kills-uvs.blend)\n\n\n", "UVs dont work after Joining multiple geometry in geometry nodes. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 3.0.0 Alpha\n\n[Geometry Nodes ( Blender 3.0) after joining geometry it looses its UV data. I performed a simple boolean and joing back the pieces with join geometry , Materials didnt work as there UVs dont work after Joining Geometry. Video attached]\n\n[Bring a 3d model ( with textures and uv), make a difference boolean for top half with a simple cube, and then make intersection boolean for bottom half. join both pieces with join geometry in geometry nodes, assign material in geometry node.{[F10379518](Blender_2021-09-05_20-22-34.mp4)}]\n\n", "UVs from texture coordinate don't work with UVMap generated from Geonodes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\n\n![image.png](image.png)\n\nMimic following Geo-node setup, use any image for heightmap in the image node. Then in shader nodes add a texture coordinate node and set to UV as the coords input for a texture. Texture won't map\nUse either UV Map node or Attribute node and set it to the UVMap from the mesh data and it works. \n\n", "Joining geometry in geoNodes destroys UVs\nOperating system: Win11\n\nBroken: 4aac5b92c1bb\n\nJoining parts of the geometry in a geometry nodes graph destroy the uvs.\n\n\n![image.png](image.png)\n\n\nload the attached blend file\n\nmake sure you are in material preview node so you can see the texture\n\nselect the plane\n\nenable the geometry nodes modifier\n\n\n[_01122022_2239_56.zip](_01122022_2239_56.zip)", "UV Loss after appying Geometry Nodes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.06\n\nBroken: version: 3.2.0\n\nProblem of lost UV maps if Geometry Nodes getting applied\n\nSee File, just apply the GN of \"Not yet applied Geometry Nodes\" in \"Collection\" yourself and see that before applieing, there are all UV Maps there but after applying, all UV Maps are gone.\n\n[Geometry Nodes Apply UV Map lost.blend](Geometry_Nodes_Apply_UV_Map_lost.blend)\n", "Geometry Nodes won't preserve uv mapped textures for materials.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nI looked around in DevTalk, RightClickSelect and other sites but i could not find any topics on how geometry nodes is not preserving the uv mapping for when the geometry is joined. Currently things like procedural materials that don't require uv's are preserved and work as intended, however the uv mapped textures won't get preserved. \n\nThis is really important for editing instanced geometry like grass/trees and so on, since the point system is far more limited compared to the raw geometry even if it is more performance expensive. \n\nAnd my apologies if the topic was already discussed, i'm having troubles finding anything about it so i've figured that i should report it as a bug.\n\n\n\n\n" ]
Alembic export crashes Blender when an object is importing the .abc file. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.83.2 Alembic export operator crashes when a mesh with a MeshSequenceCache modifier using the same cache file is in the scene. See the attached file for a quick repro setup: [AbcCrash.zip](AbcCrash.zip) 1. Scene has a mesh to be exported (here a simple subdiv cube with a wave mod to actually export geometry) 1. Export to an alembic file. 1. Scene has a 2nd mesh with a *MeshSequenceCache* modifier (*IsSequence* setting enabled). This loads the .abc file exported above. 1. Run the abc exporter again. Make sure the "Selected objects only" option is disabled, so it will try to export both the original and the reimported mesh. Blender crashes when trying to export to the same file it is importing at the same time. Expected: Blender should exclude the imported object from cache exports, and/or suspend the MeshSequenceCache modifier (also for performance reasons if it isn't exported).
[ "Alembic Exports Particles Wrong?\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\n\nAlembic Exports Particles Wrong\n\nThe image shows the problem. Green is the source that generates the white alembic. They should be the same.\n![Untitled-1.jpg](Untitled-1.jpg)\n\nIt looks like all the particles are presented on frame #1, then simulated to fall as a clump, instead being born over time and falling one by one. Also, the export does not take into account the *Show Emitter* flag for the particle system. Most users won't want the emitter surface exported, and I can't find anyway to remove it using Blender.\n![blender_particles.gif](blender_particles.gif)\n\n1.) Download the file and export the simulation as an Alembic.\n2.) Import result to observe the failure.\n\n[alembic_particle_failure.zip](alembic_particle_failure.zip)\n\n", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Crash while using the Cloth Filter brush with collisions enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 3.0.0 Alpha\n\nUsing the cloth filter brush with collisions enabled on *both* the deforming object and the non-deforming object causes Blender to crash.\n\n- Open the attached .blend file with a minimal scene where this error can be observed. Everything has been already set up.\n- With the pre-selected *Cloth Filter* brush set to *Gravity* and both *Use Collisions* and *Use Face Sets* enabled, `LMB` on the \"Skirt\" mesh, and start dragging to the left of the screen, causing the \"Skirt\" mesh to start flying upwards.\n- After a brief while, release `LMB` and repeat the above operation by dragging to the right. Note how the direction of the cloth filter brush was not reversed this time.\n- Almost as soon as this new sculpting operation is initiated, typically Blender crashes. Occasionally it might take a few more attempts.\n\n[facesets-crasher.blend](facesets-crasher.blend)\n\n**Additional notes**\nIf extensive changes are performed to the \"Collisions\" mesh, the bug will not be able to be reproduced anymore.", "Blender crashes in edit mode in wireframe view\nOperating system: Linux Mint 21.1\nGraphics card: geforce gtx 1060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc, type: release\nWorked: 3.5.1\n\nOn the attached file, selecting the bear head and going into edit mode, then switching to wireframe, or switching to edit mode while in wireframe mode, blender crashes and exit.\n\nSelect the bear head, switch to edit mode in wireframe. It crashes. It doesn't happen with a default cube in an empty file. The bear has geometry node hairs attached to it on the fur layer, but the geometry nodes are disabled. It also has an armature.\n\nThe problem also happens on windows10 on the same computer.", "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "Blender 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", "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", "Boolean modifier: Self Intersection fails when mesh object is same for both operand types\nOperating system: Win10 (21H1 19043.1348)\nGraphics card: GeForce 1080Ti (496.76)\n\nLatest 3.0 (December 02, 02:20:21 - 9cec9b4d6e33)\n\nOperand type `collection` did not consider `self intersection` with certain condition.\nIt fails when mesh object is same for both operand types\n\n- Open .blend file\n- Change operand type to `Object`\n- Uncheck `Self Intersection`\n- Switch back to `Collection\n\nTest File:\n[boolean.blend](boolean.blend)\n[2021-12-03 13-50-41.mp4](2021-12-03_13-50-41.mp4)", "Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)", "LineArt; Crahes when I reopen a file\nAn old HP laptop with\nOperating system: Linux Ubuntu 18.04.5 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2)\n\nBroken: Blender 2.93.0 Alpha, 3ea1779365b5, master, 2021-03-23 18:34\n\n\nI added two GP LineArt on the scene and it worked and then I saved the scene, with new grease pencil modifiers activated, but when I try to reopen in Blender the same scene crashes every times and I'm not able to see anythings after waiting the processing until crashes without any report. the file is attached.\n\n[yach.tar.xz](yach.tar.xz)", "Support Alembic export/import of curve objects\nI created this issue as requested [here ](T51195#430327).\n\nWhile the export of animated mesh objects works quite well, exporting and importing curve objects does not work as expected at the moment.\n\nWhen exporting curves there are two main options:\n- Export as curve\n- Export as mesh\n\nBoth of these are very useful. Depending on the specific setup it might not be useful to export a curve as curve but rather as mesh. Being able to export as mesh should always be an option.\n\nI created a little test file that includes a curve object with multiple animated properties and modifiers: [curve_export_test.blend](curve_export_test.blend)\nSome modifiers implicitly convert the curve into a mesh, so when the user wants to export as a curve, it should (if possible) evaluate all modifiers until the curve is converted. If it is not possible to apply only some modifiers, it should still be possible to only export the curve before any modifier is applied (next to the option to export the whole thing as a mesh).\n\nAlso, keep in mind:\n- Curves can consist of multiple splines.\n- The amount of splines per curve object can change over time.\n- The amount of points in a spline can change over time.\n- Curves and spline points have quite properties have quite a few attributes that need to be considered when exporting as curve (bevel radius, ...).\n\nIf I had to choose what to develop first, mesh or curve export of curve objects, I'd vote for mesh, as it allows for more flexibility. Additionally I imagine it to be easier to develop.", "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", "Regression: Importing of collada model with instances became a LOT slower since 2.80 (practically freezing)\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: 2.80\n\nImporting of collada model makes Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\n- import attached collada file\n- Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\nLink to model file:\n\nCruisn-Exotica-arcade-game-Dual\n\n[doubleexotica.zip](doubleexotica.zip)", "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" ]
[ "Crash, when ALEMBIC Input File internally has changed\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83 (sub 15)\n\nUpdating the ALEMBIC cache produces a crash when changing the frame\n\n\n1. Place a ALEMBIC File (in my case from Houdini) into a Blender scene\n2. Scrubbing works as expected\n3. I change the positions (Normals) inside Houdini und override the ALEMBIC File\n4. I change the current frame in Blender. Instead reading the current cache state from the ALEMBIC, Blender crashes\n\nTo test, in my case I only deactivated the \"Mountain SOP (node)\". So the amount of point is the same, but positions and normales changed.\n\nThanks,\nHelge\n\n{F8512249}\n![Blender Setup.png](Blender_Setup.png)\n" ]
Cycles n-gon rendering artifacts on objects created in earlier blender versions Operating system: Linux-6.1.19-1-MANJARO-x86_64-with-glibc2.37 64 Bits Graphics card: Mesa Intel(R) Graphics (RPL-S) Intel 4.6 (Core Profile) Mesa 22.3.5 Broken: version: 3.6.0 Alpha Worked: 2.91.2, 3.4.1, blender-3.5.0-candidate+v35.ba4442ef41cb-linux.x86_64-release Some meshes with n-gons created in earlier blender versions show artifacts when rendered with cycles - the mesh is not corrupted. The artifacts do not occur if the mesh is remade in 3.6.0. If the vertices are moved in edit mode, the artifacts disappear at some positions. In the attached file, there are two objects: "artifacts" was created with an earlier Blender version and "freshly modeled - no artifacts" was created in 3.6.0 in an attempt to look identical. After switching viewport to rendered or rendering the image, object "artifacts" will have artifacts in blender 3.6.0, while both will render identically without issues in 3.5.0rc or earlier.
[ "Data block name not unique when use gpu subdivision option turned on\nOperating system: Windows 11\nGraphics card: NVIDIA Quadro P6000\n\nBroken: 3.1 all the way to 3.6\nWorked: Anything before 3.1\n\nWhen the option Viewport->Subdivision->GPU Subdivision is turned on in the preferences, the data block names for meshes that have the subdivision modifier attached are the same.\n\n1. Start with the default scene.\n2. Create a second cube.\n3. Attach a subdivision modifier to each cube.\n4. Run the following script.\n\n```Py\nimport bpy\n\ndepsgraph = bpy.context.evaluated_depsgraph_get()\n\nfor i, ob_inst in enumerate(depsgraph.object_instances):\n \n if ob_inst.object.type == \"MESH\":\n print(\"%s (%s)\" % (ob_inst.object.data.name, ob_inst.object.name))\n```\nThe output you should see is something like this:\n\n```\nMesh (Cube)\nMesh (Cube.001) \n```\nIf you run the script again with the option turned off, you should see this:\n\n```\nCube (Cube)\nCube.001 (Cube.001)\n```\n\nI'm not sure if this is expected, but it's inconsistent behavior. As far as I can tell, it only happens on Windows and Linux. It doesn't happen on my Intel Mac running running macOS Ventura (13.4.1).", "Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n![image](attachment)\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n", "Manipulators don't render properly\n## System Info\nOperating system: Debian 10.6 AMD64\nGraphics card: NVIDIA Corporation GF108 [GeForce GT 730] with proprietary drivers packaged from debian\n [system-info.txt](system-info.txt)\n## Blender versions\nBroken: 2.83 and upwards (latest build - Blender 2.92.0 Alpha November 22, 00:30:33- df8cc5662b9a - as well)\nWorked: 2.82 and older\n\n\n## Bug Description\nStarting a new (General) file, selecting the cube and pressing move or rotate, the manipulators render with some colored plane artifacts as in screenshots attached.\n\nThis is caused by the graphics card not being recognized and software rendering being used instead.\n\n## Demonstration\n\n### Video of bug\n\n[manipulators-bug.mp4](manipulators-bug.mp4)\n\n### Video of expected behavior\n\n[manipulators-normal.mp4](manipulators-normal.mp4)\n\n### Screenshots of bug\n![Screenshot_2020-11-22_04-30-39.png](Screenshot_2020-11-22_04-30-39.png)\n\n![Screenshot_2020-11-22_04-31-01.png](Screenshot_2020-11-22_04-31-01.png)", "Simulation zone pauses randomly during render\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, Cycles, and Workbench, rendering an object with a simple simulation zone applied in geometry nodes results in some rendered frames being duplicates of each other, effectively making the simulation pause at random in the final render.\n\nThe workaround is to bake the simulation zone result before rendering (see screenshot.)\n\nCheck out the attached .blend file for reproduction.\n\n", "Point Cloud - Missing Particles when Rendering with Cuda on Linux\nOperating system: Linux-5.13.0-35-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0\n\nWhen rendering large amounts of particles with CUDA on Linux, there appear to be some random patches of particles missing. This does not occur when using the OptiX rendering backend or CPU rendering backend. This problem **does not** occur on Windows for any rendering backend, i.e. the same render has been confirmed to work on Windows with the CUDA backend.\n\n1. Open the attached .blend file.\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n(alternative)\n1. \n - create a plane object and create 1000 edge loops in x and y direction so that the object has roughly 1 million vertices.\n - add \"Mesh to Points\" geometry node with radius 0.001\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n.blend File:\n[particles_problem.blend](particles_problem.blend)\n\nImage of the Problem:\n![cuda_rendering_problem.png](cuda_rendering_problem.png)", "Fade Inactive Geometry: Objects with the same stored mode are not faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nIt is possible to keep objects in a certain mode even if they are not active. \nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nUnfortunately if any object in the scene is also in the same mode, even if it is not active or affected by the currently active object, it will not be greyed out.\n\n![Screenshot_2021-04-22_11-40-07.png](Screenshot_2021-04-22_11-40-07.png) In this example image 2 quad-spheres are not greyed out. The left one is active and can be sculpted on. The right one is not active or selected but is also currently in sculpt mode. \n\n- Disable \"Lock Object Modes\" in Topbar -> Edit\n- Duplicate an object multiple times to have more than 1\n- Select one and switch to (for example) vertex paint mode\n- Select another object in the 3D viewport or via the outliner without exiting the mode of the active object\n- Switch into the vertex paint mode\n- The other object is not greyed out \n\n", "lattice modifier doens't keep original shape at rotation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.6\nWorked: never?\n\nweird behavior of lattice modifier after rotation of 90 degree ()\n\n- Add a lattice modifier on object\n- Pick a curvature mode between bspline, catmull, cardinall - all behave the same\n- Select lattice object, switch to edit mode\n- Select all points of lattice, rotate lattice at 90 degree & I have this weird behavior where lattice doesn't keep original shape - screen will show better\n\n\n\n\n", "Fade Inactive Geometry: Objects with the same object data are faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nBut if any other object has the same object data linked (same geometry) it will be faded out anyway.\n\n![Screenshot_2021-04-22_11-50-30.png](Screenshot_2021-04-22_11-50-30.png) In this example the quad-sphere in the center is active in edit mode. The one to the right has the same linked object data, which is why it also shows the edit mode overlays as it is the same geometry.\nBut since it is another object it is greyed out.\n\nThis is related to #87704 since the overlay seems to prioritise objects that are in the same mode instead of objects that share the same geometry.\n\n- Duplicate an object multiple times to have more than 2\n- Duplicate one of them with Alt + D to have their object data linked\n- Enter Edit Mode on one of those objects\n\n", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "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![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "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![33162506.jpg](33162506.jpg)\n\nCycles:\n![33172906.jpg](33172906.jpg)\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n", "Strange Cycles Area Light artifact when using Motion Blur in animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nPer the attached screenshot, two astronauts are at the windows of a moving spacecraft. There are four Area Lights inside the spacecraft between the astronauts and windows acting as fill lights for the astronauts. The strange artifact appears when Motion Blur is enabled, causing the Area Lights to appear to be moving at a different velocity from the spacecraft. The result is that the Area Lights themselves become visible, especially the green light at the far left window; in reality it's behind the post between the windows.\n\nIs this a known issue? If yes, any way to fix it short of disabling Motion Blur? Thanks.\n\n\n", "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", "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 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" ]
[ "Regression: Different triangulation in Cycles\nOperating system: Windows 10 64-bit (19044.2604)\nGraphics card: GTX1660 (Driver 531.26)\n\nBroken: Blender 3.6 [f54af343f175] and onward\nWorked: Blender 3.6 [3eff28a158ca] and before, 3.5\n\nCaused by 16fbadde363c8074ec725fa1e1079add096bd741\n\n| Before | After |\n| -- | -- |\n| ![](mesh012piaz.jpg) | ![](mesh022qf7n.jpg) |\n\nSome meshes have corrupt geometry when rendered using Cycles. Yet, they look absolutely normal in any other mode incl. Eevee. Triangulation helps, but as you understand, triangulating your meshes is not always an option. I was able to reproduce the bug using new custom geometry, but it was the other way around: it looked normal in the rendered mode, but corrupt in the edit mode.\n\nBlender file attached.\n\n" ]
Themes don't work properly Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 20.19.15.4531 Broken: version: 2.83.0 Themes don't work properly require restart Blender {[F8577910](Theme.gif)}to work propelrly. Change the theme. ![Theme.gif](Theme.gif)
[ "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", "Cycles does not respect the texture alpha mode\nOperating system: Gentoo Linux \nGraphics card: AMD 290x\n\nBroken:\n2.79b\n2.80 f15205b93f56e454b76d5a222fdb9a9665b99907 2018-01-02\n\nEevee respect the alpha mode in the texture settings, however cycles does not.\n\n[alpha_test_pack.blend](alpha_test_pack.blend)\n\n1. Load the attached .blend file\n2. Change the texture settings for the `Alpha:` setting for the image texture node (with use alpha on).\n3. Notice that in cycles the `Alpha:` setting has not effect, the texture alpha is always premultilied.", "Face Sets Hide/Show don't work with Industry Compatible keymap\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.83.0\nWorked: N/A\n\nWhen using the industry compatible keymap, the Face Sets tool doesn't work properly. The shortcut commands for hide/show are listed in the keymap settings but they don't function.\n[Keymap Settings ](9b6f1d6608.png)\n[Video of the Hide/Show not working ](80c4d51da2.mp4)\nThe shortcut works fine in the normal keymap settings however.\n\nIn the default sculpting workspace (*while using the Industry Compatible keymap settings*)\n\nFirst select the face sets tool and draw a few face sets, then attempt to use the ctrl/shift/alt + H shortcuts to isolate the particular face sets.\n\n\n\n", "Windows/msi installer: Blender casing in the installer is lower case\nOperating system: Windows\nGraphics card: Irrelevant \n\nBroken: 3.4/3.5\nWorked: No idea\n\n\nThe Blender .msi installer on windows has a lower case 'blender' in the title bar\n\n![image](attachment)\n\n\nUse the installer.\n\nEverything on the blender repository side is configured to have a capital B, when I build an installer locally it indeed has the right capitalization. @brecht showed me part of the build bot scripts when this last came up that forced that specific variable to lower case so this needs to be fixed on the bots to either by it having the right capitalization or to stop it from overriding this specific value.\n\n", "Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n![Screenshot 2022-11-08 at 11.49.30 am.png](Screenshot_2022-11-08_at_11.49.30_am.png)\n\n![Screenshot 2022-11-08 at 11.48.41 am.png](Screenshot_2022-11-08_at_11.48.41_am.png)", "Average: Custom Normal's functions probably doesn't work\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: 3.3.1\n\nMesh > Normals > Averame > Custom Normal functions (F9) probably doesn't work.\n\n1) Add any mesh. \n2) Switch mode to Edit Mode.\n3) Select all components.\n4) Call menu Mesh > Normals > Average > Custom Normals. At this point normals changed.\n5) Open bottom menu or press F9 and try change any sliders.\nChanges will not occur. I assumed that this was a mistake, because. these sliders are repeated in the modifier Weighted Normal, but there they work fine!\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![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "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", "Shading change (smooth/flat) resets current simulation cache. \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nversion: 2.82 (sub 7)\nWorked: 2.79\n\n[2020-02-26_04-40-40.mp4](2020-02-26_04-40-40.mp4)\n\nSet simple simulation, play it (to the end or pause), change shading to smooth/flat. Your cache lost.\nHere file.\n[simeset.blend](simeset.blend)\n\n", "User Interface Policies\nDesign task to coordinate user interface policies before including them in the [human interface guide-lines (HIG) ](Human_Interface_Guidelines).\n\nThis is a curated list of items agreed on by module owners.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible.*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have.*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n\n----\n\n### Under Discussion\n\n- {icon circle color=green} #76212 (Avoid Dynamic Menu Contents)\n- {icon circle color=green} #76213 (Avoid Dynamic Menu Text)\n- {icon circle color=green} #76227 (Make All Operators Accessible from Menus)\n- {icon circle color=green} #76261 (Tooltip Guidelines)\n\n----\n\n### Accepted\n\n- <none>\n\n### Rejected\n\n- [D7515: UI: Comma as Decimal Separator](D7515)", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent", "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.", "The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n![vertex_color.gif](vertex_color.gif)\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n", "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", "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" ]
[ "Resetting the Theme to default causes most of the texts to disappear\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 400 Intel 4.4.0 - Build 20.19.15.5070\n\nBroken: version: 2.83 (sub 5)\n\nResetting the Theme to default causes most of the texts to disappear. It also happens when I try to reset to factory settings.\n![Screenshot (68).png](Screenshot__68_.png)\n\n", "All UI text vanishes when abusively changing themes presets and opening windows in full screen mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 2.83.5\n\nAll UI text vanishes when abusively changing themes presets and opening windows in full screen mode\n\n___\n\n\nThere are two ways to trigger the bug (as mentioned before):\n\n\n - Go to Edit -> Preferences ->Themes\n\n\n![Bug_1.jpg](Bug_1.jpg)\n\n\n - Change randomly the preset, and sometimes the text dissapears and reappears. Sometimes only the panels are visible (only the titles as shown in the image), other times is everything.\n\n\n![Bug_2.jpg](Bug_2.jpg) \n![Bug_3.jpg](Bug_3.jpg)\n\nAll of this is in an apparent random way. **This does not happen when changing themes from a Preferences screen opened by changing another screen (like outliner).**\n\n___\n\nThe other way:\n\n - Toggle view fullscreen by the UI or Ctrl + F11\n\n - Now force a window to be opened, like by opening the preferences as shown before, save the file, etc.\n\n - This time any UI text is vanished.\n\n\n![Bug_4.jpg](Bug_4.jpg)\n\n\n___\n\nThis is obviously related to some **window/program interaction** that causes the **issue**. I haven't tried it in other OSs.\n\n\n\n\n\n", "Text disappears on theme change\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 2.83.2\n\nAs the title says, all text disappears when the theme is changed. Restarting Blender brings it back, until you change the theme again.\n\nClick on Edit, Preferences, Presets, select a theme from the drop down menu, voila, textus disappearus.\nBased on default startup.\n\n", "Switching Themes causes UI to disappear\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.5070\n\nBroken: version: 2.83 (sub 13)\n\nSwitching themes may cause UI to disappear. Doesn't happen 100% of the time. Check video.\n\nOpen user preferences\nTheme tab\nChange theme to another preset theme\n\n[Theme switching bug.mp4](Theme_switching_bug.mp4)\n\n" ]
do_enhance_details_brush_task_cb_ex () causing coredump in blender 2.91.x and 2.92 Operating system: Manjaro Graphics card: AMD Fury X and AMD Firepro w8100 Broken: 2.91.2, 2.92 beta Worked: 2.83 Sculpting anything randomly causes core dump. **Error** ``` oredumpctl gdb 7223 PID: 7223 (blender) UID: 1001 GID: 1001 Signal: 11 (SEGV) Timestamp: Wed 2021-01-27 16:48:20 PST (20min ago) Command Line: blender Executable: /usr/bin/blender Control Group: /user.slice/user-1001.slice/[email protected]/app.slice/app-gnome-blender-7223.scope Unit: [email protected] User Unit: app-gnome-blender-7223.scope Slice: user-1001.slice Owner UID: 1001 (delo) Boot ID: * Machine ID: * Hostname: * Storage: /var/lib/systemd/coredump/core.blender.1001.4d910a0f3efd4ff69e80b8b0b91a9148.7223.1611794900000000.zst (truncated) Message: Process 7223 (blender) of user 1001 dumped core. Stack trace of thread 7223: #0 0x0000555cb5baf30a do_enhance_details_brush_task_cb_ex (/usr/bin/blender + 0x18f830a) Stack trace of thread 7247: #0 0x00007f42aac0f014 n/a (n/a + 0x0) ``` ``` warning: Error reading shared library list entry at 0x2d006574656c706d warning: Error reading shared library list entry at 0x74647370617473 Failed to read a valid object file image from memory. --Type <RET> for more, q to quit, c to continue without paging-- Core was generated by `blender'. Program terminated with signal SIGSEGV, Segmentation fault. #0 0x0000555cb5baf30a in do_enhance_details_brush_task_cb_ex () [Current thread is 1 (LWP 7223)] ``` - Create cube - Enter sculpting mode and sculpt with crease brush - Crashes at random
[ "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.", "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 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n", "Python/BMesh: Add/removing textures between renders causes memory leak/ram crash\nOperating system and graphics card\nUbuntu 18.04, Nvidia GTX 960M\n\nBroken: blender-2.80-17bc0567268-linux-glibc219-x86_64\n\n**Working Blender Version**\nBlender 2.79b stable (ubuntu repository) with cycles\n\nIf you run the attached code and target it a directory with a large number of images, it will repeatedly:\n\n1. Load an image from file\n2. Set the image to be the content of a \"Image Texture\" node\n3. Delete/remove the image that use to be the image texture node\n4. Render \n\nAs it processes images, blender takes more and more memory. Eventually it will crash. If you leave out step 4, then it will not.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nImport python code, run \n\nLoadAndRemoveTextures(\"/folderWithManyImages\", 2000)\n\nin the console window.\n\n[imageMemoryProblem-WorksWithStableCycles.blend](imageMemoryProblem-WorksWithStableCycles.blend)\n[imageMemoryProblem2pt80.blend](imageMemoryProblem2pt80.blend)\n\nCode:\n\n\n```\nimport datetime\nimport sys\n\nimport bpy\nimport bmesh\nfrom mathutils import Vector\nfrom mathutils import Euler\nfrom bpy_extras.object_utils import world_to_camera_view\nimport random\nimport math\nimport json\n\nimport time\nimport os\nimport gc\n\ndef RemoveImageFromMemory (passedName):\n # Extra test because this can crash Blender.\n img = bpy.data.images[passedName]\n try:\n img.user_clear()\n can_continue = True\n except:\n can_continue = False\n \n if can_continue == True:\n try:\n bpy.data.images.remove(img, True)\n result = True\n except:\n result = False\n else:\n result = False\n return result\n\ndef CollectBackgroundImagePaths(sourceDirectoryPath, imageExtension):\n file_paths = []\n\n for root, dirs, files in os.walk(sourceDirectoryPath):\n for file_name in files:\n if file_name.endswith(imageExtension):\n file_paths.append(root + \"/\" + file_name)\n return file_paths\n\ndef SetBackgroundImage(backgroundImagePath):\n #Store reference to old image so it can be removed\n old_image_name = bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image.name\n\n #Load new image to be used\n new_image = bpy.data.images.load(filepath = backgroundImagePath)\n\n #Set the new image to be used\n bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image = new_image\n\n #Delete the old one from the file\n remove_succeeded = RemoveImageFromMemory(old_image_name)\n gc.collect()\n\n if not remove_succeeded:\n print(\"Error removing \" + old_image_name)\n else:\n print(\"Removing \" + old_image_name + \" worked\")\n\ndef LoadAndRemoveTextures(texturesFolderPath, numberToLoad):\n background_image_paths = CollectBackgroundImagePaths(texturesFolderPath, \".png\")\n\n for example_index in range(0, numberToLoad):\n SetBackgroundImage(random.choice(background_image_paths))\n\n #If you alternate adding/removing images and rendering, it will eat all the ram on your system and crash\n bpy.ops.render.render( write_still=True )\n```", "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", "mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode.", "Blender crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 (21C52)\",\"incident_id\":\"9B83A860-E322-4D03-B0CE-187C62682666\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-12-21 10:11:31.6855 +0100\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookPro16,1\",\n \"procStartAbsTime\" : 28935533255199,\n \"coalitionID\" : 1696,\n \"osVersion\" : {\n \"train\" : \"macOS 12.1\",\n \"build\" : \"21C52\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-12-21 10:11:52.0228 +0100\",\n \"incident\" : \"9B83A860-E322-4D03-B0CE-187C62682666\",\n \"bug_type\" : \"309\",\n \"pid\" : 2869,\n \"procExitAbsTime\" : 28955868010950,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-12-03\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : {\"deviceIdentifierForVendor\":\"39CB2ACC-1148-5821-AB90-8D6F120CC508\",\"thirdParty\":true},\n \"parentProc\" : \"zsh\",\n \"parentPid\" : 1661,\n \"coalitionName\" : \"com.apple.Terminal\",\n \"crashReporterKey\" : \"BAF76297-0E65-F3CC-0672-23E0B08EE74B\",\n \"responsiblePid\" : 1596,\n \"responsibleProc\" : \"Terminal\",\n \"bridgeVersion\" : {\"build\":\"19P647\",\"train\":\"6.1\"},\n \"sip\" : \"enabled\",\n \"isCorpse\" : 1,\n \"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGSEGV\"},\n \"termination\" : {\"flags\":0,\"code\":11,\"namespace\":\"SIGNAL\",\"indicator\":\"Segmentation fault: 11\",\"byProc\":\"Blender\",\"byPid\":2869},\n \"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n \"faultingThread\" : 1,\n \"threads\" : [{\"id\":1319763,\"queue\":\"com.apple.main-thread\",\"frames\":[{\"imageOffset\":3310673,\"symbol\":\"loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*)\",\"symbolLocation\":209,\"imageIndex\":0},{\"imageOffset\":3306121,\"symbol\":\"loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*)\",\"symbolLocation\":361,\"imageIndex\":0},{\"imageOffset\":3305382,\"symbol\":\"BKE_mesh_normals_loop_split\",\"symbolLocation\":502,\"imageIndex\":0},{\"imageOffset\":3212714,\"symbol\":\"BKE_mesh_calc_normals_split_ex\",\"symbolLocation\":426,\"imageIndex\":0},{\"imageOffset\":1642101,\"symbol\":\"mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*)\",\"symbolLocation\":165,\"imageIndex\":0},{\"imageOffset\":1642306,\"symbol\":\"tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, 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0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 12 2021 18:02:56 version 9.30.464.0.32.5.76 FWID 01-c081cfed\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB31Bus\nUSB Device: T2Bus\nUSB Device: composite_device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```", "PBVH task scheduler performance issues\nThis is a task to investigate a possible issue in the PBVH task scheduler. \n\n**Issues**\n - Some users report bad performance in sculpt mode, while others can work without problems on really high poly meshes with similar hardware.\n\n - On my main computer, brush strokes with TBB disabled feel more responsive regardless the mesh vertex count. When TBB is enabled, strokes usually stop generating new samples in the middle of the stroke or take a fraction of a second to start. I know this is happening to some other users. \n\n - Simple operations that need to loop over all vertices on high poly meshes are extremely slow for no specific reason. (doing x = 1.0f - x on a 25M elements array often takes up to 5 seconds). When the operation is more complex (like updating the normals or updating the nodes on the GPU), this can take minutes to finish. \n\nWe are not getting the reports of people that may be affected by this issue because most of them assume that Blender sculpt mode performance is just bad by default, so I can't tell if this is a problem with a specific configuration of hardware/software or a general problem in how the scheduler works. It would be nice to have more data from this test (and sculpt mode performance in general) on different hardware/software configurations to have a better understanding of how we can improve it. \n\n**How to test:**\n\n - Apply this patch: [P1202](P1202.txt)\n - Add a cube, subdivide N number of times and apply\n - Enter Sculpt Mode\n - Run \"Invert Mask\" (press A + drag left)\n\n\n**My results**\n\nOperating system: Linux-5.4.2-1-MANJARO-x86_64-with-glibc2.29 64 Bits\nCPU: Intel i7 6700K @ 4.00GHz x 8\nRAM: 32GB\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nSubdivide default cube N number of times:\n\n| N Subdivisions | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|--------------|----------|------------|------------------|-------------------|---------|\n| 11 | 25165826 | 7596 | 2.474073 | 0.571511 | 432.90% |\n| 10 | 6291458 | 1920 | 0.307948 | 0.159395 | 193.20% |\n| 9 | 1572866 | 464 | 0.111459 | 0.096845 | 115.09% |\n| 8 | 393216 | 112 | 0.002289 | 0.007297 | 31.37% |\n\n\nSubdivide default cube 6 times, use multires to N level.\n\n| Level | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|-------|----------|------------|------------------|-------------------|---------|\n| 6 | 26763264 | 3696 | 1.076635 | 0.322183 | 334.17% |\n| 5 | 7102464 | 912 | 0.074586 | 0.113303 | 65.83% |\n| 4 | 1990656 | 232 | 0.012938 | 0.048273 | 26.80% |\n| 3 | 614400 | 56 | 0.004059 | 0.012778 | 31.77% |\n\n\nAs you can see, a simple loop over all vertices in the mesh is way faster on my setup with TBB disabled.\n\nIf I change the ##LEAF_LIMIT## in ##pbvh.c## to 100000 (x10) in order to increase the amount of work each node has and reduce the number of total nodes: \n\n| N Subdivisions | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|--------------|----------|------------|------------------|-------------------|--------|\n| 11 | 25165826 | 760 | 0.106868 | 0.210985 | 50.65% |\n| 10 | 6291458 | 184 | 0.029088 | 0.105376 | 27.60% |\n| 9 | 1572866 | 56 | 0.007168 | 0.029653 | 24.17% |\n| 8 | 393216 | 8 | 0.002261 | 0.006321 | 35.77% |\n\nIf we compare the two results with TBB on:\n\n| Vertices | 1000 LEAF_LIMIT (default) | 10000 LEAF_LIMIT (new) | Perf. gain |\n|----------|-----------------|------------------|------------|\n| 25165826 | 2.474073 | 0.106868 | 2315.07% |\n| 6291458 | 0.307948 | 0.029088 | 1058.68% |\n| 1572866 | 0.111459 | 0.007168 | 1554.95% |\n| 393216 | 0.002289 | 0.002261 | 101.24% |\n\nIt seems like if we avoid starting TBB with a large number of nodes the performance improvement is huge. Increasing the leaf limit makes these kinds of operations up to 23 times faster, but that would be like disabling multithreading for small brush strokes.\n\n- Is there a way to fix this in the scheduler?\n- Can we do something like sending small chunks of nodes to TBB instead of starting the loop with 7000 nodes at the same time?\n- Can we find a better optimal leaf limit to get a better workload per core suitable for modern processors by comparing the results on different hardware? Dyntopo leaf limit is in 100 elements, which I think it does not make much sense. ", "Sculpting a mesh from Blender 3.6 causes corruption\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4644\n\nBroken: version: 3.6.2\nWorked: none, tested as far back as 3.3\n\nSculpting this mesh causes hilarious corruption and I don't know why. Note the huge Dimension coordinates.\n\nThis mesh was duplicated off a body mesh which also intermittently had the same issue. I've flipped between 3.5 and 3.6 a lot to edit that mesh because of #109432 (it's a furry character, I needed my rest position when working with hair systems). I'm wondering if something is corrupted in the mesh data itself. \n\nsculpt\n\n", "Python: Large memory leak if an operator modifies certain properties during the \"load_post\" handler\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.3.3\nBroken: version: 3.4.x through 3.6 as well\nWorked: n/a\n\nThere's a large memory leak if an Operator modifies certain properties during the `load_post` handler\n\n\n- Install the provided `leak.py` addon\n- Enable it and save preferences\n- Quit Blender\n- From the command line execute `blender --debug-memory`\n- Once loaded, quit blender again\n- Notice the large amount of leaks\n\n`Error: Not freed memory blocks: 543, total unfreed memory 0.040207 MB`\n\nThe property being modified -- see the 2 \"NOTE\" comments in provided addon for clues:\n```python\n def execute(self, context):\n \n # NOTE: This statement causes a large leak\n context.space_data.show_region_tool_header = False\n```\n\nThe leaks looks like:\n```\nError: Not freed memory blocks: 552, total unfreed memory 0.040894 MB\nWM_event_add_keymap_handler len: 80 000002128B026558\nWM_event_add_dropbox_handler len: 40 00000212EF01CE58\nWM_event_add_ui_handler len: 80 000002128B0264B8\nWM_event_add_keymap_handler len: 80 000002128B026418\nWM_event_add_keymap_handler len: 80 000002128B026378\nWM_event_add_keymap_handler len: 80 000002128B0262D8\nWM_event_add_keymap_handler len: 80 000002128B026238\nWM_gizmomap_add_handlers len: 40 00000212EF01CDE8\nWM_event_add_keymap_handler_dynamic len: 80 000002128B025AB8\n...\n...\n```\n\n", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Freeze when using Object.ray_cast in a driver script\nOperating system: Linux-5.10.15-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.40.0, 5.10.15-1-MANJARO, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.91.2, 8dc95f61f3\nWorked: Unknown, fails on at least as old as 2.83.10.\n\nRunning a driver that includes a call to Object.ray_cast will freeze the interface entirely. Still exits normally when sent a SIGTERM. It does not create a crash.txt. Blender crashes with a segmentation fault in version 2.83.10 (hash: `b439a155442b`), and does create a crash.txt (see attached). Blender version 2.93.0 Alpha (hash: `7a608f88a713`) also freezes in the same way as 2.91.2. Using the ray_cast function in a non-driver script appears to function as expected.\n\nIn the attached blend file, run the text block `TurretRayCasting.py`, to put the script into the driver namespace. Next, click \"update dependencies\" in the driver panel. The application should freeze entirely. If `return target.ray_cast(turretTargetSpace, direction)- [x]` is commented out and replaced with `return True`, the application does not freeze.\n\n[driver_freeze2.blend](driver_freeze2.blend)\n\n[driver_freeze2.crash.txt](driver_freeze2.crash.txt)\n\n[system-info-2.91.2.txt](system-info-2.91.2.txt)", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Blender crashes with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)" ]
[ "Random crashes while sculpting in 2.91 (Segmentation Fault)\nOperating system: Manjaro\nGraphics card: AMD Fury X and Firepro w8100\n\nBroken: 2.91.0 & 2.92 beta\nWorked: 2.83\n\nNot sure if related but launching blender in terminal I receive the error:\n```\nLLVM triggered Diagnostic Handler: Illegal instruction detected: VOP* instruction violates constant bus restriction\nrenamable $vgpr1 = V_CNDMASK_B32_e32 32768, killed $vgpr2, implicit killed $vcc, implicit $exec\nLLVM failed to compile shader\nradeonsi: can't compile a main shader part\nLLVM triggered Diagnostic Handler: Illegal instruction detected: VOP* instruction violates constant bus restriction\nrenamable $vgpr3 = V_CNDMASK_B32_e32 32768, killed $vgpr3, implicit killed $vcc, implicit $exec\nLLVM failed to compile shader\nradeonsi: can't compile a main shader part\n\n```\nUpon sculpting I randomly crash at times. Every time the circle around the cursor disappears as an indicator I'm going to crash. Then I receive Segmentation Fault.\n\n[blender.crash.txt](blender.crash.txt)\n\n- Create cube\n- Sculpt and remesh(repeat)" ]
Viewport not always updating material changes Windows 10 x64 GTX 950M 417.35 Broken: Date: 2018-12-31 Hash: 4d795cee4938 Viewport doesn't seem to always update material changes. This seems to happen in both render and material mode using Eevee. Zooming or rotating viewport seems to update the material. Happens fairly often ,but can't really give exact steps to reproduce. Seems to happen when adding, changing, linking, or unlinking nodes. Washed out ![material_white.jpg](material_white.jpg) Color after zooming ![material_color.jpg](material_color.jpg)
[ "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![blender_BIbdW4ljYX.png](blender_BIbdW4ljYX.png)\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", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n", "Viewport animation renders take progressively longer if there is a split in the scene!\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Ultra 1.2\n\nBroken: version: 3.6.2\nWorked: Never\n\nWhen animating a render from the viewport, if a spline is present in the scene each frame takes progressively longer and longer to render until it takes a painfully long time per frame. Once the spline is deleted from the scene, each frame takes the same amount of time to render!\n\nMake an animation of approx 1000 frames\nInclude a spline in the scene - you don't have to render it, it just needs to be in the scene!\nViewport Render Animation\nYou should quickly notice that each frame is taking longer and longer to render\nBy the time you get to frame 800 (if you care to wait that long) you will be pulling your hair out!\n...now delete the spline\nViewport Render Animation\nEach Frame now takes the same time to render and you can smile once more.\n\n....I'm already guessing that whoever is gracious enough to try this will magically not have the problem - if so, please reply and I will supply files... I just would rather not at this time as I am interested to see if it is indeed reproducible? I can confidently say that I have experienced this issue for at least 5 years, but it's only now that it has come to bite me again and I have finally proven (to myself, at least) that the issue is spline related - my scene had one single 'Annotation' spline that I wasn't even aware of hanging around in it and deleting it sped up render times by an order of magnitude!\n\nThanks\nWayne\n\n", "Instanced objects get their viewport display color ignored (by design)\nBroken: 022ad416702d\nWorked: 022ad416702d~\n\nInstanced objects get their viewport display color ignored.\n\nThis is by design, as you can see in 022ad41670:\n```\nDRW: use object color from instancer\n\nOtherwise it's impossible to set the color of instanced library objects.\nFollows convention of instancer controlling draw options.\n```\n\n[viewport-display.blend](viewport-display.blend)\n\n**My issues with the design**\nThe original commit seems like a workaround for the fact that the override system is not implemented yet.\nI find this too arbitrary and I would favour the flexibility of having a per-object granular viewport display object color instead (i.e., revert the mentioned commit).", "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", "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", "Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n ![update dependencies.JPG](update_dependencies.JPG)\n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't", "Denoise + Pixel Size + Render Region = Artifacts in Viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: \nNVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84, \nNVIDIA GTX 1080.\nOptix is used.\n\nBroken: version: 3.2.0 Alpha\nWorked: Don't know.\n\nWhen the pixel size for render preview is increased, (2X, or 4X), Render region is set, and viewport denoiser is turned on, the viewport render gives weird artifacts.\n![BUG.PNG](BUG.PNG)\n\nTurn on render preview, and zoom in this file:\n[Pixl Size Denoise Render region.blend](Pixl_Size_Denoise_Render_region.blend)\n\n", "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", "Empty object-linked material slots display as the material from the data at that same index\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: 3.0.0. and 4.0.0 Alpha\nWorked: 2.93.18\n\nEmpty object-linked material slots display/render as the material from the data at that same index instead of the default material normally used for empty material slots.\n\n| 2.93 | 3.0\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nIn both cases, the material list looks like this:\n![image](attachment)\n\nThe .blend (authored in 2.93) in the above screenshots is attached\n1. Set the material of a data-linked material slot on a mesh to a non-white material\n1. Change the material slot to be object-linked\n1. Remove the material from the object-linked material slot if it's not already empty\n1. If not using a material that can be shown in Workbench, switch to Material Preview or Rendered Viewport Shading\n1. Observe that the empty object-linked material slot displays as the hidden data-linked material in that same slot\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![combined_points.jpg](combined_points.jpg)\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n![viewport_render_image.jpg](viewport_render_image.jpg)\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ![combined_lines.jpg](combined_lines.jpg)", "EEVEE: Slow Shader compilation when editing Vector Transform Node values\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.0, 3.6\nWorked: \n\n**Short Description**\nThe Vector Transform Node output doesn't update when changing input value used for unconnected socket. \nIt updates normally if a Combine XYZ is used instead. It also updates normally in Cycles Renderer.\n\n**Steps to Reproduce**\n- Open .blend file\n- Change `vector` socket value with mouse-drag (shaders are compiling until mouse is steady/released)\n- Now Connect `combine XYZ` to `vector transform node`\n- Edit socket values of `Combine XYZ` node\n![image.png](image.png)\n", "EEVEE viewport rendering loop bug when using walk or fly navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nWorked: As far as I know, this bug was always in Blender\n\nEEVEE viewport rendering loop bug when using walk or fly navigation:\nwhile using fly or walk navigation and staying still, the sampling always just jumps back to 0 when finished sampling and just starts sampling over and over again thus creating an irritating loop of constant resampling\n\n1. Use EEVEE\n2. For the purpose of this example, change the scene filter size to 50px so that the effect is easily noticeable \n3. Press shift + ` to go to walk navigation (fly navigation has this bug too)\n4. Stay still so that the viewport could start sampling to the specified amount\n\nNotice when the sample amount reaches the specified viewport samples amount, rendering starts again as in if you have moved\n\n[EEVEE viewport navigation loop bug.blend](EEVEE_viewport_navigation_loop_bug.blend)\n\n\n\n\n\n", "Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n![ViewportfireBroken.JPG](ViewportfireBroken.JPG)\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n" ]
[ "Eevee render display error in orthographic camera mode: Mesh material color changes during scaling \nOperating system: Win7 Home Premium 64-bit, SP1\nGraphics card: Nvidia GeForce GTX 750\n\nBroken: 2.80, c9df453ce70b, blender2.8, 2018-12-21\n2.80, d96596de294e blender2.80, 2018-12-31\n\nWorkspace: Layout\nObject mode\nDisplay rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)\nCamera orthographic view (!! in perspective or panoramic view, problem is not there)\nCamera type: orthographic\nLight: Sun shining perpendicular onto objects\n\nThree cube mesh objects with individual materials\n- Principled BSDF\n- Base Color (either Red, Green or Blue)\n\nThe *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering.\n\n**scaling*can happen either:\n- pressing 's' key and move mouse\n- changing scale values in transform tab\n\n - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.\n\nThe direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.\n\nBlend file attached.\n\n\n - Select Display render preview \n - Simply choose one or more cubes \n # scale these slowly and the color will change from a fade color to a strong color infrequently\n\nIt seems the problem is the camera orthographic mode!?\n\n[Scale-Color-error.blend](Scale-Color-error.blend)\n![Blender_Eevee_scaling_problem.png](Blender_Eevee_scaling_problem.png)" ]
Bug in color wheel when choose value of color. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.92.0 Alpha Worked: 2.91.0 Difference of value representation in color space using numbers and graphic slider in shader editor. When you switch to themes (user preferences) all is right. 1. Create new material to default cube. 2. Switch to shader editor. 3. Click on base color. 4. Go to HSV mode. 5. Type value 0,5 and notice that vertical slider isn't in a half way. ![Wrong_color_space_01.jpg](Wrong_color_space_01.jpg) 6. Repeat the same steps in 2.91.0 and see that all is OK.
[ "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.", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "[WIP] Design: Painting Color Management\nThis design are based on the next principles:\n\n* When mixing colors, do it always in the linear scene reference space. For Blender that is linear REC709.\n* Include the color space when storing colors for color picker and don't convert it the color channels.\n\n**Issues**\n\nCurrent issues we try to solve:\n\n* #68242 (Color space seems wrong while painting in image editor.)\n* Color picker stores in sRGB or linear REC709. the storage is defined by the RNA (COLOR, COLOR_GAMMA). Since blender 2.80 the default color picker is set to HSV, what has some usability issues (HSV has multiple values that represents the same black in sRGB and linear REC709). User notice this when they set `Value` to 0, that the next time they open the color picker that the `HUE` and `Saturation` are also set to 0. \n\n**Scoping**\n\nThe solution is focused on Sculpt/Paint brushes, but will be reusable in other areas. The solution is designed on single colors. `ImBuf` should be used when working with buffers. Changes to `ImBuf` are not in scope.\n\n**Proposal**\n\nProposal is to implement a framework for color picking and mixing colors. To test the framework we include the first implementation in the Paint and Sculpt Brushes. The idea of this approach is to be more explicit when colors are being used.\n\n__DNA__\n\nIn `DNA_color_types.h` add a struct that can store a color and relevant information of the color.\n\n```\ntypedef struct Color_RUNTIME_Color {\n float color_straight_alpha[4];\n float color_premult_alpha[4];\n} Color_RUNTIME_Color;\n\ntypedef struct Color_RUNTIME {\n /* flag contains the validity of the other fields */\n int flag;\n Color_RUNTIME_Color linear_scene;\n Color_RUNTIME_Color display;\n\n ...\n\n} Color_RUNTIME;\n\ntypedef struct Color3 {\n float components[3];\n float alpha;\n ColorManagedColorspaceSettings color_space;\n Color_RUNTIME runtime;\n} Color3;\n```\n\n`Color3.alpha` is always stored as straight alpha.\nThe runtime caches common conversions of the color in different OpenColorIO roles and alpha association. The `Color3.runtime` field will be flagged to be invalid when the scene color management is changed or a different scene is loaded. The runtime is also updated when the color management roles in the scene are changed, a another scene is loaded.\n\nIn `DNA_brush_types.h` deprecate the `rgb` and `alpha` and add a new field `Color3 color;`.\n\n__BKE__\n\nAdd functions in `BKE_colortools.h` for getting the values for a color in a specific OCIO Role, invalidate all `runtime` fields in loaded data, invalidate one `runtime` field.\n\n__UI__\n\nUpdate the color picker template to support this data structure. This also means that we don't do the pixel read to find the selected color, but interpret the screen coordinate on the wheel to find our what color has been picked.\n\n__Painting/Brushes__\n\nWhen doing this change a lot of compile errors needs to be fixed. This gives us the opportunity to migrate them to the new implementation and make sure we tackle these cases. Textures still needs special attention.\n\n\n__OCIO__\n\nThe color configuration needs to be adjusted with color spaces for the color picker role.\n ", "The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n![Clr_Attr.jpg](Clr_Attr.jpg)", "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)", "Theme: Inconsistent solid color for the background in the 3D viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.79b\n\nThe color of the 3D viewport background set to theme seems to not match with the color set in the theme setting.\n\nCheck the examples below with the color #36393F\n\n2.79b: color is exactly like in the theme setting.\n![2.79.png](2.79.png)\n\n2.80 to 2.82: color looks good but seems grainy.\n![2.82.png](2.82.png)\n\n2.83 to 2.90: color is slightly changed, when sampled not the expected theme color.\n![2.90.png](2.90.png)\n\n- Open blender\n- In the initial layout change the Outliner editor to Preferences\n- Go to background color option\n- Use the colorpicker to get a sample of the background color\nThe color shouldn't change, but it does", "Color space seems wrong while painting in image editor.\nIn the image editor add a new image and with default settings just do a red line paint over a green line paint.\nDark zone appear in the falloff between red and green. it should not be there and should stay clear, not dark. \nI don't know why, but it looks like a color space issue. \n\ndark falloff not ok in blender:\n![Capture dark fallof.PNG](Capture_dark_fallof.PNG)\n\nclear falloff ok in gimp:\n![Capture fallof ok.PNG](Capture_fallof_ok.PNG)\n\nblender 2.8\nWindows 7 \n\n\n", "Byte vertex colors are sometimes interpolated in sRGB, sometimes linear\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 2.93.0, 3.0.0 Alpha at 8c21667\nWorked: \n\nA Data Type: Byte Color color attribute is interpolated in sRGB space when subdividing or using the knife, but in linear space when interpolating across a tri in the viewport. I expect it to be consistent.\n\nThis is different than Data Type: Color (FLOAT_COLOR) attributes, which are always interpolated in linear, and vertex colors in pre-2.8 versions, which are always interpolated sRGB.\n\nAdd a plane, paint one corner white, the others, black. Add a Subdivision/Simple modifier and turn up the levels. Look at the result.\n\n![QuadComparison.jpg](QuadComparison.jpg)\n\nI expect it to approach the ideal bilinear result in linear space, but it's clearly approaching the ideal bilinear result in sRGB space. Same thing for manually subdividing with the knife.\n\n**Addition after 3.2**\nIMO since there is a new way to get linear vertex colors, it would be nice if FLOAT_COLOR attributes always interpolated in linear space and BYTE_COLOR attributes always interpolated in sRGB. 2.8 removed the ability to get sRGB interpolation and it would be nice to have both options (pre-2.8 files would also be viewable with the intended interpolation).", "Can't re-select the previous tool in any paint mode after changing on Property Area\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nOn Texture Paint mode, can't select a tool after change the Image Paint Tool on Properties.\n\n[2019-11-29 21-01-51.mkv](2019-11-29_21-01-51.mkv)\n\n1. Select a tool on T Panel\n2. Change the Image Paint Tool on Properties to other tool\n3. Try to select again the first tool (Step 1)", "\"Reset to Default Value\" sets alpha incorrectly in [Material Properties > Viewport Display > Color]\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.5.0\n\nRight-clicking \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] sets both the color's \"value\" and \"alpha\" bars to 0.8, when the alpha one specifically should reset to 1. Alpha resets incorrectly.\n\nRight-click \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] on any material.\n\n", "Lookdev/Eevee - Cycles color mismatch when using ColorRamp with constant interpolation.\nOperating system: Linux-5.0.7-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\n\nPlease have a look at this node setup. If a value is input that matches a flag's position, Cycles seems to handle the output incorrectly.\n![nodes.png](nodes.png)\n\nHere's the result of the Material applied to a plane. (Note: Left Lookdev, right Cycles render Preview)\n\n![viewport_rendering.png](viewport_rendering.png)\n\nSee attached .blend File and switch to viewport rendering. - Also, compare to the behavior with Eevee as Render Engine, which gives consistent results.\n\n[Cycles_ColorRamp_bug.blend](Cycles_ColorRamp_bug.blend)", "FFMpeg color offset\nOperating system: Win7x64, Ubuntu18x64\n2.80 beta\n\nFiles encoded through FFMpeg.h264 in Blender show up with a consistent color space offset (warmer and different gamma) in other software/players/viewers, but are viewed \"as saved\" if opened in Blender. At the same time h264 files produced in other software are open in Blender with no noticeable color shift, but re-rendering them through Blender introduces it.\nSame content rendered into other formats, like PNG, does not have such effect.\nAt first I thought those are my codecs on a windows machine, but the output/behavior is the same on Ubuntu.\n\nGiven that the h264 files produced elsewhere are open in Blender without matching \"negative\" color offset (at least one I could see), could it be that FFMpeg in Blenders is set up to default to some particular color space for encoding?\n\n[cc-test.zip](cc-test.zip)\nOpen, render animation, compare to what is in the source image in any other software.\n\nEdit:\nTrying to reproduce the issue on command line ffmpeg it was found present unless some flags are used.\nFlags:\n- vf scale=out_color_matrix=bt709\nare needed for other programs to read colors identical to png.\nPlus these:\n- color_primaries 1 -color_trc 1 -colorspace 1\nare needed to make Blender recognize the converted colors again properly.\n", "Error code in NodeShader Color default_value\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\ncode in files\nthe color default_value require a 3-dimensional array , but when specified as a 3-dimensional array, the red channel is missing\n\n\n", "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![Screenshot_20190102_202814.jpeg](Screenshot_20190102_202814.jpeg)\n\n![Screenshot_20190102_202738.jpeg](Screenshot_20190102_202738.jpeg)\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![Screenshot_20190103_081054.jpeg](Screenshot_20190103_081054.jpeg)\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n", "3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n" ]
[ "Cursor jumps when using color picker set to \"Square (SV + H)\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.35\n\nBroken: version: \n- 2.91.0\n- 2.92.0\n- 2.83.x\n- 2.82\nWorked:\n\nWhen using a color picker type of *Square (SV+H)*, then adjusting the color in HSV by dragging from top to bottom results in a jumping cursor. The closer it gets to a low value, the larger the jumps. The same behavior can be seen when adjusting the value slider.\n\n- Set *Edit > Preferences > Interface > Editors > Color Picker Type* to //Square (SV + H).\n- Change a color, e.g. *Themes > 3D Viewport > Wire*.\n\n[kllVfxBFwA.mp4](kllVfxBFwA.mp4)\n", "UI: Color picker lightness/value changes Hue and Saturation (only in Preferences > Themes?)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.6\n\nThe color jumps erratically by adjusting the lightness value, worse the closer to black\nSeems to converge towards specific colors (see video).\nDoesn't seem like node colors are affected.\n\n1. Open a theme setting.\n2. Adjust the lightness value.\n[ZVj8uWcUpy.mp4](ZVj8uWcUpy.mp4)\n" ]
EEVEE sss translucency artifact. Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24 Broken: version: 2.81 (sub 8) Worked: (optional) Light bleeds when sss translucency is enabled. Add an SSS material and enable translucency. ![image.png](image.png) [subsurface_translucency artifact.blend](subsurface_translucency_artifact.blend)
[ "EEVEE viewport error when using volume and lights (with animation)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\n\nTested with the following two versions:\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\n\nWhen enabling a Volume Scatter shader in the World Settings with anisotropy set to 1.0, a simple point light is emitting a streak of light when the camera is animated. This does not show when the animation is rendered.\n![blender_display_glitch.png](blender_display_glitch.png)\n\n\n[eevee_volumetric.blend](eevee_volumetric.blend)\n\nWith the attached .blend file:\n - Open the attached .blend file\n - Switch to rendered view (renderer should be Eevee)\n # Play the animation\n\nTo reproduce from scratch (just for info on what I did)\n\n - Default scene, delete cube, renderer should be Eevee \n - set intensity of point light to high intensity (1000W or so should be enough to see the effect)\n - add Volume Scatter BSDF to Volume output of the world shader with low intensity (0.010) and Anisotropy set to 1.0\n - Place the light so that it can be seen in camera view somewhere on the right side and animate two keyframes for the camera so that the light moves from right to left. (Test file anmiates for 40 frames)\n # switch to Rendered view and play animation\n\n\n**Note 1**\nHas been reported as second issue in #58023 with the system info below, so reporting it separately here to be able to close #58023 as the primary issue there is solved.\n\nSystem Information\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\nBlender Version\nBroken: version: 2.81 (sub 11)\n\n**Note 2**\nI wasn't sure if #53588 could be same underlying cause, feel free to de-duplicate this report if it is.\n\n**Note 3**\nI checked that it also happens when using scene lights and world in 'Material Preview' (LookDev) mode\n\n\n\n", "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", "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", "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.", "The result of Dynamic paint Image sequence is brighter than intended when using initial color.\nOperating system:Windows 10 64bit\nGraphics card: GTX 1060\n\nBroken: 2.79b, 2.80\nWorked: \n\nthe result of baked Image is birghter than it displays on properties panel. \nNot sure but seems like it is gamma correcting the color but the input color is already in sRGB space, not in linear space!\n\n\nset any color that is not too bright or dark to \nDynamic paint - Canvas - Image Sequence - Initial Color : color.\nthen press \"Bake Image sequence\".\nThe color of baked Image will be brighter than the color you set.\n[dynamic paint color.blend](dynamic_paint_color.blend)", "Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. ![sekhar-04-20-19-eevee.png](sekhar-04-20-19-eevee.png)\n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. ![sekhar-04-20-19-cycles.png](sekhar-04-20-19-cycles.png)\n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n", "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", "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", "Cycles: Banding when using SSS Random walk and SS Anisotropy\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: Blender 3.3.0\n\nHello,\n\nI'm getting render artifacts when render a small object with a low SSS value and SS Anisotropy greater than 0. It seems like the edges of the mesh are visible in the SSS effect.\nI've tried to increase render samples and turn off denoise and no luck. If a remove SSS it works fine, setting anisotropy to zero they become barely visible.\nI uploaded an example scene file and a screenshot of the artifacts.\n\nThanks\n\n![SSSArtifact.png](SSSArtifact.png)\n\n[system-info.txt](system-info.txt)\n\nA simple scene for reproduction. Just a sun light on top and an area light behind.\n \n![Screenshot 2022-09-15 090551.png](Screenshot_2022-09-15_090551.png)\n \n[ArtifactsExample_v2.blend](ArtifactsExample_v2.blend)", "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", "Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n![Screenshot_2020-09-09_17-35-27.png](Screenshot_2020-09-09_17-35-27.png)\n\n![Screenshot_2020-09-09_17-35-46.png](Screenshot_2020-09-09_17-35-46.png)\n\n", "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", "Eevee AOV passes have inacurate colour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.7 Release Candidate\nBroken: version: 3.0.0\nWorked: NA\n\nIn Eevee AOV, the colors of AOV result slightly changed from the original colors.\nThis color change doesn't occur in Cycles.\n\nSimilar problem, but this thread says fixed.\nT85261\n\n\n1. Open 211203_eeveeAOV.blend.\n2. Render(F12) in Eevee.\n3. Check the rendered image and the AOV pass 'test' in Image Editor and sample the color.\n\nEmission shader and rendered image(checked by Image Editor > Sample):\nR: 0.80000\nG: 0.40000\nB: 0.20000\nA: 1.0000\n\nRendered AOV (checked by Image Editor > Sample)\nR: 0.80322\nG: 0.40161\nB: 0.20081\nA: 1.0000\n![compare.png](compare.png)\n[211203_eeveeAOV.blend](211203_eeveeAOV.blend)\n\n", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in." ]
[ "Marbling effect on Eevee and subsurface scattering...\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 12)\n\n\nEevee backlight causes marbling light effects...with subsurface scattering\n\nCreated Suzanne model, added backlight. (included screen shot and test file)\n[SUZANNE_eevee_bklight.blend](SUZANNE_eevee_bklight.blend)\n![suzanne_backlight.jpg](suzanne_backlight.jpg)\n\n" ]
Blender not opening Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.16 Broken: Blender 2.93.0 Alpha February 27, 00:27:05- `f7933d0744df` February 28, 00:22:24- `f3d60c68ef46` Worked: 2.92.0 blender doesn't open open blender? [blenderdoesntopen.text](blenderdoesntopen.text) ```lines Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff639b82c2 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff63a73bf1 pthread_kill + 284 2 libsystem_c.dylib 0x00007fff63922745 __abort + 144 3 libsystem_c.dylib 0x00007fff639226b5 abort + 142 4 org.blenderfoundation.blender 0x0000000110a5df65 sigbus_handler.cold.1 + 37 5 org.blenderfoundation.blender 0x000000010fd6acb1 sigbus_handler + 161 6 libsystem_platform.dylib 0x00007fff63a68b5d _sigtramp + 29 7 ??? 0x000000011f07000c 0 + 4815519756 8 org.blenderfoundation.blender 0x000000010e759453 PyEval_CallFunction + 163 9 pyluxcore.so 0x000000013b1163d7 boost::python::detail::returnable<boost::python::api::object>::type boost::python::call<boost::python::api::object, char const*, boost::python::handle<_object>, boost::python::dict>(_object*, char const* const&, boost::python::handle<_object> const&, boost::python::dict const&, boost::type<boost::python::api::object>*) + 87 10 pyluxcore.so 0x000000013b114ca1 boost::python::objects::class_base::class_base(char const*, unsigned long, boost::python::type_info const*, char const*) + 1025 11 pyluxcore.so 0x000000013a89f1b7 luxcore::init_module_pyluxcore() + 807 12 pyluxcore.so 0x000000013b11ed85 boost::python::handle_exception_impl(boost::function0<void>) + 69 13 pyluxcore.so 0x000000013b11ff89 bool boost::python::handle_exception<void (*)()>(void (*)()) + 57 14 pyluxcore.so 0x000000013b11fe78 boost::python::detail::init_module(PyModuleDef&, void (*)()) + 72 15 org.blenderfoundation.blender 0x000000010e86b515 _PyImport_LoadDynamicModuleWithSpec + 613 16 org.blenderfoundation.blender 0x000000010e86adc4 _imp_create_dynamic + 308 17 org.blenderfoundation.blender 0x000000010e798f07 cfunction_vectorcall_FASTCALL + 215 18 org.blenderfoundation.blender 0x000000010e83d400 _PyEval_EvalFrameDefault + 28832 19 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 20 org.blenderfoundation.blender 0x000000010e758b80 _PyFunction_Vectorcall + 256 21 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 22 org.blenderfoundation.blender 0x000000010e83cf66 _PyEval_EvalFrameDefault + 27654 23 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 24 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 25 org.blenderfoundation.blender 0x000000010e83cf49 _PyEval_EvalFrameDefault + 27625 26 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 27 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 28 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 29 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 30 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 31 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 32 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 33 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 34 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 35 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 36 org.blenderfoundation.blender 0x000000010e75a099 object_vacall + 489 37 org.blenderfoundation.blender 0x000000010e75a306 _PyObject_CallMethodIdObjArgs + 246 38 org.blenderfoundation.blender 0x000000010e869c62 PyImport_ImportModuleLevelObject + 1346 39 org.blenderfoundation.blender 0x000000010e832199 builtin___import__ + 137 40 org.blenderfoundation.blender 0x000000010e7996c5 cfunction_call + 69 41 org.blenderfoundation.blender 0x000000010e75899a _PyObject_Call + 138 42 org.blenderfoundation.blender 0x000000010e83d400 _PyEval_EvalFrameDefault + 28832 43 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 44 org.blenderfoundation.blender 0x000000010e758b80 _PyFunction_Vectorcall + 256 45 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 46 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 47 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 48 org.blenderfoundation.blender 0x000000010e758b80 _PyFunction_Vectorcall + 256 49 org.blenderfoundation.blender 0x000000010e75a099 object_vacall + 489 50 org.blenderfoundation.blender 0x000000010e75a306 _PyObject_CallMethodIdObjArgs + 246 51 org.blenderfoundation.blender 0x000000010e869da9 PyImport_ImportModuleLevelObject + 1673 52 org.blenderfoundation.blender 0x000000010e83b874 _PyEval_EvalFrameDefault + 21780 53 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 54 org.blenderfoundation.blender 0x000000010e836290 PyEval_EvalCode + 64 55 org.blenderfoundation.blender 0x000000010e8330e0 builtin_exec + 592 56 org.blenderfoundation.blender 0x000000010e798f07 cfunction_vectorcall_FASTCALL + 215 57 org.blenderfoundation.blender 0x000000010e83d400 _PyEval_EvalFrameDefault + 28832 58 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 59 org.blenderfoundation.blender 0x000000010e758b80 _PyFunction_Vectorcall + 256 60 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 61 org.blenderfoundation.blender 0x000000010e83cf66 _PyEval_EvalFrameDefault + 27654 62 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 63 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 64 org.blenderfoundation.blender 0x000000010e83cf49 _PyEval_EvalFrameDefault + 27625 65 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 66 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 67 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 68 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 69 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 70 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 71 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 72 org.blenderfoundation.blender 0x000000010e75a099 object_vacall + 489 73 org.blenderfoundation.blender 0x000000010e75a306 _PyObject_CallMethodIdObjArgs + 246 74 org.blenderfoundation.blender 0x000000010e869c62 PyImport_ImportModuleLevelObject + 1346 75 org.blenderfoundation.blender 0x000000010e832199 builtin___import__ + 137 76 org.blenderfoundation.blender 0x000000010e7996c5 cfunction_call + 69 77 org.blenderfoundation.blender 0x000000010e758407 _PyObject_MakeTpCall + 375 78 org.blenderfoundation.blender 0x000000010e83ffb0 call_function + 624 79 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 80 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 81 org.blenderfoundation.blender 0x000000010e758b80 _PyFunction_Vectorcall + 256 82 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 83 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 84 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 85 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 86 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 87 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 88 org.blenderfoundation.blender 0x000000010e758b80 _PyFunction_Vectorcall + 256 89 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 90 org.blenderfoundation.blender 0x000000010e83cf66 _PyEval_EvalFrameDefault + 27654 91 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 92 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 93 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 94 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 95 org.blenderfoundation.blender 0x000000010e836290 PyEval_EvalCode + 64 96 org.blenderfoundation.blender 0x000000010e8330e0 builtin_exec + 592 97 org.blenderfoundation.blender 0x000000010e798f07 cfunction_vectorcall_FASTCALL + 215 98 org.blenderfoundation.blender 0x000000010e83d400 _PyEval_EvalFrameDefault + 28832 99 org.blenderfoundation.blender 0x000000010e840da4 _PyEval_EvalCode + 2852 100 org.blenderfoundation.blender 0x000000010e758b80 _PyFunction_Vectorcall + 256 101 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 102 org.blenderfoundation.blender 0x000000010e83cf66 _PyEval_EvalFrameDefault + 27654 103 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 104 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 105 org.blenderfoundation.blender 0x000000010e83cf49 _PyEval_EvalFrameDefault + 27625 106 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 107 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 108 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 109 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 110 org.blenderfoundation.blender 0x000000010e83fedb call_function + 411 111 org.blenderfoundation.blender 0x000000010e83d010 _PyEval_EvalFrameDefault + 27824 112 org.blenderfoundation.blender 0x000000010e758c75 function_code_fastcall + 229 113 org.blenderfoundation.blender 0x000000010e75a099 object_vacall + 489 114 org.blenderfoundation.blender 0x000000010e75a306 _PyObject_CallMethodIdObjArgs + 246 115 org.blenderfoundation.blender 0x000000010e869c62 PyImport_ImportModuleLevelObject + 1346 116 org.blenderfoundation.blender 0x000000010e86a142 PyImport_ImportModuleLevel + 50 117 org.blenderfoundation.blender 0x00000001079e1a3d BPy_init_modules + 989 118 org.blenderfoundation.blender 0x00000001079e64cb BPY_python_start + 1339 119 org.blenderfoundation.blender 0x000000010749a57d WM_init + 461 120 org.blenderfoundation.blender 0x0000000106f8d2da main + 778 121 libdyld.dylib 0x00007fff6387d3d5 start + 1 ```
[ "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.", "Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n", "LineArt; Crahes when I reopen a file\nAn old HP laptop with\nOperating system: Linux Ubuntu 18.04.5 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2)\n\nBroken: Blender 2.93.0 Alpha, 3ea1779365b5, master, 2021-03-23 18:34\n\n\nI added two GP LineArt on the scene and it worked and then I saved the scene, with new grease pencil modifiers activated, but when I try to reopen in Blender the same scene crashes every times and I'm not able to see anythings after waiting the processing until crashes without any report. the file is attached.\n\n[yach.tar.xz](yach.tar.xz)", "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 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.", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Blender 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", "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 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.", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n", "Blender 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", "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)", "Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\n", "Blender 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)", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n" ]
[ "Blender 2.93.0 will not open on MacMini\nSee section Crash Report\n\nGraphics card: Intel UHD Graphics 630\nVRAM (dynamic, maximal):\t1536 MB\n\nModel name:\tMac mini\nModell-Id:\tMacmini8,1\nProcessor type:\t6-Core Intel Core i5\nProcessor speed:\t3 GHz\nprocessors:\t1\nCPU cores:\t6\nL2-Cache (pro Kern):\t256 KB\nL3-Cache:\t9 MB\nmemory:\t8 GB\nSystem firmware version:\t1554.100.64.0.0 (iBridge: 18.16.14556.0.0,0)\n\n2.92.0 works as expected\n2.93.0 crashes\n\n\n\nStart Blender from LaunchPad\n\n**Crash Report**\n\nProcess: Blender [938]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.93.0 (2.93.0 2021-06-02)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [938]\nUser ID: 501\n\nDate/Time: 2021-06-08 15:06:48.459 +0200\nOS Version: macOS 11.3.1 (20E241)\nReport Version: 12\nBridge OS Version: 5.3 (18P4556)\nAnonymous UUID: 9DACD839-E7B9-35DF-7419-8432490F83C8\n\n\nTime Awake Since Boot: 1200 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGABRT)\nException Codes: KERN_PROTECTION_FAILURE at 0x0000000111669770\nException Note: EXC_CORPSE_NOTIFY\n\nVM Regions Near 0x111669770:\n```\n __TEXT 10312e000-10ef3e000 [190.1M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n```\n - > __DATA 10ef3e000-1116de000 [ 39.6M] rw-/rw- SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n```\n __DATA 1116de000-11245a000 [ 13.5M] rw-/rw- SM=PRV /Applications/Blender.app/Contents/MacOS/Blender\n```\n\nApplication Specific Information:\nabort() called\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff205c9946 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff205f8615 pthread_kill + 263\n2 libsystem_c.dylib \t0x00007fff2054d4ab __abort + 139\n3 libsystem_c.dylib \t0x00007fff2054d420 abort + 135\n4 org.blenderfoundation.blender \t0x000000010ce86225 sigbus_handler.cold.1 + 37\n5 org.blenderfoundation.blender \t0x000000010cb27261 sigbus_handler + 161\n6 libsystem_platform.dylib \t0x00007fff2063dd7d _sigtramp + 29\n7 ??? \t0x00007fb00472d1d0 0 + 140393965605328\n8 org.blenderfoundation.blender \t0x000000010aaff553 PyEval_CallFunction + 163\n9 pyluxcore.so \t0x000000012a57be77 boost::python::detail::returnable<boost::python::api::object>::type boost::python::call<boost::python::api::object, char const*, boost::python::handle<_object>, boost::python::dict>(_object*, char const* const&, boost::python::handle<_object> const&, boost::python::dict const&, boost::type<boost::python::api::object>*) + 87\n10 pyluxcore.so \t0x000000012a57a741 boost::python::objects::class_base::class_base(char const*, unsigned long, boost::python::type_info const*, char const*) + 1025\n11 pyluxcore.so \t0x0000000129c2e2a7 luxcore::init_module_pyluxcore() + 807\n12 pyluxcore.so \t0x000000012a584825 boost::python::handle_exception_impl(boost::function0<void>) + 69\n13 pyluxcore.so \t0x000000012a585a29 bool boost::python::handle_exception<void (*)()>(void (*)()) + 57\n14 pyluxcore.so \t0x000000012a585918 boost::python::detail::init_module(PyModuleDef&, void (*)()) + 72\n15 org.blenderfoundation.blender \t0x000000010ac1b898 _PyImport_LoadDynamicModuleWithSpec + 616\n16 org.blenderfoundation.blender \t0x000000010ac1b114 _imp_create_dynamic + 308\n17 org.blenderfoundation.blender \t0x000000010ab423e7 cfunction_vectorcall_FASTCALL + 215\n18 org.blenderfoundation.blender \t0x000000010abeb5d5 _PyEval_EvalFrameDefault + 27445\n19 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n20 org.blenderfoundation.blender \t0x000000010aafec01 _PyFunction_Vectorcall + 257\n21 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n22 org.blenderfoundation.blender \t0x000000010abeb203 _PyEval_EvalFrameDefault + 26467\n23 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n24 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n25 org.blenderfoundation.blender \t0x000000010abeb1e3 _PyEval_EvalFrameDefault + 26435\n26 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n27 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n28 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n29 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n30 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n31 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n32 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n33 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n34 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n35 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n36 org.blenderfoundation.blender \t0x000000010ab0033c object_vacall + 652\n37 org.blenderfoundation.blender \t0x000000010ab0051a _PyObject_CallMethodIdObjArgs + 250\n38 org.blenderfoundation.blender \t0x000000010ac19f2b PyImport_ImportModuleLevelObject + 1387\n39 org.blenderfoundation.blender \t0x000000010abe076b builtin___import__ + 139\n40 org.blenderfoundation.blender \t0x000000010ab42bc5 cfunction_call + 69\n41 org.blenderfoundation.blender \t0x000000010aafea1a _PyObject_Call + 138\n42 org.blenderfoundation.blender \t0x000000010abeb5d5 _PyEval_EvalFrameDefault + 27445\n43 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n44 org.blenderfoundation.blender \t0x000000010aafec01 _PyFunction_Vectorcall + 257\n45 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n46 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n47 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n48 org.blenderfoundation.blender \t0x000000010aafec01 _PyFunction_Vectorcall + 257\n49 org.blenderfoundation.blender \t0x000000010ab0033c object_vacall + 652\n50 org.blenderfoundation.blender \t0x000000010ab0051a _PyObject_CallMethodIdObjArgs + 250\n51 org.blenderfoundation.blender \t0x000000010ac1a079 PyImport_ImportModuleLevelObject + 1721\n52 org.blenderfoundation.blender \t0x000000010abe9bcd _PyEval_EvalFrameDefault + 20781\n53 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n54 org.blenderfoundation.blender \t0x000000010abe49d9 PyEval_EvalCode + 73\n55 org.blenderfoundation.blender \t0x000000010abe178e builtin_exec + 670\n56 org.blenderfoundation.blender \t0x000000010ab423e7 cfunction_vectorcall_FASTCALL + 215\n57 org.blenderfoundation.blender \t0x000000010abeb5d5 _PyEval_EvalFrameDefault + 27445\n58 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n59 org.blenderfoundation.blender \t0x000000010aafec01 _PyFunction_Vectorcall + 257\n60 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n61 org.blenderfoundation.blender \t0x000000010abeb203 _PyEval_EvalFrameDefault + 26467\n62 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n63 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n64 org.blenderfoundation.blender \t0x000000010abeb1e3 _PyEval_EvalFrameDefault + 26435\n65 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n66 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n67 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n68 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n69 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n70 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n71 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n72 org.blenderfoundation.blender \t0x000000010ab0033c object_vacall + 652\n73 org.blenderfoundation.blender \t0x000000010ab0051a _PyObject_CallMethodIdObjArgs + 250\n74 org.blenderfoundation.blender \t0x000000010ac19f2b PyImport_ImportModuleLevelObject + 1387\n75 org.blenderfoundation.blender \t0x000000010abe076b builtin___import__ + 139\n76 org.blenderfoundation.blender \t0x000000010ab42bc5 cfunction_call + 69\n77 org.blenderfoundation.blender \t0x000000010aafe461 _PyObject_MakeTpCall + 353\n78 org.blenderfoundation.blender \t0x000000010abee500 call_function + 768\n79 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n80 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n81 org.blenderfoundation.blender \t0x000000010aafec01 _PyFunction_Vectorcall + 257\n82 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n83 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n84 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n85 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n86 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n87 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n88 org.blenderfoundation.blender \t0x000000010aafec01 _PyFunction_Vectorcall + 257\n89 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n90 org.blenderfoundation.blender \t0x000000010abeb203 _PyEval_EvalFrameDefault + 26467\n91 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n92 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n93 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n94 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n95 org.blenderfoundation.blender \t0x000000010abe49d9 PyEval_EvalCode + 73\n96 org.blenderfoundation.blender \t0x000000010abe178e builtin_exec + 670\n97 org.blenderfoundation.blender \t0x000000010ab423e7 cfunction_vectorcall_FASTCALL + 215\n98 org.blenderfoundation.blender \t0x000000010abeb5d5 _PyEval_EvalFrameDefault + 27445\n99 org.blenderfoundation.blender \t0x000000010abef4c2 _PyEval_EvalCode + 3282\n100 org.blenderfoundation.blender \t0x000000010aafec01 _PyFunction_Vectorcall + 257\n101 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n102 org.blenderfoundation.blender \t0x000000010abeb203 _PyEval_EvalFrameDefault + 26467\n103 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n104 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n105 org.blenderfoundation.blender \t0x000000010abeb1e3 _PyEval_EvalFrameDefault + 26435\n106 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n107 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n108 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n109 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n110 org.blenderfoundation.blender \t0x000000010abee397 call_function + 407\n111 org.blenderfoundation.blender \t0x000000010abeb296 _PyEval_EvalFrameDefault + 26614\n112 org.blenderfoundation.blender \t0x000000010aafecf5 function_code_fastcall + 229\n113 org.blenderfoundation.blender \t0x000000010ab0033c object_vacall + 652\n114 org.blenderfoundation.blender \t0x000000010ab0051a _PyObject_CallMethodIdObjArgs + 250\n115 org.blenderfoundation.blender \t0x000000010ac19f2b PyImport_ImportModuleLevelObject + 1387\n116 org.blenderfoundation.blender \t0x000000010ac1a492 PyImport_ImportModuleLevel + 50\n117 org.blenderfoundation.blender \t0x0000000103d48382 BPy_init_modules + 994\n118 org.blenderfoundation.blender \t0x0000000103d4ce5b BPY_python_start + 1339\n119 org.blenderfoundation.blender \t0x00000001037bdccd WM_init + 461\n120 org.blenderfoundation.blender \t0x00000001032941da main + 778\n121 libdyld.dylib \t0x00007fff20613f3d start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ec7b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2044f14d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010a4e866f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010a4e70fe 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 \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ec7b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2044f14d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010a4e866f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010a4e70fe 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 \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ec7b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2044f14d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010a4e866f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010a4e70fe 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 \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ec7b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2044f14d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010a4e866f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010a4e70fe 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 \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ec7b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2044f14d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010a4e866f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010a4e70fe 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 \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ec7b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2044f14d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010a4e866f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010a4e70fe 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 \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 7:\n0 libsystem_pthread.dylib \t0x00007fff205f4484 start_wqthread + 0\n\nThread 8:\n0 libsystem_pthread.dylib \t0x00007fff205f4484 start_wqthread + 0\n\nThread 9:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff286908da caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2867d836 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2867d784 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2867d502 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 \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff205c337e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ecf5 _dispatch_sema4_timedwait + 72\n2 libdispatch.dylib \t0x00007fff2044f125 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff2045d636 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n5 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 11:\n0 libsystem_pthread.dylib \t0x00007fff205f4484 start_wqthread + 0\n\nThread 12:\n0 libsystem_pthread.dylib \t0x00007fff205f4484 start_wqthread + 0\n\nThread 13:\n0 libsystem_pthread.dylib \t0x00007fff205f4484 start_wqthread + 0\n\nThread 14:\n0 libsystem_pthread.dylib \t0x00007fff205f4484 start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff205c332a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff205c369c mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff220c8f19 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21f6bb37 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3365\n4 com.apple.audio.CoreAudio \t0x00007fff221076e8 HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff205c337e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff2044ecf5 _dispatch_sema4_timedwait + 72\n2 libdispatch.dylib \t0x00007fff2044f125 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff2045d636 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n5 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010379c7d8 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x000000010379c679 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010379c7d8 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x000000010379c679 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010379c7d8 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x000000010379c679 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010379c7d8 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x000000010379c679 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff205c3366 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010379c7d8 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x000000010379c679 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff205c3432 swtch_pri + 10\n1 libsystem_pthread.dylib \t0x00007fff205f60cf cthread_yield + 11\n2 libopenblas.0.dylib \t0x000000013146b1bb blas_thread_server + 123\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff205c3432 swtch_pri + 10\n1 libsystem_pthread.dylib \t0x00007fff205f60cf cthread_yield + 11\n2 libopenblas.0.dylib \t0x000000013146b1bb blas_thread_server + 123\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff205c5d4e __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff205f8ea1 _pthread_cond_wait + 1298\n2 libopenblas.0.dylib \t0x000000013146b20f blas_thread_server + 207\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff205c5d4e __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff205f8ea1 _pthread_cond_wait + 1298\n2 libopenblas.0.dylib \t0x000000013146b20f blas_thread_server + 207\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff205c5d4e __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff205f8ea1 _pthread_cond_wait + 1298\n2 libopenblas.0.dylib \t0x000000013146b20f blas_thread_server + 207\n3 libsystem_pthread.dylib \t0x00007fff205f8954 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205f44a7 thread_start + 15\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x0000000117179e00 rcx: 0x00007ffeecacbfd8 rdx: 0x0000000000000000\nrdi: 0x0000000000000103 rsi: 0x0000000000000006 rbp: 0x00007ffeecacc000 rsp: 0x00007ffeecacbfd8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000117179e00 r11: 0x0000000000000246\nr12: 0x0000000000000103 r13: 0x00007ffeecacc620 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007fff205c9946 rfl: 0x0000000000000246 cr2: 0x0000000104ffe000\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 0x10312e000 - 0x10ef3dfff +org.blenderfoundation.blender (2.93.0 - 2.93.0 2021-06-02) <AAEBF5C7-BEB8-3CE2-A5A4-5D0797C56172> /Applications/Blender.app/Contents/MacOS/Blender\n 0x115912000 - 0x11597efff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x115a22000 - 0x115a29fff com.apple.audio.AppleGFXHDAHALPlugIn (100.1.433 - 100.1.433) <4360D4CA-2560-3292-91F2-CD2558FC2441> /System/Library/Extensions/AppleGFXHDA.kext/Contents/PlugIns/AppleGFXHDAHALPlugIn.bundle/Contents/MacOS/AppleGFXHDAHALPlugIn\n 0x116ee3000 - 0x117046fff com.apple.audio.units.Components (1.14 - 1.14) <1584243B-9F90-3A29-84CA-7CC028CE741F> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x1170a2000 - 0x11713dfff dyld (851.27) <7EAA668B-F906-3BAA-A980-139BBE6E8766> /usr/lib/dyld\n 0x11b4d0000 - 0x11ba8bfff com.apple.audio.AudioDSPComponents (1.0 - 1) <E56B3314-6552-3DE4-8299-67F4DDCD5A87> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x11bec8000 - 0x11bed7fff libobjc-trampolines.dylib (824) <443A76FC-45AB-380A-98BF-EF0466708A33> /usr/lib/libobjc-trampolines.dylib\n 0x11d0d9000 - 0x11d0dafff +grp.cpython-39-darwin.so (0) <F1836FC4-772C-3544-A6CD-5734B5B3116F> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/grp.cpython-39-darwin.so\n 0x1290ce000 - 0x1290d0fff +_heapq.cpython-39-darwin.so (0) <996F865D-3488-3FAF-B356-F56036C1F827> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_heapq.cpython-39-darwin.so\n 0x129258000 - 0x129261fff +math.cpython-39-darwin.so (0) <F46E3E43-054C-3CA5-8307-A6142B94A32B> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/math.cpython-39-darwin.so\n 0x1299ed000 - 0x1299effff +_posixsubprocess.cpython-39-darwin.so (0) <9C57F5CA-A5CA-3639-82C5-5D220243E6FB> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_posixsubprocess.cpython-39-darwin.so\n 0x1299f8000 - 0x1299fcfff +select.cpython-39-darwin.so (0) <B2501CCF-DBF7-3E32-8B64-409D3B2F73A2> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/select.cpython-39-darwin.so\n 0x129a06000 - 0x129a1afff 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/System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff4133e000 - 0x7fff4135cfff libCGInterfaces.dylib (544.4) <65AABCAF-99FB-327C-B7B7-BDA8940D6EA5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff4644b000 - 0x7fff46456fff libGPUSupportMercury.dylib (18.5.8) <064DABD9-F4F9-33E1-9AB3-092CCBCBB22C> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff5563f000 - 0x7fff55642fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <0ED3F5BC-C08F-3119-B14B-04F220B5004A> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5dd51000 - 0x7fff5e1e0fff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.2.16 - 16.0.2) <F3D9EA52-FFB6-3442-93A0-430D9B5F3440> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef71000 - 0x7fff5ff58fff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.2.16 - 16.0.2) <14A94EA6-E240-386D-A4EF-088EEEFC38FE> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff69708000 - 0x7fff6970cfff libmetal_timestamp.dylib (31001.184.2) <DECFE113-889B-37D5-B9A9-BA043E0D852E> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6bb53000 - 0x7fff6bb59fff libCoreFSCache.dylib (200.8) <5917BFDD-5553-3258-A468-C86A5BF62FD5> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6bb5a000 - 0x7fff6bb5efff libCoreVMClient.dylib (200.8) <F0654F63-27BA-3700-AC46-E86B29F0111D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6bb5f000 - 0x7fff6bb6efff com.apple.opengl (18.5.8 - 18.5.8) <DFFCB9A8-90D3-3189-B3ED-DBEED6B3695D> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6bb6f000 - 0x7fff6bb71fff libCVMSPluginSupport.dylib (18.5.8) <AC02C127-850C-34A7-978E-46FD7ED26D81> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6bb72000 - 0x7fff6bb7afff libGFXShared.dylib (18.5.8) <9B136CD9-7268-3B00-8F31-01440986C220> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6bb7b000 - 0x7fff6bbaefff libGLImage.dylib (18.5.8) <9DC644AA-9670-3F66-AC1F-5099ADDFC004> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6bbaf000 - 0x7fff6bbebfff libGLU.dylib (18.5.8) <54EEB307-0C17-3890-A969-1633F68291AB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6bbec000 - 0x7fff6bd7ffff libGLProgrammability.dylib (18.5.8) <C21102B6-8549-3E60-BBA0-A4AD6E4A6B2B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6bd80000 - 0x7fff6bd8afff libGL.dylib (18.5.8) <806D0B08-2CEC-3C98-A9F0-8BD72ACFFB05> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6bd8b000 - 0x7fff6bf08fff GLEngine (18.5.8) <D926830E-3CAA-32C1-BD10-B6BFDB4E4E15> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6bf09000 - 0x7fff6bf31fff GLRendererFloat (18.5.8) <64485F3C-B024-3DA0-8C62-7E03BBE9C846> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6d1ca000 - 0x7fff6d222fff com.apple.opencl (4.5 - 4.5) <4EE9CF1A-E2F1-376B-B387-36DAEBE290E6> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6ebb3000 - 0x7fff6ebd5fff com.apple.audio.OpenAL (1.8 - 1.8) <2DC8F853-2AAE-39AB-8492-4791DDC7B507> /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=1.1G resident=0K(0%) swapped_out_or_unallocated=1.1G(100%)\nWritable regions: Total=1.5G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.5G(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 128K 1 \nActivity Tracing 256K 1 \nCG backing stores 1080K 6 \nCoreAnimation 4K 1 \nCoreServices 236K 1 \nCoreUI image data 76K 1 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 249.8M 130 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 4992K 11 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 108K 27 \nStack 31.7M 28 \nVM_ALLOCATE 415.7M 84 \nVM_ALLOCATE (reserved) 384.0M 1 reserved VM address space (unallocated)\n__DATA 107.7M 364 \n__DATA_CONST 14.6M 189 \n__DATA_DIRTY 556K 102 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 575.9M 67 \n__OBJC_RO 70.1M 1 \n__OBJC_RW 2480K 2 \n__TEXT 545.0M 356 \n__UNICODE 588K 1 \nmapped file 238.2M 20 \nshared memory 784K 18 \n**=======**\nTOTAL 3.0G 1424 \nTOTAL, minus reserved VM space 2.2G 1424 \n\nModel: Macmini8,1, BootROM 1554.100.64.0.0 (iBridge: 18.16.14556.0.0,0), 6 processors, 6-Core Intel Core i5, 3 GHz, 8 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nMemory Module: BANK 0/ChannelA-DIMM0, 4 GB, DDR4, 2667 MHz, Micron, 4ATF51264HZ-2G6E3\nMemory Module: BANK 2/ChannelB-DIMM0, 4 GB, DDR4, 2667 MHz, Micron, 4ATF51264HZ-2G6E3\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Feb 16 2021 02:10:42 version 9.30.444.10.32.5.67 FWID 01-a00c1314\nBluetooth: Version 8.0.4d18, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nUSB Device: USB 3.1 Bus\nUSB Device: Hub\nUSB Device: USB Trackball\nUSB Device: Intuos PTM\nUSB Device: Hub\nUSB Device: GENERAL WEBCAM\nUSB Device: Dell USB Entry Keyboard\nUSB Device: Apple #2 Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.4\nThunderbolt Bus: Mac mini, Apple Inc., 47.4\n", "Blender 2.93 Crashes Immediately on MacOS Big Sur 11.4\nOperating system: MACOS Big Sur 11.4\nGraphics card: Radeon Pro 580\n\nBroken: (2.93)\nWorked: (2.82)\n\n**Blender Crashes while loading, never even get into Blender**\n\nTry to open Blender and get this: Tried re-installing several times, same thing.\n\nProcess: Blender [98531]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.93.1 (2.93.1 2021-06-23)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [98531]\nUser ID: 502\n\nDate/Time: 2021-07-09 09:43:58.105 -0400\nOS Version: macOS 11.4 (20F71)\nReport Version: 12\nAnonymous UUID: 135CF997-4B0C-5166-5EBC-49D098CD0870\n\n\nTime Awake Since Boot: 310000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGABRT)\nException Codes: KERN_PROTECTION_FAILURE at 0x0000000113f7e770\nException Note: EXC_CORPSE_NOTIFY\n\nVM Regions Near 0x113f7e770:\n```\n __TEXT 105a43000-111853000 [190.1M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n```\n - > __DATA 111853000-113ff3000 [ 39.6M] rw-/rw- SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n```\n __DATA 113ff3000-114d6f000 [ 13.5M] rw-/rw- SM=PRV /Applications/Blender.app/Contents/MacOS/Blender\n```\n\nApplication Specific Information:\nabort() called\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff2059192e __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff205c05bd pthread_kill + 263\n2 libsystem_c.dylib \t0x00007fff205154ab __abort + 139\n3 libsystem_c.dylib \t0x00007fff20515420 abort + 135\n4 org.blenderfoundation.blender \t0x000000010f79b325 sigbus_handler.cold.1 + 37\n5 org.blenderfoundation.blender \t0x000000010f43c361 sigbus_handler + 161\n6 libsystem_platform.dylib \t0x00007fff20605d7d _sigtramp + 29\n7 ??? \t0x00007fec4dda2860 0 + 140652895152224\n8 org.blenderfoundation.blender \t0x000000010d414653 PyEval_CallFunction + 163\n9 pyluxcore.so \t0x0000000132fb3e77 boost::python::detail::returnable<boost::python::api::object>::type boost::python::call<boost::python::api::object, char const*, boost::python::handle<_object>, boost::python::dict>(_object*, char const* const&, boost::python::handle<_object> const&, boost::python::dict const&, boost::type<boost::python::api::object>*) + 87\n10 pyluxcore.so \t0x0000000132fb2741 boost::python::objects::class_base::class_base(char const*, unsigned long, boost::python::type_info const*, char const*) + 1025\n11 pyluxcore.so \t0x00000001326662a7 luxcore::init_module_pyluxcore() + 807\n12 pyluxcore.so \t0x0000000132fbc825 boost::python::handle_exception_impl(boost::function0<void>) + 69\n13 pyluxcore.so \t0x0000000132fbda29 bool boost::python::handle_exception<void (*)()>(void (*)()) + 57\n14 pyluxcore.so \t0x0000000132fbd918 boost::python::detail::init_module(PyModuleDef&, void (*)()) + 72\n15 org.blenderfoundation.blender \t0x000000010d530998 _PyImport_LoadDynamicModuleWithSpec + 616\n16 org.blenderfoundation.blender \t0x000000010d530214 _imp_create_dynamic + 308\n17 org.blenderfoundation.blender \t0x000000010d4574e7 cfunction_vectorcall_FASTCALL + 215\n18 org.blenderfoundation.blender \t0x000000010d5006d5 _PyEval_EvalFrameDefault + 27445\n19 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n20 org.blenderfoundation.blender \t0x000000010d413d01 _PyFunction_Vectorcall + 257\n21 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n22 org.blenderfoundation.blender \t0x000000010d500303 _PyEval_EvalFrameDefault + 26467\n23 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n24 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n25 org.blenderfoundation.blender \t0x000000010d5002e3 _PyEval_EvalFrameDefault + 26435\n26 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n27 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n28 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n29 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n30 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n31 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n32 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n33 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n34 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n35 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n36 org.blenderfoundation.blender \t0x000000010d41543c object_vacall + 652\n37 org.blenderfoundation.blender \t0x000000010d41561a _PyObject_CallMethodIdObjArgs + 250\n38 org.blenderfoundation.blender \t0x000000010d52f02b PyImport_ImportModuleLevelObject + 1387\n39 org.blenderfoundation.blender \t0x000000010d4f586b builtin___import__ + 139\n40 org.blenderfoundation.blender \t0x000000010d457cc5 cfunction_call + 69\n41 org.blenderfoundation.blender \t0x000000010d413b1a _PyObject_Call + 138\n42 org.blenderfoundation.blender \t0x000000010d5006d5 _PyEval_EvalFrameDefault + 27445\n43 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n44 org.blenderfoundation.blender \t0x000000010d413d01 _PyFunction_Vectorcall + 257\n45 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n46 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n47 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n48 org.blenderfoundation.blender \t0x000000010d413d01 _PyFunction_Vectorcall + 257\n49 org.blenderfoundation.blender \t0x000000010d41543c object_vacall + 652\n50 org.blenderfoundation.blender \t0x000000010d41561a _PyObject_CallMethodIdObjArgs + 250\n51 org.blenderfoundation.blender \t0x000000010d52f179 PyImport_ImportModuleLevelObject + 1721\n52 org.blenderfoundation.blender \t0x000000010d4feccd _PyEval_EvalFrameDefault + 20781\n53 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n54 org.blenderfoundation.blender \t0x000000010d4f9ad9 PyEval_EvalCode + 73\n55 org.blenderfoundation.blender \t0x000000010d4f688e builtin_exec + 670\n56 org.blenderfoundation.blender \t0x000000010d4574e7 cfunction_vectorcall_FASTCALL + 215\n57 org.blenderfoundation.blender \t0x000000010d5006d5 _PyEval_EvalFrameDefault + 27445\n58 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n59 org.blenderfoundation.blender \t0x000000010d413d01 _PyFunction_Vectorcall + 257\n60 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n61 org.blenderfoundation.blender \t0x000000010d500303 _PyEval_EvalFrameDefault + 26467\n62 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n63 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n64 org.blenderfoundation.blender \t0x000000010d5002e3 _PyEval_EvalFrameDefault + 26435\n65 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n66 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n67 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n68 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n69 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n70 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n71 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n72 org.blenderfoundation.blender \t0x000000010d41543c object_vacall + 652\n73 org.blenderfoundation.blender \t0x000000010d41561a _PyObject_CallMethodIdObjArgs + 250\n74 org.blenderfoundation.blender \t0x000000010d52f02b PyImport_ImportModuleLevelObject + 1387\n75 org.blenderfoundation.blender \t0x000000010d4f586b builtin___import__ + 139\n76 org.blenderfoundation.blender \t0x000000010d457cc5 cfunction_call + 69\n77 org.blenderfoundation.blender \t0x000000010d413561 _PyObject_MakeTpCall + 353\n78 org.blenderfoundation.blender \t0x000000010d503600 call_function + 768\n79 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n80 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n81 org.blenderfoundation.blender \t0x000000010d413d01 _PyFunction_Vectorcall + 257\n82 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n83 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n84 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n85 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n86 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n87 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n88 org.blenderfoundation.blender \t0x000000010d413d01 _PyFunction_Vectorcall + 257\n89 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n90 org.blenderfoundation.blender \t0x000000010d500303 _PyEval_EvalFrameDefault + 26467\n91 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n92 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n93 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n94 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n95 org.blenderfoundation.blender \t0x000000010d4f9ad9 PyEval_EvalCode + 73\n96 org.blenderfoundation.blender \t0x000000010d4f688e builtin_exec + 670\n97 org.blenderfoundation.blender \t0x000000010d4574e7 cfunction_vectorcall_FASTCALL + 215\n98 org.blenderfoundation.blender \t0x000000010d5006d5 _PyEval_EvalFrameDefault + 27445\n99 org.blenderfoundation.blender \t0x000000010d5045c2 _PyEval_EvalCode + 3282\n100 org.blenderfoundation.blender \t0x000000010d413d01 _PyFunction_Vectorcall + 257\n101 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n102 org.blenderfoundation.blender \t0x000000010d500303 _PyEval_EvalFrameDefault + 26467\n103 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n104 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n105 org.blenderfoundation.blender \t0x000000010d5002e3 _PyEval_EvalFrameDefault + 26435\n106 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n107 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n108 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n109 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n110 org.blenderfoundation.blender \t0x000000010d503497 call_function + 407\n111 org.blenderfoundation.blender \t0x000000010d500396 _PyEval_EvalFrameDefault + 26614\n112 org.blenderfoundation.blender \t0x000000010d413df5 function_code_fastcall + 229\n113 org.blenderfoundation.blender \t0x000000010d41543c object_vacall + 652\n114 org.blenderfoundation.blender \t0x000000010d41561a _PyObject_CallMethodIdObjArgs + 250\n115 org.blenderfoundation.blender \t0x000000010d52f02b PyImport_ImportModuleLevelObject + 1387\n116 org.blenderfoundation.blender \t0x000000010d52f592 PyImport_ImportModuleLevel + 50\n117 org.blenderfoundation.blender \t0x000000010665d392 BPy_init_modules + 994\n118 org.blenderfoundation.blender \t0x0000000106661e6b BPY_python_start + 1339\n119 org.blenderfoundation.blender \t0x00000001060d2a8d WM_init + 461\n120 org.blenderfoundation.blender \t0x0000000105ba8dda main + 778\n121 libdyld.dylib \t0x00007fff205dbf5d start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2041716d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010cdfd76f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010cdfc1fe 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 9:\n0 libsystem_pthread.dylib \t0x00007fff205bc420 start_wqthread + 0\n\nThread 10:\n0 libsystem_pthread.dylib \t0x00007fff205bc420 start_wqthread + 0\n\nThread 11:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff286718da caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2865e836 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2865e784 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2865e502 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 \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2058b30e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416d15 _dispatch_sema4_timedwait + 72\n2 libdispatch.dylib \t0x00007fff20417145 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff20425656 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n5 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 13:\n0 libsystem_pthread.dylib \t0x00007fff205bc420 start_wqthread + 0\n\nThread 14:\n0 libsystem_pthread.dylib \t0x00007fff205bc420 start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2058b2ba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2058b62c mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff220958f5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21f383ed invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3367\n4 com.apple.audio.CoreAudio \t0x00007fff220d40c4 HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2058b30e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff20416d15 _dispatch_sema4_timedwait + 72\n2 libdispatch.dylib \t0x00007fff20417145 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff20425656 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n5 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001060b1598 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x00000001060b1439 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001060b1598 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x00000001060b1439 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001060b1598 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x00000001060b1439 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001060b1598 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x00000001060b1439 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001060b1598 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x00000001060b1439 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001060b1598 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x00000001060b1439 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2058b2f6 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001060b1598 tbb::internal::rml::private_worker::run() + 344\n2 org.blenderfoundation.blender \t0x00000001060b1439 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2058b3c2 swtch_pri + 10\n1 libsystem_pthread.dylib \t0x00007fff205be070 cthread_yield + 11\n2 libopenblas.0.dylib \t0x0000000139ea31bb blas_thread_server + 123\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2058b3c2 swtch_pri + 10\n1 libsystem_pthread.dylib \t0x00007fff205be070 cthread_yield + 11\n2 libopenblas.0.dylib \t0x0000000139ea31bb blas_thread_server + 123\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2058dcde __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff205c0e49 _pthread_cond_wait + 1298\n2 libopenblas.0.dylib \t0x0000000139ea320f blas_thread_server + 207\n3 libsystem_pthread.dylib \t0x00007fff205c08fc _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff205bc443 thread_start + 15\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x0000000123c1fe00 rcx: 0x00007ffeea1b6fd8 rdx: 0x0000000000000000\nrdi: 0x0000000000000103 rsi: 0x0000000000000006 rbp: 0x00007ffeea1b7000 rsp: 0x00007ffeea1b6fd8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000123c1fe00 r11: 0x0000000000000246\nr12: 0x0000000000000103 r13: 0x00007ffeea1b7620 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007fff2059192e rfl: 0x0000000000000246 cr2: 0xffffffa1304b7000\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 0x105a43000 - 0x111852fff +org.blenderfoundation.blender (2.93.1 - 2.93.1 2021-06-23) <E7C90C63-EEED-3D93-89E3-56693D13C193> /Applications/Blender.app/Contents/MacOS/Blender\n 0x118227000 - 0x118293fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11a191000 - 0x11a198fff 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 0x11a1a9000 - 0x11a1b0fff com.apple.audio.AppleGFXHDAHALPlugIn (100.1.433 - 100.1.433) <7A0D1A2B-B871-30AE-B41E-6698CC930BBD> /System/Library/Extensions/AppleGFXHDA.kext/Contents/PlugIns/AppleGFXHDAHALPlugIn.bundle/Contents/MacOS/AppleGFXHDAHALPlugIn\n 0x11e960000 - 0x11eac7fff com.apple.audio.units.Components (1.14 - 1.14) <6375574E-7ADB-3867-837D-5811B866554C> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11eb21000 - 0x11eb30fff libobjc-trampolines.dylib (824) <361143B8-E66E-3402-85B5-C20893AAB9C9> /usr/lib/libobjc-trampolines.dylib\n 0x11ebac000 - 0x11ecaffff com.apple.AMDRadeonX4000GLDriver (4.5.14 - 4.0.5) <19D5A453-AAA4-3246-BE75-DA548C9ECFA3> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x123413000 - 0x123415fff +_heapq.cpython-39-darwin.so (0) <996F865D-3488-3FAF-B356-F56036C1F827> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_heapq.cpython-39-darwin.so\n 0x12359d000 - 0x1235a6fff +math.cpython-39-darwin.so (0) <F46E3E43-054C-3CA5-8307-A6142B94A32B> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/math.cpython-39-darwin.so\n 0x123b32000 - 0x123b33fff +grp.cpython-39-darwin.so (0) <F1836FC4-772C-3544-A6CD-5734B5B3116F> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/grp.cpython-39-darwin.so\n 0x123b3b000 - 0x123b3dfff +_posixsubprocess.cpython-39-darwin.so (0) <9C57F5CA-A5CA-3639-82C5-5D220243E6FB> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_posixsubprocess.cpython-39-darwin.so\n 0x123b48000 - 0x123be3fff dyld (852) <1AC76561-4F9A-34B1-BA7C-4516CACEAED7> /usr/lib/dyld\n 0x131702000 - 0x131716fff +zlib.cpython-39-darwin.so (0) <B0076825-749E-30E8-B071-DF83A9BCD8D6> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/zlib.cpython-39-darwin.so\n 0x131721000 - 0x131737fff +_bz2.cpython-39-darwin.so (0) <433FFB4A-1470-3926-8DE7-B18DBC8AAB9B> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bz2.cpython-39-darwin.so\n 0x131742000 - 0x131771fff +_lzma.cpython-39-darwin.so (0) <B9BC59A5-E743-37D5-B02A-EFA4F15EA85F> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lzma.cpython-39-darwin.so\n 0x13177f000 - 0x131783fff +select.cpython-39-darwin.so (0) <B2501CCF-DBF7-3E32-8B64-409D3B2F73A2> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/select.cpython-39-darwin.so\n 0x1317cd000 - 0x1317cefff +_bisect.cpython-39-darwin.so (0) <47EA50C8-1887-318D-A4A7-BC412A138817> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bisect.cpython-39-darwin.so\n 0x1317d6000 - 0x1317d7fff +_random.cpython-39-darwin.so (0) <145539A2-4FC7-35D3-9409-ACF96388896D> /Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_random.cpython-39-darwin.so\n 0x1317e0000 - 0x1317e4fff 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/System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff556a0000 - 0x7fff556a3fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <0AD42E37-140A-393A-BBE4-B0C342B0FEC1> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5e25c000 - 0x7fff5ecb7fff libSC.dylib (4.5.14) <1DE5783A-8854-346A-8A0F-53997A8D5831> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff69782000 - 0x7fff69786fff libmetal_timestamp.dylib (31001.189) <89A82967-B14D-3109-B45E-34717156E60E> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6bbcd000 - 0x7fff6bbd3fff libCoreFSCache.dylib (200.9) <12A2A7E7-39F7-30A5-AC0B-E09947417D3E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6bbd4000 - 0x7fff6bbd8fff libCoreVMClient.dylib (200.9) <F8C4D017-075A-37B2-AE8D-8CEB5FE1BC9B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6bbd9000 - 0x7fff6bbe8fff com.apple.opengl (18.5.9 - 18.5.9) <1422D0CA-C3E2-3309-8897-018E651CB74E> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6bbe9000 - 0x7fff6bbebfff libCVMSPluginSupport.dylib (18.5.9) <AC7D4088-7CA8-3A0B-9B55-08427083C382> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6bbec000 - 0x7fff6bbf4fff libGFXShared.dylib (18.5.9) <76ABDB4A-3687-39E0-B8FB-125717742431> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6bbf5000 - 0x7fff6bc28fff libGLImage.dylib (18.5.9) <750C938A-9F4F-3BAD-8D3F-03EF619F28AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6bc29000 - 0x7fff6bc65fff libGLU.dylib (18.5.9) <4A77F717-2BBC-3439-AE10-694E82C0A184> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6bc66000 - 0x7fff6bdf9fff libGLProgrammability.dylib (18.5.9) <811C33B6-9856-3D1F-8947-3899496630BD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6bdfa000 - 0x7fff6be04fff libGL.dylib (18.5.9) <95D5C72E-9352-39EC-83B1-6BB295A83462> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6be05000 - 0x7fff6bf82fff GLEngine (18.5.9) <F8809EE9-15B0-36EC-8F33-12B869822B72> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6bf83000 - 0x7fff6bfabfff GLRendererFloat (18.5.9) <F4858214-65AC-3CEF-834D-7A13370D9C5D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6d244000 - 0x7fff6d29cfff com.apple.opencl (4.6 - 4.6) <769BB23D-09E5-3A3A-B2EA-310157AA206D> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6ddc6000 - 0x7fff6dfe1fff com.apple.AMDMTLBronzeDriver (4.5.14 - 4.0.5) <B434F0E4-B0BD-3306-8387-412FFE8EC174> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff6e146000 - 0x7fff6e195fff ATIRadeonX4000SCLib.dylib (4.5.14) <D198D8E5-8D01-3612-BE11-92B87F91A755> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff6ec31000 - 0x7fff6ec53fff 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=1.1G resident=0K(0%) swapped_out_or_unallocated=1.1G(100%)\nWritable regions: Total=2.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.1G(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nActivity Tracing 256K 1 \nCG backing stores 11.2M 12 \nCoreAnimation 4K 1 \nCoreUI image data 152K 1 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 315.2M 56 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 824.0M 7 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 108K 27 \nStack 38.7M 27 \nVM_ALLOCATE 421.0M 115 \nVM_ALLOCATE (reserved) 128.0M 1 reserved VM address space (unallocated)\n__DATA 120.1M 376 \n__DATA_CONST 11.9M 180 \n__DATA_DIRTY 551K 99 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 573.5M 76 \n__OBJC_RO 70.2M 1 \n__OBJC_RW 2480K 2 \n__TEXT 528.7M 363 \n__UNICODE 588K 1 \nmapped file 242.2M 20 \nshared memory 800K 21 \n**=======**\nTOTAL 3.6G 1402 \nTOTAL, minus reserved VM space 2.3G 1402 \n\nModel: iMac18,3, BootROM 429.120.4.0.0, 4 processors, Quad-Core Intel Core i7, 4.2 GHz, 64 GB, SMC 2.41f2\nGraphics: kHW_AMDRadeonPro580Item, Radeon Pro 580, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/DIMM0, 16 GB, DDR4 SO-DIMM, 2400 MHz, 0x802C, 0x313641544632473634485A2D3247334231202020\nMemory Module: BANK 0/DIMM1, 16 GB, DDR4 SO-DIMM, 2400 MHz, 0x802C, 0x313641544632473634485A2D3247334231202020\nMemory Module: BANK 1/DIMM0, 16 GB, DDR4 SO-DIMM, 2400 MHz, 0x802C, 0x313641544632473634485A2D3247334231202020\nMemory Module: BANK 1/DIMM1, 16 GB, DDR4 SO-DIMM, 2400 MHz, 0x802C, 0x313641544632473634485A2D3247334231202020\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x16F), 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: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nSerial ATA Device: APPLE HDD ST2000DM001, 2 TB\nUSB Device: USB 3.0 Bus\nUSB Device: easystore 25FA\nUSB Device: My Book 25EE\nUSB Device: My Passport 0827\nUSB Device: USB 2.0 BILLBOARD\nUSB Device: Luna\nUSB Device: USB 2.0 Hub [MTT]\nUSB Device: Bluetooth USB Host Controller\nUSB Device: FaceTime HD Camera (Built-in)\nThunderbolt Bus: iMac, Apple Inc., 41.4\n" ]
Blender cycles X shadow catcher doesn't work Operating system: Windows 10 Graphics card: GTX 1080 Broken: (3.0.0, Alpha, 2021-04-30, as found on the splash screen) Worked: (Blender 2.93 Alpha) Shadow catcher does not work in the experimental version of Blender 3.0 (Cycles X) as it just renders out the plane as normal. [blender3.0shadowcatcher broken.blend](blender3.0shadowcatcher_broken.blend) Created a plane underneath the Default Cube, went to render settings, set it to cycles, changed the BG to be transparent underneath the film tab, then in the Object properties tab of the plane changed visibility to shadow catcher and clicked render.
[ "Some mesh operations (e.g. smooth, randomize) are not using mirror modifier mirror object transform correctly for clipping\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.1 Release Candidate\n\nWhen using mirror modify with clipping, Smooth Vertices ignore clipping and smoothing all, and this is no options\n![image.png](image.png)\n\nTools to check:\n`Transform` > `Randomize`: does not clip (even without mirror object usage)\n`Transform` > `Warp`: does not clip (even without mirror object usage)\n`MESH_OT_vertices_smooth`\n\nnote: all of the above are not part of the transform system (randomize is even written in python), so it might be a bit cumbersome to implement", "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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", "Object Info node random output doesn't work properly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 0\n\nBroken: version: 3.6.2\nWorked:\n\n**Short description of error and steps for others to reproduce the error**\nI have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:\n[![enter image description here][1]][1]\n\nEverything looks good as long as I am in material preview with the overlays turned off:\n[![enter image description here][2]][2]\n\nBut with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.\n[![enter image description here][3]][3]\n\nHere is the .blend file:\n4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0\n\n [1]: Api9y.png\n [2]: XZ0Gz.png\n [3]: OeeZJ.jpg\n\n", "Regression: Outliner 'Scenes' mode does not select objects when clicking on collection ('Select objects' operator also does not work)\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.4\n\nBroken: version: 3.0.1\nBroken: version: 2.81\nWorked: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e\n\nIt is not possible to select objects in a collection using the Outliner with display mode set to 'Scenes'. This is true both if you left-click the collection or right-click the selection and choose 'Select Objects'. Note that this *may* be related to #89479.\n\n1. Open the attached file\n2. Ensure the outliner is set to display mode 'Scenes'\n3. Click on either the Cylinders or Cubes collection\n\nExpected behaviour: objects in collection shown selected in the viewport with orange outline\nObserved behaviour: objects are not selected (they are deselected if previously selected).\n\nPlease see attached video clip, where I demonstrate the function working in v2.80 and not working in v3.01.\n\nBlender file:\n\n[Test.blend](Test.blend)\n\nVideo clip:\n\n[Screen Recording 2022-01-27 at 13.40.48.mov](Screen_Recording_2022-01-27_at_13.40.48.mov)\n\nThanks for your assistance!\n\n", "Freestyle - marked freestyle edges do not work on objects with the boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: Unknown\n\nEdges marked as freestyle do not work on objects with the boolean modifier\n\n\n1. Create cube object, add some edge loops and mark any edge as **\"Freestyle Edge\"**2. Create a second cube, and use it as a \"cutter\" using the**\"Boolean\"** modifier\n3. Activate **\"Freestyle\"**and check the**\"Edge Markt\"** in the \"Line Set\" area\n4. Make a render - the edge marked as **\"Freestyle Edge\"** will not be visible\n\n\nFile in attachment.\nThank you\n\n[Boolean Freestyle bug.blend](Boolean_Freestyle_bug.blend)\n\n", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)", "Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : ![image.png](image.png)\n- render.\n\nwithout motion blur :\n![blender - 24.01.2020 - 23h25.jpg](blender_-_24.01.2020_-_23h25.jpg) antialiasing problem\n\nwith motion blur :\n![blender - 24.01.2020 - 23h24.jpg](blender_-_24.01.2020_-_23h24.jpg)\n\nsame render result with and without alpha on composite node :\n![blender - 24.01.2020 - 23h33.jpg](blender_-_24.01.2020_-_23h33.jpg)\n![blender - 24.01.2020 - 23h33 (2).jpg](blender_-_24.01.2020_-_23h33__2_.jpg)\n\n.Blender here : \n[#73376.blend](T73376.blend)", "depsgraph.object_instances does not respect collection visibility\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83 (sub 5)\nWorked: 2.80 release\n\nCollection visibility (Hide in Viewport) does not affect object appearance in `depsgraph.object_instances`.\nWhile hiding objects individually or excluding collection from view layer or Disable in Viewports does hide them from `depsgraph.object_instances`.\n\nIn 2.80 release collection visibility did affect `depsgraph.object_instances`.\n\n\n - Open attached blend file: [dep_visibility.blend](dep_visibility.blend)\n - Run the script > console output lists all three objects.\n - Use collection `Hide in Viewport` visibility options and run script > console output has the same objects regardless of collection visibility state.\n - Use `Hide in Viewport` on an individual object > console output remose this individual object\n", "Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: ![cycles_bug_report02.jpg](cycles_bug_report02.jpg)\n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: ![cycles_bug_report02.png](cycles_bug_report02.png)\n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)", "Application handler not executed when video sequencer contains a strip\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.4\n\nA registered handler for frame_change_post does not get executed while rendering an animation when there is a strip present in the video sequencer.\n\n1. Open the example file and turn on the system console\n2. Execute the example script present in the file\n3. Render an animation, note how you can see the handler getting called before each rendered frame in the console\n4. Add a strip to the video sequencer (for example a solid color)\n5. Render another animation, note how this time the handler doesn't get called per frame anymore\n6. Remove the strip again\n7. Render once more, note how it works again as expected\n\n**Example file**\n[bug_example.blend](bug_example.blend)\n", "4.0A producing specular reflections of area lights on diffuse surfaces, 3.6.1 doesn't behave this way.\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.1 & 4.0 Alpha\n\nArea lights in 4.0 Alpha producing specular reflections on diffuse only (specular = 0) surfaces in 4.0.\n\nI tried to report this discrepancy to the developer forum but can't seem to post it there, so I figured maybe whoever monitors this could help. \n\nIn 3.6.1, if a material has no specular component, area lights only produce diffuse illumination. But in the 4.0 alpha (build downloaded 8/14), the area light produces a specular reflection. I don't know if this is a new intentional development thing, or if it's somehow related to the light linking feature.\n\n", "modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n", "In cycles, ignore shadow of volume object will cost more time.\nOperating system: windows 10 64\nGraphics card: rtx 2080\nCpu: AMD Ryzen 7 2700\n\nBroken: 2.83 2.82 .....\n\nIn cycles, ignore shadow of volume object will cost more time.\nUse texture in volume material.\nVolume object cross other object.\n\n![v_bug.png](v_bug.png)\n[vol_bug.blend](vol_bug.blend)", "NaN in object matrix of instanced objects\nRyzen 7 3800x\n31.9 GB Ram\nOperating system: Windows 10\nGraphics card: Nvidia 2060 6GB Ram\n\nI tested the same scene out on my other box and the problem happened. Both machines are running RTX 2060s. One is a Intel box and the other AMD.\n\n**Blender Version** 2.81 and 2.82a\nWorked: Nothing has worked\n\n**Error**\nYouTube link to render glitches: e1ScHjBANLk\n\nWhenever I start a render, around frame 58 the sun shadows just disappear.\nIf I close the scene and open it back up and render the frame where the shadows disappear, it will render fine. But after about 50 or so frames the shadows disappear again. \nIt works fine in viewport. \n\n**note**\nI deleted the volume light box with just a 1000 floating sprite boxes for the dust inside the garage. After that, the issue went away all together. I then added the volume box back and the problem happened again. It must have something to do with volume lighting. The grass outside is over 12k clones using a particle hair so it has something to do with volume lighting and particles inside a object. \n\n**Files**\n[Blender_Bug.zip](Blender_Bug.zip)\nIt was 12 GB, removed extra elements and brought it down to this.\nAround frame 60 if you render the animation 1-300 the shadow will disappear. Escape the render… The viewport will continue to display the shadow. But after the shadow disappears during the render, and without closing and reopening Blender, whenever you render that frame, the shadow “sun light” is absent. \n\n![test-test_0059.jpg](test-test_0059.jpg)\n![test-test_0060.jpg](test-test_0060.jpg)\n\n" ]
[ "Cycles X - Restoring Features\n- [x] CUDA GPU host memory usage (missing estimation of memory used by integrator and kernels)\n- [x] Shadow catcher\n - [x] Initial implementation\n - [x] Approximated mode? (for compatibility)\n - [x] Better GPU occupancy\n - [x] Catcher behind transparent object\n - [x] Emissive meshes\n - [x] Denoising\n - [x] Shadow catcher in holdout collection (and don't use holdout shader on catcher, as it is not well-formed what is supposed to happen)\n - [x] Non-transparent Film\n - [x] Passes behavior when there is no catcher object\n- [x] Volume rendering\n - [x] Basic absorption, scattering and emission\n - [x] Camera in volume\n - [x] SSS in volume\n - [x] Equiangular sampling\n- [x] AO Pass\n- [x] Shadow pass\n- [x] Shader ray-tracing (bevel, AO node)\n- [x] Multi-device rendering\n - [x] Improve balancing between devices\n - [x] Avoid unnecessary memory copies\n - [x] Improve balancing for renders with few samples (moved to task #89833)\n - [x] Adaptive sampling (requires neighbourhood, which is lost with the slicing. Perform filtering on the entire big tile?) (moved to task #74581)\n- [x] Baking\n - [x] Light baking (add init_from_bake and use regular integrator kernels)\n - [x] Data baking (dedicated kernels)\n - [x] Light baking filter options\n- [x] Burley (decided not to add back unless we can't improve Random Walk enough, moved to task #91540)\n- [x] Cryptomatte postprocessing\n - [x] Accurate mode (disabled/removed for until there is clear demo case)\n - [x] Simple implementation\n- [x] CPU profiling stats\n- [x] Rendering high res images\n - [x] Tiled rendering\n - [x] Save buffers\n - [x] Denoising\n - [x] Adaptive sampling\n- [x] Progress and status report" ]
Visual bug on 3d viewport Operating system: mac OS catalina 10.15.7 Graphics card: intel iris pro 1536 mo 2.93 3d viewport window appears sliced in two where there is only 1 viewport (see image) Screen separator is also bleeding on other workspace (shader editor in my image example) thank you !![bug.jpg](bug.jpg) ![bug.jpg](bug.jpg)
[ "Cycles misses intersections when objects are too close\nBroken: 2.79b\n\nWhen two objects are too close, Cycles can miss intersections.\nIn the attached file, there are two intersecting semitransparent planes (at the center).\nIf the color is green or pink it indicates that the ray only intersected one plane.\n\n- Open the attached .blend file and render.\nNote how the line where the planes intersect has a coloured border.\n[transparent_planes.blend](transparent_planes.blend)", "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", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "Sliders not being seamless overlap by sliders UI\nBroken: 3.3.0 from 2.8\nWorked: 2.79 All visibility icons hide behind sliders\n\nIf `bpy.context.space_data.show_sliders = True` and left panel is reduced, visibility eye icon hides under the slider each three rows .\n![image.png](image.png)\n\n- Have more than two keyframes visible in Curves editor (it starts at index 1 and then it repeats its 4 loop).\n- Enable Show Sliders in {nav Graph Editor > View > - [ ] Show Sliders} (`bpy.context.space_data.show_sliders = True`)\n- Decrease the space of the the Source List Panel (Left Panel)\n\n[Sliders_Overlay_Visibility_Icon_Curves_Editor.blend](Sliders_Overlay_Visibility_Icon_Curves_Editor.blend)\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.", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n", "Cycles vertex baking seams\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.1.0\n\nThere are seams between the vertices when I try to bake lighting into vertex colors using Cycles, even when the vertices are merged.\n![image.png](image.png)\nHere's my .blend file:\n[baking test.blend](baking_test.blend)", "GPencil: lines on surface quality difference between F12 and viewport render\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.83.0\nWorked: I don't think it ever worked\n\nThere's a difference in GPencil line quality between viewport render and F12. The GPencil lines are drawn on top of a 3d surface. The difference in quality seems to be the level of intersecting.\n\nBlend file has GPencil lines drawn over a 3d surface.\n1) render viewport in rendered viewport shading\n2) render with F12 and compare both renders\n[GP_on_3D_ViewportVsF12.blend](GP_on_3D_ViewportVsF12.blend)\n\n![GPencil_difference.jpg](GPencil_difference.jpg)", "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.", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "Decreasing view End makes wireframe ugly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\nTry to decrease viewport camera endclip to 20 meters and you wil have aliased lines despite enabled AA\nOnly in orthographic view.\n\n500 meters\n![46373213.png](46373213.png)\n\n20 meters\n![46383813.png](46383813.png)\n\n", "Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !", "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.", "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", "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" ]
[ "Line in the middle of the screen. Not removable.\nOperating system: macOS 11.5.2 (M1 MacBook Air 8GB RAM)\nGraphics card: /\n\nBroken: /\nWorked: Newest Version of Blender on macOS\n\n![Bildschirmfoto 2021-09-23 um 13.45.55.png](Bildschirmfoto_2021-09-23_um_13.45.55.png) As seen in the picture, there is a big black line in the middle of the screen. It acts exactly the same as the line between the splited viewports. You can't remove that line. Its only the case in one Project. When you make a new one everything works fine.\nBased on the default startup or an attached .blend file (as simple as possible).\n[donut.blend](donut.blend) Everytime you open the file the line appears. If you can't see the line just adjust the size of the window on the right hand side of the screen a bit. the line is static so u can move thing around it but not the line itself." ]
2D animation window only showing green pencil color iMac 3.2 GHz Quad Core Intel Core i5 (macOS Catalina Version 10.15.1) Broken: version: 2.80 (sub 60) Worked: (optional) The 2D Animation window shows a green pencil color in the viewport regardless of color change in the materials.
[ "MacOS, Metal: Banding artefacts in viewport when using curves in color management\nOperating system: macOS-13.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro Vega 64 1.2\nScreen: iMac 27 inch Retina 30bit\n\nBroken: version: 3.5.0\nWorked: same version with openGL viewport API\n\nIn the \"wanderer\" demo file you get white lines in the bright parts of the scene. They are visible in rendered view as well as in the final render (but only inside blender). \nWhen \"Use Curves\" in \"Color Management\" is turned off, they dissapear. \nWhen switching back to openGL api everything looks ok.\n\nOpen the demo file wanderer wanderer.blend\n\n", "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", "Weird Tab and redraw behavior in color popup\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 has weird Tab behavior, but not redraw artifacts\n\nTab and redraw is not happening correct for RGBA color wheel popup. Almost as if sliders from different modes are drawn on top of the active ones.\n\n\n1. blender --factory-start\n2. World buttons\n3. Click on the Color to open color wheel popup\n4. Switch to RGB\n5. Click on the first slider (R)\n6. Start hitting Tab and see what happens with the values in the sliders (takes 4 times to tab from Blue channel to Alpha)\n\nIf you type values in the sliders things gets even more confusing.", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent", "The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n![vertex_color.gif](vertex_color.gif)\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n", "Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n![image.png](image.png)\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n![image.png](image.png)\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n![image.png](image.png)\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n![image.png](image.png)\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n![image.png](image.png)", "Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n![Screenshot_20200429_085959.png](Screenshot_20200429_085959.png)\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ", "No color drag'n'drop in Viewport Shading popover\nOperating system: Linux Mint\nGraphics card:\n\nBroken:2.81-a856c5eccffb-linux-glibc217-x86_64\n\n\nNo color drag'n'drop in 3d view solid (and wireframe) shader options dropdown.\n\nOpen default scene,\nclick on solid shading,\nopen the shader options dropdown,\nunder \"Color\" choose [Single],\nunder \"Background\" choose [Viewport],\ntry to drag the color of one to the other.\n\nAlso not works in wireframe shading dropdown.\n\n![Bildschirmfoto zu 2019-10-08 21-58-07.png](Bildschirmfoto_zu_2019-10-08_21-58-07.png)", "Face orientation - no colors in X-Ray\nOperating system: windows 10\nGraphics card: NVIDIA GeForce GTX 1070 \nsame issue on different pc Samsung NP900X3C\n\nBroken: 2.83.2 and 2.90.0-f319eec88186 (latest 2020 jul 14)\nWorked: 2.80 ~ 2.82\n\n**Face orientation in X-Ray view does not show transparent colors(blue and red)**\n\n1) turn on face orientations ; \n2) turn on toggle X-Ray\n\n![2020-07-14 21-26-43.mkv_snapshot_01.48_[2020.07.14_21.57.56].png](2020-07-14_21-26-43.mkv_snapshot_01.48__2020.07.14_21.57.56_.png)\nhere how it works in 2.83.2 & 2.90.0 [2020-07-14 22-43-43.mkv](2020-07-14_22-43-43.mkv)\nand how it should like in 2.80 ~ 2.82 [2020-07-14 22-49-24.mkv](2020-07-14_22-49-24.mkv)", "Blender render preview color not accurate on wide color gamut display\nIs it possible to add a function to allow blender render preview to read the computer display icc profile? i.e. read the computer's ICC profile and remap it to the preview.\n\nFor example, if I use a monitor with 100% Adobe RGB color space. But Blender render the result without color management. And display 100% sRGB colors in a 100% Adobe RGB monitor. In sRGB color space Red = 255 is the same as Red = 230 in the Adobe RGB color space. If the program does not read the computer icc profile, it will only output images with Red = 255 in sRGB to Red = 255 in Adobe RGB. this will produce an oversaturated image in the picture viewer and cause color inaccuracy.\n\nThis happens on windows, I'm not sure about linux and macos.", "Regression: Passepartout Flickers when using Solid Viewport Shading and Background > Viewport\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 2.93, 3.5\nWorked: 2.83\n\nThe Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport\n\n1. Create a 2D Animation workspace\n2. Zoom out to see the Passepartout\n3. Switch to Solid Viewport Shading and set the Background to Viewport\n\nIn this screencast, the Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport. In the video, it stops flickers when switching to World, however it is doing now. It does stop when using Material Preview Shading.\n\n[Passepartout.mp4](Passepartout.mp4)\n", "USD Export don´t export Vertex Colors ( Color Attributes )\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.2.0\nWorked: Not known\n\nUSD Exporter don´t export Vertex Colors ( Color Attributes )\n\nJust paint some VC on the default cube with Vextex Paint Mode, then try to export the cube. \nExporter don´t have the \"Color Attributes\" checkbox ( Importer has it )\nYou can then try to reimport the USD file and check that your VC aren´t there.[CUBE.blend](CUBE.blend)\n![imagen.png](imagen.png)\n\n", "Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n", "Grease Pencil drawing next to objects using 3D cursor and View mode previews \nOperating system: \nGraphics card:\n![image.png](image.png) [system-info.txt](system-info.txt)\nBroken: Blender 2.92.0 Alpha - November 12, 10:10:02- bc090387ace9 - macOS 64 bit\nand blender-2.91.0-b99faa0f567f-macOS\nWorked: (blender-2.90.1-macOS)\n\nDrawing with the Grease pencil near objects sketches out and glitches through the object geometry and randomly offsets from the curser point when using a 3D cursor as the stroke placement and View as the drawing plane. The simple step by step video attached below best explains it. Note: this is not the case when starting the file in 2D Animation mode only when adding a grease pencil to a general 3D scene. Also, This problem did not exist with version 2.90.1\n\nSee the short video and blender files of the easiest set up to show the bug.\n\n[Grease Pencil Bug.mp4](Grease_Pencil_Bug.mp4)\n\n[Grease pencil Bug-latest build.blend](Grease_pencil_Bug-latest_build.blend)\n\n[Grease pencil Bug.blend](Grease_pencil_Bug.blend)\n", "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![image](attachment)\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![image](attachment)\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" ]
[ "Grease Pencil really weird\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\nBroken: version: 2.81 (sub 16)\nWorked: 2.8\n\nGrease pencil strokes are all green with a weird texture to them. No matter what color stroke it should be painting.\n\nDraw with any Grease pencil tool.\n\n\n", "Grease Pencil on Mac looks weird ¿?\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M395 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n**Short description of error*\nWeird Grease Pencil Object looks green ..., whatever a monkey, stroke or color/material. It's something new I didn't see last Friday and nothing happened during the weekend. I only update my Mac OS yesterday, Is it possible? I feel frustrated right now.\n![Captura de Pantalla 2019-11-19 a les 15.55.55.png](Captura_de_Pantalla_2019-11-19_a_les_15.55.55.png)\n\nI opened my Blender app with a new 2D Animation Template, started to draw an I saw green lines. I reset all and loaded default factory settings and tried it again with a Suzanne but it was the same weird behavior. I don't know why?\nI tried the last 2.81 build and do the same.\n[GPweird.blend](GPweird.blend)\n\n", "Grease Pencil green display bug (related to multisampling)\nOperating system: Mac OSX Catalina\nGraphics card: Radeon Pro 560X 4 GB\n\nBroken: Latest Official 2.80 and 2.82 Alpha\n\n\nMy Grease pencil strokes are all displaying with this weird pattern covering them. I can barely see the actual color of the stroke because of this, though the color is present behind the lines.\n\nIt's the same problem, whether in Eevee or Cycles. Regardless of preview mode, or X-Ray on or off, or Outlines on or Off or anything else I can find to toggle. My old files that didn't do this are also now displaying this way and doing a Render actually outputs strokes looking like this too. \n\nAm I missing a toggle somewhere or is this a recent bug? Thank you!\n\n[grease pencil render bug.mov](grease_pencil_render_bug.mov)\n\n1) Run Blender on Mac OSX running Catalina with a problem Radeon card (such as 560X)\n2) Have a Grease Pencil object in your .blend file.\n\nBy Dalai Felinto's request I've attached this file:\n[grease.blend](grease.blend)\nI'm confident it will display cleanly on most setups except for the cases that are reporting. Thanks!", "Grease Pencil renders green with multisampling turned on\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.2.24\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen working in Grease pencil, with Preferences>Viewport>Quality>Grease Pencil Multisampling set to anything other than \"No MultiSample\", strokes and fills are green, both in the viewport and in render. Sometimes the background flashes green while drawing a stroke. Turning the preference to \"No MultiSample\" restores the proper materials.\n\nStart a new file with the 2D Animation template\nCheck that Grease Pencil Multisampling is on any value other than \"No Multisample\"\nIn Draw mode, draw a line in the viewport", "Pencil fails to paint the brush\nOperating system: macOS Catalina\nGraphics card: AMD FirePro [D500](D500)\n\nBroken: Version 2.80 (2.80 2019-07-29)\nWorked: (optional)\n\nI'm new to Blender, so please forgive me if this is just a user error.\nI simply create a new 2D animation and draw something with a pencil, ink,... (default black color). It won't fill the stroke with the color but draw a tessellated empty area that behaves like transparent area. Color change or other settings make no difference. I have noticed that this may be a graphics card issue but I don't see any other problems... I also use other rendering software with no issues...\n\nHas anybody encountered this problem in blender animation strokes?\n\nThanks, Ales\n\n![Screen Shot 2019-11-05 at 18.39.46.png](Screen_Shot_2019-11-05_at_18.39.46.png)\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
still seeing blocky volumes in cycles {[F9901396](Capture.JPG)}Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51 Broken: version: 2.91.0 vdbs and volumes are rendering blocky in cycles I know this is an old issue, I was told two versions ago that this should be fixed in the following version but still there in 2.92 (see image). Unless there are some settings I don't know about. The attached image has two objects that were converted to volume and you can see sharp lines in the volume 'box'. Makes it pretty much unusable for professional work.
[ "How to handle volumes in spreadsheet\nVolume data is not suitable for spreadsheet, maybe we shouldn't show the individual voxel information there.\n", "Blocky artifacts in Cycles, when rendering thin VDB data\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\n\nBroken: Blender 3.1.0, 2022-03-08 18:16, c77597cd0e15, master\n\nWhen rendering high resolution or a thin sheet of VDB-imported data in Cycles, numerous blocky artifacts appear. And, if the VDB sheet is thin enough, it doesn't even render in the first place.\n\nHere's what it looks like in solid shading\n![Screenshot 2022-04-27 142627.png](Screenshot_2022-04-27_142627.png)\n\nHere is what it looks like in Cycles. Note the numerous blocky artifacts near the center.\n![Screenshot 2022-04-27 142538.png](Screenshot_2022-04-27_142538.png)\n\nAnd, just for reference, here's what it looks like in EEVEE. There aren't any artifacts here.\n![Screenshot 2022-04-27 142706EEVEE.png](Screenshot_2022-04-27_142706EEVEE.png)\n\n\nProject file: \n[CyclesBlockyVolumeBug.zip](CyclesBlockyVolumeBug.zip)\nPlease note that clipping in the VDB settings is turned all the way down to 0, and that this issue is unaffected by changes in the step rate and step count.\n\n(Based on the .blend above)\n1. Go to frames 2, 3, or 4, in the timeline and either render the frame or enter the rendered viewport shading mode.\n2. On frames 3 and 4, blocky artifacts will be found, and, on frame 2, the VDB isn't even rendered. (frame 1 contains no VDB data, so that's why I didn't include it)", "Volume voxels visible in compositing (Cycles)\nOperating system: Windows 10\nGraphics card: GeForce GTX 950 OC\n\nBlender 2.80 cc73d59ad580\n\nFirst of all :\nNot sure if this is a bug or if Im just not getting it.\n\nEverything is done in Cycles\n\nIm subtacting the DiffInd passes in compositing and I get the volxel shape of my smoke sim.\n\nHere a screenshot of my Nodesetup (note the backdrop)\n![Setup.PNG](Setup.PNG)\n\nI do this to extract the Indirect lighting of for example fire or something else while excluding the sun and stuff.\n\n\nThis is the image (the white cuby thing to the right of the smoke)\n![error.png](error.png)\n\n\n\nAdd a basic smoke simm with high resolution and a ground and wall.\nAdd a sun light\nAdd a new view layer\nExclude the smoke domain from the 2nd layer\nEnable the DiffInd pass for both layeres\n\nIn compositing :\nSubtract the DiffInd passes from each other.\n\n\nThis is an example scene:\n[debug.blend](debug.blend)\n\nIt seems like there is a problem how \"null\" surfaces get handeled.\nIf I set a layer to indirect only the indirect light only appear outside the voxels (where they are intersecting the geometry).\n", "pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n", "Irradiance volume visibility collection not working properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\nWorked: Unknown\n\nThe irradiance volume visibility collection is not working as intended. File is included.\n\nDownload [this example. ](view?usp=sharing)\nWhen you open the file you'll notice immediately that the IV is already set to Collection, which means in theory it should NOT be affecting anything in \"Collection 2\". Even if you delete the light cache and rebake it, no matter what happens, it affects everything outside \"Collection\" regardless. The way I see it, visibility collection is meant to affect whom it collects lights from and meshes to light up, but so far it only seems to care about gathering lights alone.\n\nThis ALSO affects rendering it out. For that, just change the view layer to V1, and turn on Collection 2 to replicate.\n\nWorse still, disabling the visibility/renders of the irradance volume still lights up other objects no matter what. This, in my opinion, is a huge issue. It means I have to delete the light cache whenever I need it off, and rebake it, wasting a TON of time just to render it and only have it affect a singular object.", "File Output node outputs incorrect dimensions in some cases\nOperating system: Linux 64-bit\n\n2.92\n\nWhen connected to certain composite node trees, the File Output node will output images with incorrect and unexpected dimensions. This appears to have something to do with the blur node, but I suspect the issue might occur with other nodes that alter the image buffer dimensions.\n\n[composite bug.blend](composite_bug.blend)\n\n - Open and inspect attached file\n - Adjust output file paths to whatever is convenient\n - Render a frame\n - Review the outputted image\n\n", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent", "Duplicated volumes act like they are linked\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.93.1\n\n\nDuplicating a volume object creakes linked volume objects\n\n\n\n\n- Add an empty volume object\n\n- Shift-D to duplicate it\n\n- Change the density to 0.5\n\n- You can see the density is also set to 0.5 for both\n\n- Open the attached VDB from thee OpenVdb file path\n\n- You can now see that the VDB is assigned to the both.\n\n[torus.zip](torus.zip)\n\n\n\n\n\n", "Eevee - visual artifacts during irradiance volume baking\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\nBlender 2.80 (sub 51)\n\n[irradiance_volume_bake_artifacts.blend](irradiance_volume_bake_artifacts.blend)\n - Open attached file\n - Switch to rendered mode (Eevee)\n - Press \"Bake Indirect Lighting\"\n\nYou should see squares flickering:\n![irradiance_volume_bug.jpg](irradiance_volume_bug.jpg)\nVideo:\n[Desktop 2019.03.27 - 09.18.07.01.avi](Desktop_2019.03.27_-_09.18.07.01.avi)", "Solid Viewport Transparency Artifacts/Dots\nOperating system: Windows 10 Home Build 19044\nGraphics card: iGPU on Intel Core i7 1185G7 (Iris Xe Graphics)\n\nBroken: 3.1.2\n\nI downloaded a 3D model from TurboSquid of an Aston Martin Vantage (the model is free, [find it here ](3d-aston-martin-s-1685480)) and the viewport has strange dots at object edges when looked at through the partially transparent glass. I tracked the issue down to the alpha of the Glass material in `Properties > Material Properties > Viewport Display`, the dots only appear when the alpha value is not 0.0 or 1.0.\n\n - Open `TransparencyBug.blend` or `astonAston MArtinV12 Vantage S 2016 .blend` (files at the bottom)\n - Set Viewport Shading to Solid\n - Set transparency of Transparent or Glass material (Properties>Material Properties>Viewport Display, select Transparent or Glass material) to some decimal value other than 0.0 and 1.0\n - Dots appear at edges of materials looked at through transparent objects\n\n\n**Images**\n\nastonAston MArtinV12 Vantage S 2016 .blend:\nAlpha 1.0: ![Screenshot (11).png](Screenshot__11_.png)\nAlpha 0.201: ![Screenshot (9).png](Screenshot__9_.png)\nAlpha 0.0: ![Screenshot (10).png](Screenshot__10_.png)\n\nTransparencyBug.blend:\nAlpha 1.0:![Screenshot (14).png](Screenshot__14_.png)\nAlpha 0.5: ![Screenshot (13).png](Screenshot__13_.png)\nAlpha 0.0: ![Screenshot (12).png](Screenshot__12_.png)\n\n**Affected Files**\n[TransparencyBug.blend](TransparencyBug.blend)\n[astonAston MArtinV12 Vantage S 2016 .blend](astonAston_MArtinV12_Vantage_S_2016_.blend)", "UV space aware triangulation\nPlease see #102683 for details, since the issue is described and discussed there. The basic suggestion is:\n\n> Add an option to the \"Triangulate Faces\" operator. It currently has Quad/N-gon methods for Beauty, Fixed, Longest edge etc. It seems reasonable to add options for \"Prevent UV overlaps\" and specify the source UV map.\n\n", "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: 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![33162506.jpg](33162506.jpg)\n\nCycles:\n![33172906.jpg](33172906.jpg)\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n", "Volumetrics: Add Light Grid support\nVolumetrics are currently not affected by lightgrids. FIX THAT.", "volumes breaking data passes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\npixel data for surface data passes and shader AOV's are rendering black if there's a volume.\n\n\n1. Open attached file\n2. go to compositor\n3. render frame\n4. check the data and aov passes\n\nexamples:\n![image](attachment)\n![image](attachment)\n![image](attachment)\n\nI understand it's necessary for the volume to affect the colour passes that build the combined pass, but for data passes and custom AOV's that only represent the surface, it would be useful for that data to not be obscured. For example if you want to replace textures in comp, or add vector motion blur to an object which is behind a volume etc. I think rule of thumb should be, if something doesn't have that type of data, then it shouldn't affect passes of that type of data.\n\nIt makes it impossible to make use of the data otherwise, forcing the user to render twice. Perhaps data and custom AOV's could have exclude lists where users could specify which objects shouldn't have any influence on the pass? Would be nice to have that on the environment pass too, so shadow catchers wouldn't mask the environment?\n\n" ]
[ "High Resolution VDB renders blocky artifacts in Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.1\nWorked: 2.83.5\n\nRendering a high-res Open VDB file in Cycles creates blocky artifacts\nRendering an Open VDB cloud using both a low-resolution version and a high-resolution version, the low res version renders fine, however the high resolution version renders with blocky artifacts in Cycles. EEVEE is fine. Back in Cycles, changing the Step Size from its default of 0 to a value of 0.0001 does not improve the quality.\n\nCycles Render:\n![Cloud VDB - High Res.png](Cloud_VDB_-_High_Res.png)\n\nLook at the left side of the cloud and you'll clearly see the blocky artifacts.\n\nProduct Render showing how it should look (low and high res):\n![RoundCloud.0002.jpg](RoundCloud.0002.jpg)\n\nHere's an EEVEE render, same high res model but different scene lighting.\n![EEVEE_VDB.png](EEVEE_VDB.png)\n\nHere's the same scene with the cycles render. Again, you can clearly see the blocky artifacts.\n![Cycles_VDB.png](Cycles_VDB.png)\n\nHere's the viewport display using Cycles. You don't see any artifacts in the viewport display render.\n![Viewport VDB.png](Viewport_VDB.png)\n\nOpen the attached blend file.\nMake sure to link the high res VDB to the object in the scene\nRender and look at the blocky artifacts\nNow swap out the VDB for the low res object.\nRender again.\nNotice that there are no artifacts.\n\n[VDB.7z](VDB.7z)\n\n" ]
blender crashes for EXCEPTION_ACCESS_VIOLATION. windows XP/SP3 32bits Broken: version 2.75 (sub 1), branch b'master', commit date b'2015-06-14' b'00:05', hash b'208a917', b'Release' Worked: unknown When I choose BezierCurve object and change mode many times between EDIT-mode and OBJECT-mode, blender crashes. Append object called BezierCurve from mastbug1.blend which you run blender, and is attached in [#45006 ](T45006). Choose the object which you appended. Change mode repeatedly. (EDIT <-> OBJECT)
[ "Crash on accessing Bone Driver in Python\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nAccessing Bone Driver via Python:\n\n```\nbpy.context.active_object.animation_data.drivers['pose.bones[\"Bone.001\"].bbone_curveinz']\n```\ncauses crash.\n\n[python.blend](python.blend)\n - Press enter in console.", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "Blender 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", "Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n", "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", "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", "Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script", "Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n", "Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n ![A cube with white and red materials](attachment)\n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "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", "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 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", "Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n", "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" ]
[ "curve imported bug\n\t\nblender 2.74 \nHash = b'000dfc0'\n\t\n\t\nWin 8.1\nAMD A10-6700 APU \nVideo HD8670 D\n\t\n\t\nCurve bug\n\nif u open the file and go into edit mode you should see the selected curve with the strange behavior\n\n\ni imported some curves from an old 2.5 or could be 2.49 blender file\n\nand i get problems when i go into edit mode\n\nmay need to do it a few times to get the problem\n\nlooks like there are some hidden point at infinity \n\nsee pics in following thread\n\nsome times i loose all the objects when i rotate curve in viewport !\n\nhere is file \n\n[mastbug1.blend](mastbug1.blend)\n\n\nthanks\nhappy bl\n\n\n\n" ]
material preview refresh stucking Operating system: Windows-10-10.0.22000-SP0 64 Bits (*strange version display. Actually it's Windows 11!*) Graphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 3.1.2 Preview refresh happens after collapse\expand tab. Probably this problem is only on my hardware/system, and you can not reproduce it on your PC. At the moment when the preview is missing - the scene display is lagging, the fps drops. When the preview appears - FPS of displaying scene is ok. delete folder %appdata%\Blender Foundation\Blender start program Please, check video. [bandicam 2022-05-15 01-09-32-897.mp4](bandicam_2022-05-15_01-09-32-897.mp4)
[ "Regression: Memory leak during rendering #105148 part 2 and crash guide.\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.1 Release Candidate\n\nRender crash 3.5.1 and memory leak 3.6.0\n\n@iss\n@brecht\n@PratikPB2123\n\nI got download Blender 3.5.1 Candidate and Blender 3.6.0 Alpha April 4, 2023\n![image](attachment)\n\nI did take test Blender 3.5.1 Command + F12 make render for a while until crash guide.\nBlender 3.6.0 Command + F12 make render for a while until about 850 frames become black screen cause memory leak.\n\nWhy not appear render \n1 frame write videocard ram memory go up then write .mov then clean up videocard memory plus ram then \n2 frame write videocard ram memory go up then write .mov then clean up videocard memory plus ram then \n3 frame write videocard ram memory go up then write .mov then clean up videocard memory plus ram then \n4 frame write videocard ram memory go up then write .mov then clean up videocard memory plus ram then \n5 frame write videocard ram memory go up then write .mov then clean up videocard memory plus ram then \n6 frame write videocard ram memory go up then write .mov then clean up videocard memory plus ram then \n\nUNTIL\n\n60,000 frame write videocard ram memory then write .mov then clean up videocard memory complete. \n\n.Mov and .PNG Sequence after already write .png then clean up ram each frames.\nBoth motherboard ram and videocard ram \nFor example \"CleanMyMac.app\" clean up ram more memory. Why not Blender can do clean up ram each render Command + F12.\n\n1. Open Holy Spirit SuperNatural 2.3.0.blend\n2. Click Properties Physics then click Bake All button.\n3. Command + F12\n\nYou will see crash 3.5.1\nYou will see become black screen after about 850frames 3.6.0\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![broken contact shadows.png](broken_contact_shadows.png)\n\n- Open attached file\n- Go to rendered preview\n[broken contact shadows.blend](broken_contact_shadows.blend)", "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", "VSE prefetch not showing clip's keyframe changes\nOperating system: Ubuntu Linux 18.04.5 amd64\nGraphics card: Nvidia GTX 1070\n\nBroken: blender-2.90.1, blender-2.92.0-9d6d5b9bebd1-linux64\nWorked: unknown\n\nWhen VSE \"Prefetch Frames\" is turned on and you edit a clip's keyframes, the prefetch will continue rendering frames into the cache without your changes.\n\n\n1. Launch Blender\n2. Choose \"Video Editing\" under New File\n3. Drag a still image (any PNG should do) into the timeline.\n4. Drag clip extents so that it starts from frame 0 and goes to frame 2000.\n5. In video preview, enable \"Prefetch Frames\"\n6. Go to frame 20 in the timeline and select the clip.\n7. Create an Opacity keyframe by clicking the dot next to Opacity.\n8. Go to frame 80 in the timeline.\n9. Change the clip Opacity to 0.4 and click the dot to create a new keyframe.\n10. Start playback and see that the clip shows 100% opacity, even though the timeline shows that it should be 40%. Changing the proxy render size will clear the cache and show correct results.\n\nIf you clear the cache and do steps 8-10 quickly enough (i.e. before the prefetch finishes), you will also see that even though you modify the clip while prefetch is not done, the prefetching will continue to render incorrect frames. E.g. if you create the opacity keyframe while the prefetching is at frame 500, prefetched frames after 500 will still show as 100% opaque.", "Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "NaN in object matrix of instanced objects\nRyzen 7 3800x\n31.9 GB Ram\nOperating system: Windows 10\nGraphics card: Nvidia 2060 6GB Ram\n\nI tested the same scene out on my other box and the problem happened. Both machines are running RTX 2060s. One is a Intel box and the other AMD.\n\n**Blender Version** 2.81 and 2.82a\nWorked: Nothing has worked\n\n**Error**\nYouTube link to render glitches: e1ScHjBANLk\n\nWhenever I start a render, around frame 58 the sun shadows just disappear.\nIf I close the scene and open it back up and render the frame where the shadows disappear, it will render fine. But after about 50 or so frames the shadows disappear again. \nIt works fine in viewport. \n\n**note**\nI deleted the volume light box with just a 1000 floating sprite boxes for the dust inside the garage. After that, the issue went away all together. I then added the volume box back and the problem happened again. It must have something to do with volume lighting. The grass outside is over 12k clones using a particle hair so it has something to do with volume lighting and particles inside a object. \n\n**Files**\n[Blender_Bug.zip](Blender_Bug.zip)\nIt was 12 GB, removed extra elements and brought it down to this.\nAround frame 60 if you render the animation 1-300 the shadow will disappear. Escape the render… The viewport will continue to display the shadow. But after the shadow disappears during the render, and without closing and reopening Blender, whenever you render that frame, the shadow “sun light” is absent. \n\n![test-test_0059.jpg](test-test_0059.jpg)\n![test-test_0060.jpg](test-test_0060.jpg)\n\n", "Viewport material is darker than the rendered version\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.82 (sub 3)\nConfirmed in 2.81 release\n\n\nThe material consists \na transparent shade mixed with a translucent shade, mixed with an emission shade with\nfrenel node multiplied with a noise texture as the factor\n\nThe sample sizes are the same\n\nJust render\n\n![bug.PNG](bug.PNG)\n[necro_core_reduced.blend](necro_core_reduced.blend)", "Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)", "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", "EEVEE Material Preview works significantly slower than before. \nOperating system: MacOS Mojave 10.14.6 (18G9323)\nGraphics card: Intel Iris Graphics 550 1536 MB\nMemory: 16 GB 2133 MHz LPDDR3\nProcessor: 3,3 GHz Intel Core i7\n\nBroken: (example: 3.0.1, 2.93.8 edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: 2.83.19 \n\nSwitching to \"Material Preview\" view mode (or Rendered) and any manipulation of a material (like adding new node) takes significantly longer than in previous version. \n\n1. Open attached file\n2. Click \"Material Preview\" view mode\n3. Wait until material is fully visible in the viewport\n\nI know my machine is not a great performance beast and my OS is pretty outdated (but I can't upgrade because of other apps that I use), but you can clearly tell that 3.0.1 works much slower. I tried also 2.93.8 version (LTS tab on blender.org) and the result is the same. Only 2.83.19 worked faster. I attached a video, it's realtime screen recording (the only editing within the video is blurring the mess on my desktop). Also you can find a blend file that was use to perform the test. [performance-test.blend](performance-test.blend)\n\n[blender_performance.mp4](blender_performance.mp4)", "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", "Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n", "VSE: Empty sequence plays 100+ fps in 2.90 and only 20+ in 2.91\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.79\nI noticed a drop in performance from 700 to 600fps with the f15d33d585\n\n\n2.79: 100+ fps.\n2.90: 100-170 fps.\n2.91: 30-45 fps.\n2.92: 20-25 fps.\n\nEmpty sequence plays 100+ fps in 2.79 and only 20+ in 2.92(cache on/off makes no difference) as seen in this gif:\n{[F9134072](fps.gif), size=full}\n\nTo test:\nIn 2.79 change to fps to a high number your hardware is struggling to play.\nNote the fps when playing back an empty sequence.\nSave the file.\nOpen that file in 2.92.\nNote the fps, when playing the empty sequence. \n\nI get a huge difference in fps.\n\n\n", "Outliner: Sync Selection off not working when clicking LMB on data object name\nBroken: version: 3.0.0\nBroken: version: 2.91.2 (works correctly on meshes for some reason till worked version)\nWorked: version: 2.82\n\nWhen `Sync Selection` is off it's still possible to sync selection by clicking on object data name (+ small margin). Additionaly clicking on object data name will sync it with relevant slot in Properties editor. This bugged area becomes slightly longer to the left when active, see video.\n\n1. Open default scene.\n2. Turn off `Sync Selection` on Outliner.\n3. Deselect onjects in your scene by clicking on empty space in 3D Viewport.\n4. Select objects or object data in outliner without clicking on their name - see that `Sync Selection` is off\n5. Select objects or object data in outliner by clicking in their name - see that now parent onject is selected in Outliner aswell as in 3D Viewport.\n[Outliner Sync Selection off bug 2021-12-15 20-45-35-213.mp4](Outliner_Sync_Selection_off_bug_2021-12-15_20-45-35-213.mp4)", "Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n" ]
[ "Regression: The Material Preview doesn't show\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA Quadro K3000M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.1.0\nWorked: Blender version 3.0.0\n\nThis is apparently caused by 3c04b44913\n\nThe Material Preview doesn't show on Propierties Editor > Material Properties > Preview Panel. \n\n1. Open the default startup file.\n2. Immediately go to Properties Editor > Material Properties > Preview Panel and open it (don't move the view in the viewport).\n3. The window of the material preview shows blank, I wait a long time (more than 2 minutes) but nothing happens.\n4. This happens with Eevee and Cycles.\n\n**NOTE 1:** If you scroll down the panel to hide the material preview window and then scroll up to show the material preview window, the preview of the material appears. This happens with both, Cycles and Eevee.\n\n**NOTE 2:** With Cycles selected like render engine and the Preview Panel open, if you move the view in the viewport the material preview appears.\n\n**NOTE 3:** Recently I changed the original graphics card (Radeon HD 6970M 2 GB GDDR5) of my iMac 27\" i7 mid 2011 for a NVIDIA Quadro K3000M, I don't know if this can influence but with Blender 3.0.0 all work fine.\n\nBased on the default startup file.\n\n\n![Material Preview.jpg](Material_Preview.jpg)\n\n" ]
New "Vertex Color | Color" input does not bake diffuse with Cycles. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07 Broken: version: 2.82 (sub 7) Worked: (optional) when baking a model that has vertex colors into a texture map with a BSDF shader Cycles. If the base color is set to use the new "Vertex Color | Color" it will fail to bake the diffuse color. if you use input of type Attribute with the name of the vertex color group, it will bake diffuse color just fine. load .blend [bake_fail.blend](bake_fail.blend) all layers and then select "Automesh_Collection 1" as the active mesh. set to cycles render and try to bake a diffuse texture. change the waspMat Base color to use "Attribute" with "Col" typed in and repeat. note it works.
[ "Improve volume render passes\nCycles volumes mostly do not write to render passes currently. Given the transparency it's not always useful or meaning to do this, but we can do better.\n\nA few known issues:\n- [ ] Cryptomatte is not written for volumes. We could accumulate cryptomatte contributions of objects while ray-marching.\n- [ ] Mist is not written, which causes the background value to be used when the volume is opaque. More useful would be to either write it based on the volume position weight by transparency, or to write mist for the object behind. (#91280)\n- [ ] There is no Volume Color pass currently, equivalent to the Diffuse/Glossy/Transmission Color passes. We do now write albedo for denoising, a similar thing could be added for volumes but it's unclear if this is useful for compositing in practice, especially with overlapping volumes.\n", "AutoDepth ignores texture transparency\nOperating system: Win 10 64-bit\nGraphics card: 980 Ti\n\nBroken: 2.93.4 LTS, 3.0 alpha (including current latest build)\nWorked: 2.79\n\nWhen navigating using mouse with auto-depth enabled, the full-transparent parts of textures should be ignored when picking the depth.\nThis worked correctly in 2.79, but 2.93 and the latest 3.0 alpha seem to ignore this.\n\n\nEnable Auto-Depth, create an object, assign it a material with some full-transparent texture, then try to zoom / pan using mouse with the cursor on it.\n[autodepth-transparent-issue.blend](autodepth-transparent-issue.blend)", "Default theme: Data types corresponding with modes\nFor the release of Blender 2.83, we have removed the use of the crosshair cursor for Edit Mode, because it was conflicting with tool cursors. \n\nInstead, we can use other things to help clarify to users which mode is active. \n\n{[F8383208](Screenshot_2020-03-02_at_11.07.10.png), size=full}\n\nCurrently, selection in all modes is orange. But, as you can see above, we already color code different kinds of data in Blender. Object data (mesh, curve etc) is set to green, so we could use that as the edit mode selection color.\n\n\n## Examples:\n\nVertex:\n{[F8383329](theme_vertex.png), size=full}\n\nEdge:\n{[F8383332](theme_edge.png), size=full}\n\nFace:\n{[F8383334](theme_face.png), size=full}", "Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n", "Vertex Painting with data type \"Color\": Painting pure Red or Green creating non Zero in Blue Channel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63\n\nBroken: version: 3.5.0 Alpha\n\n**Short description of error** \nIn Geometry Nodes, I've tried scattering objects with vertex painting (data type \"Color\") using pure red (1,0,0), green (0,1,0) and blue (0,0,1). With a math node set to \"Greater than\", the different color channels are tested whether their values are bigger than 0. However, I discovered that I needed actually a \"Threshold\" value slightly bigger than 0 (I used 0.0001, just below the \"Spreadsheet's\" precision) because my objects for the blue painted areas got also displayed in red and green areas with a \"Threshold\" value of exactly 0 for testing the blue color channel. The red and green channels could be tested with a threshold of exactly 0. \n\nWith vertex painting using the data type \"Byte\", I could also set the blue channel's testing threshold to exactly 0.\n\n**Steps to Reproduce**\n- Open attached file\n- Set Threshold value exact to 0 for blue color channel\n[Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend](Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend)\n\n", "Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)", "Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", "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)", "No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with", "Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).", "Custom color attribute vs. vertex color - difference in color managed render\nOperating system: Linux-4.15.0-137-generic-x86_64-with-glibc2.23 64 Bits\nGraphics card: GeForce 920MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.93.0 Alpha\n\nThere is a mismatch while displaying the vertex color layer and vertex color set as a custom-attribute.\n\n1. Run the script which sets the vertex color layer (Col) and custom attribute vertex color (GN-Col).\n2. Then change the `max` input of *Attribute Randomize*, it will update the colors.\n3. In shader nodes switch between two vertex colors: *Col* and *GN-Col*. \n\n[custom_attributes4.blend](custom_attributes4.blend)", "Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)" ]
[ "Cycles: Vertex Color shader node is not handled properly/ignored if no vertex color is specified (should use the 'active_render' then)\nOperating system: Windows\nGraphics card: AMD Radeon R9 200 series\n\nBroken: 2.81a\n\nThe Vertex Color shader node is either ignored or not handled properly by the Cycles renderer. It works correctly in Eevee, and most (perhaps all) of the viewport rendering modes. In Cycles, the output of the Vertex Color node is always black. In order to have Cycles process vertex colours, it is necessary to use the old-style approach of creating an Attribute node and assigning it to the \"Col\" (default) attribute, or whatever the vertex colour data is named, if it is not the default.\n\nThe Blender project at Blender_Debugging-Vertex_Colours-0001.7z (also attached to this ticket) contains a minimal reproduction of this issue. It contains two cubes which are identical except that one uses a material where the output colour is based on the Vertex Color node, and the other contains one which is based on the Attribute node set to \"Col\". It will appear to be correct in most (if not all) of the interactive views in Blender, as well as when rendered in Eevee. When rendered in Cycles, the cube on the left will appear 100% black. The Vertex Color output is also treated as zero in any more complex shading pipelines, when rendered in Cycles specifically.\n\n[Blender_Debugging-Vertex_Colours-0001.blend](Blender_Debugging-Vertex_Colours-0001.blend)\n\nSample rendering in Cycles: (also available at Cycles_Vertex_Colours-0001.png)\n\n![Cycles_Vertex_Colours-0001.png](Cycles_Vertex_Colours-0001.png)" ]
Particle Collision failing in blender 2.80 Broken: (example: 2.80rc1, 2.83 Worked: (optional) : 2.79b My case is that when a collision object moves towards a bunch of particles which has zero velocity, in 2.79b the particles were ricocheted but in 2.80 they go straight. - Open Attached file in 2.79b and 2.80 - Run animation and compare [test_279.blend](test_279.blend)
[ "Regression: Particle mirror broken for particular mirrored mesh.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2. also version: 3.3.0 hash: `8d9d5da13706`\nWorked: 3.0.0, commit hash: `8b44b756d850db38ab4d83513682f2012d88a3f4` from branch 3.0.1 to be exact.\n\nCaused by 02ab4ad991\n\nParticle hair x-mirror results in hair going in all directions instead of being properly mirrored, see the following screenshot: ![broken.png](broken.png)\n\n1. Start from the attached blend file which has an emitter sourced from a base model and mirrored by applying a mirror modifier. I could not reproduce the issue from scratch with simpler geometry and I might have reconnected the hair at some point .\n2. Go into particle edit mode on the `Eyebrows_Particle` object.\n3. Enable x-mirror in the top-right `Options` menu.\n4. Observe that the particles change directions.\n\nHere is what it looks like when it's working in the same particle edit mode with x-mirror enabled. The exact commit that introduced the issue is: `77694b571f5bd297ea7228b30f591ebbd333e0ea`.\n\n![working.png](working.png)\n\n[mirror_bug.blend](mirror_bug.blend)\n\n[repro.blend](repro.blend)\n- open file\n- `Particle` > `Mirror`\n- observe wrong mirroring", "In fluid simulations, the Curve Guide force field does not work along the curve (just a single direction).\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIn fluid simulations, the Curve Guide force field does not work.\n\n1: Create a new scene, create a new object\n2: Object Menu - Quick Effects - Quick Fluid\n3: Create a new curve guide force field\n4: Press the play button, you can observe the fluid particles scattered randomly{[F12984015](A.blend)}\n\n", "Hair particle system duplicates objects on some faces and don't fill the rest\nOperating system: Ubuntu 19.04\nGraphics card: AMD Radeon RX580\n\nBroken: (2.81 release compiled from source)\nWorked: (optional)\n\nEven with even distribution enabled, 1 particle per face and a low count of particles to spawn, the particle system put two particles on the same face but with different sizes.\n\n1) Create a cylinder with 32 vertices.\n2) Create a small (scale 0.05) cylinder to use as a reder for particle.\n3) Delete the top and bottom faces of the small cylinder so it becomes like an empty tube.\n4) Enable particle system hair on first cylinder and, choose 30 as number, 1 per face source and disable random order, select as render object the small cylinder, the scale 1.0 and choose to randomize the scale a few (0.5 is ok).\n5) Play with the number of particles and the seed and more than sometimes you will notice two or more small cylinders rendered on the same place overlaping (specially on the top and bottom faces).\n\nWhat I expect:\nIf you count the number of faces of the cylinder (added with default parameters) it will have near 30. If I choose \"even distribution\" of particles and \"1 for each face\" without random, what I expect is that all the faces of the cylinder have at least 1 particle, no more, no less.\nIf there are 30 faces and if I limit the number of particles to exactly 30, there must be exactly one particle for each face.\nWhat happens actualy is that there are 4 particles lying around on the top and bottom faces and I don't know why. And there are no particles on some other faces. And sometimes two spawns on the same place on the bottom or top face of the cylinder.\n\nWith complex meshes it makes a mess, specially if I need to paint the weight to affect density. In that case there are more particles on some places and there are no particles on places with a high value of weight. \n", "Crash entering editmode on an object with particles and ridgidbody parented to another rigidbody\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe hair particles are facing the opposite direction and blender crashes, trying to solve this.\n\n\n[Donut2-1.blend](Donut2-1.blend)\n\n[Donut2-1.blend1](Donut2-1.blend1)\n\nCreated a donut according to site watch?v=jNmnPXY9UQA\n\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\n\n", "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", "Bake All Dynamics doesn't work when baking particle hair\nMacBook Pro, NVIDIA GeForce GT 750M, Intel Iris Pro\nMac OS 10.12.6\n\nBroken: Blender 2.79 Hash: 5bd8ac9\n\nHitting the Bake All Dynamics to bake out particle hair doesn't do anything.\n\nLoad the attached file.\nSelect the sphere.\nGo to the particle panel.\nUnder Cache, click Bake All Dynamics.\nNothing happens.[sph.blend](sph.blend)", "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", "Killed particle's position is reset to the initial position when rendered\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nI am encountering a strange particle behavior.\nWhen a particle collides with a plane where collision is enabled and \"kill particles\" is checked, the particle position seems to be reset to its initial position. This can not be observed in the viewport. This unexpected position reset is observed only when rendering the images.\nAs shown in this video:\n[0001-0050.mp4](0001-0050.mp4)\n\n[debug.blend](debug.blend)\nBake particle simulation and render images. You will get the same video as shown above.\n", "Animating particle lifetime effects all spawned particles in Cycles render\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 3)\n\nI animate particle lifetime to control the flow of particles from an emitter (setting it to 1 to cut off the flow). Unfortunately even after baking particle dynamics rendering in Cycles will cause the whole system to cut off/die when the lifetime of the particles is animated to a value of 1. This doesn't happen in viewport or anywhere else; only during Cycles render. \n\nMake particle system that has initial velocity from face(s), using an object for render. \nUse keyframes to animate the particle lifetime with \"constant\" interpolation. Set the lifetime to 1 when you want to cut off the \"flow\" of particles. \nIn viewport this will look as expected and the existing particles will continue to exist while new particles have a lifetime of 1.\nBake dynamics. \nUse Cycles render to render the animation: at the point that the animated value for lifetime is reached ALL particles emitted, old and new, are destroyed.", "Cannot keyframe particle count property\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n![bug.png](bug.png) clicking keyframe button next to particle count responds with *Failed to resolve path to property, try manually specifying this using a Keying Set instead*\nsee screenshot attached\n\nClick on animate property next to particle count\n", "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.", "Rigid Body System stops working when particle system added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.2 26.20.15019.15019\n\nBroken: version: 2.82 (sub 7) & 2.83 (sub 5)\nWorked: -\n\nI have a rigid body collision setup with various chained constraints - if I add a particle system to any of the active rigid body objects, the simulation ceases to run.\n\nBlender file attached. Try adding a particle system to the 'Brick to test particle system' object in the main collection (or any other active object, the specified one simply for convenience). \n\nThe simulation will not run. Remove the particle system, the simulation runs again. \n\nI would like to add particles emitting from the objects to simulate debris/dust but hit this issue and can't find any workaround. \n\nAny insight much appreciated!\n\n\n\n[Wall destruction march v1.blend](Wall_destruction_march_v1.blend)\n\n", "Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n![Report Screenshot.png](Report_Screenshot.png)\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better.", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "Mouse movement causes crash during particle bake\nOperating system: Win10\nGraphics card: GTX2060\n\nBroken: 2.90, 0330d1af29c0, master, 2020-08-31\n\nReproducible crash when baking particle animation and moving mouse\n\nSadly, I was not able to reproduce the crash in a simpler file, so I assume it has to be related to the current boid setup with lots of drivers.\n\n1. Load the attached blend file\n2. Make sure Workspace is set to layout\n3. Select one of the two particle-emitters\n4. Click bake\n5. During bake move the mouse over Render or Graph views\n- > Crash\n\nAlso see this video capture: VIUy6r9S-Hk (It ends in the moment of the crash)\n\n[swarm-test1.crash.txt](swarm-test1.crash.txt)\n\n[swarm-test2-crash.blend](swarm-test2-crash.blend)" ]
[ "BLender 2.8 cloth and rigid body \nOperating system: windows 7\nGraphics card: gtx 970 4GO\nCore i5-2500k RAM 8GO\n\n**Blender Version** 2.80, d96596de294e\n\n\nWhen i create a simulation between a cloth and a rigib body, it's doesn't work in blender 2.8\n\nIn blender 2.79 i create a plane with 40 subdivisions, then i put cloth physic after i create a sphere and put it as \"rigid body\" mode sphere + collision modifier in physic tab; then i create an interaction between the cloth and the rigib body shpere and it's work in blender 2.79 \nThe sphere touch the cloth and the cloth deforming well ! But\nIf i try do do the scene in blender 2.80 the cloth not deforming when the rigid body \"sphere\" touch the cloth.\nIf i put my file from blender 2.79 in blender 2.80 it's work but if i use free bake and try to bake again it's does'nt work.\nSo, the problem his interaction between cloth and rigid body in blender 2.8\n\n", "Issue with rigid body and modifiers dependent on transform\nWindows 10, GTX1070\n\nBroken: Blender 2.83\nWorking: Blender 2.79 ( <- Updated info )\n\nWhen adding hair to a rigid body, the hair position doesn't update.\n\n - In the Physics tab select rigid body\n - In the Particles tab create new Hair\n - Select Hair Dynamics\n - Play the animation. \nThe ball will fall, but the hair doesn't follow it.\n\nHave a look at the attached blend - beside the rigid body cube, I've animated a second cubes position to fall, and the hair follows it correctly\n[hair_particles_on_rigid_body.blend](hair_particles_on_rigid_body.blend). \n", "Wrong? dependency cycles detected when using a parented object as a boid rule object (object stutters then)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.6911\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Empty fails to follow the object even that it is parented to it.\n(empty is the leader of boids particles)\n\n1. create plane, create cube, add rigid body and collision to both (floor is passive)\n2. add boid particle system to cube\n3. add empty and make child of cube\n4. make boid particles follow the leader - empty\n5. play animation\n\nfor comparison i have attached blender 2.79 blend file, and 2.80 file.\nsee video attached.\n\n[followEmpty280.blend](followEmpty280.blend)\n[followEmpty279.blend](followEmpty279.blend)\n[followEmptyBUG.flv](followEmptyBUG.flv)", "particles keep emitting from first frame location of emitter and also the first few particles appear to freeze in mid air.blend\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nparticle emitting from first frame location of emitter and also the first few particles appear to freeze in mid air.blend, baking the simulation to keyframes returns the same result, so not related to:\n\nT58044\n\n\n\n[particle emitting from first frame location of emitter and also the first few particles appear to freeze in mid air.blend](particle_emitting_from_first_frame_location_of_emitter_and_also_the_first_few_particles_appear_to_freeze_in_mid_air.blend)\n\nadd a particle system (emitter) to a moving object and press play. Happens on both rigid body dynamic driven objects and also after baking the simulation to keyframes.\n\nSee file, the particles initially emitted float in mid air completely frozen, whilst more particles continue to emit from that same location. Particles also continue emitting from the moving emitter.\n\n", "Hair particles don't follow rigid body in animation\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11015.5009\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nHair does not move with the object it emits from.\n\nStart standard cube scene\nLift the cube 4m up\nAdd a plane, scale it up\nSet the cube rigid body: active\nSet the plane rigid body: passive\nAdd Hair particles to the cube\nRun the rigid body simulation\nSee the cube falls to the plane but the hair sticks to its position and does not follow the cube.", "quick explode + rigid body\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.183\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nQuick explode effect looks defective. While animating a rigid body that explodes mid-air, the particles generated by the quick explode effect are created far from the emitter object.\n\n\n1. Add UV sphere\n2. Add the sphere as rigid body and set to active\n3. Animate some initial key frames to give initial velocity\n4. Add Quick Explode effect. Set the particle generation start and end frames to some values while the sphere is in the air\n\n[explode_2_80rc1.blend1](explode_2_80rc1.blend1)\n\n", "【Bug Report】 The hair particles don't move with rigid body simulation\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.99\n\nBroken: version: 2.81 (sub 4)\nWorked: (optional)\n\nThe bug happens when using hair particles and rigid body simulation at the same time, the hair particles stay where they were, while the mesh itself is falling. Eventually I had to \"Ctrl Z\" once, then it would work.\n\nI tried to attach the .blend file, but I found out that the bug can only be reproduced locally\n1. Add particle system to the default cube, select Hair, and check \"Hair Dynamics\"\n2. Go to \"Physics\" tab, and click \"Rigid Body\"\n3. Under \"Rigid Body\", change the \"Shape\" under \"Collision\" to \"Mesh\", and \"Source\" to \"Base\"\n4. Press Space bar to play the animation, then you'll see the hair particles stay\n5. Press Space bar again to stop the animation, then press Ctrl Z to undo\n6. Now press Space bar to play the animation again, the hair particles are now moving with the mesh\n\n**Note that once you \"undo\" a mesh, the hair particles on the mesh will never stay in the mid air again, even if you reload the .blend file, they would still move with the mesh. If you want to reproduce the error again after the above steps, you will need to add a new mesh and do that again**\n\nI believe that this is a bug, because I don't believe that there would be a feature that requires the user to \"Ctrl Z\" once before using it." ]
Volume emission renders in viewport but not in final render Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.12 Broken: version: 2.82 (sub 7) Worked: Never? This simple fire sim renders smoke and fire in the viewport but only smoke in a final render. Open the .blend file, bake the smoke sim data. Frame 3 renders with emission in the viewport. F12 render of the scene there is no emission, just smoke. The same problem happens with 2.83 alpha. [VolumeEmission_BUG.blend](VolumeEmission_BUG.blend)
[ "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)", "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![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n", "Improve volume render passes\nCycles volumes mostly do not write to render passes currently. Given the transparency it's not always useful or meaning to do this, but we can do better.\n\nA few known issues:\n- [ ] Cryptomatte is not written for volumes. We could accumulate cryptomatte contributions of objects while ray-marching.\n- [ ] Mist is not written, which causes the background value to be used when the volume is opaque. More useful would be to either write it based on the volume position weight by transparency, or to write mist for the object behind. (#91280)\n- [ ] There is no Volume Color pass currently, equivalent to the Diffuse/Glossy/Transmission Color passes. We do now write albedo for denoising, a similar thing could be added for volumes but it's unclear if this is useful for compositing in practice, especially with overlapping volumes.\n", "The light and smoke is not rendering in 3.4\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3 with motion blur off.\n\nThe light and smoke is not rendering in 3.4\n\n![untitled.png](untitled.png)\n![Screen Shot 10-07-22 at 01.37 PM.PNG](Screen_Shot_10-07-22_at_01.37_PM.PNG)\n\n**Steps to reproduce**\n[other other.blend](other_other.blend)\n\n- Open file\n- Bake smoke domain\n# Render image\n\n\n\n\n\n\n", "Eevee - visual artifacts during irradiance volume baking\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\nBlender 2.80 (sub 51)\n\n[irradiance_volume_bake_artifacts.blend](irradiance_volume_bake_artifacts.blend)\n - Open attached file\n - Switch to rendered mode (Eevee)\n - Press \"Bake Indirect Lighting\"\n\nYou should see squares flickering:\n![irradiance_volume_bug.jpg](irradiance_volume_bug.jpg)\nVideo:\n[Desktop 2019.03.27 - 09.18.07.01.avi](Desktop_2019.03.27_-_09.18.07.01.avi)", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n", "Some particles are not being rendered during the first render\nOperating system: Windows 10\nGraphics card: I tried on two different computers with different GPUs - Nvidia RTX3070 and Mobile Nvidia RTX2060, same behaviour.\n\nBroken: 2.93.6, 3.0.0 Release Candidate, 3.1.0 Alpha\n\n\nBlender is not rendering some particles (in my case this is a grass) during the first render.\nIt does after re-rendering the scene, but this is quite confusing and inconvenient, especially in the moments when I have to resume render of animation.\nApparently this only happens when we add a force field to control the particles.\n\nOn top of this, 3x does not render trees (particles).\n\nOpen the blend file and press F12 to render. You should have similar result as on the screenshot:\n\n![render_first_2.93.png](render_first_2.93.png)\n\nRender again, and the grass will appear:\n\n![render_second_2.93.png](render_second_2.93.png)\n\nI attach results also from 3.0:\n\n![render_first_3.0.png](render_first_3.0.png)\n\n![render_second_3.0.png](render_second_3.0.png)\n\nand 3.1:\n\n![render_first_3.1.png](render_first_3.1.png)\n\n![render_second_3.1.png](render_second_3.1.png)\n\n- Open attached file\n- Render (F12) - See the particles issue\n- Render again - Now it is ok\n\n[turbulence_particle_eevee_bug.blend](turbulence_particle_eevee_bug.blend)\n\n---\nOriginal File:\nBecause file is big (260M) I have decided to share the link: view?usp=sharing <- if you would prefer me to upload it anyway here, please just let me know.", "Viewport 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![image.png](image.png)\n\nUsing these settings in the preferences:\n\n![image.png](image.png)\n\n\n", "Particles on Faces/Volumes with grid does not respect zero gravity\nSystem Information\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1650\n\nBlender Version\nBroken: 3.0.0 Release candidate, 2.93.4\nWorked: Not sure\n\nParticles on Faces/Volumes with grid does not respect zero gravity\n\n1. Open a default scene and remove the default cube\n2. Add a plane\n3. Add a particle system and change the emission to Faces or Volumes and Distribution to Grid\n4. Change the Gravity to 0 in Field Weights\n\nExpected result: The particles generated needs to move up\nObtained result: The particles generated sticks to the plane\n\n", "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", "keyed Particle Simulation render is different from the viewport\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n* the viewport shows different and renders it out a different way. \n* Actually, as the particle wants to come form the cube and form a sphere by each part.\n* it works correctly by after some time this had changed and start to work wrongly.\nadd a cube and a sphere. give subsurf modifier to cube to match the number of faces in the sphere.\n\n>**Particle Emission**\n\n**cube:**\n![image.png](image.png)\n**sphere:**\n![image.png](image.png)\n\n>**Explore Modifier**\n\n* apply to explore modifier to cube and sphere after the particle system\n**cube explore modifier:**\nselect the cut edge, unborn, alive\n**sphere explore modifier:**\nselect the cut edge, Alive, death\n\n>**Particle Physics**\n\n**cube physics:** newton\n**sphere physics:**\n![image.png](image.png)\n>I didn't use cache for this animation\n\ngive emission material to both\n\nthis is the screenshot of the 81th frame in render view ![image.png](image.png)\nthis is the render of the 81st frame ![image.png](image.png)\n\n[report.blend](report.blend)\n", "Viewport render image not showing edge length and related info\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.81\n\nViewport render image function not showing edge length and related info that is normally visible in viewport\nthis is not working since 2.83 but was working in previous versions\n\n- take any mesh\n- enable displaying of edge length (or face area, angles etc)\n- enter edit mode and select few edges to see the info in viewport\n- go to view - > viewport render image\n\nin 2.81 you would get that edge info visible in viewport rendering, now since 2.83 it is not working\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![EmptyImageOpacityBug.jpg](EmptyImageOpacityBug.jpg)\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n![Circles.png](Circles.png)\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\n\n", "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" ]
[ "Mantaflow does not render flame when flow source is hidden from Renders\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nMantaflow does not render the flame but only smokes of \"fire + smoke\" if the flow source is hidden from renders. I hide the source because it is just an emitter not intended to be visible in the final render.\n\n1. Select the cube in the default new project, create \"quick smoke\" then change the source flow type to \"fire + smoke\".\n2. Select the domain object, bake data.\n3. Increase Blackbody Intensity value of the Smoke Domain Material, like 10.\n4. Render the effect, everything is as intended.\n\n5. Select the flow source, uncheck \"Show in Renders\" in Objects properties - Visibility.\n6. Free the domain data and bake again.\n7. Render again, now the flame disappear. (Notably the flame is still visible in Rendered Viewport, but not the actual render.)\n\n8. Enable visibility of the flow source, rebake the domain and everything is back to normal." ]
tooltip disappears win 10 1080 Blender 2.93.5 Mouse over tool tips on properties panel disappears while animation playback press space bar put mouse over the individual icons for settings in the properties panel materials textures etc.. the tips disappears until you press the space bar again.
[ "Pie menu breaks if spawned near window edge\nPie menus are sort of \"clamped\" in that if they are spawned closer to the window edge than their spread radius (UserPreferencesView.pie_menu_radius), instead of spawning partly offscreen, instead they will spawn stuck to the edge and will automatically validate the menu item that's in that direction. To make it clearer, here is a capture.\n\n![piemenuclamp.gif](piemenuclamp.gif)\n\nThis is a problem because pies can hardly be spawned in cramped workspaces - for instance inside a graph editor occupying the lower third of a standard 16:9 monitor, unless the radius is set super small.\nThis happens on Windows.", "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", "Image Editor in Mask mode: Toolbar broken \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nImage Editor in Mask mode: Toolbar broken \n\n- Open the Image Editor\n- Change the UI mode to Mask.\n- Add a new mask.\n- Toggle Toolbar(T).\nNotice that the Adjust Last Operation pop up i moving but no Toolbar becomes visible.\n{[F11089235](mask.gif),size=full}\n\n\n", "Outliner: Data API view can expand non expandable properties\nThe Data API view in the outliner let you click on the (invisble) expand arrow on non expandable properties.\n\nThis result in the property value to become invisible. You can click to bring it back, so I think it's only a display issue.\nNot all properties seems to be affected.\n\nBefore:\n![Capture d’écran du 2020-02-12 15-12-04.png](Capture_d_écran_du_2020-02-12_15-12-04.png)\nAfter:\n![Capture d’écran du 2020-02-12 15-12-30.png](Capture_d_écran_du_2020-02-12_15-12-30.png)", "Action editor key frames not displaying sometimes\nSometimes when working with multiply animations and switching through them in the action editor. The Keyframes stop displaying for certain action. \nWhen the Panel with the action editor View is removed and added again, the displaying is working again.\nThis bug was seen in Version 2.76 and daily Build from 10/30/2015.\n\nError:\n![action_editor_display_missing_error.png](action_editor_display_missing_error.png)\nFixed after closing and opening action editor view\n![action_editor_display_missing_error_after_panel_recreate.png](action_editor_display_missing_error_after_panel_recreate.png)\n\nMy Project without Mesh. Bug is seen in walk_back_cycle action.\n[animation_editor_error_project.blend](animation_editor_error_project.blend)\n\nThis bug is very annoying in my workflow.\n\nGreetings and thank you for your work!", "Move Tool Todo\n## Move\n * - [ ] {icon circle color=green} Currently, distances are not well communicated while dragging, only the axis. We can make it much clearer how far you've moved your item, like so:\n![move_distance.jpg](move_distance.jpg)\nHere, the distance moved is brighter than the rest of the axis line.\n * - [x] {icon circle color=yellow} The Redo panel for moving items should be simplified. The Constraint Axis controls should be hidden, and the Move X, Y, Z controls should always work. The current UI here is annoying to use and takes up lots of space.\n![Screen Shot 2018-08-27 at 21.26.14.png](Screen_Shot_2018-08-27_at_21.26.14.png)\n * - [x] {icon circle color=yellow} The tool has 3 names: 'Grab' (in the toolbar), 'Move' (inside the Redo panel), and 'Translate' (Redo panel title). It should have one name. 'Move' is the most universally understood word, that everyone will understand. The other two are ambiguous and unclear. ", "project turning purple automatically after closing and opening later+zoom in/out buttons not working properly.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.79\n\nBroken: version: 3.6.2\n\n\n\n", "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![2.79b OpenGL Render.png](2.79b_OpenGL_Render.png)\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.", "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", "Black artifacts on smooth surface in 2.79 64bit daily build\nOperating system: Windows 10\nGraphics card: RTX 2080Ti\n\nBroken: blender-2.79.0-git.d7cecc2ba3f6-windows64\nWorked: 2.79b\n\n\nThe software renders black artifacts on a smooth surface. This happens both in the rendered preview and in the final render. Artifacts disappear when smooth is not applied.\n\n![279b.png](279b.png)\n\n![280buildbot.jpg](280buildbot.jpg)\n\n![279buildbot_opengl.jpg](279buildbot_opengl.jpg)\n\nJust go in rendered preview mode in the editor, or just F12 to see the artifacts in the render.\n\n[bug report.7z](bug_report.7z)", "Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}", "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", "Circle Select Tool Todo\n## Circle Select Tool Todo\n * - [x] {icon circle color=red} Add Radius control to the tool settings, to set the radius of the select brush\n * - [x] {icon circle color=red} There should be a brush circle size preview cursor always visible, just like a paint tool. Currently the radius is only visible while painting your selection.\n * - [ ] {icon circle color=yellow} Currently, Circle Select only selects object origins. Add enum option to select normally too.\n * - [ ] {icon circle color=yellow} Add options to create new selections, add to selections or subtract from selections.\n\n * - [x] 3D view.\n * - [x] UV editor.\n * - [ ] Action editor.\n * - [ ] Annotations.\n * - [ ] Tracking.\n * - [ ] Node.\n * - [ ] Graph.\n\n\n\n\n![Screen Shot 2018-08-27 at 14.36.15.png](Screen_Shot_2018-08-27_at_14.36.15.png)", "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", "GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n" ]
[ "Tooltips doesn't display when play animation\nOperating system: Linux-4.15.0-64-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.8\n\nTooltips doesn't display when play animation, work otherwise\n\nDefault startup:\n \n* Play animation\n* Tooltips doesn't show \n\n", "Mouse-over tooltips do not show when scene is playing\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 2.93.1, 3.0.0 Alpha\nWorked: Unsure\n\nMouse-over tooltips will not show if play is engaged.\n\n- While scene is in \"Play\" mode, hover mouse cursor over any option (menu or panel etc).\n- Tooltip will not show. \n- Stop playback and tooltips will now work\n" ]
problème sélection ajustée Bonjour, S’agissant de la version Blender 3.0.0 (3.0.0 2021-12-03), pourtant utilisé tous les jours… un problème est apparut ce dimanche. Malgré mes recherches sur Internet, et de mon côté… je n’ai rien trouvé pour le solutionner. Le logiciel est installé sur un iMac et sur un mac book pro (aucun problème sur celui-ci). Sur le iMac, j’ai tout essayé… rien n’a changé…. Le curseur 3D reste actif, ce qui m’empêche de pointé sur un objet, une clef…. de le sélectionner en cliquant dessus Exemple: si je veux pointer le véhicule, c’est le curseur 3D et rien d’autre… impossible d’activer et de désactiver. Si je sélectionne avec la boite, ça marche sauf que ça sélectionne d’autres objets. et si je veux désélectionner en cliquant sur le côté ça ne marche pas, c’est le curseur 3D qui s’y place…. NB: si je dois ré-installer Blender, comment je peux sauvegarder mon interface personnalisé… Bien à vous. Serge Nicolas
[ "Shortcut detection problem for tablet user\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\n\nThere are 2 types of shortcuts in Blender.\n1. General shortcuts that work regardless of the location of the mouse pointer. such as 'Ctrl+S'\n2. Window specific shortcuts that work only when the mouse pointer is hovering on the specific window.\n\nThe issue is about the second type of shortcuts that happens to tablet users.\nThe problem is that Blender shortcuts don't work even though the mouse pointer stays on the specific window if the tablet stylus is further from the tablet surface. \nThis behavior can't be reproduced with mouse on.\nBecause there's no indication on screen whether the window is activated to register shortcuts, users will be difficult to pinpoint why the shortcuts are not working.\nIt's also very difficult to utilize shortcuts when users need to press the shortcuts with a stylus in hand or shortcuts that require two hands to operate.\n\n\n\n\n\n1. Start up Blender on PC with a graphic tablet\n2. Make sure no mouse is connected on PC\n3. Select the cube mesh and go into edit mode\n4. Select one of vertice of the cube mesh\n5. Lift your stylus out of the tablet while making sure your mouse pointer stays on the desired window\n6. Try shortcut such as 'L' to select linked\n7. You will see the shortcuts don't work\n\n\n\n\n**Solution that I can think of is:**\n\nTo be able to recognize and register the shorcut inputs as long as the mouse pointer stays on the specific window even if the stylus is out of the distance of the tablet surface.\n\n", "Menu items slow to open, laggy, in video editing mode on Mac M2\n```\n====================================\n= Blender 3.6.2 System Information =\n====================================\n\n\nBlender:\n====================================\n\nversion: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\nbuild date: 2023-08-16, 23:43:53\nplatform: 'macOS-13.2-arm64-arm-64bit'\nbinary path: '/Applications/Blender.app/Contents/MacOS/Blender'\nbuild cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -std=gnu11 -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild cxxflags: -Wall -Wc++20-designator -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -Wno-suggest-override -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild 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 Accelerate -framework ForceFeedback -framework GameController -framework CoreHaptics -liconv -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v360/blender.git/source/creator/symbols_apple.map' -stdlib=libc++\nbuild system: CMake\n\nPython:\n====================================\n\nversion: 3.10.12 (main, Jun 20 2023, 20:10:37) [Clang 14.0.3 (clang-1403.0.22.14.1)]\nfile system encoding: utf-8:surrogateescape\npaths:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/startup'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python310.zip'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/lib-dynload'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/site-packages'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/freestyle/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons/modules'\n\t'/Users/local/Library/Application Support/Blender/3.6/scripts/addons/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons_contrib'\n\nPython (External Binary):\n====================================\n\nbinary path: '/Applications/Blender.app/Contents/Resources/3.6/python/bin/python3.10'\nversion: Python 3.10.12\n\nDirectories:\n====================================\n\nscripts:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts'\nuser scripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\npref scripts:\ndatafiles: '/Users/local/Library/Application Support/Blender/3.6/datafiles'\nconfig: '/Users/local/Library/Application Support/Blender/3.6/config'\nscripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\nautosave: '/Users/local/Library/Application Support/Blender/3.6/autosave'\ntempdir: '/var/folders/7v/szffw42146z3d53bhf53scw80000gn/T/blender_AEVBnW/'\n\nFFmpeg:\n====================================\n\navcodec: '60, 3, 100'\navdevice: '60, 1, 100'\navformat: '60, 3, 100'\navutil: '58, 2, 100'\nswscale: ' 7, 1, 100'\n\nSDL:\n====================================\n\nVersion: 2.0.20\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n====================================\n\nOpenColorIO: 2, 2, 0\nOpenImageIO: 2, 4, 11\nOpenShadingLanguage: 1, 13, 0\nOpenSubdiv: 3, 5, 0\nOpenVDB: 10, 0, 0\nAlembic: 1, 8, 3\nUSD: 0, 23, 5\n\nGPU:\n====================================\n\nrenderer:\t'Metal API'\nvendor:\t\t'Apple M2 Pro'\nversion:\t'1.2'\ndevice type:\t'APPLE'\nbackend type:\t'METAL'\nextensions:\n\nImplementation Dependent GPU Limits:\n====================================\n\nMaximum Batch Vertices:\t-2147483648\nMaximum Batch Indices:\t-2147483648\n\nGLSL:\nMaximum Varying Floats:\t60\nMaximum Vertex Attributes:\t31\nMaximum Vertex Uniform Components:\t1024\nMaximum Fragment Uniform Components:\t1024\nMaximum Vertex Image Units:\t128\nMaximum Fragment Image Units:\t128\nMaximum Pipeline Image Units:\t128\n\nFeatures:\nCompute Shader Support: \t1\nShader Storage Buffer Objects Support:\t1\nImage Load/Store Support: \t1\n\nCycles:\n====================================\n\n\nCPU device capabilities: \n\nMetal device capabilities:\nNumber of devices: 1\n\t\tDevice: Apple M2 Pro (GPU - 16 cores)\n\nEnabled add-ons:\n====================================\n\nio_anim_bvh (version: (1, 0, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_anim_bvh/__init__.py)\nio_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_curve_svg/__init__.py)\nio_mesh_ply (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_ply/__init__.py)\nio_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_stl/__init__.py)\nio_mesh_uv_layout (version: (1, 1, 6), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_uv_layout/__init__.py)\nio_scene_fbx (version: (5, 4, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_fbx/__init__.py)\nio_scene_gltf2 (version: (3, 6, 27), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_gltf2/__init__.py)\nio_scene_obj (version: (3, 9, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_obj/__init__.py)\nio_scene_x3d (version: (2, 3, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_x3d/__init__.py)\ncycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/cycles/__init__.py)\npose_library (version: (2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/pose_library/__init__.py)\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", "Translation of UI into Catalan\nDear colleagues,\n\nI would like to be included as member of the #translations team(s) to work on the Catalan version of the UI.\n\nI apollogize in advance if I post this in the wrong place. The instructions say that I should create a task and ask for this; but it seems that I can only access the \"create task\" functionality here. It seems that other members can create tasks elsewhere; but presently not me.\n\nBest wishes,\n\nJoan Pujolar\n", "Make All Operators Accessible from Menus\nThis task proposes all operators should be available in menus.\n\nAs of 2.90, the operator search functionality no longer lists all available operators, instead, it expends menus, see #74157 (Use menus for operator search & various improvements).\n\nFrom replies to this task, some users/developers were only accessing operators via search, so scanning menus made some operators un-searchable.\n\nInstead of considering this something to be fixed, this task proposes that operators which users may want to access from search, also be included in menus.\n\n**Notes**\n\n- Popovers could be included in the menu search as well. \n\n-------\n\n**Exceptions**\n\n- Internal operators (operators with `INTERNAL` flag set).\n- User interface operators (re-ordering constraints, modifiers for e.g).\n- Some interactive operators which only make sense to activate interactively (`SCULPT_OT_brush_stroke`).\n- Operators which don't work or don't make sense in the given context (operators from other editors, other modes etc)\n\n------\n\n**Status**\n\nThere is a utility to report operators not yet exposed by menu search.\n\nThis can be generated using: `./source/tools/utils_maintenance/blender_menu_search_coverage.py`\n\nThis paste shows it's output at the time of writing [P1618](P1618.txt)", "Render animation cycles-x bug March 11, 2022\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nRender count from 1 to 1200 frames\n![image.png](image.png)\n\nBlender 3.2.0 Alpha within Cycles-x\nPush the 'Command + F12\" and render animation cause bug between start to end (855 - 1200 frames)\n\nBlender and video file: [Blender 3-2-0 by Kent Davis March 11 2022.zip](Blender_3-2-0_by_Kent_Davis_March_11_2022.zip)\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nRadeon Pro 575:\n\n```\nChipset Model:\tRadeon Pro 575\nType:\tGPU\nBus:\tPCIe\nPCIe Lane Width:\tx16\nVRAM (Total):\t4 GB\nVendor:\tAMD (0x1002)\nDevice ID:\t0x67df\nRevision ID:\t0x00c4\nROM Revision:\t113-D000AA-931\nVBIOS Version:\t113-D0001A1P-025\nEFI Driver Version:\t01.00.931\nMetal Family:\tSupported, Metal GPUFamily macOS 2\nDisplays:\n```\niMac:\n```\nDisplay Type:\tBuilt-In Retina LCD\nResolution:\tRetina 5K (5120 x 2880)\nFramebuffer Depth:\t30-Bit Color (ARGB2101010)\nMain Display:\tYes\nMirror:\tOff\nOnline:\tYes\nAutomatically Adjust Brightness:\tNo\nConnection Type:\tInternal\n```\n\n", "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.", "Mistranslated Modifier Option on MacOS using Logitech Mouse\nOperating system: MacOS 12.6\nHardware: Mac Studio M1\nBlender Version: 3.3.0\n\nI use a Logitech M500s corded mouse (FW 53.00.0011) and I programmed the 4th and 5th buttons (on the side) using Logi Options (version 9.70.29) to Modifiers, Shift on one, and either Ctrl or Cmd (I have not settled on which is better) on the other. This has worked fine on all my software until Blender.\n\nAlso, since the Middle button on the mouse is critical in Blender, and since the M500s defaults to side scrolling (which I never use) when you tilt the wheel and these activate way too easily, I re-programmed both the tilts to emulate a Middle mouse button click. I left the normal wheel scrolling untouched. This allows me to click or tilt the wheel to get a Middle mouse click without worrying if I hit it correctly. This has worked great in Blender, both the normal scrolling and middle mouse clicks work as expected.\n\nWhat does not work in Blender is my using buttons 4 and 5 as modifiers when I combine them with other mouse actions. I was getting unexpected results, so I used Keymap to find out what was happening, and discovered the following:\n\nPressing button 4 (or 5) alone works: I see the appropriate \"Ctrl\" (or \"Shift\") appear but it does not map, of course, as I am only providing a modifier. I see the same effect on the status bar when I press the buttons in the editors. I see the guides correctly change for each modifier press.\n\nPressing button 4 (or 5) with a keyboard key works: Blender correctly maps the appropriate modifier (Shift, etc.) with the selected key. Same happens in the editors, e.g. when I use the modified mouse button for \"Shift\" and hit \"A\" on the keyboard, the Add menu pops up correctly.\n\nPressing button 4 (or 5) with mouse Left or Right buttons fails: Blender maps the appropriate modifier (Shift, etc.) but with button 4 (or 5) instead of with the pressed Left or Right button. If Blender is doing this elsewhere, it would explain why I am not getting expected results in the Editors.\n\nPressing button 4 (or 5) with a Middle mouse button (any as programmed) fails: Blender maps the appropriate modifier (Shift, etc.) but with \"Wheel Up\" instead of with the Middle button. Again, this could explain my unexpected results in the Editors.\n\nBy the way, when I press button 4 (or 5) and move the wheel, I get the same map, the appropriate modifier with the appropriate \"Wheel\" direction, although I can get \"Wheel Down\" with the actual wheel.\n\nAlso, when I press a Middle mouse button alone (any three): Blender correctly maps the Middle mouse button as pressed. As it does with any other mouse action except the buttons modified to be Modifiers.\n\nI tested for this problem on my Windows 11 system. Different mouse, G502, and different options software (G Hub vice Logi Options) but same Modifier settings (Shift and Ctrl) for buttons 4 and 5. It worked fine on my Windows system.", "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)!!", "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", "Implement Driver Workflow Changes\nFollowup task to #54653 to work on implementing the workflow changes proposed.\n(Note: This is currently a lower priority item than fixing bugs to get 2.8 into a usable state for Spring team. But, I'll be working on this when I get time). \n\nThere are the following sub-tasks:\n* ~~**Create operator for \"Open Drivers Editor\" functionality.**~~ c685c19df9\n * ~~Basic opening functionality~~\n * ~~Filtering support to get driven property under mouse at the time the \"active\" driver~~\n * Abstract out the \"Setup Drivers Editor\" and \"Show this channel\" functionality\n * Sub-editor mode for drivers in the mode selector\n\n* **Eyedropper support for clicking in 3D view and getting menu of common properties to drive, based on item under mouse.**\n * Basic object support\n * Investigate possibility of bone support too. (NOTE: Last time this was tried, it turned out being too complex to accomplish)\n * Restore cursor feedback when eyedropper is active (#55147)\n * Solve context/src button problems preventing eyedroppers from working in the popover\n\n* **Clean up drivers editor ui** - 57b47ebb28 (and followup commits)\n * ~~Add more space for expressions box~~\n * ~~Remove \"Show Debug Info\" checkbox - it's always needed~~\n * ~~Remove \"Update Dependencies\" button by making it redundant~~ - Should be ok now without out. It's still in the UI, but will be removed soon\n * Remove \"Use Self\"? Or rename?\n * Add optional display of useful hints about syntax for expressions and/or what can be used\n\n* **New persistent floating panel UI for editing driver settings**\n * ~~Basic layout~~ - 7e7680e33b - Use a modified version of the existing drivers editing panel, and make it a popover\n * ~~Floating panel~~ - 7a88a7742b - This makes the panel a popover. But, it doesn't stay open, or let you open the drivers editor\n * ~~Make floating panel stay open~~ - b11a1d5da2\n * ~~Get \"Open Drivers Editor\" button working in the popup (i.e probably missing button context info for source property)~~ - 1ff28c2650\n * ~~Get Copy/Paste dvar operator buttons working (currently always greyed out)~~ - 3e086af79c\n * ~~Fix issues where popover still goes away too easily sometimes~~ - Seems to be fixed with 17ee4836ab now. It may still happen, but it happens a whole lot less now.\n\n* **Reduce friction of adding new driver variables / setting up basic single-target drivers**\n * ~~Replace 'Add Drivers' Menu with Popover Panel ~~ - 4605e57b0f\n * Remove old (menu-based) operator\n * \"Mapping\" settings properties (see proposal)\n * ~~Make setting driver input-target easier~~ (i.e. no more need to change default expression first) - 9ab26bec27\n * Eyedropper for populating input variable settings (see above)", "Cycles: ray & shader counters\n[D4204: Ray and Shader counters for Cycles](D4204)", "`user_remap` fails silently when object is in edit mode\nBlender 3.6\n\nWay to reproduce:\n1) Create new empty blender project\n2) Select cube\n3) Enter edit mode\n4) Run the code below\n\nResults - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.\n\n```python\nimport bmesh\nimport bpy\n\nobj = bpy.context.active_object\n\ndata = bpy.data.meshes.new('test')\nbm = bmesh.new()\nbmesh.ops.create_monkey(bm)\nbm.to_mesh(data)\nbm.free()\n\nobj.data.user_remap(data)\nassert obj.data == data\n```\n\n", "macOS: touch input fails to work on a Wacom Intuos Pro tablet\nOperating system: macOS 11.1 Big Sur build 20C69\nGraphics card: n/a\n\nBroken: Top of tree git pull from today\nWorked: probably never since 2.8\n\nWacom Intuos Pro tablets support touch in addition to pen entry. When using touch, two fingers will scroll up and down. In Blender, two finger touch should work like an Apple touch pad or Apple magic mouse: two finger movement will orbit the view; holding down command zooms, holding down shift pans. Instead, it simply does nothing.\n\nBlender.app, default cube. Place two fingers down on a Wacom Intuos Pro tablet and move them around; it should orbit, but nothing happens. Well, the bottom status bar flickers back and forth as though command/shift or alt is pressed. \n\nThere are two reasons why this happens. \n1. Blender has incorrect Cocoa/AppKit code. I worked on AppKit for ~13 years at Apple. Below is a diff that addresses some of the issues. The code attempts to keep track of m_multiTouchScroll, but this isn't needed. It should key off of hasPreciseScrollingDeltas instead. I tested this diff with: Apple Magic Mouse, old school Apple scroll wheel mouse, Wacom tablet; all things work the same (except Wacom, which has the bug I'm reporting fixed). There is also a comment about intuos5, but that seems to be incorrect and outdated, but I don't have an Intuos 5 to test with.\n\n[0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch](0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch)\n\n2. Wacom's tablet touch drivers do link-checked behavior based on the bundle identifier \"org.blenderfoundation.blender\". In other words: they change the touch behavior when they see the target application is Blender. Wacom needs to fix this, but I'm not sure how to log a bug report for them.\n\nTo prove this, I created the sample application:\n\n[TabletTest.zip](TabletTest.zip)\n\nThe sample application has the blender bundle identifier set, as seen in this screen shot:\n\n![Screen Shot 2021-03-02 at 6.48.31 PM.png](Screen_Shot_2021-03-02_at_6.48.31_PM.png)\n\nIn ViewTest.m I log the flagsChanged:\n\n``` - (void)flagsChanged:(NSEvent *)event\n```\n{\n NSLog(@\"%@\", event);\n}\n```\n```\nIf you run the app and do a two finger scroll in the window you will see some flagsChanged logged, which is very strange because Shift/Alt/Cmd have not been pressed! Wacom is faking them for some reason, and changing the scrolling data, which messes up Blender.\n\nChange the applications's bundle identifier to \"org.blenderfoundationXX.blender\" (you can simply edit the info.plist) and run it again; it will then behave correctly.\n\n\n\nI don't know how to fix item 2 for Blender; I'm fixing it in my own build of Blender by changing the bundle identifier to org.blenderfoundation.bl3nder after it is built. I looked into identifying the events, and I can could identify the source as coming from the wacom driver but I can't fix them. \n\nI'm trying to find a contact at Wacom to have them fix this, but once it is fixed we still need item 1 fixed. \n\n\n\n", "Warnings, Restrictions, & Centralized Administration\nWith more organizations adopting Blender there is increasing need to simplify the deployment, maintenance, and administration of the program in large installations. This plan is meant to be a number of incremental steps that, once approved, I could implement myself. I have about 10 years of prior experience as a Domain Administrator on a network of approximately 600 users and 1000 computers in a Windows domain, and am familiar with the pitfalls and best practices.\n\n**Improved Warnings**\n\nThis doesn't seem related, but is. I would like us to implement something like [D10955: UI: Improved Operator Confirmations](D10955), which allow us to make warning dialogs much more easily than now that are also more informative, more customizable, and more differentiable. This way we can define many more than we have now to cover almost any situation where some users might want warnings, like when overwriting existing files or when files differ in version. We can define more because we'd also add the ability for users to easily enable/disable them.\n\n**Move Warning Configurations from Keymap to Settings**\n\nRight now the configuration of warnings is quite obscure, buried in the keymaps as an attribute of the entry. Most users will not be able to change the current warnings. I'd like to make a \"Warnings\" section in Settings with checkboxes to allow quick enabling and disabling of warnings.\n\n**Expose Factory Settings**\n\nRight now the default startup file and the factory preferences are only stored inside the executable. I'd like to optionally expose those for customization. Perhaps add a command-line argument to the executable that extracts copies of the embedded \"default.blend\" and \"prefs.blend\" to the install folder. These would be used instead, if present, in the same way that you can now override the splash image with a custom \"splash.png\".\n\nIn a large deployment you would put the blender installation folder in a shared read-only location that everyone would launch. That way you only have to install it once, not on every workstation. With this change you could, for example, change the fonts directory to be a shared network location. Change that in this one place and it becomes the default for everyone.\n\n**Add Restriction Settings**\n\nLike the \"Warnings\" section in Settings, I'd like to add \"Restrictions\". So checkboxes that, once enabled, restrict the user from doing some operations. For example to not allow the installation of addons. In a single-user installation this would not be used. But imagine an administrator setting these, along with warnings, and placing a \"prefs.blend\" file in the shared read-only network location of the Blender installation. It now means everyone on the network has the same defaults, warnings, and restrictions.\n\n**Project Settings**\n\nAs another layer of granularity, allow putting these shared defaults and preference files within the folder path of blend files. So while loading any \"blend\" file we also look in its folder and parent folders for defaults and prefs. This way you can have per-project settings.\n\n**Platform Enhancements**\n\nDuring startup we are loading settings for settings, warnings, and restrictions. Once this is done we could also call platform-specific routines if they exist, like checking settings in the Windows Registry for example. This is all that is required to support Group Policy, so an Administrator can set a path for all user, allow some groups to add addons, and only leaders to change restrictions, etc.\n\n" ]
[ " 3D cursor and adjust tool\n\n**System information\niMac, 3.4 GHs Intel i5 quad processor\nMemory 33 GB 1600 MHz DDR3\nCard: NVIDIA Ge Force GTX 775M 2GB\n\n**Blender version**\nBlender version 3.0.0 (3.0.0 2021-12-03),\n\nWorks: (Blender version 3.0.0 since its release, and 2.9)\n\n**Short description of the error**\nimpossible to point to an object with the adjust tool, it is always the 3D cursor. The selection by box works.\nThe mouse click works fine everywhere else...\n\nExample: if I want to point and activate an object in my scene, it doesn't get activated, it's the 3D cursor that gets placed there\nIf I want to deselect an object by clicking on the side, it doesn't work... the 3D cursor goes there \n\n\n**Exact steps allowing others to reproduce the error**.\n??? \n" ]
bone selection, incorrect operation in Windows 8.1 64 bits Operating system: Windows-8.1-6.3.9600 64 Bits Graphics card: Intel(R) HD Graphics 4400 Intel 4.2.0 - Build 10.18.10.3496 Broken: version: 2.80 (sub 74) Worked: (optional) As a test different from my previous error report, I tried to recreate a simple object structure with skeleton, it is impossible to select individual bones without first going through the parent bone and clicking on it until you reach the chosen bone [Based on the default startup or an attached .blend file (as simple as possible)]I added three different objects, cube, sphere and cone, later I added the first bone, I entered the editing mode to adjust its size to the first object (the cube), then with "E" I extruded from the first bone a chain of two others more bones, each one to the size of its corresponding object I went to the object mode, grouped the three objects with control "P" as object (cube, sphere and cylinder) doing as parent (last selection) the base cube, later I entered in pose mode marking the chain of bones, clicked on the initial bone , I assigned restriction of IK, when trying to select the next bone with the left button of my mouse, it does not select it, if I hold it with the right button (I have blender with the original default configuration) I get a menu to assign keyframes to the animation of that skeleton, however, if I select the initial bone (root bone) and click it twice on itself, I select the following bones of the chain in the appropriate order according to the number of cliks, I have tried in another laptop of a friend's operation, she has a Windows 10 64 bit operating system, and to select bones, you have to do it with a right clik while in pose mode, with left clik it does not work, you do not chooses, but unlike in my case, if you can select individual bones, without having to go through the root bone In the case that brings me before you, everything else works perfectly, even before contacting you, check the updates of the computer drivers that give me the problem, they are updated, all this that I mention, in my other version of Blender, 2.79, works normally, but at 2.80 (which I reinstalled today, Monday July 15) I get that error, impossible to select individual bones of a chain to create the animations in pose mode, without passing first by the father bone Thank you very much for your attention and for the quality you have achieved with this release, a greeting from the north of Spain
[ "Different results for select_all option in local view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nWhen having one of two object in local view the {key A} works different than the command\n```\nimport bpy\nbpy.ops.object.select_all(action='SELECT')\n```\neven though the output in the bottom left window in the scripting tab is the same.\n\n[Based on the attached .blend file]\n1. Select *Cube*\n2. Go in local view\n3. Press {key A} to select **only**the *Cube* because of the local view\n4. Deselect everything\n5. Run the command:\n\n```\nimport bpy\nbpy.ops.object.select_all(action='SELECT')\n```\nBut now you have the *Cube***and** *Cube.001* selected even though you used the same command. The output in the bottom left window in the scripting tab is the same. Shouldn't you select in both times the exact same objects?\n\n[selectAll.blend](selectAll.blend)\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", "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", "Animated Chain Length of IK Constraint works wrong\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.90.1\nBroken: 2.80\nworked: 2.79b\n\n\n - If insert two or more keyframes with different values with Chain Length in IK Constraint, at armature,\n - Changed value of Chain Length of IK Constraint does not applied on animation.\n - IK Constraint does not work in certain frames at all.\n\n\n\n\nSorry for not short. If you open attacted blender file, you can see reproduced status at last step below.\n\n[reproduce_ik.blend](reproduce_ik.blend)\n\nTo Reproduce:\n\n - delete all object in scene.\n - turn snap on (Shift+Tab)\n - add cube.\n - move cube 5m along z axis.\n - add armature.\n - go to edit mode, with armature selected.\n - set pivot point as 3d cursor.\n - scale bone to 4 times up.\n - subdivide bone, set Number of Cuts as 3. You will get 4 bones.\n - go to pose mode.\n - select bone at top. (Bone.001)\n - add IK Constraint.\n - In IK Constraint setting, set target as cube.\n - In IK Constraint setting, set Chain Length as 3\n - go to object mode\n - set pivot point as Active Element.\n - select cube.\n - move Playhead to frame 1 in TimeLine\n - move cube -2m along x axis.\n - insert keyframe, location. \n - move Playhead to frame 30 in TimeLine\n - move cube 4m along x axis.\n - insert keyframe, location. \n - move Playhead to frame 60 in TimeLine\n - move cube -4m along x axis.\n - insert keyframe, location. \n - In TimeLine, Set Preview range from frame 1 to frame 60 (Ctrl+Alt+P)\n - Change editor type of TimeLine to Dopesheet.\n - Turn on \"Show Hidden\" Option in Header of Dope Sheet.\n - Turn off \"Only Show Selected\" Option in Header of Dope Sheet.\n - select armature\n - go to pose mode\n - select bone on top (Bone.001)\n - move Playhead to frame 1 in TimeLine.\n - insert keyframe with Chain Length in IK Constraint. (press i key with placing mouse cursor on Chain Length)\n\nAt this moment, animation works well. If you play animation, you can see top three bones moving with cube, as normal.\n\n - move Playhead to frame 20 in TimeLine.\n - change value of Chain Length to 2 in IK Constraint.\n - insert keyframe with Chain Length in IK Constraint.\n\nFrom now, only two bone will be moving. and in earlyer frame, none of bone moving. \nExpected: In frame 1 to frame 20, three bone moving, and after frame 20, two bone moving.\n\n - move Playhead to frame 40 in TimeLine.\n - change value of Chain Length to 1 in IK Constraint.\n - insert keyframe with Chain Length in IK Constraint. \n - Play animation (Space) and Observe animation of bones.\n\nfrom now, only one bone will be moving, after frame 30. before frame 30, all bones does not move. \nExpected: In frame 1 to frame 20, three bone moving, In frame 20 to frame 40, two bone moving. In frame 40 to frame 60, one bone moving.\n\nIn Addition, If you delete all keyframes of armature except frame 1 (value of Chain Length is 3), then you can see IK Constraint does not work at all.\n\n", "Objects with physics referred to by PointerProperty throw find_node_operation: Failed for (RIGIDBODY_REBUILD, '') when rendering\nOperating system: Ubuntu 20.04, Windows 10\nGraphics card: GeForce GTX 2080, GeForce GTX 1080\n\nBroken: 3.1.2\nWorked: Unknown\n\n\nWhen you have a PointerProperty, and that property refers to an object that has a rigid body, the following is output to the console when rendering:\n\n```\nfind_node_operation: Failed for (RIGIDBODY_REBUILD, '')\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Could not find op_from (OperationKey(type: TRANSFORM, component name: '', operation code: RIGIDBODY_REBUILD))\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Failed, but op_to (ComponentKey(OBBox, POINT_CACHE)) was ok \n```\n\nThis doesn't seem to have any other adverse effects, as rendering still succeeds with the object in the correct simulated position, but these types of messages fill up the console extremely quickly.\n\nOpen the following blend file, and render a frame. For some reason this requires the file to be opened via the UI.\n[repro2.blend](repro2.blend)\nAlternatively, unzip the following and run with `blender -b --python repro.py`.\n[repro.zip](repro.zip)\n", "Rotate around selection using incorrect center point\nWindows 7 Professional w Service Pack 1\nASUS nVidia GeForce GTX 760 2GB GDDR5 DirectCU Mini\n\nBroken: Blender 2.69 r60995 as well as all current builds\nThere is a fault in the behaviour of the 'Rotate Around Selection' feature found in user preferences.\n\n\n\nNormally, when an item is selected and then the view is localized on that object, by using either 'view selected' ( . ) or 'local view' ( / ) from the keyboard, the selected object is brought into the center of the viewport and the rotation point for view control (MMB) is set to the center of the bounding box of the currently selected object. \n\nHowever, when the 'Rotate Around Selection' feature is toggled it always causes the center of viewport rotation (MMB) to coincide not with the center of the bounding box of the mesh data but rather with the center of the origin point of the currently selected object. This is incorrect and can cause viewing problems in those cases where the origin point of the mesh is located outside of the actual mesh bounding box. This will often cause the selected object to be rotated right out of the viewport.\n\nDo note that when toggled 'on' the 'Rotate Around Selection' feature also overrides the otherwise correct behaviour of 'view select' and 'local view'.\n\nPlease examine the attached .blend file.\n\nToggle 'Rotate Around Selection' in users preferences, select the green object and then use MMB to rotate the view.\n\n[rotate_around_selected_bug.blend](rotate_around_selected_bug.blend)\n\n", "Using Ctrl to select bones in weight paint mode with Xray on is broken with left click select\nOperating system: Gentoo Linux\nGraphics card: AMD 5700xt\n\nBroken: 2.90 master, 2020-05-25\n\nWhen using X-ray in weight paint mode, you can no longer select bones with left click select (the right click select keymap works)\n[weightpaint.mp4](weightpaint.mp4)\n[test_gradation_T01_01.blend](test_gradation_T01_01.blend)\n\n1. Open the attached file.\n2. Go to the \"viewport shading\" drop down menu and activate X-ray with something less than 100%\n3. Try to select any bones with ctrl + left mouse\n4. Notice that you can't select any bones with X-ray on.\n\nI noticed that this is caused by a \"Select\" key binding in weight paint mode. This binding only exists in the left click select key map.\nIf I remove this binding, I can select in xray mode again. This doesn't seem to remove any functionality, so I am a bit confused why this binding exists here at all.\n![screenshot.png](screenshot.png)", "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", "Design Required: How can users choose what datablock/level to edit in the Action Editor?\n**Current Situation**\nThe Action Editor currently only displays/edits the action slot on the active object. However, there are many situations where it would be handy to be able to edit actions that can be reused on other levels instead (for example, actions for different sets of colour+intensity cycles for lamps - e.g. for a disco scene or something like that).\n\n**Problem**\n*1) How do we make it clear to users which level/slot they're editing?*\n- For example, with a single Cube selected, we could potentially have Scene, Compositing Nodes, World, Cube Object, Cube's Material 1, Material 1's Texture..., Material 2, ..., Cube Mesh, ShapeKeys, Particle System 1, Particle System 2,..., and perhaps a few others I've overlooked.\n\n*2) How do we allow users to select which level + slot they're editing?*\n- This naturally follows from the first problem. Basically, if we can display a slot, we can probably try to reuse that mechanism for primitive selection techniques.\n\n**Solutions**\n # **Level + Slot Selectors** - This would be similar to what the IPO Editor used to have (File:ManAnimationEditorsIpoWindowDefaultViz.png).\n - *Benefit:* This is a fairly self-contained approach, and one of the easier ones to implement.\n - *Problem 1:* This was quite nasty if you selected another object that didn't have the types of data that the previous one had. Then again, the Properties Editor suffers from similar problems too.\n - *Problem 2:* Also, it didn't really handle things like materials that well (these were accessed using a number box to choose the index being edited)\n # **Mini-Outliner of Available Slots** - This is a more advanced version of the Level + Slots idea, except that we display a mini tree of available levels that can be edited given the current selection, with the hierarchical relationships between datablocks visible\n - *Benefit:* This copes better with things like Materials and Particles\n - *Benefit:* This is still a \"self-contained\" approach (i.e. each editor doesn't need to know anything about other editors' states)\n - *Problem:* We'd have to develop a new widget to do this - somewhat hairy in the current UI widget toolkit, but we'd want to do this for RNA Path building anyway\n - *Problem:* We'd end up with a semi-blocking/overlapping view that users have to interact with everytime they hunt for this info.\n # **Defer to Outliner (Proper)** - Instead of creating our own outliner tree and using a localised pointer, we just defer these capabilities to the main Outliner. Thus, clicking on Action Slots there (or just the Animation Data entries) tells the Action Editor where it needs to be.\n - *Benefit:* Potentially simpler for users who just expect applications to be monolithic blobs where every single view cooperates with every other view to present a single editing state/context\n - *Problem:* What happens when we've got multiple of each type of window, and we want to have separate views in each?\n # **Controlled by DopeSheet** (From an old suggestion by @venomgfx) The Action Editor can only be entered via DopeSheet. Double-clicking on a channel there opens Action Editor for just that action+level (i.e. in effect it filters the visible channels to just those in that action). When selected object changes or we exit action editor (i.e. back to dopesheet), the slot/level pointer stuff gets reset and/or the Action Editor simply becomes unavailable.\n ", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "Eydropper selection of custom bone shape do not work for 3D view with Xray\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.2.0 Beta\n\n\nAs title say. Try to pick up custom boneshape with X-ray mode.\n[untitled.blend](untitled.blend)\n\n[2022-05-27_22-30-15.mp4](2022-05-27_22-30-15.mp4)", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n", "Different extrude operations use the scale of the object differently\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.4.0, 2.93\nWorked: - never?\n\nThe four different extrude operations (avaliable on the Alt+E menu) can take or not the scale of the object in consideration when applying the command.\nThe screenshot below, in which all objects were originally simple planes scaled by 2 (in object mode), shows the difference between the operations when trying to extrude it by 1 meter.\n![image.png](image.png)\nAs shown, the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" use the scale of the object, resulting in a 2 meter extrusion, which is not the intended value of 1 meter.\nGiven that most actions in edit mode don't take the scale of the object into consideration, I believe these two operations cited above are a bug.\n\n- Using a plane, scale it by 2 (or any number different than 1) and copy it 4 times.\n- In each plane, extrude it by the same amount (i.e. 1 meter), using a different extrude operation given by the Alt+E menu.\n- You should notice the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" operations will interfere on the extrusion amount given.\n\nThe result should be the same as the screenshot above and can be checked in the file below:\n[Extrusion Bug Report.blend](Extrusion_Bug_Report.blend)", "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.", "Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n" ]
[ "modifier skin, bones, it is not possible to create library of poses, does not allow to mark individual bones as usual\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.2.0 - Build 10.18.10.3496\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nin 2.79, when I created a model with the skin modifier, when applying the option to create a skeleton, it allowed me later, after applying reverse kinematics bone by bone according to my needs, it allowed me to create a library of poses, simply marking each bone with the button right mouse, now I know that in 2.80 to mark any object, the left button is used, but ... being inside the pose mode, with everything already assigned as usual, I find that it is impossible to mark individual bones to create the poses library.\n\n1. Open attached file;\n2. (...)\n[ANIMACION DINOSAURIO-BLENDER 2.80-rc1.blend](ANIMACION_DINOSAURIO-BLENDER_2.80-rc1.blend)\n\n\n\n" ]
Adding material hides UDIM settings Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27 Broken: version: 2.93.0 Beta [2021-05-04_13-25-50.mp4](2021-05-04_13-25-50.mp4) [breakUV UDIM.blend](breakUV_UDIM.blend)
[ "Fill material act weird when two layers masks each other and one of them has Fill Holdout material \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n", "Measure Tool Todo's\n\n- #69660 (Measure tool thickness option exposed in the UI)", "Edges, generated with Triangulate modifier looks differend and do not disappear with hiding.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n2.83 release\n\n\n[2020-06-18_15-14-00.mp4](2020-06-18_15-14-00.mp4)\n[untitled.blend](untitled.blend)\n\nDefault cube with Triangulate modifier, wireframe mode, edit mode.\nSelect all, hide. You will have this.\n![42185019.png](42185019.png)\n\nThere is no way to part of mesh with generated edges and hide another part.\nAlso weird shading for polygons.\n![42204622.png](42204622.png)\n\n", "NaN pixels in Normal Pass\nOperating system: Linux-3.10.0-1127.10.1.el7.x86_64-x86_64-with-centos-7.8.2003-Core 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0\nWorked: (Unknown)\n\nI produced a template based rendering solution and am experiencing occasion nan pixels in the normal pass output. Nan pixels are occurring in both CPU and GPU renders on a number of different hardware configurations.\n\nI've stripped down one of the files that exhibit the issue, see nan pixel at x162, y78 of normal pass.\nChanging visibility of the lights collection, specifically the 'LightArea', removes the pixel. Changing render resolution, sample seed, or adaptive sampling, can remove bad pixels.\nDisconnecting the normal map node on the geometry object's material removes the pixel. Providing input to that node, both textures and noise, has no effect on the pixel.\nChanging the transform on the rendered geometry removes the nan, regardless of whether the pixels occur on transparent background.\n\n[nan_pixel_isolated.blend](nan_pixel_isolated.blend)", "The image node in GeoNodes can't use UDIM tiles\nOperating system: Windows 11\n\nBroken: 4aac5b92c1bb\n\n\nIt seems like the image texture node is not able to access the UDIM uv range properly. As you can see in the image the objects have proper UDIM tiles that the regular textures can utilize . The image texture node of the geonodesseems to bound the UVs within 0-1 range and cant access the tiles.\n\nPassing the UVs from the modifier does not seem to help with it.\n\n![blender_iNPDODeGlS.jpg](blender_iNPDODeGlS.jpg)\n\n\nload the attached .blend file\n\nselect the NOUDIM object\n\nopen the geometry nodes graph of the object's modifier\n\nenable the viewer node\n\n[_01122022_2239_12_02_2022.zip](_01122022_2239_12_02_2022.zip)\n", "Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n", "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", "`Materials` tab not opened at the first time running the script\nOperating system: macOS 10.14.2 (18C54)\nGraphics card: Intel Iris Plus Graphics 640 1536 MB\n\nBroken: (example: 2.80, 89207DF7222A, master, 2019-05-27, as found on the splash screen)\n\n`Materials` tab not open at the first time running the script in attached .blend file\n\n\n* Open the attached .blend file\n* Click `Run Script` the first time\n* It just opens the `Object` tab\n* Click `Run Script` the second time\n* It then opens the `Materials` tab\n\nIt should open Materials tab at the first time clicking `Run Script`\n\n[bug_001.blend](bug_001.blend)", "AutoDepth ignores texture transparency\nOperating system: Win 10 64-bit\nGraphics card: 980 Ti\n\nBroken: 2.93.4 LTS, 3.0 alpha (including current latest build)\nWorked: 2.79\n\nWhen navigating using mouse with auto-depth enabled, the full-transparent parts of textures should be ignored when picking the depth.\nThis worked correctly in 2.79, but 2.93 and the latest 3.0 alpha seem to ignore this.\n\n\nEnable Auto-Depth, create an object, assign it a material with some full-transparent texture, then try to zoom / pan using mouse with the cursor on it.\n[autodepth-transparent-issue.blend](autodepth-transparent-issue.blend)", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "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)", "Remove unused slots fails with non-mesh objects\nOperating system: all\nGraphics card: all\n\nBroken: 2.83 2.93 3.0daily \n\nwhen object type is Volume or metaball click remove unused slots button.\nWill delete all material slot whether the material been used.\n\nbut if object type is mesh, this action will keep the used \n\n- Open .blend file\n- Material properties tab -> materials specials -> remove unused slots button\n\nTest File:\n[#90338.blend](T90338.blend)", "In Face-select Mode, Hiding unselected doesn't hide loose edges\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 400 Intel 4.4.0 - Build 20.19.15.5070\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nI don't really know if it is a bug or a limitation but Loose edges are not hidden when hiding unselected in face select mode.\n\nOpen the attached blend file and hit Shift+H with the selected face. It doesn't hide the loose edges.\n[Bug test.blend](Bug_test.blend)", "Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n![blender_2019-10-13_01-23-32.jpg](blender_2019-10-13_01-23-32.jpg)\n" ]
[ "UV Editor UDIM GRID disappear when add new image\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nWhen add image for UV editor, view > UDIM GRID options disappear. \n\n1 load default cube in new scene. Set UV editing as Active work space. \n2 Right pane \" View\" tab. There is UDIM Grid option for background. \n![UDIMGrid.JPG](UDIMGrid.JPG)\n3 add new image. now UDIM Grid suddenly disappear. The Background UDIM grid only visible, when I remove Image from UV Editor.\n![No Grid.JPG](No_Grid.JPG)\n\nThe UDIM GRID can tell user, each UV Tiles when we manipulate UV. but it should not relate with image which check UV in UV editor.\nIf I set UDIM image, I can use image> UDIM tiles option. but when I just separate UV for each UV tile, with image, I do not need to set UDIM image." ]
Black Objects in LookDev mode I getting black object in scene when switching viewport to LookDev mode Here is SysInfo [system-info.txt](system-info.txt) And a ScreenShot ![screenBlack.png](screenBlack.png) Operating system: Win 10 Graphics card: nVidia 9600 GT (DX 10, OpenGL 3.3) Is in SysInfo file Check out startup default scene.
[ "Image of the viewport can no longer be obtained via glReadPixels in Python. Gives strange results since 2.83\nOperating system: Arch Linux 5.8.5-arch1-1\nGraphics card: Intel i7-8665U\n\nBroken: since 2.83\nWorked: till 2.82\n\nIn Python, we get an image of the viewport from within an registered draw handler routine using:\n\nviewport = bgl.Buffer(bgl.GL_INT, 4)\nbgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport)\nwidth = int(viewport[2])\nheight = int(viewport[3])\nimage = np.zeros([height, width, 4],dtype=np.uint8)\nbuffer = bgl.Buffer(bgl.GL_BYTE, image.shape, image)\nbgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)\n\nIt worked fine till 2.82, as shown here\n![till2.82.jpg](till2.82.jpg)\n\nHowever, it gives blackish colors of the objects in the viewport since 2.83:\n![since2.83.jpg](since2.83.jpg)", "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![blender error.jpg](blender_error.jpg)", "Object/Collection Previews: Which Render Settings to Use?\nWhen rendering an object without full materials (as we do for object previews, for performance & compatibility reasons), there are two basic object colors we can use: The material and the material's viewport one.", "Lookdev/Eevee - Cycles color mismatch when using ColorRamp with constant interpolation.\nOperating system: Linux-5.0.7-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\n\nPlease have a look at this node setup. If a value is input that matches a flag's position, Cycles seems to handle the output incorrectly.\n![nodes.png](nodes.png)\n\nHere's the result of the Material applied to a plane. (Note: Left Lookdev, right Cycles render Preview)\n\n![viewport_rendering.png](viewport_rendering.png)\n\nSee attached .blend File and switch to viewport rendering. - Also, compare to the behavior with Eevee as Render Engine, which gives consistent results.\n\n[Cycles_ColorRamp_bug.blend](Cycles_ColorRamp_bug.blend)", "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", "Highlight active item in pop-up menu (eg: Editor Type)\nCurrently the only way for newcomers to learn what is the currently chosen Editor in an Area is to compare the icon in the Editor Type combo-box with the list of icons when the combo box is open (it's not something that long time users think about).", "Objects colors bug\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\n\nWhen change frame colors are rebuilding... When there was less objects was no problems. I can upload this file if you need.\nSee in video. \n[2022-01-25 18-51-54.flv](2022-01-25_18-51-54.flv)\n\n[#95200.blend](T95200.blend)\n- Open file\n- Scrub timeline\n\nColor of objects will change. In original file ([F12825448](ADS-800-CDC_монтаж_ушка.rar)) color would change even to black.\n", "OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "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)", "Cycles: Attribute node renders black when some reserved standard attribute names are used\nOperating system: Windows-10-10.0.19041-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: 2.79 - 2.93.0 Alpha\nWorked: Never?\n\nIn Cycles, the Attribute node returns black when an attribute name is reserved (such as \"color\" or \"temperature\").\nThe attribute can be created from the attribute panel or through Geometry Nodes.\n\nSeems like any these attribute names could cause the issue:\nattribute.cpp#L320-L392\n\n- Open attached file\n- Display render preview (note that the object is black)\n- Change the name on the node attribute and Vertex Color to \"color2\" (or switch to node having \"temp\" attribute)\nNow the node attribute works\n\n[vcol_cycles_name_bug.blend](vcol_cycles_name_bug.blend)\n[temperature_attribute_shader_handling.blend](https://projects.blender.orgattachment)\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![screenshot.png](screenshot.png)", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "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", "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" ]
[ "Black meshes by enabling shadows in in the light object panel.\nOperating system: Windows 7 Ultimate SP1 64 bit, Intel Q9400, 4GB RAM\nGraphics card: Nvidia GeForce 9800 GT 512 MB\n\nBroken: 2.80, dc3b5024be1a, blender2.8, 2019-01-23.\n\nIn a simple scene with a non-sun light when I enable the shadows in the light object panel, the meshes become completely black.\nThis for:\n\n - EEVEE engine if Shading is Rendered or Material Preview.\n - Cycles Engine if Shading is Preview Material.\n\n\n\nStartup File\nSelect EEVEE as Render Engine.\nAdd a Plane and Scale it. (for view the shodows)\nShading Mode: Rendered or Material Preview (Look Dev)\n*Result: the meshes are completely black.*\n\n...but if ...\nSelect the Lamp.\nDisable shadows (or change the Lamp type to Sun)\n*Result: the meshes are correctly shaded.*\n", "EEVEE objects black when using shadows, on 9800 GTX\nWin7x32\nGeForce 9800 gtx+ (342.01) OpenGL 3.3 present\n\nblender-2.80.0-git.430cf7e15eef-windows32\n\nEEVEE render, all objects black then shadows on. Problem only with shadows on Point, Spot, Area lights. Sun light works good with shadow. Blender starts only with \"-d\" otherwise - crash.\n\nHere similar thread T52179 \nHere log --debug-gpu YgsMtigJ" ]
Windows 11 Terminal Bug Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49 Broken: version: 2.93.6 In Windows 11, Microsoft made the Windows Terminal a part of the operating system. You can set it as the default terminal in the settings to replace the old cmd with it. When doing that, the terminal window that appears for a few moments when Blender is starting stays open until Blender is closed, and sometimes it stays open until I close it manually. If I accidentally close the terminal window it also closes Blender without warning me about unsaved progress. - Right-click your desktop and select "Open in Windows Terminal" - Click on the arrow icon in the title bar and select "Settings" - Go to "Startup" and set "Default terminal application" to "Windows Terminal" - Click "Save" After that, the windows terminal should open instead of cmd when Blender starts, and it won't close automatically after a few seconds.
[ "'Load Factory Settings' doesn't prompt you to save your file or warn you that your changes will be lost\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.6.1 Release Candidate\n\nFile > Defaults > Load Factory Settings gives you one confirmation prompt, but this prompt doesn't indicate that you will not be further prompted to save your current file, nor does it explicitly state that your unsaved changes will be lost. This is a data loss hazard in my opinion.\n\nMake changes to any blend file, then load factory settings. You are not prompted to save your changes, or given warning that your changes will be lost.\n\n", "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", "Graph Editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: none\n\nThe graph editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text when they do two different things.\nKey -> Clean Channels help text should be changed to Clears keyframes on channels that have default values.\n\nCreate some animation on the default cube\nopen the graph editor\nselect the curves\nChoose the Key menu\nHover over the Clean Channels and Clean Keyframes menu items to see the text.\n", "Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)", "Walk navigation stylus issues in 2.92 - no mouse input until alt tabbing (regression)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: version: version: 2.91.0 *\n\nWalk mode seems to be a bit broken in 2.92 alpha (with both mouse and wacom tablet)\n- The issue only happens if Walk mode is entered via keyboard shortcut\n- alt tabbing out and back into the blender seems to fix the mouse lock\n\n\n*Important note:\nI noticed that this issue is a bit less severe in an older 2.92 build !!2.92.0 Alpha!!, there was still an issue where wacom stylus had to be lifted from tablet surface and placed down again in order for blender to start registering mouse movement in walk mode. (The mouse worked fine, this is pen tablet only issue)\n\n**Here's a short video demonstrating issue**\n- Example 1: Blender 2.91 hash: `0f45cab862` - Works as intended\n- Example 2: Blender 2.92 hash: `c1740e9ad0` - Works BUT only if stylus is lifted from screen (note stylus diagnostic screen on right side)\n- Example 3: Blender 2.92 hash: `acbda123ad` - Only works if user alt tabs from the window itself\n[2021-01-13 00-09-24.mp4](2021-01-13_00-09-24.mp4)\n\n\n- Default document\n- 3D Viewport > View > Navigation > Walk Navigation - Assign a keyboard shortcut (eg: Shift + F)\n- Press the previously defined shortcut\n- Walk mode crosshair appears but mouse is locked\n- Alt tab out and back into blender\n- Now walk mode works ", "Wayland: Windows reset when reloaded on a multi-monitor configuration\nTested in gnome-shell with `8f915f0efba3da652ad06fa9fcfba7d6ca26e719`.\n\n- Open blender (`--factory-startup`).\n- Create a new main window.\n- Move it onto a second monitor.\n- Save the blend file.\n- Re-open the blend file.\n- Both windows are on the same monitor.\n\nWhen both windows are full-screen the windows are assigned separate monitors, although the order may be swapped.\n\n----\n\n**Note**\n\nWayland doesn't support absolute window positions, which is used by other platforms to ensure windows open on the correct monitor. Nevertheless uses will it likely expect this functionality to remain supported (we've had reports whenever this functionality fails on other platforms #34962 for e.g.).\n\nI've mailed the wayland-devel list to check if this is something that could be supported: 042326.html", "Restore default value operator removes redo panel\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.0\nWorked: 3.4.1\n\nWith user installed add-ons (sometimes Blenders own operators too) if the user tries to reset a value by RightMouseClick / \"Reset To Default Value\", the redo panel closes.\n\n1) Activate the user installed add-on\n2) Change a value\n3) RMB on the property from redo panel, select \"Reset To Default Value\"\n\nThis will close the panel and end the active add-on (may not happen on first attempt)\n\nYouTube video at the link:\n4woEVTFSrtw\n\n", "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", "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)!!", "After opening File explorer with export shortcut the window doesn't ignore the first click from selecting something behind it\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 0)\nBroken: version: 2.82 (sub 7)\n\n\nAfter you open the file explorer and the first click you do will select an object behind the window if there is any. Annoying if you use selected objects to export. Seems to only happen if you use a shortcut to export to any file type. Couldn't reproduce with selecting file -> export -> any file type.\nEdit: If there is no objects behind where you click you will deselect everything.\n\nWith default scene. Short cut some export file type. File -> export -> filetype -> assign shortcut. hit the shortcut and if you click in the file explorer window where the default cube is you will select it.\n\n", "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", "The arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport\nOperating system: Linux-5.15.0-78-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro K5100M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\nWorked: never...? 3.3.9~4.0 all broken like this\n\n\nThe arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport.\n\nIt's only drawn once and then disappears. Moving the viewport will show it again for 1 redraw and then it disappears again.\n\nNot _that_ much of a problem, but if you are just using mouse/pen to find it during render preview it's kinda inconvenient.\n\n\n- Switch to cycles\n- Set a render border with `ctrl-b`\n- `Z -> Render Preview`, the arrow flickers for 1 redraw and then disappears.\n\n![图片](attachment)", "Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)", "GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n", "Panning with spacebar in clip editor stops after some movement\nOperating system: Windows-10-10.0.22581-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.00.22 30.0.21000.22018\n\nBroken: version: 3.1.0\n\nWhen I set the spacebar to pan (disabling the play animation, tools, or search options for the same keymap), in all windows the shortcut works properly - when I press spacebar and move the mouse, the screen pans, but the clip editor window. It works for a second and then it stops working. It only works if right after pressing spacebar, I press ctrl, shift or alt, or any other key in fact. I think it causes a reset and it forgets to cancel the shortcut. Also, if I put the shortcut to be release sensitive (not press), it also works, but there's no point in making that, cause I'd have to press spacebar again in another window to apply the pan.\n\n- In default scene, switch to clip editor\n- From preferences tab, Set the spacebar as shortcut for panning in clip editor\n- Pan around by Holding `spacebar` key (stops after some movement)\n\n" ]
[ "[Unexpected Behavior] Console remains open even after Blender boots up\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0 Alpha\nWorked: As intended in a daily build around 4-5 days ago.\n\nConsole remains open even after Blender boots up. Manually toggling a console from the top bar menu now creates a dead shadow window instead.\n\nWhile this is not a bug, this is not consistent with how it operated prior.\n\nAdditionally, exiting Blender is not closing the console either.\n\n1. Open Client.\n2. Watch client remain open.\n\n" ]
Boolean Union in Geometry Nodes gives different result on different platforms Union Operator in Boolean node has different output on different platforms. (Windows/ MacOS/ Linux) Video by Jacques Lucke (look at the vertex order): [2021-08-19 19-05-01.mp4](2021-08-19_19-05-01.mp4) Here is the test file: [boolean_union_not_regressable.blend](boolean_union_not_regressable.blend) Steps: * Apply the modifier on the `test_object`. * Run the script from the Scripting Tab. * Check the results on the console. Run the file on the different platforms. The result is shown in the Console. Also can look at the vertex order in the Spreadsheet Editor. Results are different for Windows, Linux and MacOS. Note: The original file was created on Windows 11.
[ "Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n![Screenshot 2022-07-13 175154.jpg](Screenshot_2022-07-13_175154.jpg)\n\n![Screenshot 2022-07-13 175147.jpg](Screenshot_2022-07-13_175147.jpg)\n\n![Screenshot 2022-07-13 175140.jpg](Screenshot_2022-07-13_175140.jpg)\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n", "Multiple mix nodes lead to incorrect results\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0\n\nI'm not good at English and don't know how to explain it, it's a stripped down part of my project. When two orange nodes have the same input value, they get a value of 0.5. But when the value is 5, sometimes 8 or 9, the correct result cannot be obtained, it seems that it is not refreshed.\n\nI provided the video and the .blend file, hope that helps.\n\n[bug.blend](bug.blend)\n[20221213_16.48_793.mp4](20221213_16.48_793.mp4)\n\n\n", "can't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 397.93\n\nBroken: version: 3.1.0 Alpha\n\ncan't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames.\n\nin frame 139, 148, 149, 306, 353 text bleed out of mask_text box Boolean object\n\n[2021_Ecard_1920x976_23d.blend](2021_Ecard_1920x976_23d.blend)\n![text bleed out of mask_text box_frame 139.png](text_bleed_out_of_mask_text_box_frame_139.png)\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!", "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: ![booleans-bmesh-vs-carve.png](booleans-bmesh-vs-carve.png)\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", "Stabilize boolean's epsilon use, write tests\n**Motivation:** resolve bugs in boolean code.\n\n**Description:**\n\nCurrently booleans use epsilon comparisons in a non-uniform way,\ncausing near edge-cases for fall *in-between* detecting a segment and an end-point intersection.\n\nThis would resolve some of the open bug reports we have now.\n\n**Estimated Time:** 2 weeks\n\n- 1 week writing tests, make sure existing bug reports are covered by these tests.\n\n *This is very important since currently there aren't any good ways to know if a change to boolean code breaks edge cases.*\n\n- 1 week (max) to go over current boolean code and make all comparisons uniform\n\n *(may be a day or two as well, just needs to be done carefully, possibly re-working intersection code)*\n\n\n```\n", "Geometry Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n", "Mesh calc_smooth_groups(use_bitflags=True) issue\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2070S\n\nBroken: 3.0.0\nWorked: \n\nIf use_bitflags is True calc_smooth_groups returns only 1 smoothing group for opposingly facing faces when they share a vertex, see attachment. \n[flip.blend](flip.blend)\nIf use_bitflags is False calc_smooth_groups returns 2 smoothing groups in this case which is fine.\nIf use_bitflags is True and the 2 faces share an edge it returns 2 smoothing groups which is also fine.\n\nbpy.data.collections- [x].objects- [x].to_mesh().calc_smooth_groups(use_bitflags=True)\nreturns ((1, 1), 1) instead of ((1,2), 2)", "Geometry Node: Filter out based on subtype (modifier/tool)\nWe need to filter out the nodegroups based on subtype (tool/modifier):\n\n* Template in the Geometry Nodes editor header\n* Template in the Geometry Nodes modifier\n\nNote that the Node Group node template can still take both type of node groups.\n\n", "'Signed Angle' of node 'Edge Angle' does not clearly define what is convex or concave\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.2\n\nAccording to the [manual](edge_angle.html):\n> The signed angle in radians between two faces where they meet at an edge. Flat edges and Non-manifold edges have an angle of zero. Concave angles are positive and convex angles are negative.\n\nBut for some geometries, the choice of whether an edge is concave or convex seems to be random.\n\n- Open attached .blend file (It has two very similar geometries)\n- Enable the `Viewer Node` for each of the geometries.\n\nOne of them the edge will have negative value (convex)\nIn the other, the edge will have a positive value (concave)\n\n", "Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?", "Automated performance benchmarks for geometry nodes/modifiers\nWe should have a way to make sure we avoid performance regressions, and a simpler way to test performance improvements for further work\n\nThere is now a system for automated performance benchmarks:\n- Performance\n- animation.py\n\nA similar system shouldn't be too hard for modifiers. It should measure the time that the modifier stack takes to run.\n\nWe could add many of the files created for Nodevember to have an initial set of \"real world\" files.", "Baking of normals show different results between versions\nOperating system: Win 10\nGraphics card: Geforce 3060\n\nBroken: 3.5.1\nWorked: 3.4.1\n\nThis changed in 75ad8da1ea6799e3983e4146f4b20dc4bfbb8415\n\n\nBaking of normal map differnet between Blender versions\n\nThe Attached blend file will output differnt result when trying to bake the normals.\nThe Mesh is part of a comercial mesh I use, therefore I cannot share the whole mesh, but in the blendfile you just need to bake the normals in blender 3.4.1 and then in 3.5.1\nThe results are differnet.\n\nBlender 3.5.1 seams to have some bug in the baking or handles the baking differnt.\n\nEdit:\nSeams like the Auto-Smooth of meshes bauses this difference between the versions", "BLI Math Vector: Make VecBase aware of alignment\nSome operators break alignments and should be revised.\n\nThis would allow using vectorization.\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)", "Normal Baking Inconsistence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha\nWorked: unknown\n\nNormal baking result is different from original.\nAs below, a texture is baked to be used as normal map. Using \"Normal\" bake type the result is inconsistent with the original normal. A baking result using \"Emit\" type is used for comparison.\n\nDiffuse shader :\n[Correct (Diffuse).mp4](Correct__Diffuse_.mp4)\n[Incorrect (Diffuse).mp4](Incorrect__Diffuse_.mp4)\n\"Emit\" bake type has identical result to the original one, while \"Normal\" bake type has a little dimmer color.\n\nGlossy shader :\n[Correct (Glossy).mp4](Correct__Glossy_.mp4)\n[Incorrect (Glossy).mp4](Incorrect__Glossy_.mp4)\nDue to image resolution, the result of \"Emit\" type has acceptable differences at the edges of the squares. The result of \"Normal\" type has areas that shouldn't be brighter/dimmer (check from multiple view angles in the file below).\n\n[Bug Report.7z](Bug_Report.7z)\n![image.png](image.png)\n\n - This is the node setup to generate the texture : ![image.png](image.png)\nThese nodes simulate the kind of texture that will connect into \"Normal Map\" node so that it can also be baked using \"Emit\" type.\n![image.png](image.png)\n\n\n - Use the \"Material Output\" nodes to view the differences : \n![image.png](image.png)\n\n\n - If re-bake, use 16-bit color depth can help to get the similar result from original nodes." ]
[ "Mesh Boolean node changes vertex indices randomly\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\n\nBroken: version: 3.0.0 Beta\nBroken: version: 3.1.0 Alpha\nWorked: never, I think\n\nIf you perform an operation on the unchanged geometry created by a Mesh Boolean node from two objects with the Relative transformation, the indexes will change randomly each time.\n\nWatch the attached video.\n[Bug_Boolean_Indexes.mp4](Bug_Boolean_Indexes.mp4)\n[Bug_Boolean_Indexes.blend](Bug_Boolean_Indexes.blend)" ]
Cycles, Objects appear black in F12 key render but not in shift-z render viewport. Operating system and graphics card version 2.71 (sub 3), branch b'master', commit date b'2014-07-21' b'20:55', hash b'2e43617', b'Release' build date: b'2014-07-22', b'02:02:02' platform: b'Linux:64bit' Worked: 2.69 ``` Objects with x-scale -1 appear black in F12 key render but not in shift-z render viewport in Cycles ``` 1- Open Blackdisk.blend, two disk in the scene, disk2" have x-scale -1 2- press f12 render and everything is OK 3- select "disk1" and apply a subsurf modifier 4- press f12 render and "disk2" appear black. note: always work fine with shift-z render viewport Daniel ![Screenshot_from_2014-07-23_02:08:30.png](Screenshot_from_2014-07-23_02_08_30.png) [blackdisk.blend](blackdisk.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![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n", "Object properties In-front doesn't work in viewport shading\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nObject properties In-front doesn't work in viewport shading\nAll the other options works in Object properties/viewport display, except for In-front \n![bug.gif](bug.gif)\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n", "Make channel selection consistent with outliiner\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\n\nChannel selection are either cleared or not detected when selecting with Shift-ctrl-LMB\n\n- open attached file\n- In outliner `ctrl-click` on two objects to select them\n- then `shift-ctrl-click` on third object (selects third object and doesn't clear previous selection)\n- Now perform same with animation-channels\n\n", "Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n", "Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n![изображение.png](изображение.png)\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n![image.png](image.png)\n\nTest File:\n[#95663.blend](T95663.blend)", "Viewer node draw depth issue in x-ray mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nViewer node viewport overlay is having some Z-depth drawing issues. Seems to be caused by the X-Ray toggle.\n![image.png](image.png)\n![image.png](image.png)\n\nAdd an object in geometry nodes and view with viewer node\n\n", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n", "Regression: Failure to render stereoscopy correctly in background (rendering of curve objects with cycles and motion blur)\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon Vega 8 Graphics (raven, LLVM 15.0.6, DRM 3.47, 5.19.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.1\n\nCaused by b32f5a922f05989ff129c3d266ebbed14b751e2a\n\nIn stereoscopic rendering with cycles curve objects are missing (mesh objects are fine) for the right eye if motion blur is activated. This only occurs in rendering without GUI via command line.\n\nCreate new \"General\" file\nDelete Cube\nAdd Bezier-Curve\nSet Curve Data-Properties: Geometry-Bevel Depth to 0.1 m\n\nRender Properties: Cycles; Motion blur: ON\nOutput Properties: Stereoscopy ON\nSet Framerange from 1 to 1\nsave as \"test.blend\"\n\nRender animation from GUI -> works properly\nCommand line: \n$ blender --background test.blend -a\n\nproduces a frame without the curve for the right eye.\n\nThe bug has similarities to the one reported by @SimeonConzendorf in /blender/blender/issues/70114#issue-38464 several years ago (Version 2.81). The bug seems to have irregularities, I had a similar behaviour in version 3.0.0 where it occured not in every frame in a quite complex scene. But I was not able to reproduce it in a simple way. The uploaded file doesn't reproduce the bug in that version and 3.0.1, but after these in 3.1.0, 3.3.1 and the actual daily build blender-3.6.0-alpha+main.d5fc1b9ba4b8-linux.x86_64-release \n\nI uploaded smaller anaglyph images instead of the separated images for better illustration.\n\n", "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", "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**", "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n", "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![20520550.png](20520550.png)\n\n[untitled.blend](untitled.blend)\n", "Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\n", "\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\nwin7 gtx 550ti\nOperating system and graphics card\n\nBroken by: 4cf7fc3b3a\n\n\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\n\n- Make sure that the **z**-pass is checked in the Render Layers tab\n- Open node editor, notice that the**z**-pass is now **depth**-pass\n- Notice as well that everywhere else it is still consider as**z**-pass even in the manual z_combine.html\n\n![zed.png](zed.png)\n\nAlthough **depth** is more meaningful name, it is breaking consistency. Suggestion: we bring back the old behavior or we change everywhere to z-depth or depth.\n" ]
[ "Solid black render of object with negative scale and smooth shading\nWindows and Linux, any CPU and GPU\n\nBroken: 2.71 29e8c46 (15.6.2014) and all next compilation including 2.71 50d3014 (2014.07.14)\nWorked: 6f1a648 (3.6.2014)\n\nIf object is accidentally scaled by negative value in object mode, an object is shaded smooth, its renders as solid black on F12 render (cycles). But looks good in viewport render preview.\n\n\n - Set render engine to cycles\n - Scale default cube by -1\n - Shade this cube smooth\n - hit F12\n\n\n**in attached file**\n\n\n - First sphere is scaled by -1 in x direction (in edit mode) but it is shaded flat - OK\n - second sphere is scaled by -1 and it is shaded smooth - bug, it renders solid black\n - third sphere is smooth bot not scaled negative. - OK\n\n\n[negative_scale_bug.blend](negative_scale_bug.blend)" ]
Blender crashed and now even my backuped files are corrupted Macbook pro 16'' / 2,4 GHz Intel Core i9 8 core / 32 GB 2667 MHz DDR4 / MD Radeon Pro 5500M 8 GB / Intel UHD Graphics 630 1536 MB Blender 2.90.1 (2.90.1 2020-09-23) I had two main collections (Model and Scene) with more nested collections inside them, I unchecked the visibility on the layer pannel for the "Mode" collection for can work easier on the mesh. I was erasing somes faces on a mesh in edit mode (with cycles I think in render view), then I extruded the rest faces and blender crashed. When I reopened the file everything was good until I tried to make visible the "Model" collection at that point Blender crash. After the first time that I risked to loose my entire project now I save a backup copy every time I save the main file, but this time I don't know why even mi Backup copy is corrupted, I can't even open it that blender crash, same issue with auto save copies (only a 5 hours earlier auto save worked) and blender automatic backup files (.blend1 ecc.) I tried also to erase the object form the files but it still crashing, if I try to append the model collection on a new file it still crashing. So now I'm working on a 5 hours earlier auto save copy and I'm trying to recreate all the new stuffs :( [Main file and bk copy file ](AAAMOyqkfcQhUP9dnykHdM07a?dl=0)
[ "Blender 2.92 crashing when editing fractured mesh\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\n- 2.83.10\nWorked: ?\n\nI have used cell fracture to fracture a UV sphere. I did separate the parts using P. I tried to edit a part and it is where the crash happens.\n\n\n```lines\n/home/yves/Downloads/blender291/blender(BLI_system_backtrace+0x20) [0x84ba490]\n/home/yves/Downloads/blender291/blender() [0xe5293a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fa720a5e210]\n/home/yves/Downloads/blender291/blender(DRW_mesh_batch_cache_create_requested+0x5a9) [0x1364e89]\n/home/yves/Downloads/blender291/blender() [0x1311158]\n/home/yves/Downloads/blender291/blender(DRW_draw_render_loop_ex+0x35d) [0x131232d]\n/home/yves/Downloads/blender291/blender(view3d_main_region_draw+0x8f) [0x1afb15f]\n/home/yves/Downloads/blender291/blender(ED_region_do_draw+0x7e1) [0x16b43f1]\n/home/yves/Downloads/blender291/blender(wm_draw_update+0x52e) [0x11c181e]\n/home/yves/Downloads/blender291/blender(WM_main+0x30) [0x11bf740]\n/home/yves/Downloads/blender291/blender(main+0x30d) [0xd8d12d]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fa720a3f0b3]\n/home/yves/Downloads/blender291/blender() [0xe4f0b3]\n```\n\n{F9530087}\n\n{F9530088}\n\n- Open the attached file and select `Sphere_cell.055`.\n- Try to switch to edit mode.\n\n\n", "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", "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", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Blender 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", "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 right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Disk Cache combined with Cache Step does not work\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.8d95dcd87dbb-windows64\nWorked: Blender 2.79 b f4dc9f9d68b\n\nBaking a particle system with *Disk Cache* checked and *Cache Step* set to greater than 1 results in the baking failing.\nNo error is reported, but the bake is obviously corrupt.\nIt worked in 2.79.\n\n[bake.zip](bake.zip)\n1. Extract the archive and open the *.blend* file. (in 2.80)\n2. Playback works at this point. (Particles fall down from the plane.)\n3. Click *Delete Cache* and then *Bake*.\n4. Try playback again. It's not incorrect. (Particles appear at the bottom and don't move. If you check the cache folder, you will see it cached every second frame---instead of every 10th as configured, except for the first step.)", "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", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n", "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", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n" ]
[ "Blender crashes and destroys my scene\nOperating system: Mac OS Catalina\nGraphics card: AMD Radeon R9 M290X 2 GB\n\nBroken: 2.90.1\n\n\nI've reported this bug before. While using Blender, Blender crashes, and when doing so it destroys my scene so it can't be opened again. When attempting to open the scene again, Blender crashes.\n\nI use Blender everyday for commercial work. This bug happens about once per week.\n\nI've attached a project that crashes immediately, if you attempt open it.\n\nMaybe, if someone could debug Blender while opening the project, they could see what goes wrong.\n\nBased on the default startup or an attached .blend file (as simple as possible).[juno.blend](juno.blend)" ]
Extrude manifold still not working well Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.90.1 Worked: Never has worked Extrude manifold easily creates overlapping faces and edges 1. Create a cube or use the default cube in the scene. 2. Subdivide the cube once. 3. Now select one of the polys on the top of the cube, activate extrude manifold and extrude down 3/4 of the way. 4. Now on one of the two sides of the part that you extruded down, extrude that part across the middle divider 5. At this point, you should have a face that is not removed as you move past it and you're left with faces sticking out past your extrusion.[Manifold.blend](Manifold.blend) ![2020-09-23_11-16-00.png](2020-09-23_11-16-00.png)
[ "Front Faces sometimes doesn't work with the Mask tool\nOperating system:\nGraphics card:\n\n3.5.0 beta 24/2/2023\n\n**lasso mask brush mask outside the border when symmetry enable**\n![GIF](attachment)\nThe same as #103163 but in a more extreme case\n\n- Open attached .blend file\n- (optionally) Disable `X axis` mirror\n- Use Lasso or Box Mask tool in the region indicated\n\n[untitled.blend](https://projects.blender.orgattachment)\n", "Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).", "Ctrl+Click for Nurbs Surfaces\nWith Meshes and Curves, you can select a point, press Ctrl+LMB, and the point is extruded to the mouse.\n\nThis however does not work for Nurbs, even though you can extrude a point, Ctrl+LMB does not work.\n\nTry:\n- Add -> surface -> nurbs curve\n- Enter editmode\n- Select an end-point\n- Ctrl+Click... *nothing happens*\n\nThe same works for a curve or a mesh.\n\nThis could be split into 2 tasks\n- Get Ctrl+Click working for single nurbs curves.\n- Get Ctrl+Click working for nurbs surfaces (using the extrude code), This should extrude and place the newly extruded vertices at the mouse position, as is done with mesh data.", "Blender baking's margin overlap if multiple meshes are selected\nBasically just a duplicate of T51134 that Aaron Carlisle asked me to send as a new report.\n\n\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: AMD RAVEN (DRM 3.35.0, 5.4.0-58-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nWorked: never with Cycles as far as I know.\n\nCycles overlap the region margin on other islands in the final result.\n\nCycles will bake an object/island, apply the margin, then proceed to do the same to the next one on top of the previous and they will overlap if the margin is bigger than the distance of the UVs, instead of applying to the finished bake and having the margins having an equal distance between islands, as Blender Internal used to do.\n\nJust press bake on the file. Or any multiple objects with a margin bigger than the UV islands.\n\nAs far as I know this has always been a problem with the Cycles baking implementation, besides some other issues of performance and usability. For instance if baked with multiple objects selected it is much, much slower than if I collapse them and merge, as I mentioned in the previous bug report.\n\nI understand it should be slower if they are separated, but I don't imagine it should be that much slower.\n\n\n\n", "unsubdivide of Multires bug\n**Blender Version**2.91\n\nI try to use unsubdivide of Multires function in blender ,but the result is error.So I test in Zbrush with same modle, it work rightly.\n\nThe thing is,I want sculpt with tank top with no thickness,and add thick ness at last.So I first sculpt with Multires (3 level subdivide),and apply it,and I loop cut the edge with 7 loop cut.After that I add Multires,and use unsubdivide,the result go wrong.\n\nI use the same modle in Zbrush,it work rightly.[unsubdivide error.zip](unsubdivide_error.zip)", "Subdividing degenerate faces can cause a segfault\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: N/A, crashes in 2.93 and 3.1.0 alpha as well\n\nSubdividing specific faces on a mesh with overlapping faces can cause a segfault/access violation\n\n1. Open the attached subdivide-crash.blend file\n2. Run the *Subdivide* operator with the currently-selected faces\n3. Crash\n\n[subdivide-crash.blend](subdivide-crash.blend)\n\nManually building the shape doesn't cause a crash. I presume it depends on the exact ordering of the edges and faces. The offending mesh doesn't cause any warnings during validation, though.\n\nThe following remarks are from a lite build of \n5a3d5f751f :\n\nIn a debug build, I hit an assert failure instead of an getting an access violation.\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:149, connect_smallest_face(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment that out, I get an identical assert failure from elsewhere:\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\intern\\bmesh_mods.c:206, BM_face_split(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment *that* out, I hit the segfault:\n\n`SUMMARY: AddressSanitizer: access-violation D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:869 in tri_3edge_subdivide`", "Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n", "Sculpting, Auto-Mask Topology does not work when dynamic topology is active\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.1\nWorked: Don't know, tried with 3.0.1 and also didn't behave as expected\n\nIn sculpting, auto-mask topology is ignored if Dyntopo is on.\nWeirdly it works with the smooth brush.\n\n- New file\n- Edit mode on cube, duplicate mesh\n- Sculpt mode, take any brush except smooth\n- Enable Advanced -> Auto-Masking -> Topology\n- With dynamic topology off it behaves as expected\n- With dynamic topology on the setting is ignored\n(Except it works both times with the smooth brush)\n\nExample attached. Move scrape brush over the cubes, will affect both. Turn off dyntopo, will affect only one.\n[sculpt-topology-automask.blend](sculpt-topology-automask.blend)\n\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", "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: ![booleans-bmesh-vs-carve.png](booleans-bmesh-vs-carve.png)\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", "particle system collisions stop working outside 255 blender units\nOperating system: windows 10\nGraphics card: gtx 1080\n\nBroken: 2.79b 2018-3-22, \nparticle systems do not interact with faces which are oriented in the axis where the face is more than 255 blender units away from the origin\n[name ]([particleproblem.blend](particleproblem.blend))", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "Regression: Surface Deform modifier bind to object with different viewport/render subdiv level will be buggy when rendering\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.3.0 Alpha\nWorked: version: 3.2.0\n\nIf object A has a subdiv modifier with different level for viewport/render, and object B has a SurfaceDeform modifier that bind to A.\n\nWhen A is deforming in viewport, B will also deform normally in viewport. However in rendered result, B will become chaotic. Clearly the 'bind' option in B's SurfaceDeform modifier remembers A's vertices that subdived for levels of viewport setting, but when rendering, A will be subdived for levels of render setting, and have a different number of vertices, making B's bind invalid.\n\nAny other modifiers with bind option, e.g. MeshDeform, may also suffer from this.\n\nI wonder if this can be fixed. Two possible solutions:\n1. for every subdiv step, add additional vertices at the end of original vertices. So the original vertices will remain index unchanged, and the bind may work as well.\n2. When rendering, check if render subdiv level != viewport subdiv level, and always use viewport subdiv level for binding of any other modifiers. The render subdiv level should only affect render visual effect. Maybe an option for this can present in subdiv modifier, if this change may introduce incompatibility issues.\n\nFollowing above information, reproduce should be easy. However, an example .blend file is provided.\n1. open example.blend. This file contains a surface with subdiv level 2/5 for viewport/render and a torus with SurfaceDeform bind to it.\n2. F12/render and see the torus go bad.\n\n", "Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.", "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)" ]
[ "New tool to add and subtract prismatic volumes\n**Status:**\nb79a5bdd5a implemented a new tool `\"Extrude, Dissolve and Intersect\"` (now `Extrude Manifold`) that performs the following sequence of actions:\n- extrudes,\n- dissolves the edges whose faces are coplanar and\n- intersects the new edges with the existing geometry.\n\nBut while useful, it would be interesting if this tool also supports:\n- A boolean-like operation by subtracting internal geometry.\n- Display result in real time.\n\nBut there are limitations to implementing these items in the existing tool, since it is a macro calling existing operators.\nAnd one of the operators is the translate which is already modal.\n\nTherefore, the purpose of this task is to propose a new tool that can replace the `\"Extrude Manifold\"`\n\n---\n\n**Team**\n**Commissioner:** `?` *Core developer or artist, sign off the project, works as client/qa/tests.*\n**Project leader:** @mano-wii\n\n**Description**\n**Big picture:**\nGroups of faces define prismatic volumes that will have their ends limited by existing geometry.\nIf any existing geometry intersects the prism, the internal area of that geometry will be subtracted.\n\n**Use cases**:\n* Facilitate the creation of holes in meshes with volume. This is common for doors and windows for example.\n\n**Design:**\n* New tool that will be located between the existing extrusion tools.\n* Since Boolean operations are CPU intensive, the boolean operation will not be modal, but a preview should indicate the volume that will be added or subtracted (similar to what is done in other tools such as loopcut).\n|![extrud1.png](extrud1.png)|![extrud2.png](https://archive.blender.org/developer/F8484252/extrud2.png)|![extrud3.png](extrud3.png)|\n| -- | -- | -- |\n\n**Work plan**\n\nTime estimate: `2 weeks`\n* - [ ] Operator\n* - [x] Interface drawing\n* - [x] Gizmo\n* - [x] Icon\n\n" ]
Bender 2.92 Release: Latest Demo file reports RTX error when building BVH XMG NEO 15 (Laptop) Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Studio NVIDIA 461.72 Studio 64 GB RAM Broken: version: 2.92.0 Broken: 2.93.0 Alpha Works: 2.91.2 The latest Blender version will report an RTX error right after building BVH. In CUDA it will take 16 minutes packing BVH nodes. Load the latest 2.92 Demo file. Set GPU/CPU to OptiX. Start render. OPTIX_ERROR_INVALID_VALUE in optixAccelBuild(context, NULL, &options, &build_input, 1, temp_mem.device_pointer, sizes.tempSizeInBytes, out_data.device_pointer, sizes.outputSizeInBytes, &out_handle, background ? &compacted_size_prop : NULL, background ? 1 : 0) (device_optix.cpp:1208) OPTIX_ERROR_INVALID_VALUE in optixAccelCompact(context, NULL, out_handle, compacted_data.device_pointer, compacted_size, &out_handle) (device_optix.cpp:1237) Error: Failed to build OptiX acceleration structure Error: OPTIX_ERROR_INVALID_VALUE in optixAccelBuild(context, NULL, &options, &build_input, 1, temp_mem.device_pointer, sizes.tempSizeInBytes, out_data.device_pointer, sizes.outputSizeInBytes, &out_handle, background ? &compacted_size_prop : NULL, background ? 1 : 0) (device_optix.cpp:1208)
[ "No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo", "Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n", "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![2.79b OpenGL Render.png](2.79b_OpenGL_Render.png)\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.", "Failed to load OptiX kernel OPTIX_ERROR_DISK_CACHE_INVALID_DATA\nOperating system: Debian Testing\nGraphics card: RTX 3090 + RTX 3050 Ti (laptop)\n![изображение.png](изображение.png)\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.", "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", "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", "BLF: Support GPU driven character stream\nFor overlays such as edit-mesh edge length, the screen placement and values are all done on CPU.\n\nThis also is an issue with geometry nodes needing debug attribute values displayed efficiently.\n\nThis also has other benefits such as better debug printing.\n\nThe BLF module should be modified to allow such needs:\n- [ ] Add a way to preload a set of characters into the glyph cache (avoid readback of drawn characters to CPU).\n- [ ] Design an API to record BLF calls in a threadsafe manner, in GLSL.\n- [ ] Allow to feed the recorded GPU BLF calls into the BLF drawing pipeline.\n- [ ] Convert the recorded BLF calls into Glyph stream.\n\n", "High poly meshes perform poorly with planer decimate\nOperating system: Windows 10\nGraphics card: AMD Asus Vega RX64\n\nBroken: blender-2.81-92736a7b7592-windows64 (plus previous few builds - atleast)\nWorked: 2.8\n\nMy PC is decent, and I have had no problem decimating millions of vertices (albeit some few seconds of lag) usually. Right now, I'm trying to decimate a simple model with about 45k vertices only. The decimate modifier is working fine on default settings i.e., on 'Collapse' setting .. but as soon as I switch to 'Planer' .. Blender becomes unresponsive for several minutes at least (and also indefinitely in some cases). \n\nI noticed that in my task manager, the Blender is only using 29% of CPU.. and regarding RAM .. on one side it shows 61% usage, while the actual usage is only 289MB in the value column (see screenshot). Could this be a memory related overflow/underflow? This definitely does look like a bug to me. \n\n![bugSep14-1.png](bugSep14-1.png)\n\n![bugSep14-2.png](bugSep14-2.png)\n\n", "Png artefact\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.1\n\nThere is an issue with displaying a vector map in PNG 16-bit format. For comparison, I saved the vector map in EXR 16-bit format with compression, but no artifacts were observed.\n\n", "Blender crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```", "Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n![57475347.png](57475347.png)\n\nAfter loading to 2.83.8+ versions\n![57464547.png](57464547.png)\n\nFile\n[MD.blend](MD.blend)\n", "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", "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", "Eevee volume render test memory leak in Mantaflow\nOperating system: Linux-4.15.0-76-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4), `5b22713`\n\nRunning this command will hang, some problem with the Python GIL.\n```\nblender -b ../lib/tests/render/volume/smoke_color.blend -E BLENDER_EEVEE -P tests/python/eevee_render_tests.py -f 1\n```\n\nBacktrace:\n[P1260: (An Untitled Masterwork)](P1260.txt)\n```\nBlender 2.83 (sub 4)\nRead prefs: /home/brecht/.config/blender/2.83/config/userpref.blend\nfound bundled python: /home/brecht/dev/worktree_build/bin/2.83/python\nRead blend: /home/brecht/dev/lib/tests/render/volume/smoke_color.blend\nTraceback (most recent call last):\n File \"<string>\", line 55, in <module>\nNameError: name 'Vec3Grid' is not defined\nTraceback (most recent call last):\n File \"<string>\", line 3, in <module>\nNameError: name 'PcMGDynamic' is not defined\nMANTA::updateGridFromFile(): cannot read into uninitialized grid, grid is null\nMANTA::updateGridFromFile(): cannot read into uninitialized grid, grid is null\n^C\nThread 1 \"blender\" received signal SIGINT, Interrupt.\n0x00007ffff7231f85 in futex_abstimed_wait_cancelable (private=<optimized out>, abstime=0x7fffffffc340, expected=0, futex_word=0xbcd7678 <_PyRuntime+1336>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205\n205\t../sysdeps/unix/sysv/linux/futex-internal.h: No such file or directory.\n(gdb) bt\n#0 0x00007ffff7231f85 in futex_abstimed_wait_cancelable (private=<optimized out>, abstime=0x7fffffffc340, expected=0, futex_word=0xbcd7678 <_PyRuntime+1336>) at ../sysdeps/unix/sysv/linux/futex-internal.h:205\n#1 __pthread_cond_wait_common (abstime=0x7fffffffc340, mutex=0xbcd7680 <_PyRuntime+1344>, cond=0xbcd7650 <_PyRuntime+1296>) at pthread_cond_wait.c:539\n#2 __pthread_cond_timedwait (cond=0xbcd7650 <_PyRuntime+1296>, mutex=0xbcd7680 <_PyRuntime+1344>, abstime=0x7fffffffc340) at pthread_cond_wait.c:667\n#3 0x000000000560c7c9 in PyCOND_TIMEDWAIT (cond=<optimized out>, mut=<optimized out>, us=<optimized out>) at Python/condvar.h:90\n#4 take_gil (tstate=tstate@entry=0x7fffd2a18b80) at Python/ceval_gil.h:208\n#5 0x000000000560cd2f in PyEval_RestoreThread (tstate=tstate@entry=0x7fffd2a18b80) at Python/ceval.c:271\n#6 0x0000000005639fed in PyGILState_Ensure () at Python/pystate.c:1071\n#7 0x0000000005158e06 in MANTA::runPythonString (this=0xbcd7678 <_PyRuntime+1336>, commands=...) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:528\n#8 0x0000000005159140 in MANTA::~MANTA (this=0x7fff96443400) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:523\n#9 0x00000000051592b9 in MANTA::~MANTA (this=0x7fff96443400) at /home/brecht/dev/worktree/intern/mantaflow/intern/MANTA_main.cpp:508\n#10 0x000000000150bbaf in BKE_fluid_modifier_freeDomain (mmd=0x7fffbb59d3a8) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/fluid.c:4192\n#11 0x000000000150ba85 in BKE_fluid_modifier_free (mmd=0x7fffbb59d3a8) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/fluid.c:4315\n#12 0x00000000013f7a47 in modifier_free_ex (md=0x7fffbb59d3a8, flag=<optimized out>) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/modifier.c:169\n#13 0x000000000140f6aa in BKE_object_free_modifiers (ob=0x7fffd299d208, flag=2) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/object.c:190\n#14 0x0000000001410223 in BKE_object_free (ob=0x7fffd299d208) at /home/brecht/dev/worktree/source/blender/blenkernel/intern/object.c:516\n#15 0x0000000001d6c70e in DEG::deg_free_copy_on_write_datablock (id_cow=0x7fffd299d208) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/eval/deg_eval_copy_on_write.cc:1066\n#16 0x0000000001d736f9 in DEG::IDNode::destroy (this=0x7fffd275fd08) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/node/deg_node_id.cc:165\n#17 0x0000000001d4f1e3 in DEG::Depsgraph::clear_id_nodes_conditional(std::function<bool (ID_Type)> const&) (this=<optimized out>, filter=...) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:156\n#18 DEG::Depsgraph::clear_id_nodes (this=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:167\n#19 0x0000000001d4efec in DEG::Depsgraph::~Depsgraph (this=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:93\n#20 0x0000000001d4f689 in OBJECT_GUARDED_DESTRUCTOR<DEG::Depsgraph> (what=0x7fff88df7488) at /home/brecht/dev/worktree/intern/guardedalloc/MEM_guardedalloc.h:264\n#21 DEG_graph_free (graph=0x7fff88df7488) at /home/brecht/dev/worktree/source/blender/depsgraph/intern/depsgraph.cc:297\n#22 0x00000000016dd4fc in EEVEE_lightbake_job_data_free (custom_data=0x7fffd29ef288) at /home/brecht/dev/worktree/source/blender/draw/engines/eevee/eevee_lightcache.c:638\n#23 0x00000000028449c8 in light_cache_bake_exec (C=0x7ffff2efa288, op=0x7fffd294c608) at /home/brecht/dev/worktree/source/blender/editors/render/render_shading.c:928\n#24 0x000000000156be79 in wm_operator_invoke (C=0x7ffff2efa288, ot=0x7fffd284a468, event=0x0, properties=<optimized out>, reports=<optimized out>, poll_only=<optimized out>, use_last_properties=<optimized out>)\n at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1279\n#25 0x0000000001566ead in wm_operator_call_internal (C=0x7ffff2efa288, ot=0x7fffd284a468, properties=0x7fffffffc840, reports=0x7fffd2a15a18, context=6, poll_only=false, event=0x0) at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1514\n#26 0x00000000015674ed in WM_operator_call_py (C=0x7ffff2efa288, ot=0x7fffd284a468, context=6, properties=0x7fffffffc840, reports=0x7fffd2a15a18, is_undo=false) at /home/brecht/dev/worktree/source/blender/windowmanager/intern/wm_event_system.c:1614\n#27 0x000000000191629f in pyop_call (UNUSED_self=<optimized out>, args=<optimized out>) at /home/brecht/dev/worktree/source/blender/python/intern/bpy_operator.c:268\n#28 0x000000000555971b in _PyMethodDef_RawFastCallKeywords (method=0x98c5800 <bpy_ops_methods+32>, self=<optimized out>, args=<optimized out>, nargs=3, kwnames=0x0) at Objects/call.c:698\n#29 0x0000000005559945 in _PyCFunction_FastCallKeywords (func=0x7fff921393c0, args=<optimized out>, nargs=<optimized out>, kwnames=<optimized out>) at Objects/call.c:734\n#30 0x000000000137a132 in call_function (kwnames=0x0, oparg=3, pp_stack=<synthetic pointer>) at Python/ceval.c:4568\n#31 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3124\n#32 0x000000000560dc5e in _PyEval_EvalCodeWithName (_co=_co@entry=0x7fff92165390, globals=globals@entry=0x7fff9214e780, locals=locals@entry=0x0, args=args@entry=0x7fffffffcbd0, argcount=1, kwnames=kwnames@entry=0x0, kwargs=0x0, kwcount=0, kwstep=2, defs=0x0, defcount=0, \n kwdefs=0x0, closure=0x0, name=0x7ffff7f7d1b0, qualname=0x7fff920e6030) at Python/ceval.c:3930\n#33 0x000000000555927f in _PyFunction_FastCallDict (func=0x7fff92165e60, args=0x7fffffffcbd0, nargs=<optimized out>, kwargs=0x0) at Objects/call.c:376\n#34 0x000000000555a42c in _PyObject_Call_Prepend (callable=callable@entry=0x7fff92165e60, obj=obj@entry=0x7fff8353fa90, args=args@entry=0x7ffff7f7d050, kwargs=kwargs@entry=0x0) at Objects/call.c:908\n#35 0x00000000055bb4d9 in slot_tp_call (self=0x7fff8353fa90, args=0x7ffff7f7d050, kwds=0x0) at Objects/typeobject.c:6402\n#36 0x0000000005559a23 in _PyObject_FastCallKeywords (callable=0x7fff8353fa90, stack=<optimized out>, nargs=<optimized out>, kwnames=0x0) at Objects/call.c:199\n#37 0x0000000001379aa8 in call_function (kwnames=0x0, oparg=<optimized out>, pp_stack=<synthetic pointer>) at Python/ceval.c:4619\n#38 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3093\n#39 0x000000000137120f in function_code_fastcall (co=<optimized out>, args=<optimized out>, nargs=0, globals=<optimized out>) at Objects/call.c:283\n#40 0x00000000055594e6 in _PyFunction_FastCallKeywords (func=<optimized out>, stack=<optimized out>, nargs=<optimized out>, kwnames=<optimized out>) at Objects/call.c:415\n#41 0x0000000001378cef in call_function (kwnames=0x0, oparg=<optimized out>, pp_stack=<synthetic pointer>) at Python/ceval.c:4616\n#42 _PyEval_EvalFrameDefault (f=<optimized out>, throwflag=<optimized out>) at Python/ceval.c:3124\n#43 0x000000000560dc5e in _PyEval_EvalCodeWithName (_co=_co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0, args=args@entry=0x0, argcount=argcount@entry=0, kwnames=kwnames@entry=0x0, kwargs=0x0, kwcount=0, kwstep=2, defs=0x0, \n defcount=0, kwdefs=0x0, closure=0x0, name=0x0, qualname=0x0) at Python/ceval.c:3930\n#44 0x000000000560dd3e in PyEval_EvalCodeEx (_co=_co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0, args=args@entry=0x0, argcount=argcount@entry=0, kws=kws@entry=0x0, kwcount=0, defs=0x0, defcount=0, kwdefs=0x0, closure=0x0)\n at Python/ceval.c:3959\n#45 0x000000000560dd6b in PyEval_EvalCode (co=co@entry=0x7fff837ab6f0, globals=globals@entry=0x7fff901c88c0, locals=locals@entry=0x7fff901c88c0) at Python/ceval.c:524\n#46 0x000000000564290a in run_mod (arena=0x7fff902cb2b0, flags=0x0, locals=0x7fff901c88c0, globals=0x7fff901c88c0, filename=0x7fff83792c00, mod=0x7fffbb57d210) at Python/pythonrun.c:1035\n#47 PyRun_FileExFlags (fp=<optimized out>, filename_str=<optimized out>, start=<optimized out>, globals=0x7fff901c88c0, locals=0x7fff901c88c0, closeit=0, flags=0x0) at Python/pythonrun.c:988\n#48 0x0000000001902146 in python_script_exec (C=0x7ffff2efa288, fn=0x7fffffffd4d0 \"/home/brecht/dev/worktree/tests/python/eevee_render_tests.py\", text=0x0, reports=0x0, do_jump=<optimized out>) at /home/brecht/dev/worktree/source/blender/python/intern/bpy_interface.c:532\n#49 0x000000000137e0df in arg_handle_python_file_run (argc=<optimized out>, argv=0x7fffffffdab0, data=0x7ffff2efa288) at /home/brecht/dev/worktree/source/creator/creator_args.c:1772\n#50 0x0000000006875131 in BLI_argsParse (ba=0x7ffff305f8c8, pass=4, default_cb=0x137e9d0 <arg_handle_load_file>, default_data=0x7ffff2efa288) at /home/brecht/dev/worktree/source/blender/blenlib/intern/BLI_args.c:302\n#51 0x000000000137b915 in main (argc=9, argv=0x7fffffffda88) at /home/brecht/dev/worktree/source/creator/creator.c:483\n\n```\n\n\n", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n" ]
[ "Memory allocation probelms\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics cards: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 , GeForce GTX 1070ti NVIDIA\nProcessor: AMD Ryzen TH 2950X 16-core \nRAM: 32 GB\nVRAM : 8 GB for 2080 , 8 GB for 1070ti\n\nBroken: version: 2.92.0 Release Candidate\n\nWell , I actually tried another scene other than this one which is 2.92 splash screen scene , and Optix was working fine with RTX 2080 even if scenes are huge and dense , it works like charm , in blender 2.91 in huge scenes RTX 2080 super and 1070ti working fine till things go out of hand and memory is out , which I was fixing it by only disabling 1070ti and it works with no problem \nbut now even if I disable 1070ti on 2.92 it doesn't work , and gives me an error message I will describe in steps below\n\n\n1.1 Open a scene that was rendering fine using RTX 2080 super alone using Optix in blender 2.91 but with 1070ti and AMD Ryzen TH 2950x enabled in 2.92\n1.2 Hit render\n1.3 Error message :Failed to create CUDA context (Out of memory)\n\n2.1 Disable 1070ti from Cycles Optix render devices and hit render\n2.2 Error message :Failed to create CUDA context (Out of memory)\n\n3.1 Disable CPU (RTX 2080 only now enabled) and hit render\n3.2 Error message :OPTIX_ERROR_INVALID_VALUE in optixAccelBuild(context, NULL, &options, &build_input, 1, temp_mem.device_pointer, sizes.tempSizeInBytes, out_data.device_pointer, sizes.outputSizeInBytes, &out_handle, background ? &compacted_size_prop : NULL, background ? 1 : 0) (device_optix.cpp:1208)Out of memory in cuMemFree(mem.device_pointer) (device_cuda_impl.cpp:975)\n\n0.1 Trying CPU rendering in optix by disabling RTX 2080 and 1070 ti and just leave AMD Ryzen 2950x \n0.2 Worked ! \n\n**Trying 2.92 splash screen scene**\n4.1 open file blender 2.blend\n4.2 Disable 1070ti \n4.3 hit render \n4.4 CUDA_ERROR_OUT_OF_MEMORY in cuMemAlloc(&out_data, sizes.outputSizeInBytes) (device_optix.cpp:1140)\n\nit seems that I find different messages but all related to memory in the end sometimes an error message mentions parallel error or something like that , but can't get it again \n\n\n\n\n\n\n\n\n\n\n" ]
Applying scale doesn't matter on a 3D curve Operating system: Windows 10 Graphics card: 1080ti Broken: 2.90.1 Worked: - After flipping an imported SVG to 3D and adding a bevel on it, the bevel's visual size and depth number stays the same after applying scale. 1. Import the following SVG: File:Epyx_Logo.svg 2. Scale it up 20 times. 3. Join all curves together. 4. Choose 3D, full fill mode. 5. Set a bevel depth to 0.00015m 6. Apply scale. Result: Nothing happens, except for the transform window switching scale to 1.0 Expected: Either the bevel should visually change size or the depth number should change its value.
[ "Subdivision modifier does not interpolate zero weights.\nOperating system: Linux\nGraphics card: Intel UHD\n\nBroken: 2.90.1\nWorked: ???\n\n\nThe subdivision modifier usually interpolates both value and membership across subdivided vertices.\n\nThis allows it to be used in non-destructive, modifier-based workflows that operate on or using vertex groups.\n\nIt does not do this, however, when vertex weights are equal to zero. The original vertices retain their (zero-weighted) vertex group membership, while new vertices in between them have no vertex group membership.\n\nAn example of why this is problematic is screenshotted below, with the file attached:\n\n![ZeroWeightSubdiv.png](ZeroWeightSubdiv.png)\n\nEach Subdivision'd sphere has a bumpy texture applied using a Displace modifier after a textured VertexWeightMix modifier.\n\nThe rightmost sphere has its vertices weighted to 0.01, and interpolates and behaves correctly.\n\nThe leftmost sphere has its vertices weighted to 0.00. It intuitively (and, numerically/extrapolatively) should be indistinguishable to the 0.01 sphere. Because its weights aren't correctly interpolated, it instead ends up with a bunch of spikes at each of its original vertices.\n\nThe middle sphere has vertices weighted in a gradient from 0.00 to 0.50. It serves as an example of a feasible real-world application which would be broken by this kind of behaviour. Perhaps the original vertex weights act as a sort of base heightmap for a terrain model, and the changes made by the Subdivision and textured VertexWeightMix modifiers add an extra layer of detail. In this case, the clear and useful behaviour would be for behaviour to be continuous in the transition from 0.01 to 0.00. Instead, there is a sharp cutoff at 0.00, and inconsistent and discontinuous behaviour after that.\n[ZeroWeightSubdiv.blend](ZeroWeightSubdiv.blend)\n\nApply a subdivision modifier to a mesh with zero vertex weights, then check the vertex group membership of its vertices afterwards.\n\nOr download and open the attached `.blend` file.", "Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n![bevel_bug.jpg](bevel_bug.jpg)\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n", "Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)", "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.", "Regression: Bevel issue when its percent/absolute mode is operated on edge loop along sharp angle\nBroken: 2.91~4.0\nWorked: 2.90.2\n\nCaused by 48c484a22e0d105ed21a4f18b0cb455af6aac661\n\nIf bevel's percent and absolute modes are operated on an edge loop along sharp angle, the sharp angle part does not get beveled.\n\nTest file: [bevel_sharp.blend](https://projects.blender.orgattachment) ~~[bevel_issue_2.blend](attachment)~~\n\n### Test mesh\nEdge loop at the center has bevel weight of 1.0 and runs along a sharp angle.\n\n![bevel_issue_test_mesh.png](attachment)\n\nI'm using bevel modifier here for convenience but this also happens with edit mode bevel operator.\n\n| | 2.83.20 | 2.93.16 | 4.0 alpha 2023-06-26 `82d9eb09dbbe` |\n|--|--|--|--|\n| Percent mode | ![bevel_issue_2.83.20.png](attachment) | ![bevel_issue_2.93.16.png](attachment) | ![bevel_issue_4.0.png](attachment) |\n| Absolute mode | - | - | ![bevel_issue_absolute_4.0.png](attachment) |\n\nEdit: Reproduce:\n\n- Open the updated [bevel_sharp.blend](https://projects.blender.orgattachment)\n- Bevel\n- Select to Absolute/Percent mode and adjust depth\n- observe two cubes behaves differently \n", "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", "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)", "Vertex weight not carried through bevel modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nVertex weight not carried through bevel modifier in some cases\n\n\n[105012.blend](attachment)\n- open blend\n- apply visual geometry on the `good` object\n![image](attachment)\n- apply visual geometry on the `bad` object\n![image](attachment)\n\n\n\nOK, some more testing (which solves the issue at least on the example I posted [also if there is a second bevel modifier with custom profile on there] -- as well as to some degree for the original file as well [which is posted below]):\n\n- open the file\n- go into editmode on the `bad` object\n- select all **edges** (edge select mode)\n- `Mesh` > `Sort Elements` > e.g. `Cursor Distance`\n- voila!\n\n-----\n\n\n\n**Original report**\n\nWhen wishing to create a bevel with the modifier on a specific vertex group aftern another Bevel modifier, the vertex group does not carry over.\n\n\n* Create a geometry\n* Mark some edges to bevel with bevel weight set to 1\n* Add an edge loop in to a vertex group\n* Add a bevel modifier and use Weight\n* Add 2nd bevel modifier and use vertex group. The area where the first Bevel modifier has been executed does not become incorporated into the vertex group\n\n![image](attachment)\n\n![image](attachment)\n![image](attachment)\n![image](attachment)\n![image](attachment)\n\n", "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", "VSE: Transform settings doesn't get copied across scenes\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\nTransform settings doesn't get copied across scenes\n\nCopy a strip, which doesn't match the render resolution, across scenes:\n{[F10121941](copy_missing_transform.gif),size=full}\n\n", "Different extrude operations use the scale of the object differently\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.4.0, 2.93\nWorked: - never?\n\nThe four different extrude operations (avaliable on the Alt+E menu) can take or not the scale of the object in consideration when applying the command.\nThe screenshot below, in which all objects were originally simple planes scaled by 2 (in object mode), shows the difference between the operations when trying to extrude it by 1 meter.\n![image.png](image.png)\nAs shown, the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" use the scale of the object, resulting in a 2 meter extrusion, which is not the intended value of 1 meter.\nGiven that most actions in edit mode don't take the scale of the object into consideration, I believe these two operations cited above are a bug.\n\n- Using a plane, scale it by 2 (or any number different than 1) and copy it 4 times.\n- In each plane, extrude it by the same amount (i.e. 1 meter), using a different extrude operation given by the Alt+E menu.\n- You should notice the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" operations will interfere on the extrusion amount given.\n\nThe result should be the same as the screenshot above and can be checked in the file below:\n[Extrusion Bug Report.blend](Extrusion_Bug_Report.blend)", "Empty Images react with Viewport World Opacity\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.83.8 through 2.93 master.\nWorked: version: 2.82a\n\nThere is a problem in EEVEE where Empty Images Depth set to \"Back\" will also draw them behind the world HDRI background. So the Image will fade into the background when changing the Viewport Shadings World Opacity.\n![EmptyImageOpacityBug.jpg](EmptyImageOpacityBug.jpg)\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n![Circles.png](Circles.png)\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\n\n", "Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Apply base results in oversized mesh using Catmull-Clark.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 13)\nWorked: Never\n\n![untitled.png](untitled.png)\n\n[#75463.blend](T75463.blend)\n\n- Open file\n- Examine how subdivided object `original` looks like\n- Change number of subdivisions in Preview to 0\n- Click on Apply Base\n# Compare to form of subdivided mesh\n\nModified base mesh is slightly oversized.", "Geometry Nodes: Realize Instances node does not take size into account for radius\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nIf the instances have been scaled, then the radius attribute does not take this into account be realization.\nBut displaying such instances takes into account:\n| Realized instances | Instances |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Geometry Nodes modifier. In node tree:\n a. Points node.\n b. Instances on Points.\n c. Points to /Points and Instance inputs of second node.\n d. Change scale of instances.\n e. Apply Realize Instances node on result.\n\n" ]
[ "bezier curve extrusion seems to be wrong after applying scale.\n%%%--- Operating System, Graphics card ---\nWindows 7 SP1 64bit,\n\n\n - Blender version with error, and version that worked ---\nblender-2.66-windows64.7z - with issues\n\n\n - Short description of error ---\ni don't know, if that is a bug,\nbut when i scale a curve and apply its scale, so that the scale is set to 1 without reducing the dimension of the curve, after that, when i enter a value in the extrude field, it seems that this value will remember its previous scale.\n(Curve.extrude / bpy.data.curves['...'].extrude)\n\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nsee attached .blend file, there are four bezier circles.\n\nBezierCircle.1:\n 1. default BezierCircle without any scale.\n 2. exturde by 1 unit, extrudes the circle by 1 unit.\n\nBezierCircle.s3:\n 1. default BezierCircle with scale of 3 units on object level.\n 2. exturde by 1 unit, extrudes the circle by 3 unit.\n```\n (this is what i expected)\n```\n\nBezierCircle.s3as:\n 1. default BezierCircle with scale of 3 units on object level and applied scale.\n 2. exturde by 1 unit, extrudes the circle by 3 unit.\n```\n (this looks wrong to me, the extrusion should be 1 unit, because i applied the scale before i added an extrusion of 1)\n```\n\nBezierCircle.es3:\n 1. default BezierCircle with scale of 3 units in edit mode.\n 2. exturde by 1 unit, extrudes the circle by 1 unit.\n```\n (this is what i expected)\n```\n%%%" ]
Mesh disappearing in sculpt mode if certain modifiers are disabled. [system-info.txt](system-info.txt) [begReport.blend](begReport.blend) Broken: 3.3.1 Worked: 3.2.1 Caused by {7a24fe372c2148bf28e3768d42c14192ed46c5d6} On a certain mesh, when I go into sculpt mode, the entire mesh disappears. Show all face sets does not bring it back. The mesh shows in all other modes. No other meshes in the scene exhibit this behavior. If the armature or subdivision modifiers are enabled on the mesh, then this issue is not present. Turn the modifiers off, and it disappears in sculpt mode. I'm not sure what happened to this mesh to cause this, but it might have been turning the subdiv modifier off when I was in sculpt mode at one point. Saving the file in 3.2 and reopening in 3.3 does not fix the issue. The mesh in the file is called "nat_body" Select object "nat_body" in provided file, go into sculpt mode. Object disappears. Try with another object, it does not disappear. Try again with subdiv or armature modifiers turned on. Object does not disappear.
[ "Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n![Screenshot_2020-09-09_17-35-27.png](Screenshot_2020-09-09_17-35-27.png)\n\n![Screenshot_2020-09-09_17-35-46.png](Screenshot_2020-09-09_17-35-46.png)\n\n", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested.", "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", "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", "Cannot sculpt under masked geometry 2.92\nOperating system: windows 10\nGraphics card: nvidia 1050ti\n\nBroken: 2.92.0, also 5ec6c8d267\n\nWorked: (optional)\n2.83.12lts\n\nLast report on the same issue #80980 (Cannot sculpt behind Hidden geometry)\nCannot sculpt under maked geometry. I reported this bug in a previous version and it was fixed. the bug is now back.\n\n|![image.png](image.png) |![image.png](image.png)|\n| -- | -- |\n\n- Add a UV sphere.\n- Assign some vertices to a vertex group, \"del\".\n- Add mask modifier, mode = vertex group, select \"del\", check \"invert\"\n- Go to sculpt mode, notice the vertices highlighted under the brush or the geometry modified while sculpting. In 2.83.12, they're on the back side of the hole. In 3.0, they're part of the \"del\" group.\n\n![image.png](image.png)\n\n\n", "Missing UV Islands / Image Editor / Some generative modifiers (bevel, skin, triangulate, wireframe)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro M2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIf geometry has the Bevel Modifier applied and the Realtime Display is on, the UV islands do no display in the Image Editor.\nIf you turn off the Realtime display (Display in Viewport) and then adjust the view in the Image Editor, the UV Islands will appear.\nIf you turn On the Realtime display and then adjust the view in the Image Editor, the UV Islands will vanish.\nYou can still paint in the Texture paint on the geometry and it will appear in the Image Editor.\n\nCreate a Cube\nAssign a Bevel Modifier - turn Realtime display ON (for me it is on by default)\nSet interface to Texture Paint mode.\nThere will by no UV Islands displayed in the Image editor\n\n[UV_Island_Bevel.blend](UV_Island_Bevel.blend)\n\n\n\n", "Crash when multiple materials are assigned to a mesh\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.1 Release Candidate\nWorked: unknown (I haven't opened the .blend file in versions older than 3.2. It is broken in 3.2)\n\nWhen two materials are assigned to the mesh, random faces disappear and reappear when switching between Object and Edit modes. After switching back and forth several times, Blender crashes. In some instances it took significantly more switches from Edit mode to Object mode and back before Blender crashed. In some of these instances, Blender appeared to create new faces with one or more vertices at the object's origin.\n\nWhen transforming any vertex, edge, or face, Blender quickly generates new faces with at least one vertex at the object origin and crashed shortly thereafter.\n\nI posted a 30-second video of the issue (including two crashes) here: strange_face_artifacts_causing_crashes/\n\nThankfully, I have not reproduced this issue in any other .blend file.\n\n1) Open the attached file, \"Crash - random faces.blend\" and you will see the mesh has a number of holes in it.\n2) Press tab and the missing faces will reappear but other faces will disappear. Pressing tab additional times eventually results in Blender crashing.\n3) Select any vertex, edge, or face and transform the selected element using G, S, or R and new faces will appear. Blender will quickly crash.\n4) Reducing the number of material slots to one appears to fix the problem (all faces are visible as normal) but it reappears as soon as a material is assigned to the second slot.\n\nThank you very much for your time.\n\n[Crash - random face orientation.blend](Crash_-_random_face_orientation.blend)\n", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "Line Art - Freestyle Edges disappear when boolean solver is set to 'Exact'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.75\n\nBroken: version: 2.93.0\n\nEdges marked as 'Freestyle Edge' disappear in the Line Art when there is a boolean modifier on the object that is set to 'Exact' as a solver. When the boolean is set to 'Fast' the lines appear. \n\n\nI just created a sphere that gets a boolean from a cube. I marked a few edges as 'Freestyle Edge' and when I switch between Fast and Exact it removes the lines. \n[Based on the default startup or an attached .blend file (as simple as possible)][LineArtBoolean_Bug.blend](LineArtBoolean_Bug.blend)\n", "Mesh Boolean and Bounding Box node joined together make lose the UVs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nApparently, joining 2 branches of geometry node that contain a Mesh Boolean node and a Bounding Box node make the UV gone. On image attached, the cube on the left with the voronoid is the original cube and on the right it's the same cube with the Geometry node turned on. Maybe other node combination recreate this issue.\nWhen inspecting the branches independently the UV are still working but stop working when adding the Join Geometry.\n\n- Have an object with texture applied. \n- Have a geometry node modifier assigned.\n- The geometry node consists of a Mesh Boolean node joined with a Bounding box node. (I used a transformed node to move the bounding box away and see our object)\n\n", "\"Add Modifier\" menu gets cut off inside narrow windows\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nWhen the properties window is floated the modifier selection menu gets cut off\n\nShift click-drag the corner of an area type to float the properties area. \nGo to modifiers select a modifier menu is cut off.\n\n", "Multires: Missing updates are not communicated in the UI\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.8x up to 6fff73e3f001 from 2020-01-23\nWorked: 2.79b\n\nCurrently it’s not possible to use Shrinkwrap (modifier and constraint) and Walk Navigation with Gravity (toggling Gravity causes you to fall through the floor, teleporting doesn't work) with object that has subdivided Multires and is in Sculpt Mode. In 2.79 Shrinkwraps are not updating during sculpting but it's still possible to see where objects are being shrinkwrapped. Not being able to see shrinkwraps becomes problematic in a very similar way as not being able to see textures while sculpting.\n\n\n1.\tOpen provided file in 2.79 and observe that Road and House objects are shrinkwrapped to the Landscape object while subdivided Multires is in Sculpt mode. You can use Walk Navigation with Gravity to walk or teleport over the surface.\n2.\tOpen provided file in 2.8, both Shrinkwraps will be disabled and you will not be able to teleport or walk across the surface in Walk Navigation mode.\n[No_Shrinkwrap_and_Walk_Gravity.blend](No_Shrinkwrap_and_Walk_Gravity.blend)", "Lattice loses base shape after removing all shape keys\nOperating system: win64\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nLattice doesn't restore geometry after pressing *Delete all shape keys* from *Shape Key Specials* rollout. Manual removing is also broken.\n\n\n\n - Add Lattice to default scene\n - Create a shape key for it\n # Press *Delete all shape keys* from *Shape Key Specials* rollout (below \"+\" & \"-\" buttons) -> shape key is applying instead of removing\n\nOr in attached file do step 3\n\n[lattice_remove_shapekey.blend](lattice_remove_shapekey.blend)", "Bevel gizmo is hidden when disabling Active Object gizmos\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.91.0 Alpha\nWorked: N/A\n\nThe bevel gizmo is hidden when disabling Active Object gizmos, even though the bevel gizmo is an *active tool* gizmo\n\n\n - Enter Edit Mode\n - Switch to the Bevel tool by clicking on the Bevel icon in the toolbar\n - Go to the Gizmos popover and disable Active Object gizmos\n - The Bevel gizmo disappears\n\n\n\n\n\n", "Mesh to Volume modifier is recalculated even if the volume object is disabled/hidden\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nI'm disabling the volume object in the viewport to move the origin mesh, but the viewport is lagging until I turn off the \"Mesh to Volume\" modifier.\nMaybe it is better to not compute the \"Mesh to Volume\" modifier while the volume object is hidden/disabled?\n\n- Open attached file\n- hide the volume object\n- move the origin mesh\n[H.blend](H.blend)\n\n" ]
[ "Regression: Object invisible in Sculpt Mode when using >8 color attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.3.0 Alpha\nWorked: 3.2.0\nCaused by 7a24fe372c\n\nAfter creating more than 8 color attributes, the object becomes invisible in Sculpt Mode (still visible in other modes).\n\n3.2.0 already wasn't able to Vertex Paint more than 8 layers (T98731), but these 2 issues are completely new & specific for the current 3.3 Alpha.\n\n\n - Open the attached .blend\n - Add new color attribute layer\n - You can see that the object became invisible\n - Switch to Object Mode to make it visible (and invisible again if you switch back to Sculpt Mode)\n\n[3.3-alpha_more-than-8-col-attrs-bugs.blend](3.3-alpha_more-than-8-col-attrs-bugs.blend)" ]
3D Viewport Axes glitch Operating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits Graphics card: Metal API AMD Radeon Pro 555X 1.2 Broken: version: 3.5.1 Worked: 3.4.x (probably) When you rotate the view, the axes start glitching. It is more noticeable the more you are zoomed in. Zoom as close as possible to where you still have one of the axes in the viewport and start rotating around.
[ " LineArt: (Collection) Issue for Cameras in Orthographic View\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nChecked in Blender version 3.4.0 Apha, commit date: 2022-10-08 02:26 - same issue\n\nFor orthographic Camera without any shifts - Line art modifier (for a Collection) showing lines for objects behind other objects - which otherwise should not be visible. And some lines are not visible which should be.\nHappens with contours option in the Line Art modifier. Slight rotation on z axis solves the issue.\n\nNoticed issue with some specific frames on my complete blend file.\n\nOpen attached blend file and go to front orthographic view.\n\n[BugReport01.blend](BugReport01.blend)\n\n", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)", "Weird edge lines in 3D Viewport (Edit Mode - Orthographic View)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.3\n\nIn Edit Mode when switching to Orthographic mode the edges sometimes look very thin, jaggy, disappearing in some place, dotted line style or just barely visible. Nothing changes when changing the distance to the object. Nothing changes if selecting Vertex select/Edge select/Face select. However, lines are visible with a very good (usual quality) in Orthographic view when switching to Object Mode and turning on Wireframe on shaded (Overlay dropdown). If Wireframe on shaded option is enabled the edges looks good even in Edit Mode in Orthographic view.\n\nI can't reproduce this error in another scene.![blender_2.93.3_bug.png](blender_2.93.3_bug.png)\n\n[MAGPUL STR Carbine Stock 009.blend](MAGPUL_STR_Carbine_Stock_009.blend)\n[system-info.txt](system-info.txt)\n\n\n", "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.![Blender bug.PNG](Blender_bug.PNG)\n\n\n", "Camera rotation is inverted when camera is upside down in \"fly navigation\" mode\nOperating system: Linux-4.15.0-46-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken version:\n\n\n - 2.80 (sub 51)\n - similar behavior on 2.79\n\n\nLeft-right rotation of camera in \"Fly navigation\" is inverted when camera is upside down and \"upright Z axis\" is off. This effect can be seen even if camera is slightly upside down (for example if you look in X-axis direction and rotate around Y-axis more than 90 degrees). Changing \"upright Z axis\" to ON fixes this issue even if camera is still upside down. Changing it back to OFF produces problem again. If \"upright Z axis\" is kept ON all the time, you can rotate camera UP to bring it upside down to see that problem only happens when \"upright Z axis\" is off.\n\nI believe this is bug, because it is counterintuitive and different from behavior in same situation when \"upright Z axis\" is ON.\n\n**Exact steps for others to reproduce the error (blender 2.8, default shortcuts)**\n\n - Open any blender scene.\n - Press F3 to open search dialog.\n - Search \"*Fly Navigation*\" and press Enter.\n - Press Z to turn off \"Upright Z axis\".\n - Rotate camera upside down (for example move cursor above rectangle in center of screen until camera is upside down).\n - Place cursor left of rectangle in center of screen. Camera should rotate left, but it rotates right. Alternatively, place cursor right of rectangle in center of screen.\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", "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", "Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n", "Front view Y axis keybinding is reversed\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\nWorked: Never?\n\nFront view key binding should give us +Y view, now it gives us -Y view. The negative Y axis is now key binded for the front view instead of the back view.\n\n- Press numpad 1, viewport switched to -Y view. (Should be +Y)\n- Press cntrl + numpad 1, viewport switched to +Y view. (Should be -Y)\n\n", "ShowNavigationGuide refresh Problem\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nno Updating the Viewport when setting the the Navigation Guide on/off\n\n \ninside Blender -Preferences -Input -Show Navigation Guide \nno refresh when checking the Show Navigation Guide on off .\norbit in the 3d-view will refresh and Update these changes.\n\n![refresh_problem.gif](refresh_problem.gif)\n\n\n", "`bpy.context.space_data.overlay.grid_scale` returns inconsistent view3D grid scale in multi-view\nOperating system: win 10\nGraphics card: RTX 3090\n\nBroken: This was observed in 3.5 alpha but I don't think that is relevant \nWorked: N/A\n\n`bpy.context.space_data.overlay.grid_scale` does not apply to multi-view functionally, and any interaction with the 3D navigation sphere only effects the main window portion of multi-view.\n\nSee attached video for a demonstration of some of the odd behavior.\nSee attached blend to reproduce the error.\n\nEnter multi-grid view: **ctrl+alt+q** (mismatched transform grid) The main window is top right.\nClick any axis sphere in any 3D view that isn't the top right quadrant, only the main window transforms.\nYou will also notice that the main window also inherits the grid scale of the multi-view windows.\n\nPlaces to look maybe? [A](overlay_grid.cc#L86) [B](space_view3d)\n\n", "Constrain axis always draws on top [covers mesh in unfavorable ways]\nThe mesh outline is not visible when extruding or moving along the axes. The axes overlap the faces of the mesh themselves, and because of this, it is not convenient to precisely position the extruded faces.\nIt exists on all versions of the 2.8x blender.\n![изображение.png](изображение.png)\nTo repeat the problem, you can select an edge in the editing mode and simply drag along the y axis. In this case, the contour will not be visible by how much it is moved from its actual position.\n![изображение.png](изображение.png)\n\n![изображение.png](изображение.png)\nWith the same action in 2.79, I see black the contours of the mesh as far as it changes when moving.\nBring it back as it was in 2.79", "GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n", "Transform gizmo disappears when up very close\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0\n\nWhen your camera zooms in a lot because of very low near plane the transform gizmo disappears and when trying to zoom out just a bit you jump quite a lot back.\n[transformGizmoDisappearsNear.mp4](transformGizmoDisappearsNear.mp4)\n\n1. Create cube\n2. Set the near plane to 0.0001 m or lower\n3. Select any vertex and press the button to frame the object(for Industry Compatible it is **F**)\n4. The transform Gizmo disappears, when moving the camera it jitters strangely and when trying to zoom out a bit the camera jumps back a lot" ]
[ "Axis are blurred when you make a big Zoom-In\nOperating System: macOS High Sierra 10.13.6\nGraphics card: AMD Radeon HD 6970M OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.22\n\n\nBroken: version: 2.80 (sub 74)\n\n\n\nWhen you make a zoom-in to a little object (see image), the axis are blurred\n\n1. Place a little object ( e.i. 10cm size) near to the axis origin.\n2. Zoom-in to the object.\n\nI don't know if I have to change some parameters in preferences user to fix this issue, I use Blender since a short time.\n\n![Blurred axis.jpg](Blurred_axis.jpg)\n" ]
2.8 Markers dont switch camera Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35 Broken: version: 2.80 (sub 57) Camera-markers don´t switch camera in some of the blender file´s scenes. Happened randomly when working, had to backtrack 4 files to get a working scene. In 2.79 it should just be to click the "lock cameras and layers" button. This file has one Scene that´s broken and one where it works. [MarkersDontWork.blend](MarkersDontWork.blend)
[ "Switching a speakers sound data-blocks fails\nSwitching the sound data-block of a speaker doesn't update audio playback.\n\nRedo with this file:\n\n[sound_switch_bug.blend](sound_switch_bug.blend)\n\n- Spacebar to play animation (white noise will play).\n- In the \"Sound\" panel, switch the sound datablock from \"W\" to \"B\".\n- Notice nothing plays (pause / play, it still doesn't work).\n\nTo hear playback from the updated data-block you can:\n\n- Open and close the preference window (on closing, the new sound will begin to play). This also works with any file-selector window (not windows created from \"New Window\" / \"New Main Window\" though).\n- Save and reload the file. Play animation. \n\nTested with 3.0 and `1705587e21bc62f67a0aa297769853e1903d2a44`.", "Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n", "Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n", "\"Align Active Camera to View\" doesn't match properly\nOperating system: windows 10 21h2\nGraphics card: gtx 1070 ti\n\n3.1.2\n\n\"Align Active Camera to View\" doesn't match to the active and wanted 3D view boundaries and the object distance properly. See the attachments below. \n\n![the-wanted-3D-perspective-view.jpg](the-wanted-3D-perspective-view.jpg) ![align-camera-to-the-3D-view-doesnt-match.jpg](align-camera-to-the-3D-view-doesnt-match.jpg)\n\nThe steps for this: hit the \"Align Active Camera to view\" button in the \"View -> Align view\" menu in the 3D viewport, from where you want to achieve the desirable and proper view result, this result will be the same as I wrote in the short description. Which is very disturbing, mainly if someone came from eg. Maya or C4D to Blender. This is my blend file: [camera align problem.7z](camera_align_problem.7z)\n\nPlease correct this disturbing snapping malfunction in the near future! I would really appreciate that!\n\nThank you!", "adding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic currrently in use by the scene if they have a different framerate\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nadding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic files currrently in use by the scene if they have a different framerate\n\n", "Animation workspace: Switching between tabs causes viewport to change\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Not sure\n\nChanging between the Texture Paint tab and Animation tab causes the Animation viewport to take on properties of the Texture Paint viewport. If this is working as expected it's not ideal.\n\nOpen a new General 3D project. (Or use attached blend)\nSelect the Animation tab. The viewport should look normal.\nNow go to the Texture Paint tab.\nGo back to the Animation tab.\nThe viewport has taken on the properties of the Texture Paint tab.\n\n(A similar issue with the UV editor and Animation tab also occurs.)\n\n[TexPaintToAnimationTab.blend](TexPaintToAnimationTab.blend)\n\n\n", "Cursor doesn't change to the Edit Mode cursor when you use a tablet in some cases.\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics (ICL GT1) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.1.0 Alpha\nBroken: 3.1, 3.0, 2.93.7, 2.83.18, 2.80.\nWorked: In a way, 2.79 behaved better in that regard (but 2.79 did not change the cursor in slider fields).\n\nWhen you use a tablet in Edit Mode, when you hover over a number field, and then lift your pen and lower it again in the Edit Mode window, the cursor don’t change back to the Edit Mode cursor (the cross). \n\nUse a tablet. Go to edit mode and place your cursor on one of the transform fields on the right hand side. Than lift your pen untill it disconnects from your tablet. Place your pen in the Edit Mode space on your tablet and lower your pen untill it connects with your tablet. The cursor doesn’t change to the Edit Mode cursor. If it does, try again.", "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", "Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n", "Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n![buttons.png](buttons.png)\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n![01.png](01.png)\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n![02.png](02.png)\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n![1.png](1.png)\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n![2.png](2.png)\n\nThanks\n", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n", "Undo doesn't work with paint mask selection (texture paint vs. vertex/weightpaint)\nOperating system: Linux-5.2.10-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.32.0, 5.2.10-arch1-1-ARCH, LLVM 8.0.1) X.Org 4.5 (Core Profile) Mesa 19.1.5\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nUndo does not work with paint mask selections. The expected behavior here is that undo should work as in other selection modes.\n\nClick on texture paint.\nSelect single image and create a texture.\nTurn on paint masking, and then select the \"select box\" tool.\nclick on a face on the cube to select it.\nPress ctrl-z.", "Camera jump to nand with follow path constraint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 2.93.0 Alpha\n\nBy adding a follow path constraint and choose a bezier curve as the target, the camera already jumps away by a fair amount. The position values remains unchanged though.\n\nWhen you now go into camera view, and start to navigate in the camera view, be it move rotate or zoom, then the camera jumps away with every navigation step until it reaches nand.\n\n\n- Open Blender\n- Add bezier circle\n- Add Follow Path constraint to the camera\n- Choose the Bezier circle as the target. This is the first position jump\n\n- Now go into camera view\n- Turn off Lock Camera to view so that you can navigate in the camera view\n- Move the camera view by a small amount. You will notice that the ground grid will vanish. The location of the camera changes dramatically. Up to the point where you reach nand in the location values of the camera.\n\n[afternavigation.blend](afternavigation.blend)\n\n[beforenavigation.blend](beforenavigation.blend)\n\n![originaldistance.jpg](originaldistance.jpg)\n\n![firstjump.jpg](firstjump.jpg)\n\n![camnavitonand.jpg](camnavitonand.jpg)\n\n[2021-04-08 18-09-30.mp4](2021-04-08_18-09-30.mp4)\n\n", "Data changes in pre and post scene evaluation handlers not recognised by Cycles, plus occasional ACCESS VIOLATION and inconsistent scene properties.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.4.0 Alpha\nWorked: (Unsure)\n\nCycles is not using the evaluated scene following scene modifications via handlers that fire before scene evaluation, and some data refers to the previous frame whilst other data refers to the frame currently being rendered..\n\n\nHi, we're trying to get Blender fully integrated into our studio, but we're running into quite a lot of issues with handlers. It seems that Cycles is only partially recognising changes made to the scene in the pre_render, pre_frame, and post_frame handlers. \n\nIn the below zip file there are 3 directories, each containing a blend file with a simple script to demonstrate the issue. The script changes the file output node's base path, and it also changes blender own render.filepath in the output properties panel. The new file name includes the scene camera name (which changes on frame 1 and 3 using markers) and the frame number when the handler updated the filepath/base_path properties, followed by the __0001 added by Blender. For example frame one should read: left cam_updated_path_on_frame_1__0001.png\n\n**Steps to reproduce problem**\n\n\n\n - Unzip [cycles handler bug.zip](cycles_handler_bug.zip)\n - open each of the blend files in place (use 'load UI' as I've set up the workspace for the easiest testing)\n - notice that the blender output is set to 'not set yet', as is the file output node in the compositor.\n - choose to render the animation\n # In the folder where the current blend file resides there will now be two additional folders, one for blender's output, and another for the file output node's results.\n\n\n**Results**\n\n**pre_render handler**\n\nAs expected the camera is incorrect because the pre_render handler happens before the scene has been evaluated. Although strangely some of the information is for the unevaluated frame that the playhead has just moved to (the frame number) and some is for the frame the playhead was on prior to beginning rendering (the camera name which was active on frame 4 before the playhead moved to the beginning of the animation ready for rendering in this example).\n\nBlender's own image sequence output does use the new path which was assigned whilst in the first frames pre_render handler, but on the first frame, the camera name is incorrect and the frame number is correct:\n![image.png](image.png)\n\nThe file output node images however show that cycles didn't recognise that the base_path property had been updated until the next frame. We can see here that the file ending in __002.exr was updated on frame 1, but not used until frame 2, and this continues all the way through.\n\n![image.png](image.png)\n\n**pre_frame handler**\n\nStrangely, although this handler also fires prior to the scene being evaluated (directly after the pre_render handler), this time Blender's own output shows the camera name is now correct, but again, the updated file output node is still not being used until the following frame:\n\nblenders output:\n![image.png](image.png)\n\nfile output node's output:\n![image.png](image.png)\n\n\n**post_frame handler**\n \nBlender's output again is correct, but the file output node's new path is not being recognised:\n\nBlender's output:\n![image.png](image.png)\nFile output node's output:\n![image.png](image.png)\n\n\nThe above can be worked around with code by grabbing the camera from the marker list instead of the active scene camera, but one really major issue for us is that even when locking the viewport prior to rendering, if we update the file output node's base_path, we start experiencing occasional Access Violations and instant crashes, this happens even if the file output node's path is not visible to UI. (perhaps this is related to the reason why the base path isn't being recognised until the next frame?)\n\n\n", "Auto perspective sometimes fails\n**System Information** \nOperating system: Windows 10\nGraphics card: 3070\n\nBroken: 3.2.0 and 3.2.1\nWorked: 3.1\n\nAuto perspective setting doesn't work in this case: if you are in camera view or any side view and then you are switching to another side view you have this smooth transition animation between views. If during this animation you press middle mouse button (rotation) to go from side view it doesn't change to perspective. Moreover it \"shifts\" viewport like it was aligned to a bad quad. \n\n1. Turn on auto perspective.\n2. Go to top view.\n3. Change top view to any other side view.\n4. During smooth transition between view press middle mouse button and rotate the viewport.\n5. Now viewport is shifted and stays in orthographic instead perspective.![1.gif.gif](1.gif.gif)" ]
[ "All camera binds corrupting after deleting many objects\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nJust noticed in preparing an example file for another bug report (#63304), upon deleting many objects at once (maybe a binded camera or 2 by mistake) the viewport now ignores all camera binds in the timeline and it just uses the last active camera.\n\nAll subsequent camera binds don't work either.\nRendering produces the same result as in viewport.\nI ran into the issue 3 times before I successfully managed to reduce my file without destroying the camera binds in the animation.\n\n\n**Steps to reproduce**\n\n[reduced.blend](reduced.blend)\n\nNotice how Camera.023 is the only camera used in the viewport, despite all the many camera binds in the timeline." ]
fbx export failure Hello, havnt been able to export an fbx file although obj works fine. seems to fail at fbx fetch meshes ![image.png](image.png) Im new to blender so any help would be much appreciated, thanks.
[ "Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.", "Drawing API improvement\nWe should be able to replace BGL entirely, to make the API compatible with Vulkan/... in the future.\n\n- - [x] view matrix access.\n- - [x] geometry API (GPUBatch).\n- - [ ] image drawing.\n- - [ ] push/pop attributes.\n- - [ ] enable/disable options (smooth, lighting, depth-test, blend... etc).\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", "No responding open .blend file reuse mesh many times\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: blender-3.0.0-alpha+master.32cc9ff03746-windows.amd64-release (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: None (newest version of Blender that worked as expected)\n\n.blend file can download here\n21082\n\nI use bpy build a scene reuse some mesh many times. reuse around 64 times can work smoothly, only 0.4 second to build and open immediately. 128 times build 0.9 seconds and open will take a while. 256 times build 3.17 seconds and cannot open(no responding, not error). \n\n```\n collection = bpy.data.collections.new('matrices')\n bpy.data.collections['meshes'].children.link(collection)\n count = 0\n for mat in self.matrices:\n obj = bpy.data.objects.new(mesh.name, mesh)\n collection.objects.link(obj)\n mat_bpy = matrix_translate_to_bpy(mat)\n obj.matrix_world = mathutils.Matrix([mat_bpy[:4], mat_bpy[4:8], mat_bpy[8:12], mat_bpy[12:16]])\n obj.data.materials.append(materials[get_material_key(self.material)])\n count += 1\n if count > 256:break\n```\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", "FBX vertex parent to curve export crash (python acces to matrix_local issue / 'give_parvert' misses curve_cache)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.72\n\nBroken: version: 2.81 release\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nBlender crashes when trying to export mesh that is vertex parented to curve\n\n\n\n1. Create mesh and curve\n2. Vertex parent mesh to curve control point\n3. Export mesh\n[crashb.mp4](crashb.mp4)\n\n\n\n", "Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "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", "Test bf_imbuf_save fails with an assert in debug builds (DPX 8-bit save)\nOperating system: Linux-6.2.0-10007-tuxedo-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Beta\n\n\n\n- Compile a debug version of v3.6-release\n- run `ctest -R imbuf_save` \n\nIt fails with the assert:\n```\nBLI_assert failed: source/blender/imbuf/intern/colormanagement.cc:2530, IMB_colormanagement_imbuf_for_write(), at '!(byte_output && linear_\nfloat_output)'\n```\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", "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", "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.", "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", "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", "Unable to export/import EXR files after doing `import bpy` and when using the multiprocessing in Python (Blender freezes)\nI am trying to render depth maps and surface Normals using Cycles and store the results in OpenEXR format using nodes. I set up the nodes as follow using Blender's Python API:\n\n\n```\n#blenderClass.py\nimport importlib\n\nclass Blender(object):\n def __init__(self):\n self.bpy = importlib.import_module(\"bpy\")\n self.scene = self.bpy.context.scene\n self.scene.render.use_sequencer = False\n self.scene.display_settings.display_device = 'sRGB'\n\tself.scene.view_settings.view_transform = 'Raw'\n\tself.scene.sequencer_colorspace_settings.name = 'Raw'\n self.scene.render.engine = 'CYCLES'\n self.scene.use_nodes = True\n\tself.setupRenderNodes()\n\n def setupRenderNodes(self):\n\t\t\n\tfor node in self.scene.node_tree.nodes:\n\t\tself.scene.node_tree.nodes.remove(node)\n\trenderNode = self.scene.node_tree.nodes.new('CompositorNodeRLayers')\n\n\t# Depth map\n\tself.depthOutputNode = self.scene.node_tree.nodes.new('CompositorNodeOutputFile')\n\tself.depthOutputNode.format.file_format = 'OPEN_EXR'\n\tself.depthOutputNode.format.color_depth = '32'\n\tself.depthOutputNode.format.color_mode = 'RGB'\n\tself.depthOutputNode.format.exr_codec = 'ZIP'\n\tself.depthOutputNode.base_path = 'somePath/'\n\tself.depthOutputNode.file_slots[0].path = 'fileNameDepth#'\n\n\t# Link\n\tself.scene.node_tree.links.new(renderNode.outputs[2], self.depthOutputNode.inputs[0])\n\n def render(self, objPath):\n self.bpy.ops.import_scene.obj(filepath=objPath)\n self.bpy.ops.render.render(write_still=True)\n```\n\n```\n#main.py\nfrom multiprocessing import Process\nimport blenderClass import Blender\nblender = Blender()\n\nobjPaths = ['obj1.obj', 'obj2.obj', 'obj3.obj', 'obj4.obj']\n\nprocList = []\nfor path in objPaths:\n proc = Process(target=blender.render, kwargs={'objPath': path})\n procList.append(proc)\n proc.start()\n\nfor job in procList:\n job.join()\n```\n\nThe problem is when I do bpy.ops.render.render(write_still=True) Blender freezes and the results are not saved on disk. However, if I change OPEN_EXR_MULTILAYER and OPEN_EXR to PNG and change the color_depth to '16' everything works and I get the rendering results on disk. Note that I do not change any of my rendering engine settings like tile size, resolution etc. Does anyone know why Blender freezes and the rendering results are not on disk when using OpenEXR?\n\nThe strange thing is everything works normally when running Blender with GUI and setup the nodes and rendering engine the same way. It would be also useful if someone can try this and let me know if things work fine on their side.\n\nI'm not sure if this has something to do with the problem that I'm facing but I have compiled Blender manually and import it as a module in the Python installed on my machine. Here are the CMake settings I used to compile Blender 2.79b from source:\n\n\n```\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\n```\n\nUpdate: I experience the same behavior with Blender 2.78 and 2.79, compiled with the same exact settings above.\n" ]
[ "Python: Traceback Error / Location: unknown location: -1\nPython: Traceback (most recent call last):\n```\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 644, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"D:\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 1591)\n\nlocation: <unknown location>:-1\n\n", "How to fix error when trying to export FBX into unity\n**ERROR**\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 24)\n\nlocation: <unknown location>:-1\n\n**EXPLANATION**\n \nI am trying to export fbx my model into unity it keeps giving me an error ,however when I try to export collada the blender model when it works fine so I don't why I keep getting an error when I try to export fbx", "Not able export FBX my Robot Model\n{[F11265702](Robot.blend)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.75\n\nBroken: version: 2.93.5\n\nTrying to Import the FBX from Blender and getting the following error.\n\nPython: Traceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 644, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 863)\n\nlocation: <unknown location>:-1\n\nThanks,\nChandra Jaiswal\n\n", "Exporting an FBX causes a Python Traceback error\nOperating system: Windows 10 Home\nGraphics card: NVidia GeForce RTX 2080\n\nBroken: 2.92.0\nWorked: 2.92.0\n\n\nExporting the scene or individual objects as an FBX causes an error\n\nPython: Traceback (most recent call last):\n```\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 644, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"D:\\SteamLibrary\\steamapps\\common\\Blender\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 1)\n\nlocation: <unknown location>:-1\n\n\n\n\nOpen the .blend file, and export it as an FBX\n\n[Ruppees.blend](Ruppees.blend)", "Error on export to FBX\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 2.92.0\n\nError on export to FBX. \nSTACK TRACE:\nPython: Traceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 644, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 2)\n\nlocation: <unknown location>:-1\n\n\n\nSee attached file \"Export settings.PNG{[F10144374](Export_settings.PNG)}\"\nSee attached file \"lamp.blend\"[lamp.blend](lamp.blend)\n", "i cant export fbx\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\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nbpy.context.space_data.context = 'MODIFIER'\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nbpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nbpy.ops.object.modifier_remove(modifier=\"Solidify\")\nbpy.ops.object.modifier_add(type='SOLIDIFY')\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.02\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.03\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.04\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.03\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.02\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.01\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.02\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.01\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0\nbpy.context.object.modifiers[\"Solidify\"].thickness = -0.01\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.01\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.02\nbpy.context.object.modifiers[\"Solidify\"].solidify_mode = 'NON_MANIFOLD'\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nbpy.context.object.modifiers[\"Solidify\"].solidify_mode = 'EXTRUDE'\nbpy.context.object.modifiers[\"Solidify\"].bevel_convex = -1\nbpy.context.object.modifiers[\"Solidify\"].bevel_convex = -0.817\nbpy.context.object.modifiers[\"Solidify\"].bevel_convex = -0.722\nbpy.context.object.modifiers[\"Solidify\"].bevel_convex = 0.127\nbpy.context.object.modifiers[\"Solidify\"].bevel_convex = 0.0130001\nbpy.ops.object.modifier_move_up(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_up(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_up(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_up(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_up(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_up(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_up(modifier=\"Solidify\")\nbpy.ops.object.modifier_move_down(modifier=\"Solidify\")\nbpy.ops.object.modifier_remove(modifier=\"Solidify\")\nbpy.ops.object.editmode_toggle()\nbpy.ops.object.editmode_toggle()\nbpy.ops.object.duplicate_move(OBJECT_OT_duplicate={\"linked\":False, \"mode\":'TRANSLATION'}, TRANSFORM_OT_translate={\"value\":(0, 0, 0), \"orient_type\":'GLOBAL', \"orient_matrix\":((1, 0, 0), (0, 1, 0), (0, 0, 1)), \"orient_matrix_type\":'GLOBAL', \"constraint_axis\":(False, False, False), \"mirror\":True, \"use_proportional_edit\":False, \"proportional_edit_falloff\":'SMOOTH', \"proportional_size\":0.289664, \"use_proportional_connected\":False, \"use_proportional_projected\":False, \"snap\":False, \"snap_target\":'CLOSEST', \"snap_point\":(0, 0, 0), \"snap_align\":False, \"snap_normal\":(0, 0, 0), \"gpencil_strokes\":False, \"cursor_transform\":False, \"texture_space\":False, \"remove_on_cancel\":False, \"release_confirm\":False, \"use_accurate\":False})\nbpy.ops.transform.translate(value=(0, 0.00196708, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=0.289664, use_proportional_connected=False, use_proportional_projected=False)\nbpy.ops.object.delete(use_global=False)\nDeleted 1 object(s)\nbpy.ops.object.modifier_add(type='SOLIDIFY')\nbpy.context.object.modifiers[\"Solidify\"].thickness = 0.02\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nbpy.ops.object.modifier_remove(modifier=\"Solidify\")\nbpy.ops.transform.translate(value=(0, 0.00218758, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=0.289664, use_proportional_connected=False, use_proportional_projected=False)\nbpy.ops.object.editmode_toggle()\nbpy.ops.object.editmode_toggle()\nSaved \"coffee house.blend\"\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nbpy.context.object.modifiers[\"ParticleSettings\"].show_expanded = False\nbpy.context.object.modifiers[\"ParticleSettings\"].show_expanded = True\nMerkez Noktasını Yenile (Nesnede yapılan düzenlemeden sonra, değişen boyutlar nedeniyle merkez noktası değişir)\nbpy.ops.object.modifier_remove(modifier=\"Solidify\")\nbpy.ops.transform.translate(value=(0, 0.0340166, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=0.289664, use_proportional_connected=False, use_proportional_projected=False)\nbpy.context.space_data.shading.type = 'RENDERED'\nbpy.context.space_data.shading.type = 'MATERIAL'\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nbpy.ops.object.modifier_apply(apply_as='DATA', modifier=\"Solidify\")\nSaved \"coffee house.blend\"\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nSaved \"coffee house.blend\"\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.data.objects[\"Plane.009\"].(null) = True\nbpy.data.objects[\"Plane.009\"].(null) = False\nbpy.data.objects[\"Plane.004\"].(null) = True\nbpy.data.objects[\"Plane.004\"].(null) = False\nbpy.data.objects[\"Plane.010\"].(null) = True\nbpy.data.objects[\"Plane.010\"].(null) = False\nbpy.data.objects[\"Plane.010\"].(null) = True\nbpy.data.objects[\"Plane.010\"].(null) = False\nbpy.data.objects[\"Plane.011\"].(null) = True\nbpy.data.objects[\"Plane.011\"].(null) = False\nbpy.data.objects[\"Plane.012\"].(null) = True\nbpy.data.objects[\"Plane.012\"].(null) = False\nbpy.data.objects[\"Plane.013\"].(null) = True\nbpy.data.objects[\"Plane.013\"].(null) = False\nbpy.data.objects[\"Plane.014\"].(null) = True\nbpy.data.objects[\"Plane.014\"].(null) = False\nbpy.data.objects[\"Plane.012\"].(null) = True\nbpy.data.objects[\"Plane.012\"].(null) = False\nbpy.data.objects[\"Plane.013\"].(null) = True\nbpy.data.objects[\"Plane.013\"].(null) = False\nbpy.data.objects[\"Plane.013\"].(null) = True\nbpy.data.objects[\"Plane.013\"].(null) = False\nbpy.data.objects[\"Plane.014\"].(null) = True\nbpy.data.objects[\"Plane.014\"].(null) = False\nbpy.data.objects[\"Plane.015\"].(null) = True\nbpy.data.objects[\"Plane.015\"].(null) = False\nbpy.data.objects[\"Plane.016\"].(null) = True\nbpy.data.objects[\"Plane.016\"].(null) = False\nbpy.data.objects[\"Plane.017\"].(null) = True\nbpy.data.objects[\"Plane.017\"].(null) = False\nbpy.data.objects[\"Plane.017\"].(null) = True\nbpy.data.objects[\"Plane.017\"].(null) = False\nbpy.data.objects[\"Plane.018\"].(null) = True\nbpy.data.objects[\"Plane.018\"].(null) = False\nbpy.data.objects[\"Plane.019\"].(null) = True\nbpy.data.objects[\"Plane.019\"].(null) = False\nbpy.data.objects[\"Plane.020\"].(null) = True\nbpy.data.objects[\"Plane.020\"].(null) = False\nbpy.data.objects[\"Plane.018\"].(null) = True\nbpy.data.objects[\"Plane.018\"].(null) = False\nbpy.data.objects[\"Plane.019\"].(null) = True\nbpy.data.objects[\"Plane.019\"].(null) = False\nbpy.data.objects[\"Plane.020\"].(null) = True\nbpy.data.objects[\"Plane.020\"].(null) = False\nbpy.data.objects[\"Plane.021\"].(null) = True\nbpy.data.objects[\"Plane.021\"].(null) = False\nbpy.data.objects[\"Plane.022\"].(null) = True\nbpy.data.objects[\"Plane.022\"].(null) = False\nbpy.data.objects[\"Plane.023\"].(null) = True\nbpy.data.objects[\"Plane.023\"].(null) = False\nbpy.data.objects[\"Plane.024\"].(null) = True\nbpy.data.objects[\"Plane.024\"].(null) = False\nbpy.data.objects[\"Plane.025\"].(null) = True\nbpy.data.objects[\"Plane.025\"].(null) = False\nbpy.data.objects[\"Plane.026\"].(null) = True\nbpy.data.objects[\"Plane.026\"].(null) = False\nbpy.data.objects[\"Plane.027\"].(null) = True\nbpy.data.objects[\"Plane.027\"].(null) = False\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.context.object.hide_viewport = True\nbpy.context.object.hide_viewport = False\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_rename()\nbpy.data.objects[\"Plane.005\"].(null) = True\nbpy.data.objects[\"Plane.005\"].(null) = False\nbpy.data.objects[\"Plane.005\"].(null) = True\nbpy.data.objects[\"Plane.005\"].(null) = False\nbpy.data.objects[\"Plane.005\"].(null) = True\nbpy.data.objects[\"Plane.005\"].(null) = False\nbpy.data.objects[\"Plane.005\"].(null) = True\nbpy.data.objects[\"Plane.005\"].(null) = False\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_rename()\nbpy.data.objects[\"Plane.006\"].(null) = True\nbpy.data.objects[\"Plane.006\"].(null) = False\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_rename()\nbpy.data.objects[\"Plane.007\"].(null) = True\nbpy.data.objects[\"Plane.007\"].(null) = False\nbpy.data.objects[\"Plane.007\"].(null) = True\nbpy.data.objects[\"Plane.007\"].(null) = False\nbpy.data.objects[\"Plane.007\"].(null) = True\nbpy.data.objects[\"Plane.007\"].(null) = False\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_rename()\nbpy.data.objects[\"Plane.001\"].(null) = True\nbpy.data.objects[\"Plane.001\"].(null) = False\nbpy.data.objects[\"Plane.001\"].(null) = True\nbpy.data.objects[\"Plane.001\"].(null) = False\nbpy.data.objects[\"Plane.001\"].(null) = True\nbpy.data.objects[\"Plane.001\"].(null) = False\nbpy.data.objects[\"Plane.001\"].(null) = True\nbpy.data.objects[\"Plane.001\"].(null) = False\nbpy.data.objects[\"Plane.001\"].(null) = True\nbpy.data.objects[\"Plane.001\"].(null) = False\nbpy.data.objects[\"Plane.002\"].(null) = True\nbpy.data.objects[\"Plane.002\"].(null) = False\nbpy.data.objects[\"Plane.003\"].(null) = True\nbpy.data.objects[\"Plane.003\"].(null) = False\nbpy.data.objects[\"Plane.008\"].(null) = True\nbpy.data.objects[\"Plane.008\"].(null) = False\nbpy.data.objects[\"Plane.008\"].(null) = True\nbpy.data.objects[\"Plane.008\"].(null) = False\nbpy.data.objects[\"saksı\"].(null) = True\nbpy.data.objects[\"saksı\"].(null) = False\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.collection_delete()\nDeleted 0 object(s)\nDeleted 0 object(s)\nbpy.context.object.hide_viewport = False\nbpy.ops.object.delete(use_global=False)\nDeleted 1 object(s)\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.collection_drop()\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True)\nSaved \"coffee house.blend\"\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\BlenderOctane\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 16)\n\nlocation: <unknown location>:-1\n\n", "FBX Exporting Error\nOperating system: i5 9400\nGraphics card: GTX 1650 Super\n\nBroken: (all)\nWorked: (none)\n\n\nI'm receiving an error message when exporting my rig as a .fbx file. Here is the error I'm receiving: \n\nPython: Traceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 29)\n\nlocation: <unknown location>:-1\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Problem with export as .FBX in Blender 2.92.0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.92.0\n\nIve made a simple model over a camera brought by a .Spy file and i just can´t seem to export this file as .fbx. I´m just trying to export the mesh as i don´t need the camera information, but even this is not possible.\n\nHere´s the message i get from Blender: \n\nPython: Traceback (most recent call last):\n```\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 644, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"E:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 1122)\n\nlocation: <unknown location>:-1\n\n\n\n\n", "fbx export bug\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: AMD Radeon(TM) RX Vega 11 Graphics ATI Technologies Inc. 4.5.13571 Core Profile Context 19.30.28 26.20.13028.13\n\nBroken: version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: `0330d1af29#\nWorked: #newest version of Blender that worked as expected#\n\n\n[Based on the default startup or an attached .blend file #as simple as possible#]\n\nhi\nI try export fbx file but blender get error\n![error.png](error.png)\nI make file in blender 2.83 and edit in blender 2.90", "Blender FBX Export Bug\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.82 (sub 7)\n\nWhen trying to export my model as an FBX file with these settings ![Capture.PNG](Capture.PNG) I get the error with these settings ![Capture.PNG](Capture.PNG)\n\n\n* Open the included .blend file\n[House.blend](House.blend)\n\n* Input the included image in the shading editor and input the color node of the image to the base color of the object (Principled BSDF) image: ![Colors.png](Colors.png)\n\n* Export as FBX with these settings ![Capture.PNG](Capture.PNG)\n\n", "traceback error when export to fbx\npleas help, i just stared using blender in a couple week. and when i'm trying to export to fbx files it gave me this error. i made this model in 2.9 ver but it doesn't work. also try to export in 2.91 ver but still not work either (sorry for my dumb english)\n![screenshot_1608693176.png](screenshot_1608693176.png)", "Error export FBX\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 44000)\n\nlocation: <unknown location>:-1\n\n", "When exporting to FBX throws error\nOperating system: MAC 10.15\nGraphics card: Intel UHD Graphics 617 1536 MB\n\nBroken: Version 2.91.0 (2.91.0 2020-11-25)\n\n**Short description of error**[Cannon.blend](Cannon.blend)\nWhen exporting to FBX throws error\n\n\nPython: Traceback (most recent call last):\n```\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"/Applications/Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 21830)\n\nlocation: <unknown location>:-1\n\n", "Something in Blender can generate invalid (Nan) values in UVMaps\nSee e.g. [nan-nan_with-bevel.blend](nan-nan_with-bevel.blend) (run `mesh_data.validate(verbose=True)` in py console to see the issues). \n\nIt *might* be caused by Bevel code? Needs investigation.\n\n-----------\n\n# Original Report:\n\nOperating system: Windows 10\nGraphics card: 1080 Ti \n\nBroken: 2.83.4, 2.82a, e4932d1167\nWorked: No Idea \n\n\nExport the fbx. (Only default settings were tested.)\n\n[Voiture.blend](Voiture.blend)\n\nhere is log\n```lines=20\nFBX export starting... '/Users/me/Downloads/Voiture.fbx'\nFBX export prepare: Wrapping Objects...\n\tDone (0.000301 sec)\n\nFBX export prepare: Wrapping Data (lamps, cameras, empties)...\n\tDone (0.000074 sec)\n\nFBX export prepare: Wrapping Meshes...\n\tDone (0.000263 sec)\n\nFBX export prepare: Wrapping ShapeKeys...\n\tDone (0.000039 sec)\n\nFBX export prepare: Wrapping Armatures...\n\tDone (0.000043 sec)\n\nFBX export prepare: Wrapping World...\n\tDone (0.000102 sec)\n\nFBX export prepare: Wrapping Materials...\n\tDone (0.000359 sec)\n\nFBX export prepare: Wrapping Textures...\n\tDone (0.001477 sec)\n\nFBX export prepare: Wrapping Animations...\n\tDone (0.000160 sec)\n\nFBX export prepare: Generating templates...\n\tDone (0.000093 sec)\n\nFBX export prepare: Generating Connections...\n\tDone (0.000639 sec)\n\nFBX export fetch empties (0)...\n\tDone (0.000038 sec)\n\nFBX export fetch lamps (0)...\n\tDone (0.000030 sec)\n\nFBX export fetch cameras (0)...\n\tDone (0.000034 sec)\n\nFBX export fetch meshes (5)...\nPython: Traceback (most recent call last):\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\n File \"Blender.app/Contents/Resources/2.91/scripts/addons/io_scene_fbx/export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nKeyError: ((nan, nan), 819)\n\nlocation: <unknown location>:-1\n```", "Error when exporting\nWindows 10\nNot sure about the graphics card as its a remote desktop \nThe blender version is 2.90.1\n\nI am trying to export a mesh but an error has started showing up, it was working fine a few seconds before \n\nSelect all parts of a mesh\nGo to file > export > export as fbx\nClick selected objects, add the location for the export and name the export \nClick Export Fbx \n\nThis message shows up with the error:\n[Traceback.docx](Traceback.docx)", "Error when trying to export fbx files\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 2.91.0\n\nWhen I try to make a basic construction I get this error: -Python: TraceBack (most recent call last):... KeyError ((nan, nan) 181)\n\nExport the file in FBX format.\n[4.blend](4.blend)\n\n![Error.png](Error.png)\n\n[7.blend](7.blend)\n", "FBX export error\nOperating system: Windows 10 last upadte\nGraphics card: RTX 2060 last studio drivers\n\nBroken: 2.93\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nwhen exporting fpb, error message apears\nBased on the default startup or an attached .blend file (as simple as possible).\nvery simple mesh...just newbie is trying{[F10164780](pokus.blend)}", "Having problems when exporting blender model to FBX\nThis is my first non low poly model ive done and I really dont want to have to restart so any help that can be provided is appreciated greatly. The model itself has 90k tris just incase thats something needed to know, thanks in advance!\n\n![blender_eror.png](blender_eror.png)", "Cannot export FBX 2.90\nOperating system: Win 10\nGraphics card: \n\nBroken: 2.90.0 2020-08-31 11:26\nWorked: -\n\n\nIm recently upgraded my blender from version 1.79 to 2.90\nMade a simple low poly objects and some of these cannot let my export them as FBX\n\nThe next error is displayed when this happen: \n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 1)\n\nlocation: <unknown location>:-1\n\n\n\nOpen the .blend and try to export it as FBX\n\n[door.blend](door.blend)\n\n[system-info.txt](system-info.txt)", "FBX wont export\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 2.91.2\n\nI try to export as fbx file for my mobile game unity project but it gives a error \nthey all use same material , my export settigs was fbx unity scale , apply transfarm checked.\nDid reload the blender file still gives error.![fbx.png](fbx.png)\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nKeyError: ((nan, nan), 258)\n\nlocation: <unknown location>:-1\n\n\n```\n\n\n\n", "Error when I try to export this project into FBX.\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-14 20:04, hash: a509e79a4c\n\nName: FBX format (4, 21, 3)\nAuthor: Campbell Barton, Bastien Montagne, Jens Restemeier\n\nI've been trying to export as FBX and I get this error log every time. Other projects work fine. Dragging it in Unity doesn't work either. Can anyone help me out here? Thanks in advance.\n```\nTraceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nKeyError: ((nan, nan), 182)\n\nlocation: <unknown location>:-1\n```\n\n- Open attached .blend file\n- Export FBX\n\n[Base.blend](Base.blend)", "I cant export as fbx\nOperating system: Windows 10 64x\nGraphics card: NVIDIA Gefore RTX 2060\n\nBroken: 2.92.0\nWorked: ...\n\nI am pressing export as fbx and error appears. Screenshot here: 1tlo1f5\nI am opening my blend file (Knife.blend) \ntrying to export as fbx\nError\n\nThere is my file:\n[Knife.blend](Knife.blend)", "Traceback error while exporting as fbx\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.33\n\nBroken: version: 3.1.0\n\nUnable to export as fbx\n\n```\nFBX export starting... 'C:\\\\Users\\\\Yalin\\\\Downloads\\\\新建文件夹 (2)\\\\gun.fbx'\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 644, in execute\n return export_fbx_bin.save(self, context, **keywords)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3213, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3109, in save_single\n fbx_objects_elements(root, scene_data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2909, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1177, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 505, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 452, in _elem_data_single\n getattr(sub_elem, func_name)(value)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.1\\3.1\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1177, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nKeyError: ((nan, nan), 0)\n\nlocation: <unknown location>:-1\n```\n\nI only remembered that I imported an auto-mirror\n\n\n", "Export to FBX throws KeyError for a specific object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\n\n\n1. I have created several simple low-poly objects. Exporting worked fine for the first 6 objects created.\n2. I created another object, and since then exporting is giving the provided error.\n3. I tried exporting only selected items and it works for every item except \"TreeTrunk.002\" in the attached blend file \n[environment.blend](environment.blend)\n\nError:\n\n```\nTraceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 636, in execute\n return export_fbx_bin.save(self, context, **keywords)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.90\\2.90\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nKeyError: ((nan, nan), 49)\n\nlocation: <unknown location>:-1\n```\n\n\n\n1. Load attached \"environment.blend\" file\n2. Select all items (or just \"TreeTrunk.002\" since that's the problem object)\n3. Attempt to export all selected as FBX (default options are fine, but any options cause the error it seems)\n4. Error!\n\n", "Can't Export animated mesh to .FBX\nI'm working on multiple animations in one model. When I try to export it to .FBX , I got this.\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 634, in execute\n return export_fbx_bin.save(self, context, **keywords)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3198, in save\n ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 3094, in save_single\n fbx_objects_elements(root, scene_data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 2894, in fbx_objects_elements\n fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in fbx_data_mesh_elements\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 504, in elem_data_single_int32_array\n return _elem_data_single(elem, name, value, \"add_int32_array\")\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\fbx_utils.py\", line 451, in _elem_data_single\n getattr(sub_elem, func_name)(value)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\encode_bin.py\", line 161, in add_int32_array\n data = array.array(data_types.ARRAY_INT32, data)\nFile \"C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\scripts\\addons\\io_scene_fbx\\export_fbx_bin.py\", line 1174, in <genexpr>\n elem_data_single_int32_array(lay_uv, b\"UVIndex\", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))\n```\nKeyError: ((nan, nan), 432)\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\n\nCould anyone take a look at this.\nThank you.", "Cant Export my file (Uknown location error 1)\nOperating system: Windows 10 64 bit\nGraphics card: Intel Core i5-62000\n\n2.90\n Uknown location 1 error when exporting\n![image.png](image.png)\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Keyframes on sound volume do not work Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75 Broken: version: 2.83 (sub 12) In Video Editing, Keyframes on the the sound volume do not result in volume change Open attached blend file and play animation: You will hear volume does not change while the sound strip shows that the volume should fade to 0 at frame 710. Switching to Animation workspace shows the details of the Keyframes added to the sound volume.[sound_volume_error_2.83.blend](sound_volume_error_2.83.blend)
[ "Eevee Incorrect rendering of the volume\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n![image.png](image.png)\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\n", " Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\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", "Keyframing off Animated property of rigid body on second frame of rigid body simulation\nOS: Ubuntu 13.10\nLinux kernel: 3.11.0-18-generic\n\nBroken: 2.70-b64bdb2-linux-glibc211-x86_64\n\n\nNormally, keyframing off the Animated property of a rigid body will cause rigid body to maintain its velocity and rotation that it has at the last animated keyframe. However, if the Animated property is keyframed off on the second keyframe of the rigid body simulation, the object will continue the animation from a stand-still, i.e. it loses its initial velocity / rotation.\n\n\n\nCreate bug:\n\n - Open new Blender file\n - Keyframe location of the default cube\n - Go to frame 20, move cube along the y-axis by 20 units and keyframe location.\n - Enable Rigid Body for the cube\n - Go to frame 10, enable Animated (Physics context -> Rigid Body panel) and keyframe it\n - Go to frame 11, disable Animated and keyframe it\n - Go to Scene context -> Rigid Body Cache panel, and set Start to 10 (and say, End to 50)\n - Go to 3D View and hit ALT A to start animation. Notice that when the cube reaches frame 10, it loses its y-velocity and just falls straight down.\n\nResolution:\n\n - Set the start of Rigid Body Cache to 9. \n - Update cache by unlinking the RigidBodyWorld group from Rigid Body World panel, then choose it again.\n # Play animation again, and it's fine.\n\nAlthough, I have figured out how to get it working, I think this is unexpected behaviour (which took me a long time to figure out).\n\nSteps 1-7 have already been completed in this file: [rigidBody_bug.blend](rigidBody_bug.blend)\n", "Angle input fields fail to accept units when scene rotation units are set to radians\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nAngle input fields usually accept rotation units as 'd' for degrees and 'r' for radians after the entered number, however when scene rotation units are changed to radians in the scene properties, this functionality stops working. Blender reports an error when units are entered: \n\n\n> Error evaluating number, see Info editor for details: File \"<string>\", line 1\n> 2d\n> ^\n> SyntaxError: unexpected EOF while parsing\n> \n\n\n\n\n\n\n1. Open new scene and change rotation units to radians in the Properties Editor, Scene tab, Units section. \n2. Type some number followed by 'd' for degrees in any rotation input filed.\n\n\n", "Particles animation dont show\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nemitter particles animation don't show movement when i press G shortcut to move the model that contain the particles but they don't show any movement, so i can't do an autokeying animation whit the desire movement of the mouse.\n\nadd a cube, put particle emitter, press space bar and G key to move, the particles don't show movement only flickering.\n", "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.", "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![image.png](image.png)", "Cycles Volume Scatter Density broken in \"complex\" node setup\nOperating system: Linux-4.12.14-lp151.28.87-default-x86_64-with-glibc2.17 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.27.04\n\nBroken: version: 2.91.0\n\n\nWhen constructing this node setup, the density-slider of the second volume scatter node seems to suddenly only act in a binary way, making the volume either transparent or taking on the density-value of the other volume scatter node. The point at which this happens can be influenced by changing either the colour of the node or the factor-value of the second mix shader. The settings of the other nodes seem to have no effect on this.\n*Edit: After further testing, the Volume Absorbtion and first Mix Shader Nodes are not needed.*\n\n\n*Load attached .blend\n*change density of the second (marked in image) Volume Scatter node (here, the switch happens somewhere between .003 and .004)\n\n[volume_bug_simplified.blend](volume_bug_simplified.blend)\n\n{[F9550433](blender_volume_bug.png), size=full}\n\nThanks for taking a look!\n", "Sound strips don't change length when sound file is changed\nOperating system: Windows 10\nGraphics card: Nvidia MX150\n\nBroken: 2.91 and 2.92 Alpha\n\n**Steps to reproduce**\nAdd sound, change file to another one with different length.\n\nStrip length is not updated.", "Motion blur not working for fluid sim in USD\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.0.1\n\nMotion blur not working for fluid sim in USD\n\nCache the sim from the attached file. Export as USD. Render in Cycles with motion blur.\n\nIt works in alembic but the cache needs to be in uni cache. VDB doesn't work\n\n[MB_USD.blend](MB_USD.blend)\n\n", "Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\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\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: ![1601108715146.png](1601108715146.png)\n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n", "Menu Hotkey do not work in Batch Rename Dialogue\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.1\n\nIn the Batch Rename Dialogue there the \"Type\" drop down. In this drop down pressing the underlined characters does not work like in other drop downs and menus.\n\n\n1. Select one or multiple objects\n2. Hit Ctrl + F2 for \"Batch Rename\"\n3. The \"Type\" drop down is set to \"Find/Replace\" by default\n4. Click the \"Type\" Drop Down to open it\n5. press \"S\" \n6. Nothing happens even though the drop down should now be set to \"Set name\" as indicated by the underlined \"S\".\n", "Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n", "Changing driven rigidbody constraint value does not invalidate cache\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nChanging driven rigidbody constraint value does not invalidate cache.\n\n[0385-5151.avi](0385-5151.avi)\n\n[#83561.blend](T83561.blend)\n\n- Open file\n- Change Y location of Empty.006 - pinned in upper editor. This should change velocity of motor of Empty.005\nThis should invalidate rigidbody cache, but it doesn't\n\n[T83561_simplified.blend](T83561_simplified.blend)\n" ]
[ "VSE Color Strip - Broken when Animated\nOperating system: Windows 10 Pro\nGraphics card: Nvidia Quadro M3000M\n\nBroken: v2.83 Alpha, 1a3928f33c76, master, 2020-04-09\nWorked: v2.82a Official Release\n\n\nVSE Color Strip does not respond when inserting keyframes to animate opacity values between 0-1\n\n\n1. Start new file.\n2. Select \"Video Editing\" from Splashscreen.\n3. Add any movie strip of your choice.\n4. Add a color strip.\n5. Select the added color strip and insert a keyframe in the opacity bar at a value of 1\n6. Move a few frames forward and insert another keyframe in the opacity bar at a value of 0\n\n**NOTE**\n\nWhen all of the above steps are followed, the color strip seems to be broken. Transparency does not take place when animated. ", "VSE keyframes don't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83 (sub 9)\nWorked: 2.82a official release\n\nkeyframing and animating opacity in the vse editor doesn't seem to work as it used to. the image above doesn't change its opacity.\nbelow is the latest build\n![Bug report 01.PNG](Bug_report_01.PNG)\nbelow is 2.82a\n![Bug report 02.PNG](Bug_report_02.PNG)\n\n1. open vse\n2. add two (different) images on top of each other\n3. keyframe the opacity on the image above in some way (fade in or out, doesn't matter)\n4. the image doesn't fade, neither in the preview nor the render.\n\n[Bug_Report_03.blend1](Bug_Report_03.blend1)", "Audio in video sequence editor \nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83 (sub 8)\n\nAfter adding keyframes to the values 'volume' or 'pitch', in the sound section in the adjust section of the N-panel in the Video Sequence Editor, and playing the audio, it plays the audio using the values last keyframed, instead of the value which the graph editor, or the waveform shows.\n\nOpen .blend file,\nadd keyframes to the volume, or pitch value of the audio. this can be fading in, fading out, etc.\nplay the audio. \n\nYou should hear the noise or pitch at the level shown only by the N-panel, regardless of the waveform.\n\nThanks a load, and keep up the great work!\n\n[Train audio edit.blend](Train_audio_edit.blend)\n![Annotation 2020-03-29 124340.jpg](Annotation_2020-03-29_124340.jpg)" ]
Array modifier shows wrong array number of objects in edit mode of linked objects Operating system: windows10 Graphics card: NVidia GeForce GTS 250 Broken: 2.80 Beta 2019-05-29 18:17, hash: fee600f47980, branch: blender2.7 When I select a Window object (which is duplicated linked [alt+d]) which has array modifiers and change to Edit Mode another linked window (alt+d'ed object) shows current selected modifier on all of them. Open Blender with default layout and add an object then duplicate it (using alt+d). On two objects give them different Array modifiers and then toggle between them in edit mode. In attached file just toggle between Cube and Cube.001 and go into Edit Mode on first and on second separately. Blend file: [duplicated_objects_modifier_bug.blend](duplicated_objects_modifier_bug.blend) ![Zrzut ekranu (16).png](Zrzut_ekranu__16_.png) ![Zrzut ekranu (15).png](Zrzut_ekranu__15_.png)
[ "IDProps mismatch (pyRNA-defined vs. custom props) can confuse liboverride system in Collection property case\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.93.5\n\nOverride libraries linking seem to have an issue when linking collection property registered by an addon or a script.\nIf I add items to a collection property of an object in the source file, and then link the object using override libraries in a new file. I can't delete this item in the collection property, that's ok. **The problem is when I go back to the source file and clear the collection property,** so it doesn't have items anymore, then going back again to the linked file,**the object still has this property item,** even if it was deleted in the source file, and it still can't be removed.\n\nThe rar file includes a source file, a file with the linked collection, and a test addon which just register a property, you can also just run the script from the source file, but better to test with the addon.\n- Install the addon or run the script in order to register a collection property called test_proprety on the box object.\n- Open the file override_properties_to_link.blend\n- Select cube and Write in the console C.object.test_property.items() or just press the arrow up in the console\n- There should be one item assigned - bpy.data.objects['Cube'].test_property[0])\n- Try to clear using C.object.test_property.clear() and then check the items again. The item is still there for me and can't be removed, also when using remove(0).\n- Go to the source file and check for the items again using C.object.test_property.items(). It should be empty.\n\nHow to repeat the error?\n- In the source file add items to the object property using C.object.test_property.add()\n- Start a new clean file, link the collection from the source file.\n- Make the cube object a library override.\n- The object should have the item in the C.object.test_property from the source file. Save the file.\n- Go back to the source file and clear the items using C.object.test_property.clear() and save the source again.\n- Open the saved file with the linked source. Run C.object.test_property.items() in the console, and it will still have the item that was cleared from the source.\n\n\n\n[Override_property_Bug.rar](Override_property_Bug.rar)", "Formalize design for multiple hairs in a single object / edit geometry node\nThis includes the edit mode node.", "Broken material assigment after changing mesh-linking to object-linking\nWindows 11\nNvidia RTX 2060 super\n\nBroken: blender-3.2.0-stable+daily.e05e1e369187\n\n![bug_slots.gif](bug_slots.gif)\nOn objects with multiple material slots, the currently selected slot gets bugged when switching from object-linking to mesh-linking. It allows the user to select a different material for each link type, which seems to trigger the bug and has lingering effects. For example, in geometry-nodes setting the material becomes unpredicatable, with material names seemingly swapped.\n\nFrom the provided blend file or startup scene:\n1. create a new material slot\n2. pick a material for this slot\n3. swap the material link type between object-link and mesh-link\n4. select a different material for the same slot\nThe material or slot is now bugged. Geo nodes 'set material' will become unpredictable.\n\n[bug_slots.blend](bug_slots.blend)", "Wrong number of datablocks indicated in the outliner\nOperating system: Linux 64\nGraphics card: GTX 1080\n\n2.93.5 & 3.0\n\nIn certain areas of the Outliner, icons show a little number indicating the total number of each datablock type contained in a collection, scene, etc. But the method for calculating this number is broken! If the same object shows up in multiple places, such as when it is linked in multiple collections, it will add to the total more than once. It's not hard to reveal the error- even the default file has this problem in the Blender File display mode:\n![screen.png](screen.png)\nIt looks as though our default file has 4 mesh objects, 4 lights, and 4 cameras, but it doesn't. Those things just appear 4 times in different places.\n\n - Open the Outliner and go to Blender File display mode\n - Un-expand the Current File line to see the incorrect total\n # Link an object into multiple collections in one collection to see the same issue in the View Layer display mode\n\n\n", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Modifiers UI Overhaul\n## The Issue\n\nThe user interface for managing modifiers has barely changed since its inception in the early 2000's.\n\n![modifiers_comparison.png](attachment)\n\nA modifier has always been a \"panel with settings\", where the interface was made as compact as possible to fit many modifiers on screen at once.\n\nSome modifiers had way too many settings to fit in the stack so they were given their own context, such as **Particle Systems** or **Physics**. These are still modifiers and show up in the list as such, but they show a \"_Settings are inside the -context- tab_\". Not ideal.\n\n![003_modifiers_list_psys_coll.png](attachment)\n\nIn recent years, users have gained the ability to build their own modifiers using Geometry Nodes. This has led to incredibly complex modifiers featuring long lists of settings.\n\nThere has to be an easy way to list, and tweak modifiers.\n\n## The Solution\n\nLists.\n\nThis is not a new idea. Lists have been proposed several times with the oldest record I could find dating back to [this PDF from 2014 by Cole Reed](Modifier_Proposal.pdf). As well as [design tasks](38178), [RightClickSelect proposals](?sorting=hot), [community hacks](1106948247489257475), and [add-ons](1147752).\n\nThis was proposed over the years again, with the most recent being for Blender 3.0. The main reason against turning the modifier stack into a `UIList` widget is the loss of the [nice drag & drop](9b099c86123fc828a194c59ce5b8bbf5a56f9cdb) that was added back in 2020. With the new **List** widget this will no longer be an issue.\n\n## The List\n\nA list will contain all modifiers for the active object.\n\nAdding and removing modifiers will be done via the familiar `+` and `-` icons, same as in every other List in Blender.\n\nVisibility settings for each modifier will be icons on the right side. Dropdown items to `Apply`, `Apply as Shape Key`, and so on, will be in the dropdown button (under `+`/`-`). This dropdown could contain new operators that apply to the entire stack. Like `Apply All Modifiers`, `Delete All Modifiers` (some operations part of the popular **Modifier Tools** built-in add-on).\n\nModifier settings will still be inside a panel as it is currently, but the panel's header will be much simpler since visibility toggles are in the list now.\n\n![030_modifiers_list_multiple_items.png](attachment)\n\nThe `Particles` tab goes away. Particles Systems show up in the list of modifiers. When a Particle System is active, their settings will show up in a panel. All panels currently containing particle settings will be sub-panels.\n\nMost of the physics systems will show up in the modifiers list as well. With the exception of those that are not part of the modifier stack (**Force Fields** and **Rigid Body**). Each physics system will be a panel (just as it is currently).\n\n### Multiple Items\n\n_Optional. Just food for thought._\n\nOne modifier must be active, but several could be selected and displayed at the same time, to easily compare values or apply settings to multiple at once.\n\n![040_modifiers_list_multiple_items_selected.png](attachment)\n\n## The Add Menu\n\nImplemented in !111717\n\n----\n\n\n![006_modifiers_list_add_menu_current.png](attachment)\n\nThe current menu has issues:\n* Can't be searched\n* Too many items for accelerator keys to be useful (Mirror is one of the most popular modifiers yet it's not underlined)\n* Won't fit in small windows (an issue on all big dropdowns)\n* Categories are vague (is the Ocean modifier considered physics?, Mask modifier doesn't \"Generate\", it removes geometry)\n\nBut the main issue is that it can't be extended. Users could make their own modifiers and have them show up in the Add menu.\n\nSimilar to the `Add Object` or `Add Node` menus, a new list-style `Add Modifier` menu will look more familiar and be easier to navigate. With the upcoming [search in menus](110855) feature allowing to quickly find what we're looking for.\n\n![007_modifiers_list_add_menu_new.png](attachment)\n(mockup using the current categories as example, this should be re-organized once the new system is in place)\n\nAt the bottom of the menu there will be our custom-made modifiers, grouped by catalogs, similar to how Node Group assets show up in the `Add Node` menu in Geometry Nodes.\n\nTo make adding modifiers faster, users can press `Shift+A` with the mouse over the properties editor to spawn the `Add Modifier` menu.\n\n## Conclusion\n\nAgain, this is not a new idea, but I believe Blender now has many of the pieces required to make this finally happen (the new Lists view, node/modifier panels, modifier assets).\n\nThis will make it easier to replace (and improve) the current modifiers with the help of the community, and make custom-made ones integrate seamlessly.\n\n## Plan of Action\n\nThis project will need a team. Some of the work can be done simultaneously by two devs, such as the `Add` menus is a separate project from the List display. A designer should be involved, and feedback from the community as always.\n\nObject modifiers would be the first to tackle but future work will be needed for bringing this (or similar) interface to:\n* Grease Pencil modifiers\n* Object constraints\n* Bone constraints\n* VSE modifiers\n* F-Curve modifiers\n\n## Related Tasks\n* [UI: Unify Add menus #111746](111746)\n* [Geometry Nodes: Extend add modifier menu with node group assets #111717](111717)\n* [User Interface: Re-design of Physics panel to unclutter interface and resembles Modifiers more #107326](111538)", "Quick favorites: Add previously removed behavior causes duplication\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: Current main.\nWorked: N/A.\n\nIf you remove one item from Quick favorites, the next time you will be able to add it again.\nThis cause duplication:\n![image](attachment)\n\n1. Add some items to Quick Favorites.\n2. Remove some items.\n3. Sometimes you will able to add previously existing items back to the list again. (see attached video examples)", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "Gpencil: dopesheet selection issues [clicking in summary deselects corresponding ID channel, e.g. breaking \"Jump to keyframe\"]\nBroken: version: 2.92.0 Alpha\nWorked: n/a, tested with 2.91 and didn't work\n\nJump to keyframe command & shortcut doesn't work anymore when you duplicate a keyframe.\nDoesn't matter what amount of layers there are.\n\n1) Draw a keyframe\n2) Draw a nother keyframe at another time = works\n\nDuplicate 1) keyframe = doesn't work, please see the video\n\n\n[gp_duplicate_keyframe_jump.mp4](gp_duplicate_keyframe_jump.mp4)\n\nReason why this happens: clicking in the summary will deselect the corresponding greasepencil ID channel [on which the \"Jump to keyframe\" operator relies]\nClicking in the summary should not deselect every channel there is, but keep the channel representing the selected greasepencil object selected as well [same as for other object types such as meshes].\nThis goes hand in hand with selecting a grease pencil object in the 3DView or Outliner not selecting the corresponding ID channel [this should also be the case (same as for other object types such as meshes)]", "Some properties, like Dimensions, remain editable in 3DView for linked etc. IDs\nIn the 3DView properties panel, some non-RNA properties like Dimensions of objects remain editable, even for linked objects.\n\n[editable_linked_data.zip](editable_linked_data.zip)\n\nReproducible at least since 2.93, so not a (recent) regression.\n\nNOTE: ideally those non-RNA UI widgets should still use `RNA_property_editable_info` to check if they can edit the data, and display a proper explanation if not.", "Outliner: Unexpected behavior when duplicating object hierarchies\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\n**may not be a bug** - duplicate a parent object (i.e. an object that has child objects). The duplication automatically selects the new object in the 3D viewport but this selection differs from that shown in the outliner. This means dragging to, say, a new collection does not work as expected (only the parent object is moved leaving the child behind).\n\nThe set up (this is the attached blend file):-\n1. Create two cubes (or any meshes) and parent one to the other to form a hierarchy.\n2. Add the object(s) to a collection.\n3. Create another top level collection which is empty.\n\nThe aim:-\nTo duplicate the object(s) (not the collection) and copy the duplicate to the second (currently empty) collection.\n\nThe steps:-\n1. Right click the parent object in the outliner and choose \"Select Hierarchy\". Note that the outliner shows the selected objects with a blue background bar (as expected).\n\n2. In the 3D viewport, use Shift or Alt D (doesn't matter which) to create new duplicate objects. Note that the 3D viewport shows the duplicate parent and child selected. The outliner shows a new object selected (with blue bar) but the tree is collapsed so we can't see the child.\n\n3. In the outliner, click and drag the selected parent object to the empty collection. Note that only the parent moves, the child is left behind. This child has then to be dragged separately.\n\nAfter step 2, every visual cue leads the user to believe that the duplicate hierarchy is selected. And this is the intuitive behaviour expected. But expanding the outliner tree shows the child object is not, in fact, selected (no blue bar). So an additional step of having to reselect the hierarchy is required before step 3.\n\nThe main issue is that with lots of objects and detailed hierarchies, just forgetting that additional \"select hierarchy\" step before dragging means that child objects can be scattered all over the place away from their parent and the user is left picking through the large list trying to sort it out.\n\nThis may not be a bug, it may be working as designed. But I cannot think of a use case where the current functionality would be useful so I'm assuming it's a small selection bug.\n\n", "Shader Editor header always shows active slot info even when pinned\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version:**3.5.0 Alpha**\nWorked: Never\n\nShader Editor's header, where the slot number and material name dropdowns are displayed, keeps showing the active/selected slot info even when it's pinned to another one. \nEditor shows the correct nodetree, so the issue is limited to the header, not the whole editor.\n\nFor comparison, issue is not present for the Geometry Nodes editor.\n\n![](05.gif)\n\n- Have two materials present on an object\n- Open two Shader Editors, pin one of them\n- Select the other slot, the pinned editor's header will also show the newly selected slot's name, when it shouldn't\n\n[BUG_pinned shader editor.blend](BUG_pinned_shader_editor.blend)\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", "Data block name not unique when use gpu subdivision option turned on\nOperating system: Windows 11\nGraphics card: NVIDIA Quadro P6000\n\nBroken: 3.1 all the way to 3.6\nWorked: Anything before 3.1\n\nWhen the option Viewport->Subdivision->GPU Subdivision is turned on in the preferences, the data block names for meshes that have the subdivision modifier attached are the same.\n\n1. Start with the default scene.\n2. Create a second cube.\n3. Attach a subdivision modifier to each cube.\n4. Run the following script.\n\n```Py\nimport bpy\n\ndepsgraph = bpy.context.evaluated_depsgraph_get()\n\nfor i, ob_inst in enumerate(depsgraph.object_instances):\n \n if ob_inst.object.type == \"MESH\":\n print(\"%s (%s)\" % (ob_inst.object.data.name, ob_inst.object.name))\n```\nThe output you should see is something like this:\n\n```\nMesh (Cube)\nMesh (Cube.001) \n```\nIf you run the script again with the option turned off, you should see this:\n\n```\nCube (Cube)\nCube.001 (Cube.001)\n```\n\nI'm not sure if this is expected, but it's inconsistent behavior. As far as I can tell, it only happens on Windows and Linux. It doesn't happen on my Intel Mac running running macOS Ventura (13.4.1).", "Array modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve\nOperating system: Mac OS Catalina 10.15.4 (latest)\nGraphics card: Intel HD 6000\n\nBroken: 2.83 beta as of 8-th of May\n\nArray modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve. And when the CURVE CONVERTED TO MESH -- it just destroys scale of object!\n\n1) Open .blend\n[plants.blend](plants.blend)\n2) Try to move empty -- everything works fine\n3) Select \"empty\" and \"petals\" (with shift) then parent them (Ctrl + P -- to object) to \"bezier curve\"\n4) Select bezier curve and \"convert to mesh\"\n5) Now try to move empty\n\nBefore:\n![Screenshot 2020-05-08 at 22.32.55.png](Screenshot_2020-05-08_at_22.32.55.png)\nAfter:\n![Screenshot 2020-05-08 at 22.33.14.png](Screenshot_2020-05-08_at_22.33.14.png)" ]
[ "Mirrored linked objects flip in Edit mode vs Object mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I Link Object data for multiple objects and apply a mirror modifier and link that modifier, while in object mode the model looks exactly how I'd like. However, when I rotate one of the linked & mirrored objects and go into edit mode, the objects flip sides and appear to be out of place. \n\nI follow these steps in Object mode:\n\n - I remove the backside planks\n - select all 4 of the front planks\n - ctrl+l and link object data.\n - I then select the top plank, and add a mirror modifier on the Y axis and it properly mirrors to the back side of the chest after I use the 'dropper' to choose the rim.\n - I then hit ctrl+l to link the modifiers, and all planks appear on the backside (screenshot 1)\n - I select the bottom plank (screenshot 2)\n # I hit tab to enter Edit mode\n\nBefore:\n![image.png](image.png)\n\nAfter rotating a plank and then switching into Edit mode:\n![image.png](image.png)\n\nAs you can see, for some reason while in Edit mode, the other 3 mirrored planks appear on the wrong side of the chest, but they appear in the correct place while in object mode. I reached out to the CG Cookie community to see if anyone else has experienced this, and they are able to recreate the issue in Blender 2.80 but cannot reproduce in Blender 2.79 which leads me to believe it's a 2.80 issue. \n\n[tresurechest.blend](tresurechest.blend)\n\n", "Instances of a mesh with different modifiers behave irregularly while editing\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 16)\nWorked: 2.79 (sort of: instances with modifiers only updated after exiting from edit mode)\n\nWhen instances of a mesh have different modifiers, and one of them is edited, all of the instances show the result of the modifiers from the one being edited, ignoring each of the instances different modifiers.\n\nIn the past, instances with modifiers wouldn't update until exiting from the Edit Mode, and while not optimal (having those modifiers be updated in real time would be awesome), it allowed to adjust shapes in a mesh and check how those changes would affect another instance with deformation modifiers. Now, while editing one, the others show the modifiers of the one being edited, taking away a visual reference from other instances. I could provide with an use case scenario in 2.79 if necessary.\n\nI'm attaching a file with a basic example: 2 instanced meshes with different modifiers.\n\n1. Select any of the objects and enter Edit Mode: the other object will show the modifiers from the one being edited.\n2. Exit to Object mode, and enter in Edit Mode in the other object: same will happen but the other way around. Very inconvenient when working with many modifiers.\n\n[Instances with Modifiers issue.blend](Instances_with_Modifiers_issue.blend)\n\n**Expected behavior**\nModify the linked meshes in real time, but keep their own modifiers while being updated (or at least return to 2.79's behavior of not updating while in edit mode)", "Issue with shared meshes overwriting modifiers\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.82 (sub 6)\n\n\nAll meshes that have shared mesh data (I mean they use same geometry)\nwill pop into the scene in edit cage display, regardless of what object you actually edit. Ok so far.\n\nBut in addition, they ignore their current modifier setup and use your currently\nactive object's modifiers to replace their own for the editing time. Why?\n\nThis creates bad visualization and editing conflicts, especially when\nusing those meshes heavily modified (Mask) and dependent on each other.\n\n![LinkedMeshesOverwrite.png](LinkedMeshesOverwrite.png)\n\nThe current behaviour is very annoying to deal with.\nI cant find a way to turn this off, therefore I assume its intended. Please correct me if this isnt true.\nOtherwise see my file for a small showcase.\n\n[LinkedMeshesOverwrite.blend](LinkedMeshesOverwrite.blend)\n\nExample:\n1. Add a Cube and give it a material.\n2. Create a linked duplication (alt-D) and give it a new material on the same slot (object material) with red color.\n3. Make sure they are placed on the same spot.\n4. Give the second Cube a Skin modifier.\n5. Select the first Cube and go into Edit mode.\n\nIssue:\nThe first Cube is displayed red now while editing because the second Cube is rendered on top of it.\nIssue 2:\nYou cant see at the same time whats going on for the second Cube with its own modifiers which might be relevant to the editing process. (for example hidden or skinned parts that are connected to the model)" ]
Crash rendering with lighting cache Operating system: w10 on various computers Graphics card: nvidia various Broken: 2.90.1 2020-09-23 & 2.91.0 2020-10-14 Worked: 2.83.7 Animated array crashes at a specific frame with Evee [12test02.blend](12test02.blend) Open file, render frame 188 Crash happens only in release build, reproducibility may not be 100%, but it is high. After deleting Lighting cache I don't get crash anymore.
[ "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", "lineart bake w/ object keyframes + camera binds = crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nA crash (instant program exit) happens when trying to bake line art with *both* keyframes on object visibility *and* cameras bound to a frame in the timeline.\n\n1. Open the attached blend file. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after the TriAllFree bound camera) and crashes.\n2. Open the attached blend file. Delete the camera binding marker on frame 6. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after where the TriAllFree bound camera was) and crashes.\n3. Open the attached blend file. Delete the camera binding marker on frame 6. Save the file to a new filename. **Exit blender**. Open the blend file with the new filename. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n4. Open the original attached blend file (not the new one without the camera bind). Delete the timeline channel on the Suzanne model that changes the render visibility. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n\nTested with daily builds of 3.4.1, 3.5.0 beta, and 3.6.0 alpha. Issue still present in all cases.\n\n", "Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "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", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Blender 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)", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "Eevee Light Limitation testcase T91611 crashes on Win11 Intel Arc GPU \nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n(note: also tested on driver .4032 latest stable, which also crashes)\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 3.3.2, 3.4.1\n\n![lights2.png](lights2.png) \n\nWhile tracking down another bug (direct lights not appearing in Eevee), I found that the test case for #91611 hard crashes blender.\n\nAnalyzing the code, the crash happens because the GPU module cannot create a 3D texture with dimensions `4096x4096x576`. The result is `nulltptr`\n```\nif (!success) {\n delete tex;\n return nullptr;\n}\n```\n\nbacktrace:\n\n```\n>\tblender.exe!blender::gpu::Texture::attachment_type(int slot) Line 257\tC++\n\n \tblender.exe!GPU_framebuffer_texture_attach_ex(GPUFrameBuffer * gpu_fb, GPUAttachment attachment, int slot) Line 316\tC++\n \tblender.exe!GPU_framebuffer_texture_layer_attach(GPUFrameBuffer * fb, GPUTexture * tex, int slot, int layer, int mip) Line 331\tC++\n \tblender.exe!EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, int cube_index) Line 203\tC\n \tblender.exe!EEVEE_shadows_draw(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, DRWView * view) Line 316\tC\n \tblender.exe!eevee_draw_scene(void * vedata) Line 247\tC\n \tblender.exe!drw_engines_draw_scene() Line 1111\tC\n \tblender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1767\tC\n \tblender.exe!DRW_draw_view(const bContext * C) Line 1637\tC\n \tblender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1552\tC++\n \tblender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1587\tC++\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 960\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1127\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1385\tC\n \tblender.exe!WM_main(bContext * C) Line 648\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n \t[External Code]\t\n\n```\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Download and open any of the test cases bellow\n- Click Render Preview in viewport\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)\n[lighttest2.blend](lighttest2.blend)", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "Crash 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", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n", "Blender 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", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Crash when 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" ]
[ "EEVEE crash when keyframing integer properties on modifiers with motion blur enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits, Windows-10-10.0.19041.630-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38, GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: Bisecting points to 879ed5a165\nWorked: Before 879ed5a165\n\nWhile rendering with Eevee's motion blur enabled, a crash occurs when an integer property on a modifier is keyframed so that a step occurs a fraction of a frame later. \n\nNOTE: Heisenbug: It doesn’t appear when using a debug build. \n\nCreate a cube and attach an Array modifier to it. \nAdd keyframes to the Count property so that it is 1 on frame 1, and 5 on frame 39. This should result in the count value transitioning from 2 to 3 on frame 15.25 in the graph editor.\nAttempt to render frame 14-16 with motion blur enabled by pressing `Ctrl-F12`. A crash should result.\n\nFollowing the same steps with the Screw modifier's Iterations property results in the same crash, so it's not just an Array problem.\n\n**Workaround**\nUsing Sample Keyframes on the animation curve prevents crashing, but obviously isn't ideal if the curve needs to be edited later.\n\nThis is my first time reporting a bug, so I hope this makes sense. Thanks for reading!\n[EeveeMotionBlurCrash1.blend](EeveeMotionBlurCrash1.blend)", "Motion Blur (EEVEE) + Array Modifier Animated = BLENDER CRASH\nOperating system: Windows 10 - 64bit\nGraphics card: ATI Radeon RX580\n\nBroken: official 2.91.0 from Foundation site.\nWorked: never tested before.\n\n\nTrying to animate Array Modifier \"count\" parameter when Motion Blur is on in EEVEE will make Blender crash to desktop (with no messages) , at some frame during rendering.\n\n\n\nSee the very simple scene I've provided: try to render an animation and at some point before reaching the second \"count\" keyframe Blender should crash.\nWith the Motion Blur OFF the same scene seems to render without crashes till the end.\n\n[BLENDER_ArrayModifier_BUG.blend](BLENDER_ArrayModifier_BUG.blend)\n\n" ]
VSE keyframed transforms in preview persist in cache after keyframes have been cleared Operating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44 Broken: version: 3.3.0 Alpha Worked: never VSE keyframed transforms in preview persist in cache after keyframes have been cleared (this report was split from #98015 (VSE strip transforms do not animate correctly and persist after clearing the animation) since multiple issues came up in that report) [VSE_keyframing.blend](VSE_keyframing.blend) - open .blend - create a keyframes for Position X/Y on frame 1 - go to frame 10 - translate the image in the `Preview` again and confirm the translation - create keyframes again - scrub the timeline to see animation is working in the cache - clear keyframes for Position X/Y - scrub the timeline to see animation is still present in the cache (wrong) As already said in #98015 I assume this might be covered already by #90041 (Update property when adding or removing keyframe) #94542 (VSE: Animation operators missing cache invalidation)
[ "VSE prefetch not showing clip's keyframe changes\nOperating system: Ubuntu Linux 18.04.5 amd64\nGraphics card: Nvidia GTX 1070\n\nBroken: blender-2.90.1, blender-2.92.0-9d6d5b9bebd1-linux64\nWorked: unknown\n\nWhen VSE \"Prefetch Frames\" is turned on and you edit a clip's keyframes, the prefetch will continue rendering frames into the cache without your changes.\n\n\n1. Launch Blender\n2. Choose \"Video Editing\" under New File\n3. Drag a still image (any PNG should do) into the timeline.\n4. Drag clip extents so that it starts from frame 0 and goes to frame 2000.\n5. In video preview, enable \"Prefetch Frames\"\n6. Go to frame 20 in the timeline and select the clip.\n7. Create an Opacity keyframe by clicking the dot next to Opacity.\n8. Go to frame 80 in the timeline.\n9. Change the clip Opacity to 0.4 and click the dot to create a new keyframe.\n10. Start playback and see that the clip shows 100% opacity, even though the timeline shows that it should be 40%. Changing the proxy render size will clear the cache and show correct results.\n\nIf you clear the cache and do steps 8-10 quickly enough (i.e. before the prefetch finishes), you will also see that even though you modify the clip while prefetch is not done, the prefetching will continue to render incorrect frames. E.g. if you create the opacity keyframe while the prefetching is at frame 500, prefetched frames after 500 will still show as 100% opaque.", "VSE: adding scene stripe resets animation of colour stripe with mask\nOperating system: Linux-5.13.0-41-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.41.0, 5.13.0-41-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.8 (git-813ee839be)\n\nBroken: version: 3.1.2\nWorked: none tested\n\nI have added a colour channel and applied a mask to it. I have created and animated a clock as UI element.\nWhen I add the clock as scene stripe to the scene with the masked colour stripe, the mask of the colour strip is not applied correctly.\n\nI have no idea what really causes the issue or how I could reproduce it. See the attached blend file and video files.\n\n**Notes**\n- When the clock strip is muted in the VSE overview, the problem does no longer exist. So I guess it's some weird interaction between the mask and the scene strip\n- The bug can be solved when you create a new scene and add the colour strip as scene strip and on top of that the clock strip. It works, but performance is incredibly bad.\n\n**Files**\n - The actual output: [bug 01.mp4](bug_01.mp4)\n - How it should look like: [bug 02.mp4](bug_02.mp4)\n - blend file: [bug.blend](bug.blend)", "Modifiers after physics ones shouldn't invalidate cache\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\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n", "Modifying keymap won't tag prefs dirty\nWindows 7 Professional 64-bit service pack 1\nIntel Core i7-2600\n8GB RAM\nNVIDIA GTX 1060 6GB\n\nBroken: blender-2.80.0-git.aa003c73245f-windows64\n\n\"Save Preferences\" button, shown when \"Auto-Save Preferences\" is turned off, stays unavailable after modifying keymap.\n\n1. Make sure \"Auto-Save Preference\" is turned off. If it isn't, turn off this and press \"Save Preferences\" button.\n2. Modify keymap, editing the settings used to activate an operator (example: search for `Clear Rotation` operator, changing the `Clear Delta` option will not tag prefs dirty).", "Keyframes and drivers on custom nodes properties seem not working\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 540 Intel Inc. 4.1 INTEL-12.4.7\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nI'm not able to animate the properties of custom nodes. Keyframes do not work properly: when I set one all the others seem to disappear and only the last value set as a keyframe is shown on every time step.\n\n1. Go to the text editor, import the 'Custom Nodes' template and run the script.\n2. Open the 'Custom Node Tree' area.\n3. Add a 'Custom Node', in the 'Some Nodes' category.\n4. Add a keyframe for 'my_float_prop' on frame 1.\n5. Change the frame, change 'my_float_prop' value and set a keyframe.\n6. Now I should see (at least it was like this in the last version) the property changing while scrolling through the timeline between the two keyframes I just set, but I don't. The property keeps the last value.\n", "VSE: 'Clear fade' function clears every opacity/volume keyframe and resets non-default baseline value\nOperating system: Linux-5.4.0-84-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nThe 'Clear fade' function used on either a visual or audio strip does not only clear the start/end fade(s), but any other set opacity/volume keyframes as well. It will also reset the baseline value to 1, even if the fades in the strip clearly operate on a baseline set to other than 1.\n\n[clear-fade-function-clears-internal-value-changes-and-does-not-preserve-non-default-baseline-value.blend](clear-fade-function-clears-internal-value-changes-and-does-not-preserve-non-default-baseline-value.blend)\n(NOTE: In blend file, choose 'Clear fade' from the context menu for the top strip)\n\n- Add sound or visual strip\n- Change opacity/volume to 0.5\n- Choose 'Fade in and out' from the context menu, and note that the changed 0.5 baseline has been respected\n- Add a manual keyframe change/fluctuation somewhere in the middle of the strip\n- Choose 'Clear fade' from the context menu\n- Notice that all keyframes including the middle ones are now gone, as well as the 0.5 baseline value (replaced by default 1.0)\n\nIt is not expected that any fades apart from in and out will be cleared. In particular, it is quite common to have volume keyframes toyed with throughout the strip, so I do think targeting just the ins and outs is useful, certainly much more so than destroying all the keyframes (which one can achieve by choosing \"Clear keyframes\" directly on the property).\n\nAlso all the options to add fades are for adding fade-ins and fade-outs, so it's expected that the \"Clear fade\" will remove fade ins/outs as well. Either way, the description should be made clearer to reflect what will really happen.\n\nA user-set, non-default baseline should also be preserved, if it clearly exists.", "Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n![GIF.gif](GIF.gif)", "Inconsistent behavior of knife tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1\n\nBroken: version: 2.93.0 Alpha, branch: `master` , commit date: `2021-03-24`, hash: `26b45448abf`\n\n\nAfter confirming the cut ( hit `space` ) , sometimes one or more drawn knife edges disappear ( problem seen with edges . verts does not disappear )\n\n - Select default cube ( any mesh ) \n - Move to edit mode \n - Select knife tool \n - draw cuts with knife tool . Issue is more predictable when initial and final verts of a cut are closer and end vertices near the center of face\n```\n ( not necessary though ) \n```\nVideo :\n( Unpredicted behavior is visible from 13th sec )\n\n [Blender 2021-03-25 14-52-57.mp4](Blender_2021-03-25_14-52-57.mp4)\n\n", "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", "Transformation Orientation list box on top panel is not updating\n{[F8902676](transformation_orientation.jpg)}**System Information:**\nOperating system: Windows 10\nGraphics card: NVidia (PC: GTX 1060 6 GB, LAPTOP: GT 650M 2GB)\n\n**Blender Version:**\n2.8*.*, 2.90.0\n\n**Description:**\nTransformation Orientation list box on top panel is not updating if you create custom orientation and then delete it by shortcuts.\n\n**Repro:**\n1.) Setup shortcuts for (+) Create Orientation and also for (x) Delete Orientation\n(in my case *[shift .]* & *[shift /]* with permanently checked *Use After Creation* & *Overwrite Previous* in Keymap Preferences)\n2.) Create any custom orientation by the shortcut\n(whatever: edit mode components or object mode objects)\nNow list box is updated correctly after creation with the name of currently created orientation\n3.) Deselect component or object used for orientation - this is important, otherwise 5th step is working\n4.) Delete custom orientation by the shortcut\n5.) You will see still the name of previously created orientation in top panel list box even though it should be Global\n\nThis is my first report, so I apologize for any shortcomings.", "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "Baking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.38.0, 5.8.0-7630-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.1\n\nBroken: version: 2.93.0 Alpha\n\nBaking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. I would expect these 'inbetween' keys to be overridden as well as it should be part of the baking process. \n\nEDIT:\nIt would be great to have an option in the 'bake action' that will delete keys that are not on the stepped keyframes. This way the 'baking on 2s' will be absolutely on 2s, and not have some leftover keys that will still move the character inbetween 2 baked keys.\n\nIt would be great if 'baking actions' are respecting the preferences on which interpolation mode it is set. Let's say I set it to 'constant'. then baking action should output 'constant' keys instead of bezier keys. \n\nAs discussed in the meeting with Sybren, Hjalti, Rik and Sebastian. being able to determine the keys to be baked on frames based on keys of an arbitrary object gives us the freedom to be selective on which frames should be baked and which frames should be held. Let's say want my frames to be baked on frame 2, 4, 6, 7, 8, where frame 7 is an extra key (based on the 2s retoric). By having an object (cube, bone, etc) that has already keys on the designated frames 2, 4, 6, 7, 8. This object could dictate the frames that needs key baking. \n\n\n[#85050-cube_anim_test_baking_on_2s_v1.blend](T85050-cube_anim_test_baking_on_2s_v1.blend)\n\n- Open the above blend file\n- Go to Pose -> Animation -> Bake Action\n- Set Frame Step to '2'\n- Check 'Overwrite Current Action'\n- Bake Data: Pose\n- Click 'OK'\n\nAfter baking, I still see existing keys on frames inbetween the 2 steo even though 'Overwrite Current Action' is turned on.\n", "VSE thumbnails improvements\n- [x] Check if reusing strip hash used by rendering job speeds up initialization with large number of strips. if it doesn't, fix it anyway. (b534806ecb) Note: it wasn't initialization that caused freezing, it was rather strip `anim` freeing, reusing ghash seems to have no impact on performance.\n- [x] To speed up loading, Check strategy to render \"guaranteed\" set of thumbnails. Especially if cache can be shared this could help a lot. (3a898db3638d) Note: better strategy seems to be other way around as far as performance goes.\n- [x] Make first (and last) thumbnail reflect actual handle position. (29b9187b327c) Note: Only first image is updated, though it's possilbe to update last one too. \n\n- Change cache so thumbnail (and possibly raw) types are keyed by path to file and disregard various context settings and Sequence pointer. Front-end should stay same. ([D12771](D12771))\n - There are rabbitholes like effect strips producing raw images and scene strips rendering at \"host\" scene resolution so simple string key is probably not enough. \n - Added complexity is, that all cache types per frame should be invalidated at once, otherwise prefetch doesn't work and issues like that.\n - Above points don't quite apply to thumbnails, but there are issues of this type in general. For example if we would implement downscaling for movies, first point will apply.\n\n", "Animation: Exiting NLA tweak mode on empty action corrupts entire NLA track\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0, 3.5.0\nWorked: Unknown\n\n\nWhen tweaking a strip on the NLA, if the user deletes all the keyframes of the action being tweaked, when the user exits tweak mode, all other NLA strips on that track will be moved in an unexpected and undesirable way.\n\n[tweakbug.mp4](tweakbug.mp4)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open the attached .blend file\n2. Delete the keyframes on the track being tweaked.\n3. Exit tweak mode by pressing Tab.\n4. Observe that the NLA strips have been moved.\n\n[tweakbug.blend](tweakbug.blend)", "VSE 2.0: Performance, Cache System\n# Video Sequencer Cache\n\nNOTE: This is the first pass of the design. It will be worked a bit more after discussion within the module, and presentation and diagrams will become more clear.\n\nThis document describes caching system which design and implementation for the `VSE 2.0 project` (#78986).\nThere is some intersection of performance topics listed in the `VSE 2.0: Performance ` (#78992). \n\n## User level design\n\nOn user level cache system should follow zero configuration principle: the video playback and tweaking should be as fast as possible without user spending time on fine-tuning per-project settings.\n\nThe only settings which user should be interacting with are in the `User Preferences`:\n* In-memory cache size limit\n* Disk cache size limit\n* Disk cache folder\n\nThese settings are set once in the User Preferences and are used by all sequencer projects. The default values are based on the minimal [[ requirements/ | hardware\nrequirements ]].\n\n## Code design\n\n### Levels of caching\n\nFor best editing and playback performance multiple levels of cache are needed.\nThe most important ones are:\n\n* Cache of strip input (colormanaged using general Blender color space rules)\n\n```\nThis allows to faster, without lag, move image strip in time, adjust strip settings like transform, by avoiding need to re-read file on every modification. Lets call this cache level `STRIP_INPUT`.\n```\n\n* Cache of the final sequencer result.\n\n```\nThis allows to have realtime playback after the sequencer got cached. Lets call this cache level `SEQUENCER_FINAL`.\n```\n\nThe simplified flow of the image from disk to the artist is presented in the following diagram:\n\n![CacheFlow.png](CacheFlow.png)\n\n---\n**NOTE**\n\nNeed to think about whether having strip output cache is helpful. If the stack rendering is fast, having extra levels of cache will have negative affect due to less final frames fitting into the memory.\n\n---\n\n### Cache referencing\n\nCache levels are to utilize reference counting as much as possible. For example, when having single Image Strip without modifications set up in the strip the final sequencer frame in the `SEQUENCER_FINAL` cache is to reference the image from `STRIP_INPUT` cache. This allows to minimize memory footprint, playback performance for the story boarding type of tasks performed in the sequencer.\n\nThe following example visualizes cache frame referencing in the following scenario:\n\n* Sequencer have single Image Strip using `HappyFroggo.png` as an input. The strip has length of 4.\n\n![CacheReference.png](CacheReference.png)\n\nIn Blender terms, the cache contains a single copy of `ImBuf` created for `HappyForggo.png`. All the sequencer cache entries are referencing this `ImBuf` for lowest possible memory footprint.\n\n### Cache resolution\n\nIn a typical video editing scenario an artist views the sequencer result in a rather small area of the screen layout:\n\n![VSELayout.png](VSELayout.png)\n\nThis behavior can be exploited in the following way: the sequencer processing and caching can happen in the lower resolution. This is something what current proxies design is solving, but does in the fully manual manner.\n\nThere is a possibility to make proxies behavior more automatic, by performing downscale on an image after it was read from disk, but before it gets put to the `STRIP_INPUT` cache. Default behavior could be something like:\n\n* Use closest power-of-two downscaling (similar to mipmaps)\n* The target resolution is 50% of the window resolution, but no more than 1080p.\n\nIn order to support workflows where an artist needs to investigate in a close-up manner the final result, there will be a display option `Best Quality` (but defaulting to `Best Performance`). This could fit into existing `Proxy Display Size` menu.\n\nIn the future more automated input resolution selection is possible to be implemented. For example, it is possible to automatically switch to the\n`Best Quality` mode when zoom-in is detected.\n\nImage scaling with a power-of-two scale factor can be implemented very efficiently using threading and vectorization.\n\nOn a performance aspect, for image sequences such scale down will be an extra computation, which will only pay off if effects/transformation is used.\n\nFor the movie files, this step will actually make things faster because it is required to convert color spaces (happening in `sws_scale`), which is not\nthreadable. The scale down will be done together with color space conversion, which is expected to give better performance compared to the current state of the sequencer playback.\n\n---\n\n## Task progress\n\n- [x] Cache referencing\n - d837923a56\n - c74086376f\n\n- [x] User level design\n- [x] Levels of caching\n - f448ff2afe\n - 445ebcaa30\n\n- [ ] Cache resolution\n - [D9414: VSE: Render in size nearest to preview image](D9414)\n - Update/followup above patch to work on images" ]
[ "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." ]
Bevel Bug Win 8 64, 2x MSI 780 Lightning Broken: (example: 2.70.5, 7660218, see splash screen)![Untitled-1.png](Untitled-1.png) Worked: (optional) **Beveling Edge creates huge spikes** Checked attached blend file. Added edge issue to vertex group for easy selection and checking.[bug.blend](bug.blend)
[ "Pinching effect when using bevel and bevel modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\nThis is particularly visible when using many segments.\n\nTest file:\n[Bevel_test_file.blend](Bevel_test_file.blend)\n\nAt first I thought, that this was some kind of limitation of the bevel operation/modifier, however after observing the top part of the test file mesh i'm very sure that this is a bug, because the left part of the topmost face of the test file mesh has a correctly beveled corner, whileas on the other side there is a clearly visible pinching effect despite the local topology of both sides of the topmost face being indentical.\n\nThank you and have a nice day!", "new boolean difference meshing issue with surfaces\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 775M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: New Boolean code - version: 2.91.0\nWorked: Old Boolean code works\n\nnew boolean code does seem to have mesh intersection issues\nwhen dealing with a solid it works better\n\nintersect to surfaces \nadd a boolean difference modifier\n\nto make it work add a solidify modifier before the boolean modifier\n\n[Boolean Issue.blend.zip](Boolean_Issue.blend.zip)\n![Screen Shot 2021-01-29 at 9.08.32 PM.png](Screen_Shot_2021-01-29_at_9.08.32_PM.png)\n\n![Screen Shot 2021-01-29 at 9.09.24 PM.png](Screen_Shot_2021-01-29_at_9.09.24_PM.png)\n\n", "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", "Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)", "Boolean modifier - Intersect option - spike type artifacts while using Hole Tolerant option\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\n\n\nStrange spike artifacts at top while using the Boolean modifier - exact solver - Intersect - Hole Tolerant option\n\nSee video and attached blend file\n[issue.blend](issue.blend)\n![issue_spikes_vokoscreen-2021-05-05_03-25-22.gif](issue_spikes_vokoscreen-2021-05-05_03-25-22.gif)\n\n", "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)", "Adding texture to particle emission density breaks particle simulation\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nPlease see attached file, after adding cloud texture and enabling Density in Texture influences, the simulated particles either stick to the surface or fly of into infinity as a group. \n\nOpen attached file and play animation, note some particles either sticking or a large group of particles incorrectly flying of.[particle_system_broken.blend](particle_system_broken.blend)\n\n", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n![k2.png](k2.png)\n\n![k1.png](k1.png)\n", "Account for curvature in curve to mesh node\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103\n\nBroken: version: 2.90.0\n\nI used a curve as a bevel profile on another one with 90 degree angles but the result is not 90 degrees on the result\n\nplease see attached file\n[badBevel.blend](badBevel.blend)", "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![image.png](image.png)\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![image.png](image.png)\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![image.png](image.png)\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![image.png](image.png)\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", "Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n![Issue.png](Issue.png)\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Bevel improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n![image.png](image.png)\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n![image](image.png)\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n![image](image.png)\n", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n" ]
[ "bevel modifier behave weird with screwed object\n\nBroken: 2.70 official\n\n**Showed on image, when profile is not rotated bevel looks good, but when rotate by 45' it makes mess \n\n{[F83212](bevel_bug.jpg)}[bevel_bug.blend](https://archive.blender.org/developer/F83214/bevel_bug.blend)", "Bevel on screw is growing\nDebian Jessie x64\nAMD 8350\nNVIDIA 770 gtx driver 331.49\n\nBlender 2.70 Date 2014-03-19 05:02 Hash: 19e627c\n\nI test on blender 2.69.0, their is no corrupt bevel.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n![1.png](1.png)\n\n![1-2.png](1-2.png)\n\n![xRgQc33.jpg](xRgQc33.jpg)\n\n[bevel.blend](bevel.blend)" ]
Online Manual shortcut does not work in popup menus Broken: 2.80 and later Worked: Never When opening a popup menu such as {key Ctrl E} in edit mode, it is not possible to open the online manual through {key RMB} *> Online Manual* or {key F1}. - Switch to edit mode. - Press {key Ctrl E}. - Right click on any of the menu entries. - Select *Online Manual*. The browser doesn't open. You can repeat the same through the regular menu *Edge* in the 3D viewport and the manual will open.
[ "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.", "Improve keyboard usage for menu search popup\nNA\n\nBroken: example: 2.78\nWorked: >new feature request<\n\nwhen spacebar search menu popups and user start writing the required command, only down-arrow keyboard shortcut are allowed to select the required command, starting from first item on top.\nIt will be very useful and faster if also up-arrow can be usable to select the last item in the list (so starting from bottom).\nSee image as reference: green arrow show the required feature, red one is the only one actually working.\n![spacebar-search.png](spacebar-search.png)\n\nnot an error, only UI usage improvement :)\n", "popup window call operator will crash blender\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: 3.2.0 Beta\n\nThis script is use to check the active material, it can be run correct in the main window, but not popup window(change the pref window to node editor)\n```\nimport bpy\n\nbpy.ops.screen.userpref_show(\"INVOKE_AREA\")\narea = bpy.context.window_manager.windows[-1].screen.areas[0]\n\n\narea.type = 'NODE_EDITOR'\nflip_header = True\narea.ui_type = 'ShaderNodeTree'\narea.spaces[0].node_tree = bpy.data.materials['Material'].node_tree\n\nfor region in area.regions:\n if region.type == 'HEADER':\n with bpy.context.temp_override(area=area, region=region):\n if flip_header: bpy.ops.screen.region_flip('INVOKE_DEFAULT') # this line will not\n\n if region.type == 'WINDOW':\n with bpy.context.temp_override(area=area, region=region):\n bpy.ops.node.view_all(\"INVOKE_AREA\") # this line will report context error\n```\n\n- Open .blend file\n- Execute script\n[#98491.blend](T98491.blend)\n\n\n\n", "Move To Line Begin and Reset View operators in the console editor conflict when pressing Home key\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\n\nIn the python console editor, both the Move To Line Begin and the Reset View operators have the same shortcut \"Home\", so it is not possible to invoke the Move To Line Begin operator.", "Tablet/Pen Usability Problems\nFor the most part any user who is using a Pen/Tablet can easily use Blender but there are still a few inconsistencies in the navigation and functions where in the worst case, you need to constantly switch to a mouse.\n\nFor one there is the inability to scroll through certain areas without using the mouse wheel.\nWhen opening a popup list for example when selecting a material, texture, brush, etc, you can only scroll through the window by using the mouse wheel or by typing in the result that you are looking for. But in all other menus that are not popup related, there is the option to scroll by holding the middle mouse button and moving the cursor up/down. \nAdding this option to these popups or at least adding a scrollbar to the side would make it possible for pen users to scroll through these windows without switching to the mouse temporarily.\n![Selection_037.png](Selection_037.png)\n\nSome tools have a radius that can be adjusted by either using the mouse wheel or using the Numpad +/- keys. \nThis is the case for example in the Circle Selection and Proportional Editing.\nFor pen users the Numpad +/- keys work but are slow and awkward to use because because you have to cross your arms (depending on your layout & right/left handed) and you have to hit the keys in very quick succession for a while or hold it which created a delay of when the scale changes. \nAdding an extra key like using the F key to change the radius in the Paint/Sculpt Modes could be a solution but can be equally awkward and even more confusing to use. Maybe mapping the increase/decrease radius to the +/- keys as well for the non-numpad users and make holding the key more responsive and fast in resizing is a good improvement at least.\n![Selection_036.png](Selection_036.png)", "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", "`Materials` tab not opened at the first time running the script\nOperating system: macOS 10.14.2 (18C54)\nGraphics card: Intel Iris Plus Graphics 640 1536 MB\n\nBroken: (example: 2.80, 89207DF7222A, master, 2019-05-27, as found on the splash screen)\n\n`Materials` tab not open at the first time running the script in attached .blend file\n\n\n* Open the attached .blend file\n* Click `Run Script` the first time\n* It just opens the `Object` tab\n* Click `Run Script` the second time\n* It then opens the `Materials` tab\n\nIt should open Materials tab at the first time clicking `Run Script`\n\n[bug_001.blend](bug_001.blend)", "Transform has hard-coded keys to the modal keymap\nCurrently some keys used during transform are hard coded, a few aren't available in the modal keymap either (`O`, `C`, `N`), see `transformEvent`.\n\nIt's not useful to be able to edit the modal keymap when there is also functionality only accessible from hard coded keys.\n\nAll functions should be moved to the modal keymap and hard coded keys removed.", "Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]", "Menu label does not update after \"Remove Shortcut\" from context menu\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: all\n\nAfter \"Remove Shortcut\", the menu label is not updated properly.\nJust for a moment, but it's noticeable.\n\n**Only in the case when the \"Remove Shortcut\" menu item (mouse cursor actually)\nis located above the deleted item or above separator.**\n\n![remove-shortcut-not-updated-properly.png](remove-shortcut-not-updated-properly.png)", "macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702", "Assign Shortcuts: creates shortcut in the \"wrong\" space\n**OS**: Linux 5.3.8-arch1-1 x86_64\n\n**Blender version**\nBroken: 2.8x (up to and including fc79d27951)\n\nWhen using the context menu to assign shortcut to a button or checkbox, the shortcut is created in a wrong space, which may lead to error popups when pressing that shortcut with mouse hovering over a different space.\n\n\n1. Load the default scene.\n2. In 3D viewport, expand the Overlays popover, right-click the Wireframes checkbox and assign a shortcut through the context menu.\n3. Note that shortcut works while the mouse is over the 3D viewport.\n4. Move the mouse over the Properties and try pressing the shortcut. You'll get an error popup.\n\nThis is due to the shortcut being created in the Window space, not 3D View space.", "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", "Cursor frozen when switching to walk/fly navigation while moving the mouse\nOperating system: Windows 10\n\nBroken: 2.82 (sub 3)\n\nSwitching to walk/fly navigation through the shortcut while moving the mouse, causes the cursor to become stuck. The cursor remains stuck until the mouse isn't moved anymore for a short moment.\n\n\n - Move the mouse around in 3D view.\n - While moving the mouse press the shortcut to enable walk/fly navigation.\n - Continue to move the mouse and observe the cursor not following the mouse movement.\n - Stop moving the mouse.\n - Move the mouse again and the cursor should follow as expected.\n", "The Chinese input method does not work properly when searching\nOperating system: windows11 home\nGraphics card: RTX2060\n\nBroken: 4.0.0-alpha+main.24fe81e602a8\nWorked: 3.6.2\n\nThis is related to a previous problem:(93421)\nLet me describe the process:\n1. Make sure that the IME is off, otherwise the shortcut key is not available\n2.Shift A\n3. I tried to search for Chinese, but because there is a certain probability that IME cannot be automatically opened at this time, I can only enter letters directly\n4. I had to delete the letters that had already been entered (and enable IME manually if IME was not automatically turned on) before I could enter Chinese normally\n\nIf this problem can't be solved in a short time, perhaps offering an option, in the 4.0 version you can still use the old search button, as in version 3.6?\n\n" ]
[ "Known-issues with interaction handling inside pop-ups\n# Known-issues with interaction handling inside pop-ups\n\n*Pop-up in this case includes menus and popovers.*\n\nThere are quite some old and some new issues with pop-ups. Their increased usage after 2.80 means that users run into them more and more.\n\nIn this task all related known issues should be listed, to give a good view over the situation. Eventually it should help deciding how to move forward.\n\n* Resetting default value does not work in popovers or menus. (#69200)\n* Context Manual Help Operator does not work in context menus. (#67201)\n* Add Driver : Clicking the picker doesn't work. (#58341)\n* Popover: Color Sampling doesn't work. (#63890)\n* No color drag'n'drop in Viewport Shading popover. (#70654)\n* Eyedropper does nothing on \"New\" in Uv image editor (button is disabled as workaround). (#32396)\n* ~~Most ID selectors (like e.g. the 'target' ones in constraints and modifiers) do not show difference between local and linked IDs. Even worse, they do not allow to select linked ones when a local one exists with the same name. (#73156)~~ (d6cefef98f)\n* Double-click not working in UI_Lists in popovers (e.g., grease pencil layers renaming) (#66286)\n* #76833 (Eyedropper in object selection box doesn't work)\n* #76124 (Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager)\n\nMost of these issues probably have similar roots (e.g. code not checking if `CTX_wm_menu()` can be used over `CTX_wm_region()`, but often times the former returns `NULL` when it shouldn't)." ]
Animations in world space Linux - Some Nvidia Broken: 2.70a f93bc76 Worked: (optional) Two (linked) things: 1) Even if we choose "matrix" for "transformation type", transformations for non-bones objects (this works with bones) are exported as Loc-Rot-Scale, including animation samples. If we choose "both", matrix transformations are available in visual_scene, but not in animations. This is not so important but i don't think this is normal. 2) The animation transformation values (output) are exported in world space, even if the targeted object is a child of another. The COLLADA spec don't speak about that, but it seem logical to export transformations in local/object space, to get a correct transformation. And, as you can test: If you import the COLLADA file that you just exported, animations of children objects are all wrong... so i think this is not a good way... [blender-test-anime2.dae](blender-test-anime2.dae) [Dae-Test-Anim.blend](Dae-Test-Anim.blend) Export scene in COLLADA, then import it again, see the result...
[ "Operator: Play Rendered Animation no frame_preview_start for images\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 11)\n\nTopbar >> Render >> View Animation \n`bpy.ops.render.play_rendered_anim()`\n\nWhen using the View Animation operator it runs as intended with videos, however if you're using images as your render output, and using a preview range,\nthe operator will output from the Render Frame Start, rather than the Preview Frame Start. \n\nSo, unless your preview range included the first scene frame, the player will fail to start. \n\n\n**Steps to Reproduce**\nStep 1:\nEnable Preview Range in the timeline (click clock next to the Start/End numbers)\nChange the Start Frame (this is currently the Preview Start, not the Render/Scene Start)\n\n```\n Step 2: Option 1:\n in python window (or text editor) run:\n print(bpy.context.scene.render.frame_path(preview=False)) # Outputs Render Range\n print(bpy.context.scene.render.frame_path(preview=True)) # Outputs Preview Range\n```\n\n```\n Step 2: Option 2:\n Render the animation (3D Viewport Header >> View >> Viewport Render Animation)\n Topbar >> Render >> View Animation \n```\n\n\nRepeat Step 2, twice. \nOnce with your Render Output format set to any video format (AVI / FFMpeg)\nOnce with your Render Output format set to any image format (PNG / BMP / JPEG / etc)\n\n\n**Details**\n`\\2.83\\scripts\\startup\\bl_operators\\screen_play_rendered_anim.py` `line #117`\n`file = rd.frame_path(frame=scene.frame_start, preview=scene.use_preview_range)`\n\nThe function `bpy.context.scene.render.frame_path()` isn't doing anything with the `preview` variable, when the output is an image, so it just always return `scene.frame_start`\n\n`\\blender\\makesrna\\intern\\rna_scene_api.c` >> ` void RNA_api_scene_render` >> `static void rna_SceneRender_get_frame_path`\n\nThis function does one check for movies and different one for images. \nif it's image, it doesn't use the `preview` bool variable, and just use the scene's frame\n\n", "Multi-Object-Mode: EditMesh Tools\nNote, while these follow menus, duplicates have been removed.\n\n## Remaining\n\n- MESH_OT_select_similar_region ([D3672](D3672))\n- MESH_OT_knife_project (leave aside for now, too complex - see [D3637](D3637))\n- MESH_OT_knife_tool (leave aside for now, too complex - see [D3637](D3637))\n\n\n## Mesh Menu:\n\n- ~~MESH_OT_duplicate_move~~ 1ade071052\n- ~~MESH_OT_extrude_edges_indiv~~ d8f70a26fd\n- ~~MESH_OT_extrude_faces_indiv~~ 07774d4860\n- ~~MESH_OT_extrude_verts_indiv~~ 7c415e6fd7\n- ~~MESH_OT_extrude_edges_move~~ 1d7bdbd273\n- ~~MESH_OT_extrude_vertices_move~~ 1d7bdbd273\n- ~~MESH_OT_delete_loose~~ bfc9d426bb\n- ~~MESH_OT_decimate~~ 5b45d32f3a\n- ~~MESH_OT_dissolve_degenerate~~ (initial comsmit) bfc9d426bb\n- ~~MESH_OT_dissolve_limited~~ 09e14cb5bc\n- ~~MESH_OT_face_make_planar~~ 0e5a4f927a\n- ~~MESH_OT_vert_connect_nonplanar~~ b942106c73\n- ~~MESH_OT_vert_connect_concave~~4043e4b820\n- ~~MESH_OT_fill_holes~~ 69b95b45f4\n- ~~MESH_OT_symmetrize~~ 03a916e5b5\n- ~~MESH_OT_symmetry_snap~~ 7f9768cb80\n- ~~MESH_OT_bisect~~ f9eb2f29fe\n- ~~MESH_OT_sort_elements~~ ffb424c85f\n\n## Snap Menu:\n\n\n- ~~VIEW3D_OT_snap_selected_to_grid~~ 016ba0f38b\n- ~~VIEW3D_OT_snap_selected_to_cursor~~ ec3357e03a\n- ~~VIEW3D_OT_snap_selected_to_active~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_selected~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_center~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_grid~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_active~~ (no change required)\n\n\n## Vertex Menu:\n\n- ~~MESH_OT_merge~~ b73c7381cc\n- ~~MESH_OT_remove_doubles~~ 22b2bab702\n- ~~MESH_OT_rip~~ 9d0d7c375e\n- ~~MESH_OT_rip_edge~~ 6539c1fc41\n- ~~MESH_OT_split~~ fc8d903000\n- ~~MESH_OT_separate~~ 5e915baec4\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_vertices_smooth~~ d915aa57f8\n- ~~MESH_OT_vertices_smooth_laplacian~~ 1f30232aa7\n- ~~MESH_OT_blend_from_shape~~ 6ae09dfcad\n- ~~OBJECT_OT_vertex_group_smooth~~ 3dee8b4a12\n- ~~MESH_OT_shape_propagate_to_all~~ 3a43528274\n\n## Edge Menu:\n\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_subdivide~~ (initial patch)\n- ~~MESH_OT_subdivide_edgering~~ 853e55b043\n- ~~MESH_OT_unsubdivide~~ e245f7c09c\n- ~~TRANSFORM_OT_edge_crease~~ (initial patch)\n- ~~MESH_OT_mark_seam~~ 61f0608b4a\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_edge_rotate~~ 66ffbf9b7d\n- ~~MESH_OT_edge_split~~ 207b549d40\n- ~~MESH_OT_bridge_edge_loops~~ eb2226dde2\n- ~~TRANSFORM_OT_edge_slide~~ (wrapper to other operator, working)\n- ~~MESH_OT_loop_multi_select~~ df49155cfb\n- ~~MESH_OT_loop_to_region~~ 8b41999ea0\n- ~~MESH_OT_region_to_loop~~ 56d65719b3\n\n\n## Face Menu:\n\n- ~~MESH_OT_flip_normals~~ 4704f2687a\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_fill~~ b726ff4fc4\n- ~~MESH_OT_beautify_fill~~ e42b8c32ab\n- ~~MESH_OT_inset~~ 570455fb83\n- ~~MESH_OT_bevel~~ d9e04cb594\n- ~~MESH_OT_solidify~~ f309c34cfe\n- ~~MESH_OT_intersect~~ dffd37877d\n- ~~MESH_OT_intersect_boolean~~ 46aec45b2a\n- ~~MESH_OT_wireframe~~ a0a78f6da4\n- ~~MESH_OT_poke~~ 3a9669bfff\n- ~~MESH_OT_quads_convert_to_tris~~ (initial patch bfc9d426bb\n- ~~MESH_OT_tris_convert_to_quads~~ (initial patch bfc9d426bb\n- ~~MESH_OT_face_split_by_edges~~ b6a822d726\n- ~~MESH_OT_faces_shade_smooth~~ e4c4e8566f\n- ~~MESH_OT_faces_shade_flat~~ 9fc0c0c3de\n- ~~MESH_OT_uvs_reverse~~ 63951bc987\n- ~~MESH_OT_uvs_rotate~~ faaffc4011\n- ~~MESH_OT_colors_rotate~~ 42c5c20e54\n- ~~MESH_OT_colors_reverse~~ 753be0a2a5\n\n## Mesh Toolbar: (should be added to menu)\n\n- ~~MESH_OT_loopcut~~ e87dd9aa00\n- ~~MESH_OT_convex_hull~~ e1cee0ac71\n- ~~MESH_OT_delete~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_delete_edgeloop~~ 49be803ad6\n- ~~MESH_OT_dissolve_edges~~ 7f5c469716\n- ~~MESH_OT_dissolve_faces~~ 848d9cda0e\n- ~~MESH_OT_dissolve_mode~~ (wrapper of vert/edge/face dissolve)\n- ~~MESH_OT_dissolve_verts~~ 5f59a8bb11\n- ~~MESH_OT_drop_named_image~~ b4d23818c8\n- ~~MESH_OT_dupli_extrude_cursor~~ 68a719f1ea\n- ~~MESH_OT_duplicate~~ 1ade071052\n- ~~MESH_OT_edge_collapse~~ 2349b9777a\n- ~~MESH_OT_edgering_select~~ 7fa77cd31d\n- ~~MESH_OT_edges_select_sharp~~ dd93c80747\n- ~~MESH_OT_extrude_region~~ 1d7bdbd273\n- ~~MESH_OT_extrude_repeat~~ 9a125ca5fe\n- ~~MESH_OT_faces_select_linked_flat~~ 1bb9ccf887\n- ~~MESH_OT_fill_grid~~ 1cbe3b6e03\n- ~~MESH_OT_hide~~ 5d8937e8ba\n- ~~MESH_OT_loop_select~~ 7fa77cd31d\n- ~~MESH_OT_normals_make_consistent~~ 266638d783\n- ~~MESH_OT_offset_edge_loops~~ efd843b51c\n- ~~MESH_OT_reveal~~ f4c1685a16\n- ~~MESH_OT_screw~~ badd88ca02\n- ~~MESH_OT_select_all~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_axis~~ c899f21800\n- ~~MESH_OT_select_face_by_sides~~ 90c9458b2f\n- ~~MESH_OT_select_interior_faces~~ e161c51e7f\n- ~~MESH_OT_select_less~~ b6a7fa1880\n- ~~MESH_OT_select_linked~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_linked_pick~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_loose~~ eacb2eb423\n- ~~MESH_OT_select_mirror~~ 3ebe389605\n- ~~MESH_OT_select_mode~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_more~~ 2309131b4d\n- ~~MESH_OT_select_non_manifold~~ 4da2aec2bb\n- ~~MESH_OT_select_nth~~ 63c2397171\n- ~~MESH_OT_select_random~~ 847f028b71\n- ~~MESH_OT_select_similar~~ 75b2091d42\n- ~~MESH_OT_select_ungrouped~~ 1d8e6c5cd0\n- ~~MESH_OT_shortest_path_pick~~ c32cc3e43e\n- ~~MESH_OT_shortest_path_select~~ 5a431be629\n- ~~MESH_OT_spin~~ ab8dded330\n- ~~MESH_OT_vert_connect~~ 944054fbb6\n- ~~MESH_OT_vert_connect_path~~ fc7316fb54\n", "Collada import and export wrongly handle skin morphs.\nBroken: 2.72 / 95182d1\nprobably all versions.\n\nThe collada specs require a morphed skin to use a source for the skin that is the output of a morph,\nthat is, the controller that has a skin uses as source the id of a controller with a morph.\nHowever, blender skips the morph on export: it uses the id of the base mesh (geometry) as source\nfor the skin and doesn't refer to the morph controller at all. On other hand, when importing it applies\nall morphs to skins that both use the same base mesh. This is not how it is supposed to be.\n\n\n1) Open blender (compiled with collada support), load factory settings, clear the scene.\n2) Import the skin_and_morph_example.dae example from Skin_and_morph\nObserve that this fails. Correct would be to get the result that you will get in point 4).\n\n3) Edit the .dae and change \n```\n <skin source=\"#pCylinderShape1-morph\">\n```\ninto\n```\n <skin source=\"#pCylinderShape1\">\n```\nthat is, skipping the morph controller and just refer directly to the base mesh.\n\n4) Import the changed .dae - and observe that now the import succeeds and the morph is still applied (it shouldn't be).\n\nFor your convience, I have included the skin_and_morph_example.dae file from collada.org,\nas well as the changed case that \"works\" under blender, called skin_and_morph_example_blender.dae.\n\n[skin_and_morph_example.dae](skin_and_morph_example.dae)\n[skin_and_morph_example_blender.dae](skin_and_morph_example_blender.dae)", "\"Long Hair\" children pulled to world origin when using Texture (2.93.4 regression)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.4\nWorked: 2.93.3\n\nMy particle hair system works as expected in 2.91+ up to 2.93.3:\n![hair_292.JPG](hair_292.JPG)\n\nIn 2.93.4, the children are pulled towards world (not object) origin:\n![hair_2934.JPG](hair_2934.JPG)\n\nThis appears to only happen IF a texture is used to affect Density AND \"Long Hair\" is checked.\n\n\n\n1. Move default cube away from origin\n2. Add particle system\n3. Enable interpolated children\n4. Check \"Long Hair\"\n5. Add a Texture (even a cloud texture works)\n6. Enable Density influence\n\n![bug3.JPG](bug3.JPG)\n\nBlend file with error:\n\n[Bug3.blend](Bug3.blend)\n", "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.", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "Asset Browser: Instance option shifts objects from the nested collection to the world origin\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5\nWorked: unsure\n\nIf we have a collection as a asset which contains nester collection, after spawning such collection with instance unchecked will keep \nobjects from nested collection at world origin\n\n- Download zip\n- Open default scene add set this as asset library path; `Example/Asset Browser`\n- Open asset browser -> select `User Library`\n- Drag & drop `Example_Object`\n- Uncheck `Instance` from redo panel. \nNotice collider objects shifts to World origin\nFound this issue by @JelSadones while discussing #103216 (Linked objects only count once towards the triangle count)\n- - - \n**Additional Info**\n- Open Prop_Example.blend\n- Remove `BoundingBox` and `CustomColliders` collection and move all objects under single collection (i.e. `Example_Object`)\n- Save file then open a default file.\n- Now drag & drop this asset and uncheck Instance option (all objects will be at the instanced position)\n\n[Example.zip](Example.zip)", "No way to distinguish enum buttons that support shift-click to select multiple\nBlender has some buttons that allow shift-click to select multiple, but no way to show the difference. eg:\n\nTransform Tool, Gizmo's (Move / Rotate / Scale)", "Scaled Rigid Body causes issue (moving origin or mesh breaks collision, double transforms on negative scale)\nOperating system: Ubuntu 18.04 LTS\nGraphics card: Intel HD 4000\n\nBroken: 3.0\nBroken: 2.90.1\nWorked: I don't know if this works with any other version, I created the file using 2.90.1.\n\n\nSee the attached .blend file. This file contains two errors with Rigid body simulation. I'm filing both errors in one bug because these may be related (both happen in one example simulation).\n\nError 1: object origin distance from another object changes interaction between objects\n\n1. Open attached example case (.blend file)\n2. Play the animation to verify that \"Ball\" is attached to the chain.\n3. Stop the animation and jump to first frame.\n4. Select object \"Ball\" and from menu Object - set Origin - Origin to Center of Mass (Volume)\n5. Play the animation to verify that \"Ball\" is no longer attached to the chain.\n\nError 2: Rigid body type \"Active\" changes orientation of the object\n\n1. Open attached example case (.blend file)\n2. Play the animation to verify that chain is attached to the object \"Cube\".\n3. Stop the animation and jump to first frame.\n4. Change \"Cube\" Physics properties - Rigid body - Type: Active and Settings: Dynamic\n5. Play the animation and notice that Cube is now rotated 180 degress around the X axis. Obviously this results in chain no longer connected to the cube as expected and chain and Ball drop directly down during the animation.\n\nExample .blend file (cannot simplify more because Blender seems to be unstable with this file):\n[physics-test.blend](physics-test.blend)\n\n**Additional information**\nIt seems that I can work around Error 1 by selecting all items and applying \"Rotation & Scale\". I think this should not be required to get two objects to interact during simulation so I'm reporting the problematic file as-is. I cannot figure out the reason nor workaround for Error 2.\n\n$ apt policy blender\nblender:\n```\nInstalled: 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0\nCandidate: 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0\nVersion table:\n```\n *** 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0 500\n 500 ubuntu bionic/main amd64 Packages\n", "Add support to tessellate 'ngons with holes' in mesh's validate() func? Much useful for importers (FBX, OBJ...)\n\n\n2.76\n\n fbx does not import NGON. But it imports into Modo.\nBlender:\n![Selection_018.png](Selection_018.png)\n\nModo:\n![Selection_020.png](Selection_020.png)\n\nFile:\n[exchange.fbx](exchange.fbx)\n\n\nimport fbx\n", "Materials animation doesnt show up in animation actions editor\nOperating system: Linux-5.8.18-300.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0 Alpha\nWorked: never\n\nMaterials animation doesnt show up in animation actions editor\n\n[#82522.blend](T82522.blend)\n- Open blend\n- keyframes for nodetree actions will be visible in the Graph Editor\n- keyframes for nodetree actions will be visible in the DopeSheet\n- keyframes for nodetree actions will be visible in the NLA Editor\n- keyframes for nodetree actions will **not** be visible in the Action Editor and appropriate Action cannot be selected from the dropdown\n\njust make a base color of material animated and then see that its not in action editor\n\n![1.jpg](1.jpg)", "Unified object and geometry I/O handling\n## Motivation\n\nCurrently I/O for objects and geometry is primarily handled through import and exporter operators. But there are plans to extend this to:\n* Drag & drop\n* #68933 (Collections for Import/Export)\n* Geometry nodes\n* Asset system\n\nFor this we need a unified system to handle I/O for various file formats, to provide consistent functionality across these areas and avoid code duplication.\n\nIt will also make a better user interface for the import operator possible, with a single `File > Import` menu entry where you can then pick a file and see the appropriate options, without having to determine the file format first. Drag & drop similarly should be able to recognize the file type automatically.\n\n## Design Proposal\n\nAdd new `IOHandler` type that can be subclassed, similar to operators or render engines (maybe a better name can be found).\n\nIt would include:\n* List of file extensions (or method to determine if a filepath matches)\n* Method to create import / export settings\n* Method to make UI layout of import / export settings\n* Method to import a file\n* Method to export to a file\n* Method to provide metadata about file\n\nThe precise functionality needs to be determined by looking at the various use cases. But a few general points:\n* Settings:\n**Can be stored as ID properties.** Potentially the defined properties may depend on the use case, for example an import operator may have additional properties relating to how it affects the scene, compared to collection I/O which may be more local.\n* Import:\n** This could work similar to library linking .blend files. That is, importing would populate its own main database with datablocks. The operator, geometry node, assets system would then receive this main database and use, copy or link the datablocks as appropriate for each. This gives each use case more control over the ownership, and by not affecting the main .blend database there should be no side effects from running the import method.\n* Export:\n**Exporters typically export depsgraph evaluated scene data. They also have options for exporting only selections or the entire scene. There is some potential here for an abstraction that provides the relevant subset of evaluated scene data to the exporter, but the right API for this is not obvious.** On the other hand for syncing with Omniverse or other collaborative tools, the data you import and export needs to match, so then you might be exporting original scene data? This might be something we do for USD only and after the basic I/O handler is in place, it's unclear if this would be part of the same system and how it would fit in.\n* Assets:\n**Currently assets must always be datablocks from .blend files, but ideally any importable file would be indexable by the asset browsers as well. For this it's important to be able to quickly read metadata, maybe read or generate a preview image.** Being able to get the file as a set of datablocks in a database could allow reusing existing code more. Even image files could be read as an image datablock for example. However the asset system might already have plans for its own abstractions here, we need to check how it fits.", "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", "GPencil: Add multiframe support to Move to Layer\n", "Export filеs in DAE the animation plays from the last frame\nHello!\nFrom Version 2.8 to this day, the problem has not been resolved: when exporting animation to the DAE extension, the animation is played in the Blender browser and stops at the last frame. Thus, when starting the animation in the employer's program, the animation plays from the last frame and jumps sharply to the first frame.\nExample: animation has 10 frames.\nThe animation starts from in the following sequence: 10, 1, 2, ... 10.\nIt is necessary that it was: 1, 2, ... 10.\nIn versions earlier than 2.8, there is no such problem. I have to keep Blender 2.79b and save the animation. Therefore, in this version, the animation is not played in the browser upon saving and does not stop at the last frame.\n\nP.S.\nwhen exporting to DAE in versions 2.8+, you will see that the animation will play in the browser window and stop at the last frame. in 2.79b - there is no such thing." ]
[ "Collada: No Bi-Normal support\nWindows 8.1\nUbuntu 14.10\n\n2.7\n\nBlender Collada exporter does not export vertex binormals within the Collada document.\nThis is mandated by the [Collada specification ](collada_spec_1_5.pdf) (Page 17)\n\n1. Create scene\n2. Select file -> export -> to Collada (.dae)\n3. Open exported file with any text editor\n4. Does not contain binormal data \n\n Note: Merged in all Collada bug reports here. please check all merged reports & close as resolved when fixed." ]
Scene custom properties crash Operating system: Windows 10 Pro Graphics card: 2x Nvidia 1080 GTX Broken: 2.8 18e5540a48b6 (2019-03-06) (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) Blender crashes when attempting to append/link an object with a driver that uses a scene custom property Based on the default startup or an attached .blend file (as simple as possible). **If you want to recreate it yourselves, do this** file 1: - add a **scene** custom property (i.e. prop) - add a driver to the default cube that uses “prop” in it - save file file 2: - append/link file 1’s default cube **If you want to use the included file, do this** - from the attached file, append/link "Sphere" to a new scene [bugfile.blend](bugfile.blend)
[ "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "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.", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n", "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n", "Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n", "Crash 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)", "Running scripts on append/link\n(I mentioned this at lunch and @dr.sybren said I should make a design task here c: )\n\n# Problem\nMost production rigs come with their own scripts, whether it's just for UI purposes or have actual functionality. It's standard practice for riggers to make these text datablocks a dependency of the rig to make sure that it's brought along when the rig is appended or linked somewhere. However, such scripts will not run on append or link.\n\nThis introduces a piece of poor UX for animators, which in my experience results in a huge amount of confusion. The animator would have to save and reload the file, or open a text editor and run the script file, but they have no reason to know that they have to do either of these, unless the rigger tells them so. @Hjalti and @PabloFournier probably remember running into this on many occasions.\n\n# Proposal\nMy idea is to add a piece of functionality to the append and link operators; A \"Run Scripts\" bool param, enabled by default, with a tooltip like \"Execute scripts which are set to register on file load after appending/linking\". Can probably come up with better wording, but I guess you get the idea; Appending or linking(directly or indirectly) a text datablock with the register checkbox enabled(`use_module==True`), will also execute it.\n\nIf the user has Auto-Run Python Scripts user preference disabled, it should throw up the usual pop-up to request permission to run the script.\n\nAn example file with a rig and rig UI script, all ready to be linked/appended:\n[custom_rig_ui.blend](custom_rig_ui.blend)\n\nThoughts? Are there other use cases? Are there any scenarios where this would cause problems?", "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)", "EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n", "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", "Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\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", "Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)", "Crash 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" ]
[ "Assert adding a driver that uses a single property of a scene ID\nOperating system: fedora 29\nGraphics card: 970m\n\nBroken: a1ae04d15a\nWorked: old dependency graph\n\n\nSeems like drivers cannot use a scene property.\n(spotted while looking into blender/blender-addons#60986 -- Import Images as planes Addon creates a driver using the scenes camera as variable)\n\n\nwith the default scene open:\n- select the cube\n- RMB on any property in the Properties Editor: `Add Driver`\n- in the following popup: set `Driver variable type` to `Single Property`\n- set `Type of ID-Block` to `Scene`\n- pick a scene from the list\n\nshould assert then (Debug build)\n\n`BLI_assert failed: /blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:497, build_id(), at '!\"Should never happen\"'`\nthere is no such thing as build_scene() for a scene ID, and I am not sure if this should even be there? If so, should it just go over all viewlayers and build these?\n\nin a release build you can continue to enter a RNA path (e.g. \"camera\" or \"use_audio\"), but you are then getting something like:\n`add_relation(RNA Target -> Driver) - Could not find op_from (RnaPathKey(id: SCScene, prop: '<No Prop>'))`\n`add_relation(RNA Target -> Driver) - Could not find op_from (RnaPathKey(id: SCScene, prop: 'use_audio'))`\n\nSo, not sure if this should/could be supported?\nIf not, maybe this should be excluded from the UI to choose from?" ]
Smooth vertex broken using shortcut Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13572 Core Profile Context 19.10.2 26.20.13031.5006 Broken: version: 2.83 (sub 1) Worked: (optional)
[ "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)", "Intersect Selection in edit mode\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIntersect existing Selection apply just to what in the viewport frame \nI can t reproduce it with an exact steps\nopen the linked file and select some vertexes with Select Box and with Intersect Mode\nthe intersection apply just to the vertexes shown in the viewport frame \nsame problem in 2.83 - 3.1 - 3.2\n[bug.blend](bug.blend)", "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", "Subdivide smooth is not symmetric\nWindows 8\nGeforce GTX 665 M\n\nBroken: Blender 2.96.0 r60995\n\n\nOn a 3 vertex line with the center vertex with greater y like that :\n![subdivide_smooth_bug.png](subdivide_smooth_bug.png)\n\nIf I use subdividee smooth the result is not symmetric, I haven't set any random property.\n \n\n1./ Use subdivide smooth on the attached blend file, I have put the result that I get and the original\n[subdivide_smooth_bug.blend](subdivide_smooth_bug.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.", "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![vertex-paint-falloff-angle-ok.png](vertex-paint-falloff-angle-ok.png)\n\nIncreased size produces artifacts:\n![vertex-paint-falloff-angle-bug.png](vertex-paint-falloff-angle-bug.png)\n\n---\n\n[vertex-paint-falloff-angle-bug.mp4](vertex-paint-falloff-angle-bug.mp4)", "Freestyle Lines Stopping Short of Vertices & Partially Failing\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8682\n\nBroken: version: 2.92.0\n\nSee attached PNG file: Freestyle lines sometimes do not reach vertices - sometimes by a long way; and on some edges they are completely absent when they should be present.\n\n[The PNG file also shows a shadow problem which has been submitted separately: T88013 ]\n\nOpen the attached .blend file and press F12 ('Render').\n\n[BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend](BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend)\n\n![BlenderFreestyleBugs-1.png](BlenderFreestyleBugs-1.png)\n\n", "Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n\n", "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.", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Broken curve drawing in normalized view in graph editor\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.1\nWorked: ?\n\nin the normalized mapping in the graph editor, the curve behaves strangely. In the normal display, everything is fine\n[2022-04-20 22-13-05.mp4](2022-04-20_22-13-05.mp4)\n\n- Open attached .blend file\n- In graphics editor pan view up and down\nDisable Normalized to hide the problem\n[bandit_anim.blend](bandit_anim.blend)", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "UV Stitch and Minimize Stretch do not support the trackpad\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nWe can use the mouse wheel while executing \"UV Stitch\" and \"Minimize Stretch\" operators to adjust the Limit and Blend values. However, this feature is not available for trackpad users.\n\nA possible solution can be seen here:\nD8812\n\n", "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", "Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n![Screenshot from 2020-12-16 10-58-40.png](Screenshot_from_2020-12-16_10-58-40.png)\n\n![Screenshot from 2020-12-16 10-58-44.png](Screenshot_from_2020-12-16_10-58-44.png)\n\n" ]
[ "Smooth Vertices called from the F3 operator search will put you in a modal without knowing [doesnt execute immediately]\nOperating system: Linux (Ubuntu 18.04)\nGraphics card: GTX 1080TI (NV driver 440.26)\n\nBroken: 2.82, (blender-2.82-7af560438966-linux-glibc217-x86_64)\nWorked: 2.81 released\n\n`Smoothing Vertices` in edit mode when called from the F3 operator search will leave you stuck in modal\n\nSimply subdivide the initial cube a few times and called the operator from the F3 operator search\nYou are in a modal, operator only executes after first mouse click (with unwanted results depending on mouse position)\n" ]
VSE: When Sample tool is selected D + Left mouse doesn't annotate Operating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits Graphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22 Broken: version: 2.83.0 In the VSE preview, D + Left Mouse doesn't annotate. - From scratch, open a Video Editing template. - In the preview area press D and click left on the viewer to start annotate, it doesn't work.
[ "--addons does not enable the relative addon checkbox\nWindows 7\n\nBroken: 2.79\n\nBy using [--addons ](https:*docs.blender.org/manual/en/dev/advanced/command_line/arguments.html)*add-on*, the checkbox in the UI of*Blender User Preferences*\"Add-ons\" page is not enabled for*add-on//.\n\n - type `.\\blender.exe --addons mocap`\n - open *User Preferences*\n - click *Animation* under *Categories*\n - search for *Animation: Motion Capture Tools*\n - verify the checkbox is not enabled for this addon", "Autoscroll not working in lists that can be text searched (template_ID), works in others (e.g. template_node_view)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.4.0\n\nUnlike other similar places in Blender, the Scenes list does not autoscroll when hovering the mouse over one of the direction triangle icons.\n![image.png](image.png)\n\n\n\n", "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![image](attachment)\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![image](attachment)\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.", "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)", "Select loop only works if the hidden face is a ngon\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3070\n\nBroken: 3.3, 2.79b\nWorked: 2.49b, 2.59\n\nCan't select the boundary loop of a hidden face, unless the face is an ngon.\nThe expected selection behavior is the same as if the face was deleted instead of hidden.\nIn ancient Blender versions it works.\n\n- Open attached file\n- Alt click to select the open loop. It will only select an edge (selects loop for n > 4)\n[bug.blend](bug.blend)", "Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n", "picker isn't working on cryptomatte matte id picker\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: 3.3.0 Alpha\n\n\nadd a cryptomatte node (new or legacy), hover over matt id and press E . No picker will appear meaning user must click the + icon.\n![image.png](image.png)\n\n", "Different results when keyframing visual transforms and applying transforms manually on IK constraint\nBroken: v2.82a and blender-2.90-f9d0f59bed4d-windows64\nWorking: never, tested with 2.75a and that even shows this issue.\n\nThere is a difference between using the insert keyframe menu to insert Visual LocRot compared to if you Apply Visual Transform to Pose and then use normal keyframe LocRot.\n\n\n[keyframe-visual-root.blend](keyframe-visual-root.blend)\n- Open the attached blend file.\n- Set a VisualLocRot keyframe on the root bone.\n- See in the graph editor that the orientation is keyed with quaternion (1, 0, 0, 0), even though the bone was visually influenced by the IK constraint.\n- Disable the IK constraint, and see that the root bone moves.\n\n\n---------------------------------\n\nUsing Keyframe Menu (broken):\n\n[2020-05-15 11-24-58.mkv](2020-05-15_11-24-58.mkv)\n\nIterating Keyframe Insertion (Semi-working):\n[2020-05-15 12-02-32.mkv](2020-05-15_12-02-32.mkv)\n\nManually applying transforms to Pose (working):\n\n[2020-05-15 11-29-47.mkv](2020-05-15_11-29-47.mkv)\n", "Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n", "No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n![Mask shot.png](Mask_shot.png)\n", "\"Editor Type\" button, tooltip always states \"Shortcut : [shift]+[F1]\"\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-18.8.4\n\nSimilar behaviour was also observed on Linux Ubuntu 22.04.\n\n\nBroken: version: 3.2.2\n\nin All Workspace types, when hovering over the \"Editor Type\" button it always states Shortcut : [Shift]+[F1]\n(regardless what the current Editor Type is).\n\nIn any workspace,\nHaving any Editor Type,\nHover (with the mouse) over the Top left button \"identifying itself as \"Editor Type\", the tooltip that appears, always contains the shortcut key reference Shift-F1, which in fact is (by default, after clean install) assigned to \"File Browser\" and/or \"Asset Browser\", a fact that is clearly shown when the \"Editor Type\" is pressed and the available Editor Types are presented in a dialog.\n", "VSE: Retime tool not available in \"Sequencer & Preview\" mode\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\n\nWhile the Blade tool is available in both the \"Sequencer\" and \"Sequencer & Preview\" modes, the Retime tool is only available in the \"Sequencer\" mode. I'm not sure this inconsistency is intentional.\n\n(Apart from this, most of the tools in the \"Preview\" mode are also not available in \"Sequencer & Preview\", but I'm guessing that's intentional to avoid confusion - after all, users might expect the transformation tools to also work on strips in the timeline, not just on items in the preview. Is that correct?)", "Using Ctrl to select bones in weight paint mode with Xray on is broken with left click select\nOperating system: Gentoo Linux\nGraphics card: AMD 5700xt\n\nBroken: 2.90 master, 2020-05-25\n\nWhen using X-ray in weight paint mode, you can no longer select bones with left click select (the right click select keymap works)\n[weightpaint.mp4](weightpaint.mp4)\n[test_gradation_T01_01.blend](test_gradation_T01_01.blend)\n\n1. Open the attached file.\n2. Go to the \"viewport shading\" drop down menu and activate X-ray with something less than 100%\n3. Try to select any bones with ctrl + left mouse\n4. Notice that you can't select any bones with X-ray on.\n\nI noticed that this is caused by a \"Select\" key binding in weight paint mode. This binding only exists in the left click select key map.\nIf I remove this binding, I can select in xray mode again. This doesn't seem to remove any functionality, so I am a bit confused why this binding exists here at all.\n![screenshot.png](screenshot.png)", "VSE/UI: Operators missing shortcut keys\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\nSet Preview Range to Strips & Set Frame Range to Strips:\n{[F10276617](image.png),size=full}\n\nAnimation Render options are missing keys:\n{[F10276638](image.png),size=full}\n\nSide of Frame... Current Frame - is also suffering from a bad name and ctrl+left click on Playhead to select is missing.\nLeft & Right: Brackets do not work on non English keyboards.\n{[F10276621](image.png),size=full}\n\nAll of the handle selection options are missing keys:\n{[F10276625](image.png),size=full}\n\nAll of the Channel selection options are missing keys:\n{[F10276627](image.png),size=full}\n\nJump to previous/next marker are missing keys:\n{[F10276631](image.png),size=full}\n\n\n\n\n", "No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n" ]
[ "Annotation Tool Cursor not properly Showing/Updating.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\n\nThe Cursor of the Annotation tool doesn't work well when using the hotkey for Active Tools, it's either showing the wrong one or not updating when changing to other Tools\n\n**Demo**\n{[F7865920](Ano.gif) size = full}\nDefault Scene switch to Annotation tool with Shift+Spacebar, use the tool, The Cursor doesn't show up.\nSwitch to another Tool , the Cursor doesn't update.", "Annotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nAnnotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\n\n- Go to edit mode try to draw with the d-key down + left mouse drag while one of this tool is selected: knife tool, loopcut tool, polybuild, curso tool \nNotice while drawing ( d-key down + left mouse drag )is broken, erase ( d-key down + right mouse drag) is still working properly.\n" ]
Undo resets to keyframed transformation when animating an object Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 Broken: version: 2.80 (sub 53) Worked: (optional) When you undo transformation during animating an object, if the object has a keyframe, it goes back to keyframed transformation ignoring the history of transform edit. If the object has no keyframes it goes back in order of the history. The same goes for bones too. I have reported this bug before but it seemed to be merged to the other bug and marked as resolved. 1. Add a cube. 2. Set a keyframe to its location. 3. Move the cube to other location more than 2 times. 4. Hit undo. 5. The cube should go back straight to keyframed location.
[ "Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens.", "Shape Key animations do not render if user is in edit mode when beginning the render.\nOperating system: Windows 10 Home 64 Bit\nGraphics card: Intel (R) HD Graphics 610\n\nBroken: 2.80, ee0d8426ab6d, 2019-05-03\n\nIf the user is in edit mode when they start the render, shape keys will not have any effect.\n\n1. Create an object.\n2. Add the 'Basis' shape key.\n3. Create another shape key, and edit it.\n4. Keyframe the value of the shape key at different frames.\n5. If the user is in edit mode when the render starts, the shape keys will not have any effect. Otherwise, it will work fine.[blend.blend](blend.blend)\n\n[no-edit.mkv](no-edit.mkv)\n\n[edit.mkv](edit.mkv)", "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", "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)", "Optimized per-datablock global undo\nGlobal undo is slow on scenes with many objects. A big reason is that undo writes and reads all datablocks in the file (except from linked libraries). If we can only handle the ones that actually changed, performance would be much improved in common scenarios.\n\nThis proposal outlines how to achieve this in 3 incremental steps. Only 1 or 2 of these steps would already provide a significant speedup.\n\nAt the time of writing there is no concrete plan to implement this, but I've had this idea for a while and it seemed useful to write down in case someone likes to pick it up.\n\n## ~~1. Read only changed datablocks~~ DONE\n\nLinked library datablocks are already preserved on undo pop. We can do the same thing for all non-changed datablocks, and only read the changed ones.\n\nWe can detect which datablocks were changed by checking that their diff is empty. Addition and removal of datablocks also needs to be detected. We need to be careful to exclude runtime data like `LIB_TAG_DOIT` from writing, to avoid detecting too many datablocks as changed. Most changes to runtime data go along with an actual change to the datablock though.\n\nSince unchanged datablocks may point do changed datablocks, we need to reload datablocks in the exact same memory location. We can safely assume the required memory size stays the same, because if it didn't those other datablocks' pointers would be changed as well. In principle other datablocks should not point to anything but the datablock itself, but there may be exceptions that need to be taken care of *(e.g. pointers to [armature] bones hold by [object] pose data...)*.\n\n`Main` fields other than datablock lists may need some attention too.\n\n## ~~2. Optimize post undo/redo updates~~ DONE\n\nThe most expensive update is likely the dependency graph rebuild. We can detect if any depsgraph rebuild was performed between undo pushes, and if so mark that undo step as needing a depsgraph rebuild. This means the undo step is no more expensive than the associated operation.\n\nThis requires the dependency graph to be preserved through undo in scene datablocks, similar to how images preserve image buffers. This would then also preserve GPU data stored in the dependency graph. If the dependency graph supports partial rebuilds in the future, that could be taken advantage of.\n\nThere may be other expensive updates, to be revealed by profiling.\n\n## 3. Rethink how we handle cache preservation across undo steps.\n\n#76989 seems to point to some pointer collision issue, similar to the reason that lead us to add session uuid to IDs when we started re-using existing pointers in undo.\n\nNote that according to the report, there were already issues before undo refactor - hard to tell though if they had the same root cause?\n\nThis needs to be investigated further.\n\n## 4. Write only changed datablocks\n\nWhile undo/redo is usually the most expensive, the undo push that happens after each operation also slows down as scene complexity increases. If we know which datablocks changed, we can only save & diff those.\n\nThis could be deduced from dependency graph update tags. However there are likely still many operations where tags are missing. If it is not done correctly, then instead of a missing refresh there is a more serious bug of not undoing all changes. So this needs verification throughout the Blender code for correct tagging, before it can be enabled.\n\nDebug builds could verify correctness by testing the diff is empty whenever there was no tag.\n\n\n-----------------------------\n\n\nCurrent Status and Plan\n****\n\nThere is an experimental option in 2.83 to address step 1 and (part of) step 2. This was developed in branches and is now in master. Implementation of step 3 has not started.\n\n- [x] [id-ensure-unique-memory-address]() implements the idea of never re-using a same memory address twice for IDs. This is required to allow usage of ID pointers as uids of datablocks across undo history.\n - [x] Add storage of addresses history for each ID (has to be stored in blend memfile, can be ignored/reset when doing an actual blendfile reading).\n - [x] Discuss how to best implement the 'never get same allocated address again' process, current code here is basic, we could probably be much smarter and efficient with some changes to our MEM allocator itself.\n - [x] We are going to try and use session-wise uuids for data-blocks instead.\n - [x] Make new undo behavior controllable from Experimental preferences area.\n- [x] [undo-experiments]() Implements detection of unchanged datablocks at undo, and re-using them instead of re-reading them.\n - [x] Switch to using id addresses instead of names to find back a given data-block across undo history (depends on completion of work in `id-ensure-unique-memory-address` branch).\n- [x] [undo-experiments-swap-reread-datablocks]() implements re-using old ID address even for changed IDs that need actual reading from memfile. Also adds support for more refined depsgraph update flags handling from undo. Both changes combined allow to reduce dramatically depsgraph work needed during most undo steps.\n - [x] Switch to using id addresses instead of names to find back a given data-block across undo history (depends on completion of work in `id-ensure-unique-memory-address` branch).\n- [x] Investigate crashes due to invalid or used-after-free memory in depsgraph after undo step.\n- [x] Investigate why some undo steps are still using full reload of the memfile. Some may be necessary, but think we can improve here.\n - [x] In particular, the absolute last undo step (the first to be undone) is always seen as 'all data are changed', for some reasons...\n- [x] Investigate how to discard runtime data from 'data is changed' detection (probably by nullifying those pointers at write time?).\n- [x] Fix slow undo of adding/duplicating/deleting datalocks. The undo diffing does not appear to be smart to match up the right datablocks in such cases, causing many unrelated datablocks to be marked as changed, which also means excessive memory usage. The `session_uuid` could be used to find matching datablocks.", "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)", "Rigidbody cache is not invalidated when constraints are adjusted.\nOperating system: Ubuntu 20.04 x64\nGraphics card: RTX 2080\n\nBroken: 3.2\nWorked: Unknown\n\n\nWhen working with motor and slider constraints, adjusting them does not (always?) invalidate the existing rigidbody cache, causing the previously cached behavior to be retained.\nThis behavior does not persist on file reload (eg, saving and reloading the file with modified constraints corrects the issue), and anything else that will invalidate the cache also \"corrects\" the problem (ie, adjusting a simulated object).\n\nStarting with the included blend file.\n[repro.blend](repro.blend)\n 1. Press play on the timeline. Observe that the cube moves towards the +X axis.\n 2. Rotate the empty hosting the slider constraint (select from the outliner, or select the empty in the -Y quadrant) so that the local X axis points in another direction; for example, rotate 90d around the Z axis so it points in the +Y direction.\n 3. Rotate the empty hosting the motor constraint (select from the outliner, or select the empty in the +Y quadrant) so that the local X axis matches the direction of the slider constraint.\n 4. Press play on the timeline. Observe that the cube still moves towards the +X axis.\n\n[vokoscreenNG-2022-06-28_13-37-49.webm](vokoscreenNG-2022-06-28_13-37-49.webm)", "Can't edit new driver on an overriden property on a linked object with no animation data\n## Simplified Report\n\n- The following file contains an object with no animation data.\n- Link the object to a new file and make a library override from it.\n- Add a new driver on one of its location channels.\n- Notice that driver options are grayed out and can't be edited.\n- One expects to be able to edit the driver since the object has no animation data. \n\n[libraryFileWithNoAnimationData.blend](libraryFileWithNoAnimationData.blend)\n\n## Original Report\n\n\nOperating system: Linux-5.15.60-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\nWorked: ??? I could have sworn this worked in 3.2 but it seems to have the same behavior. Same in 2.93.\n\nUsing drivers with overridden properties is not really usable. I can add a driver, but then I cannot edit it.\n\nLink a collection into a file and make a library override. Right-click on a property and choose \"Add Driver\".\nRight click on the property (which should turn purple) and then choose \"Edit Driver\" Notice that the\ndriver's controls are all blurred out! You can't edit them in the UI.\nIt gets worse!\nOpen a driver-editor window so you can watch what happens in the next step, and select the driver you\njust created- open the \"Drivers\" tab in the window. Look at the expression.\nIn the main window (not the driver window), click on the driven property and type ~~\"#1\" - when you\nprepend a hash symbol, that tells Blender to edit the expression of a driver (it's a handy way to make\nnew drivers with simple expressions. Try it at home!)~~ **edit: it looks like you don't need the hash when it is already driven.**\nNow, notice the expression change in the driver window that you aren't normally able to edit!\nI have also confirmed that you can edit some properties with the Python API that you cannot edit in\nthe user interface.\n\n**My Thoughts** (If you're interested)\nI do not know if the design for overrides is intended to support using drivers like this. It feels a little squishy\nbecause I don't know if Blender will keep the driver around when I resync the override. On the other hand, it's\nreally handy when doing animation that is easier to do programmatically, such as causing a bone to oscillate\nwith sine-waves (e.g. a plant waving with the wind). Sometimes I use a driver to bake keyframes - so I set up the\ndriver and then bake its motion to an action, and get rid of the driver. It is my opinion that driver support is\nnecessary for overrides, because it's something I expect to be able to use, as an animator. I don't know if the\nold Proxy system supported drivers, though.\nAt any rate, if it is blocked from editing in one place, it should be blocked from editing through the API, too.\n\nI apologize if this is a known issue. I don't see any similar bug reports but it appears things have been like this\nfor a while.", "Persistent Base Layer Brush doesnt work first time and after Undo\nOperating system: Windows 10\n\n2.83 master and 2.90 master\nCommit: 47f46637be1bef9672ede0ab6795a7e9ea97fc6a\n\nWhen setting a persistent base for the new layer sculpting brush, then sculpt onto a mesh and undo, the persistent layer is deleted with the undo and the same happens when setting the persistent base the first time.\n\n1. Add a UV sphere and remesh in sculpt mode so that you can use the layer brush\n2. Enable **Persistent** for the brush and press **Set persistent base** button\n3. Sculpt with layer brush onto the mesh\n\n![image.png](image.png)\n\n4. sculpt a second time onto the mesh on a different area and then over the area where using the layer brush the first time:\n\n**It's not \"merging the layer\" correctly**\n\n![image.png](image.png)\n\n5. Undo, set persistent base again and then sculpt\n\n![image.png](image.png)\n\n6. Then sculpt on a different area and the layers are merged:\n\n![image.png](image.png)\n\n7. After undo the sculptings so that we have a sphere again and then sculpt with layer brush, the persistent base is again lost:\n\n![image.png](image.png)", "Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.", "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)", "Batch Renaming Subdivided Bones Bug\nOperating system: Windows 10\nGraphics card: GTX 1660\n\nBroken: 3.0\nWorked: hasn't\n\nbatch naming subdivided bones messes with names\n- Open .blend file\n- Switch to edit mode\n- ctrl f2 to batch rename, change objects to bones, type to set name, method to new, name to anything, click ok.\nthe order for the bone names gets reversed. \nif you did individual subdivisions for a bone, the names get scrambled\n\nreference: LlLCkwp\n\nthe \"fix\" was to tab out into object mode before batch naming the subdivided chain.\n\nTest File:\n[#94090.blend](T94090.blend)", "Revisit Pose Library for Object animation\nThe pose library was made with character animation in mind. However, because any Action can be marked as asset, it's also possible to use it with Object (or other datablock types) animation. The pose library should be investigated, to determine what doesn't work well, and whether to fix it or to just make the operation available for armature objects only.\n\nExample: re-rendering preview image for object-level pose Action shows warning about not being able to apply the pose.\n", "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)", "Transform has hard-coded keys to the modal keymap\nCurrently some keys used during transform are hard coded, a few aren't available in the modal keymap either (`O`, `C`, `N`), see `transformEvent`.\n\nIt's not useful to be able to edit the modal keymap when there is also functionality only accessible from hard coded keys.\n\nAll functions should be moved to the modal keymap and hard coded keys removed." ]
[ "Undoing in pose mode destroys the entire pose.\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel HD Graphics 4000 OpenGL Engine Intel Inc. 4.1 INTEL-12.4.7\n\nBroken: version: 2.80 (sub 49)\nWorked: (optional)\n\nwhen you are posing a few bones / controllers in pose mode, if they are keyed and dont set a key right away you hit undo you lose the entire pose not just the last control you moved posed scaled or rotated.\n\n\n - open any rig (like victor) or any other\n - key all the character\n - go to an other frame in the timeline\n - move an arm\n - move a leg\n - scale the head\n - hit undo once\n - everything goes back to the keyed pose\n\n[undo problem.mov](undo_problem.mov)" ]
Grease Pencil Strokes Look Faded Despite Not Using Pressure Sensitivity For Strength Windows 10 Nvidia GTX 980Ti 2.92 Beta When drawing GP strokes with Radius pressure sensitivity and Stabilize Stroke activated (Radius: 15px Factor: .900), the strokes often look faded at the end point, even though they should be completely solid as per my settings (I have Strength set to 1.0 with pressure sensitivity deactivated). It appears that the small points at the end are treated as if they have lower opacity. This effect disappears when you zoom in close, but they still look faded in the render. This effect is fixed by increasing the thickness of each end-point, but that's a pain to do for large drawings. I've noticed this same problem to a lesser degree in 2.91. ![Viewport.PNG](Viewport.PNG) ![ViewportZoomed.PNG](ViewportZoomed.PNG) ![Points.PNG](Points.PNG) ![Rendered.png](Rendered.png)
[ "GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU", "Weight painting with Zero Weights overlay method Active, once painted vertices remains blue\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.33\n\nBroken: version: 3.5.0 Alpha\n\nI don't think it has ever worked.\n\n\nWhen you choose the Zero Weights overlay method Active, then vertices with a weight of 0 are displayed as black. But once painted vertices remains blue when you paint with a value of 0 across it. You cannot paint them to zero again. Not without lots of tries. I managed to get it back to black once after five minutes permanently painting across it.\n\n\n- Switch to weight paint\n- In the Viewport Overlay settings change the Zero Weights behaviour to Active.\n- Paint a vertice \n- Now change the value back to zero and try to paint it back to zero again. So that it displays black like the other vertices with a weight of zero.\n\nSometimes, in very rare cases, i really managed to paint it back to black again. And i can misuse the Gradient tool here, which is a bit more reliable. But also this method needs lots of tries. Which made me report this as a bug then. I would expect that i can paint it to zero with a few strokes like i can paint it to 1.\n\n![weightofzero.jpg](weightofzero.jpg)\n\n[2022-11-18 18-43-59.mp4](2022-11-18_18-43-59.mp4)\n\n\n", "GPencil: Stroke not working with Holdout\nOperating system: Windows 10\nGraphics card: GeForce GTX 970\n\nBroken: 2.82a, as found on the splash screen\nWorked: Never\n\nSetting a collection as holdout in view layer options in cycles works as expected on grease pencil objects in the viewport render preview, but does not work on grease pencil objects when rendering. The entire grease pencil object is visible in the renders, whereas in the viewport render preview the parts of the grease pencil obscured by foreground objects set to holdout is alpha. \n\nCreate a grease pencil empty behind the startup cube. \nDraw some stuff. \nPut the startup cube in a collection and set the engine to cycles. \nFrom the view layers options for the new collection containing the startup cube, set it to holdout. \nTurn on render preview from the viewport shading options. Notice that the cube is invisible, along with the parts of the grease pencil that had been obscured by the cube.\nPress F12\nNotice in the rendered image that all of the grease pencil is visible, even the parts we had expected to be alpha masked from the startup cube holdout.\n\nSee the attached blend file.\n[HoldoutTrouble.blend](HoldoutTrouble.blend)\n", "If Grease Pencil is set to \"Stroke Depth Order: 3D Location\", blending always with the background and not with previously painted strokes\nOperating system: Ubuntu 20\nGraphics card: GT 1030\n\nBroken: 3.0\n\nIf Grease Pencil is set to \"Stroke Depth Order: 3D Location\", brush color blending seems to use only 1-bit transparency in many cases.\n\nIt is a known issue (see T75684). The linked bug is closed as a presumed limitation of Grease Pencil. However, what the dev calls a limitation there seems to be an unrelated feature (from user perspective, possibly not from a technical perspective). Namely, \"the strokes are always drawn as a billboard face to point of view\" prevents them from looking flat, despite being drawn with a brush defined in 2d space.\n\nI do not know Blender internals, but visually it looks like the problem is elsewhere: blending of colors in \"Stroke Depth Order: 3D Location\" binarizes (at least in some cases) the brush' alpha (opacity) channel. In effect, a hardly visible pixel may completely replace what is behind it. Possibly there is a way to make the scene look correctly at least when rendered.\n\nSee the model attached to the linked bug.", "Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n![blenderFloatFillBug.png](blenderFloatFillBug.png)\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).", "UI Accessibility: The color of grid emphasis lines is not light/dark enough to see easily. A color setting for accessibility would fix this.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n\nSometimes the colors of grid lines and the grid emphasis lines are very similar. Especially when zooming in or rotating. Grid color can be controlled in the settings area but not grid emphasis color.\n\n\nJust open a file and zoom so the grid fills the screen. When you are close it is almost impossible to see the difference between grid line and emphasis line.\n\n![Screen Shot 07-05-22 at 04.23 AM.PNG](Screen_Shot_07-05-22_at_04.23_AM.PNG)\n\n![Screen Shot 07-05-22 at 04.26 AM.PNG](Screen_Shot_07-05-22_at_04.26_AM.PNG)\n\n", "The result of Dynamic paint Image sequence is brighter than intended when using initial color.\nOperating system:Windows 10 64bit\nGraphics card: GTX 1060\n\nBroken: 2.79b, 2.80\nWorked: \n\nthe result of baked Image is birghter than it displays on properties panel. \nNot sure but seems like it is gamma correcting the color but the input color is already in sRGB space, not in linear space!\n\n\nset any color that is not too bright or dark to \nDynamic paint - Canvas - Image Sequence - Initial Color : color.\nthen press \"Bake Image sequence\".\nThe color of baked Image will be brighter than the color you set.\n[dynamic paint color.blend](dynamic_paint_color.blend)", "Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n![Screenshot 2021-06-17 at 14.52.31.png](Screenshot_2021-06-17_at_14.52.31.png)\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)", "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", "Grease pencil edit mode proportional edit \"connected\" bug\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nProportional edited vertices from a mesh behave different when editing in \"only connected\" than GP points do. Mesh points (vertices) calculate the influence by the length of the path, while GP strokes react as soon as they get into the influence circle.\nTheleft rectangle in the picture is a mesh, the rectangle on the right is a grease pencil object. Notice how the points react differently.\n![Bildschirmfoto zu 2020-03-17 00-40-03.png](Bildschirmfoto_zu_2020-03-17_00-40-03.png)\n![Bildschirmfoto zu 2020-03-17 00-40-19.png](Bildschirmfoto_zu_2020-03-17_00-40-19.png)\n\n[ProportE.bug.blend](ProportE.bug.blend)", "No \"affect alpha\" in brush settings in the Image Editor\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 7)\n(as well as the latest alpha: version: 2.83 (sub 5))\nWorked: 2.80 (Checkbox existed in Image Editor brush settings, but had NO effect on brush behavior)\n\nIn the 3D Viewport as well as the Properties Editor while in Texture Paint mode, all brushes offer the \"affect alpha\" option in the \"Advanced\" section of the Brush Settings. In the Image Editor that option is missing from the \"Advanced\" section for no apparent reason.\n![grafik.png](grafik.png)\n\nOpen Blender with factory settings. Switch to \"Texture Paint\" tab. Compare the \"Advanced\" section of the active brush's tool settings in the Image Editor to that in the 3D Viewport or Properties Editor.\n\nSurely this has to be a well-known issue and exists only due to technical limitations of some kind.\nWhat should I tell my students why this inconvenience exists and when it will be addressed?", "Crash after using Grease Pencil object as object font\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nWhen I use a grease pencil object for the object font of a text, blender crashes. I have had the same issue on a different computer with the version 3.1.0.[Test.blend](Test.blend)\n\n1. Add a text object\n2. Add a grease pencil object, for example a stroke, and put it into a seperate collection\n3. Put the instancing of the text to vertices (first image) and change the object font to \"Strok\", so it references the grease pencil object (second image)\n4. Repeatedly click the \"exclude from view layer\" symbol of the collection the grease pencil object is in\n\nThank you for your effort, I hope I filled everything out correctly\n{[F14114132](1.PNG), size=full}\n{[F14114131](2.PNG), size=full}\n\n\n", "The Grease pencil lines look like fragmented\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.83 (sub 10)\n\nThe Grease pencil lines look like fragmented\n![Capture.PNG](Capture.PNG)\n\nDraw a thin, fast line, and then the lines look shredded\nor open attached file\n[gp_aa_bug.blend](gp_aa_bug.blend)\n", "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", "Grease Pencil Sculpt/Vertex Paint Tool is exponentially slower when using tablet instead of mouse\nOperating system: Win10\nGraphics card: RTX 3070 FE\nTablet: Xp-Pen Deco 03 (Wireless)\n\nBroken: 3.1\nWorked: N/A\n\nWith high-geometry Grease Pencil strokes, the Sculpt Tool (and the Vertex Paint Tool) is exponentially slower when using tablet. \n\nVideo explanation:\nDavVZXsxBmI\n\nBlend File:\n[SculptToolExponentiallySlowerWithTabletThanMouse.blend](SculptToolExponentiallySlowerWithTabletThanMouse.blend)\n\n" ]
[ "Grease pencil opacity bug when dealing with line thickness relative to screen\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 a line is small enough relative to the viewport or camera, it seems to lower in opacity, and the interpolation between points can cause artifacts\n\nattached is a .blend file showing an extreme case, where two grease pencil points are at different sizes, and depending on how zoomed in you are, the point on the right becomes transparent, and it causes a very visible gradient between the points. Note, both points are at a strength of 1, any opacity change isn't expected.\n\nThis artifact shows up in renders, as pictured below.\n\n![opacity thickness.png](opacity_thickness.png)\n\n[opacity thickness bug.blend](opacity_thickness_bug.blend)\n" ]
InFront mode fighting with wireframe/face overlay in Edit mode (regression) Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20 Broken: version: 2.82 (sub 6) Worked: 2.81a (but faces flicker a bit) ![26805200.png](26805200.png) ![26815600.png](26815600.png) Looks like this: ![26793858.png](26793858.png) [2020-01-12_19-59-12.mp4](2020-01-12_19-59-12.mp4) Switch on wireframe overlay and InFront for mesh. Enter Edit mode.
[ "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", "Faces culled with \"backface culling\" still receive shadows in the viewport\nSorry if this is a repeat report. I was unable to find another report for this.\n\nOperating system: NA\nGraphics card: NA\n\nBroken: All versions of Blender 2.8X and 2.90 that I am able to test.\nWorked: Never\n\n**Short description of error:**\nWhile the \"Backface culling\" option is enabled in the viewport, the culled backface will still receive a shadow when the \"shadow\" option is also enabled.\n\n![Screenshot from 2020-04-25 15-14-07.png](Screenshot_from_2020-04-25_15-14-07.png)\n\nFor example, here's a box with all it's normals facing inwards. With backface culling, we are able to see inside the box. But with shadows also enabled (as seen in the picture), shadows are cast onto the \"culled\" faces.\n\n![1.jpg](1.jpg)\n\n**Exact steps for others to reproduce the error:**\n1. Create scene with an object that has it's normal facing away from the camera (you're seeing the backface).\n2. Enable \"Backface culling\" in the viewport shading options.\n3. Enabled \"Shadows\" and adjust the position of the \"light\" such that the \"back face is in shadow.\n4. The backface should now have a shadow placed on it.\n5. If you reproduce the steps above for the workbench render engine, the same issue applies.\n\n[Backface Shadowing.blend](Backface_Shadowing.blend)", "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", "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![image.png](image.png)\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))", "Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n", "Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)", "Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) ![image.png](image.png)\n\n", "Objects in front of the selection stay in front in wireframe mode\nBroken: version 2.80+\nWorked: version 2.79\n\nIn blender 2.79, the wireframe of objects selected or in edit-mode was drawn in front of the wireframe of all other objects in the scene.\nIn blender 2.80 onwards, this doesn't happen anymore.\n\nHere's a model shown in 2.79b, with my usual theme:\n![Screenshot_2020-07-23_14-35-47.png](Screenshot_2020-07-23_14-35-47.png)\n\nThe object in edit mode is behind the objects seen with gray wireframe. But because it is in edit mode, it is drawn in front of the others.\nThe same is true if the object is in object-mode but selected.\n\nNow compare the same model in 2.8x:\n![Screenshot_2020-07-23_14-54-19.png](Screenshot_2020-07-23_14-54-19.png)\n\nHere the same object is seem in edit-mode. Now it is drawn behind everything else, which creates a noisy, low-contrast appearance, making it hard to see and sometimes hard to edit. \nSometimes it forces me to rotate the view to get other things out of the way (especially if the foreground objects have a lot of detail/geometry).\n\nIf you zoom in real close on an area where a foreground object overlaps the selection, snap a screenshot, and then scale or zoom the image, you can see how the foreground object is definitely being drawn in front of the active one:\n![Screenshot_2020-07-23_15-26-10.png](Screenshot_2020-07-23_15-26-10.png)\n\nBottom line: In my opinion, in a normal view mode like Solid or Lookdev/Material, the selection of course should remain behind everything else (unless changed via its Object properties), but in Wireframe view mode the selected object should appear in front of other stuff.\nPerhaps an option is needed the Preferences to force the old 2.79b draw order.\n\n- Open attached file\n- Change the wire theme to something gray (or use the attached theme).\n[wireframe_in_2_79.blend](wireframe_in_2_79.blend)\n[classic-look.xml](classic-look.xml)\n\nThe original model is probably too big to upload here: Hypercube%20printer%20model%20(320x320%20bed,%20540x510x540%20frame).blend", "Flickering UI on MacBook M1 or external monitor MBP 13 M1\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 2.93.5\n\nWhen any action in blender (move viewport or oblects) - there is flickering UI. Not way to burn eyes, but noticeable. Problem happens only on external monitor that worked absolutely fine in any other apps.\n[IMG_2758.MOV](IMG_2758.MOV) - video in slow motion showing the problem. Some times it flicks a lot, some times not much.\n\nJust moving view point is enough to flick UI.\nThat happens with my first of two files. Second doesnt have that. Attach the file with problem.\n[domik.blend](domik.blend)\n", "PaintMode: Face Selection Mask Wireframe Drawing with generated modifiers\nWhen using face selection mask with an object that has generated modifiers the wireframe is drawn from the tesselated object. We should remove the edges that are not part of the original mesh.", "UV Editor face select mode fails to select ngons reliably\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\nWorked: never? (2.83 fails too)\n\nUV Editor face selection mode fails to select ngons reliably, because it uses face dot based selection, which can not be turned off. I was told to report scenarios where face dot based selection fails to work as bugs, so I am doing so here.\n\n1. Open the attached file\n2. Select the mesh object, enter the edit mode, and in the UV editor, switch selection mode to face\n3. Attempt to select some of the larger ngon UV face\nResult: The selection of larger ngon UV faces fails in many cases\nExpected The UV faces under the mouse cursor are selected when clicked on\n\n[UVSelectBug.blend](UVSelectBug.blend)\n[2023-02-06 12-20-58.mp4](2023-02-06_12-20-58.mp4)", "Wrong interaction by extrude region with 2 cube's faces\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.22\n\nBroken: version: 3.1.0\n\nWhen extrude the \"z\" and \"-x\" faces of cube they extrude up \n\n* Create a cube\n* Choose edit mode\n* Select \"z\" face(top of cube) and \"-x\" face\n* Use Extrude Region or press E\n\n{[F12930516](image.png), size=full}\n\nThanks!", "snap to face broken with mirror modifier\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\n(same behavior on Windows 8.1)\n\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\nAlso broken in 2.80 stable\n\n* open demonstration blend file with no config dir\n* note that snap-to-face (target:closest, affect:move) is already enabled\n* select small cuboidal in lower left\n* G, then X, to move along X, and attempt to snap to broad side of nearby horizontal cuboidal\n* see that the object flashes erratically, alternately assuming its original position, and alternately assuming an incorrectly snapped position\n* if instead the cuboidal we are trying to move is moved a bit first, without snapping, and then we again try to snap to the face, it doesn't flicker any more, but it still snaps incorrectly (and actually still does flicker on the overlapping face but doesn't jump around in position)\n* if the mirror modifier on the cuboidal we are trying to move is disabled, it snaps correctly\n\nStarting position: ![starting_position.png](starting_position.png)\n\nIncorrect snap result: ![result.png](result.png)\n\nCorrectly snapped result: ![desired_result.png](desired_result.png)\n\nDemo blend file: [snapbug.blend](snapbug.blend)", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\n\nAs title said. Hiding works with modifier but not work simultaneously as «hide masked»\nFor example, edit mode work well with mirror and hiding, hiding by faceset works well too...\n\n**Steps to Reproduce**\n- Open .blend file\n- Paint with mask brush\n- {nav Sculpt > Hide Masked} \n\nTest File:\n[#92372.blend](T92372.blend)\n[2021-10-20_18-49-00.mp4](2021-10-20_18-49-00.mp4)\n" ]
[ "Face Selection is Not Visible When \"In Front\" Mode is Enabled\nOperating system: Linux-5.0.0-37-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\nBroken: version: 2.83 (sub 0)\n...\nBroken: version: 2.82 (sub 3)\n**Worked**: version: 2.82 (sub 3)\n\nWhen \"In Front\" mode is enabled, it is not possible to see the selected faces in Edit Mode anymore.\n\nThis was caused by this Git commit: `1b33e1f9ae77ab5faeee96a89f7c040b026e647b` (1b33e1f9ae)\n\nSee attached screenshot: ![in_front_on_off.png](in_front_on_off.png)\n\n1. Open Blender and choose \"General\" on the Splash Screen\n2. Press `Tab` to change into \"Edit Mode\"\n3. Select two faces of the cube\n4. In the \"Properties\" window, under the tab \"Properties\": expand \"Viewport Display\" and enable the checkbox \"In Front\"\n5. Check the selected faces of the cube." ]
Face Selection is Not Visible When "In Front" Mode is Enabled Operating system: Linux-5.0.0-37-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 0) ... Broken: version: 2.82 (sub 3) **Worked**: version: 2.82 (sub 3) When "In Front" mode is enabled, it is not possible to see the selected faces in Edit Mode anymore. This was caused by this Git commit: `1b33e1f9ae77ab5faeee96a89f7c040b026e647b` (1b33e1f9ae) See attached screenshot: ![in_front_on_off.png](in_front_on_off.png) 1. Open Blender and choose "General" on the Splash Screen 2. Press `Tab` to change into "Edit Mode" 3. Select two faces of the cube 4. In the "Properties" window, under the tab "Properties": expand "Viewport Display" and enable the checkbox "In Front" 5. Check the selected faces of the cube.
[ "wireframe object shows face orientation when other close to it\nOperating system: Linux-5.14.17-hardened1-1-hardened-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\n![图片.png](图片.png)\n![图片.png](图片.png)\n\nadd 2 cubes side by side\nchange display to `wire` for a cube\nopen `face orientation` in `viewport overlays`\nwireframe cube will show face orientation unexpected\n[bug.blend](bug.blend)\n", "\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed\nOperating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NA\n\nBroken versions: 2.82-3.4\nWorked: Unsure\n\n**Short description of error:**\n\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed.\n\n**Exact steps for others to reproduce the error:**\nFollow the steps shown in the video above or follow the steps below:\n1. Start with a new file.\n2. Select an object.\n3. In the `Object Properties` tab of the `Properties Editor`, expand the `Visibility` panel.\n4. Inside the `Visibility panel`, animate the the `Show in -> Renders` property. You can do this by inserting a keyframe for it being enabled on frame 1, then go to frame 2 and disable it and keyframe it again.\n5. Once the `Show in -> Renders` property is animated, disable `Show in -> Viewports`. Now if you scrub through your time line, you will notice that the UI for `Show in -> Renders` does not update the `Tick` as you go back to a frame you had keyframes to be enabled. This can also be observed in the `Outliner` as the `Camera` icon does not change from disabled to enabled or vice-versa.\n6. If you enable `Show in -> Viewports`, you will notice the `Tick` and `Camera` icon start updating again as you scrub through the time line.\nHere is a video demonstrating the issue:\n[Disable in viewport breaking disabled in render.mp4](Disable_in_viewport_breaking_disabled_in_render.mp4)", "Selection Options\nDesign for expansion of selection and adjacent features.\n\n**Introduction**\nI made a build for 3.60 that is mostly about selection, check out the source if you want #109150\n\n[Here's a video about my build that I will reference throughout.](watch?v=HVrFCOa7RO8)\n\nI will be updating my build and it's individual features to 3.6 over the next week or two, then I'll update them to main after that. I'll link to the pull requests of each individual feature, they don't have much in the way of description and are behind the main build I made, but I will be updating them. \n\n**Edges and Faces**\nAt 0:42 in the video above. \n#109309\n\nGive some options in the keymap for more control over how user can box/circle/lasso select edges and faces. \n\nA dropdown for Edge Select with up to 3 options:\nDefault does Blender does, and Circle doesn't have this option\nTouch will select anything the selection area touches\nEnclose will select edges that have both ends inside the selection area\n\nAll 3 tools have 4 options for selecting Faces:\nDefault does what Blender does\nTouch will select anything the selection area touches\nEnclose will select a face if all their verts are inside\nCenter will select a face if you touch their center\n\n**X-Ray**\nAt 2:38 in the video above.\n#109318\n#109319\n\nBlender doesn't select unseen mesh. You select what you can see. If user wants to box/circle/lasso select something on the other side of a mesh, they'd either turn on X-Ray or move the camera until it's visible. With objects Blender always selects through, and it can't be turned off. Give user control over this, and provide some convenience features. \n\nMake a popover for the X-Ray button. Move the X-Ray settings here from the Shading Popover. Give them new names so it's more clear that wireframe and solid have separate X-Ray properties.\n\nIf user wants to box/circle/lasso select unseen mesh without X-Ray, they can use Select Through. They can decide which tools and modes will use it. \n\nIf they don't want to change how X-Ray affects box/circle/lasso selection, they can use Automatic X-Ray. When they start to drag select it will turn X-Ray on, and when the selection is done X-Ray will turn off. They can decide which tools and modes will use it. \n\nInclude some operators. User can show any combination of them in the Header. If everything necessary for the tool and mode is enabled, the button for the operator will be lit up. It's modular, so there are many ways for the user to setup their shortcuts. Make new icons for Auto X-Ray and Select Through, the ones in my build were made by Alexey Adamitsky.\n\n**Viewport Facing Select**\nAt 4:17 in the video above.\n#109357\n\nBlender _does_ select unseen Mesh, and not in a good way like Select Through. If user can see some verts of an edge or face, they're potentially selectable regardless of their visibility. If it isn't truly random which unseen edges and faces this applies to, it may as well be. The 3 drag selection tools select the same wrong things, but if the viewport camera is moved or rotated, this will usually mean that different unseen edges and faces are now selectable.\n\nThe opposite is also a problem, where user cannot select visible mesh. If user zooms out, has a complex mesh, or a shallow angle on it, selection bitmap will only capture some of the mesh and give a patchy bit of what the user wanted. Long term, need to increase resolution of selection bitmap, whatever that would mean. Maybe Vulkan affects this in a positive way, maybe it has nothing to do with it. \n\nFor now I made Viewport-Facing Select to deal with this. Put it in Toolsettings. It works in near select, X-Ray, or both. When user drag selects with box/circle/lasso, it compares mesh normals to the viewport. If they aren't facing each other within the threshold, they won't be selected. Has a range from +/- 0.999999. Greater or equal to 0 means the mesh normal is pointed in the direction user has it set to. The higher they set the threshold, the more the mesh needs to be facing in that direction. A value of 1 should mean the viewport and mesh are aligned, but was only working from the front perspective (numpad 1) and from nowhere else regardless of ortho. Max threshold of 0.999999 is functionally the same as having it at 1 except it works from any angle. Negative values can select unseen mesh.\n\nAll Verts setting saves performance without compromise, because Blender doesn't select unseen verts. They're dimensionless, and since there's only one position for them to be drawn in, they shouldn't be in the selection bitmap unless they're visible.\n\nFront Verts will select verts based on their normals,. Some of the verts at the edge of a mesh are excluded. Verts of Front Face will fix that, it selects verts if they're part of a face with a viewport facing normal. There's also rear facing counterparts to these, they do the opposite where they'll select stuff pointed away from the viewport. Not sure if they're useful but it's easy to include.\n\nThe settings for edges work the same as verts. Using edge normals will exclude things the user probably wants to select, and Edges of Front Face will correct that. Same goes for face settings, except Front Faces are what give accurate selection. Faces of Front Vert will select faces that have at least one vert with a viewport facing normal. This means it can select unseen faces, which is what I'm trying to avoid, but maybe it's useful for something.\n\nSometimes user will be able to see a face even though it has a rear-facing normal, and VFS won't select it. Usually this is because they are dealing with two triangles that have no business sharing the same quad, but that's going to happen from time to time, and they'll need a way to select them. Besides turning this feature off temporarily, triangulating or otherwise fixing the mesh, single-clicking, or rotating the camera, they can drop the VFS threshold into the negative. How negative they go depends on what they're willing to live with, and it gets worse the lower they go. I keep it at zero, because at least I have a chance of noticing things I didn't select. Hard to keep track of random selections that you can't see. It's not perfect, but it's predicable, and should work with most geometry.\n\n**Object Origin**\nAt 7:35 in the video above.\n#109373\n\nMy implementation of this feature is incomplete, but functional. Circle and lasso are forced to select objects by their origin, while box cannot do this. Put a checkbox in the Keymap so user can control this. Call it Select Object Origin. With my build box origin seems ok, but circle is a little off and lasso has enough problems with non-origin that I left it out. There's an addon that does this fine though from what I've been told. I looked at it but I couldn't figure out how to give object mode access to vert info, just kept getting errors so I left it at that for now. Addon is called [X-Ray Selection Tools](DaLdj)\n\n**Unsolved Mesh Select Issues**\nAt 8:32 in the video above\n\nIntersect doesn't work with Touch or Enclose face in X-Ray and Select Through. Don't know why, looked at it a few times, doesn't make sense to me. With my build it will fallback to a Center select instead. Figured it's better to do something close to what is expected rather than nothing.\n\nEnclose face works in near select, but it's hard to use if user can't see all the verts of a face. If there is a visible face, but some of it's verts that would otherwise be on screen are behind something else, the selection bitmap thinks they don't exist. This means that it also thinks that part of these faces are outside the selection area, even though they aren't, and they get excluded from selection. One thing user can try is avoiding the selection bitmap entirely. Turn on Select Through, and set Viewport Facing Select to work in X-Ray, Verts of Front Face, Edges of Front Face, and Front Faces. Threshold at zero is best in my opinion. Now they get a decent result, but have to deal with the baggage that comes with Select Through and VFS. They don't always get everything they can see, at least when encountering some weird faces that have triangles pointing in very different directions. Also, they're going to select like X-Ray so if there's something that is facing the viewport, but they don't have line of sight, they're going to select it without actually seeing it.\n\n**Drag Direction**\nAt 9:56 in the video above.\n#109726\n\nBlender let's you assign a direction to click-drag in the Keymap. There are 8 of them, which is nice, but it's confusing and inaccurate if all you need are 2. Provide some alternatives in Preferences->Input->Mouse. I'd like to put them at the top of the keymap in that preferences area, but I noticed how that thing will disappear if you load a keymap or use one other than the default. Didn't look into it yet. \n\nKeymap Drag Direction has 3 options. Eight, which is what Blender does, Left Right, and Up Down. The tradeoff for the new ones is that they're exclusive. If you use Left Right, the only Keymap items Blender will match with are Any, Left, and Right. Unless something has been manually set to a direction, there shouldn't be anything besides View Axis, the ones where you hold ALT and Middlemouse while dragging in the direction that corresponds to the view you want.\n\nWith Blender's way, try to set Box select to Extend when dragging left aka West, and Subtract when dragging right aka East. If user doesn't initiate a mouse drag within 45 degrees of left or right, they get a Tweak Event instead of what they expected. There's a way to make this work better using the keymap alone. They can set Extend to Any, and Subtract to East, Northeast, and Southeast. The Keymap item set to Any needs to be after the other 3 or they'll be undetectable. Not intuitive, and I didn't figure out this was possible until after making this feature.\n\nWith the new ways I made there's 3 operators that will set drag direction. If a Keymap item is undetectable, it will warn the user about it. Not ideal, but nothing bad will happen, it's just telling them that this Keymap item won't do anything because Blender can't see it anymore.\n\nDrag detection has some perpindicular bias. If the user is on the Left Right setting, and they drag up or down far enough before moving to the right, they're going to get the Left Keymap item instead of the Right Keymap item that they intended. If they're on Up Down, and move horizontally before going up, they would get the Down Keymap. With Blender's Eight way, assuming they set it like I described, the dominant Keymap item is the one that is set to the Any direction. The Left Right and Up down options are a lot more precise so it's hard for this to happen. The Eight way calculation rounds to the nearest int, so it treats every mouse drag within 45 degrees of a cardinal direction like it went straight vertical or horizontal. This problem can be mitigated by increasing drag theshold in Userprefs->Input->Mouse.\n\n**Selection Radius**\nAt 12:48 in the video above.\n#109729\n\nSingle-click an edge, vertex, or facedot and there's a pretty big area the user can grab it from. Faces in near select have zero radius, so the cursor needs to be right on top of them. Make this adjustable and consistent. Preferences->Editing->Miscellaneous-> Adjustable Click Select is where I put it, but that is not a good spot. It makes faces act the same as the others, and the user can change the size of the selection radius. Blender gives unselected mesh a slight bias, this can be turned off. Very minor detail that would not likely be noticed.\n\n**Conclusion**\n Nothing is really done all the way, but it is closing some gaps. Lot's of things can be moved, renamed, tweaked. That's what I'd like to do, and maybe some of it can make it into real Blender.\n\n", "Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)", "Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n![2019-04-14 00_59_29-Window.png](2019-04-14_00_59_29-Window.png) \n![2019-04-14 00_59_54-Window.png](2019-04-14_00_59_54-Window.png)\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n", "Sculpt: masks / face sets invisible in X-ray mode\nOperating system: Windows 10\n\nBroken: 2.91.0\n \nSculpt mask is invisible in X-ray view mode, but you can still paint the mask while in Xray.\nThis makes it hard to trace the background image when masking.\n\n ![1.jpg](1.jpg)\n\n", "Missing modal keymap settings for operators such as `Inset Faces`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\nWorked: unknown\n\nHi. Today I noticed that in the preferences there is no panel to customize hotkeys in modal mode for the \"Inset Faces\" operator.\n\n", "Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n![Скриншот 21-03-2022 13_03_38.jpg](Скриншот_21-03-2022_13_03_38.jpg)\n\n![Скриншот 21-03-2022 13_03_14.jpg](Скриншот_21-03-2022_13_03_14.jpg)\n\n![Скриншот 21-03-2022 13_02_38.jpg](Скриншот_21-03-2022_13_02_38.jpg)\n\n![Скриншот 21-03-2022 13_02_04.jpg](Скриншот_21-03-2022_13_02_04.jpg)", "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", "Facedot Selection and Visibility Options\nGoal of this proposal is to have an alternative face selection style in x-ray shading for box, lasso, and circle selection tools. \nThe default right now is to have the facedot inside of the box/lasso/circle. \nMany users heavily requested an alternative similar to selection when Xray is off, where if the selection box/lasso/circle is inside any part of a face, it is selected. \n\n# Issues\n\nIt is useful to have an option, and sometimes necessary when a facedot selection is being difficult to deal with. \nA simple example: 499?u=lcas\nA more complex work example with big Ngon faces: watch?v=i9VUMvnFwkk\n\nThe only alternative to achieve this right now is to switch between vertex and face selection.\nHere's a visual example: 483\nBut this can also lead to unintentional results in the conversion of selections.\n\nHaving the ability to temporarily disable facedot visibility in x-ray can make it easier to look at a dense mesh as well.\n\n# Proposal\n\nFacedot display should be an option in X-ray. If face dots are visible in x-ray, they should be used for selection in box/lasso/circle. If facedots are not visible, use the alternative selection via their \"face area\" for box/lasso/circle. \n\nProbably don't carry this logic over when Xray is disabled though, because enforcing solid facedot select in this manner would disrupt the established method of \"face area\" selection in when Xray is disabled.\n\n# Open Questions\n\nDisabling facedot display in x-ray leads to at least two questions:\n1. Do you have two facedots (solid and xray) so that they can be toggled separately? I think this is good because it means if you want them on in xray only, and not in solid, you don't need to toggle them when going between solid and xray.\n\n2. Is the ability to disable xray facedots, and the alternative face area select in this mode, worth the potential confusion introduced for single click face select? \n\nI can't think of another way to select faces by single click in xray. So potential for not seeing facedots, and then needing them for single click, leads to some issues. If user wants to use the alternative \"face area\" select in x-ray, they will no doubt need to single click on faces in x-ray as well. I think another way to do this could be that instead of linking facedot selection with their visibility, we could have a checkbox somewhere like toolsettings. Or directional based (dragging clockwise vs counterclockwise or left/right) to choose either facedot or \"face area\" is also a pretty cool idea. This way you don't need to have facedots turned off to use the \"face area\" method, which alleviates some problems for single click selection of xray faces.\n\nOne more thing to consider is adding facedot selection to solid shading, this has some usefulness:\n514?u=lcas", "Improve Interior Face Selection Method #2\nOperating system: Win 10 Pro\nGraphics card: nVidia GeForce GTX 1070ti\n\nBroken: tested in 2.80 stable and 2.81-dcad1eb03ccc\n\n\nIn Edit Mode Select -> Select all by Trait -> Interior Faces does not select all expected Faces.\n\n\nIn the attached blend file try to select the interior faces by trait and nothing happens. The object was created by moving a default cyclinder and UV sphere into each other and merging the vertices at the spheres equator by distance. After the merge the top face of the cylinder is selected by trait as expected while the lower faces of the sphere are not.\n\n[interior_faces_bug.blend](interior_faces_bug.blend)", "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", "Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.", "Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n![Screenshot (340).png](Screenshot__340_.png)\n\n![Screenshot (341).png](Screenshot__341_.png)\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n", "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" ]
[ "InFront mode fighting with wireframe/face overlay in Edit mode (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 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.81a (but faces flicker a bit)\n![26805200.png](26805200.png)\n![26815600.png](26815600.png)\n\nLooks like this:\n![26793858.png](26793858.png)\n[2020-01-12_19-59-12.mp4](2020-01-12_19-59-12.mp4)\n\nSwitch on wireframe overlay and InFront for mesh. Enter Edit mode.\n\n" ]
Options for Select Linked in Edit mode aren't working Operating system: Windows 10 Graphics card: nv GTX 960 Broken: 2.80, 16fc62e15f0, blender2.8, 2018-12-12 Worked: 2.79 In edit mode, selecting linked geometry via the Ctrl L, offers up options on which links to follow or stop following at. The location changed in 2.80 as per the new UI, but I found that just fine. Unlike other options though, selecting from the options doesn't seem to do anything. Obviously there needs to be some complexity in the geometry to see anything, but grabbing the starting cube, selecting one face, and insetting it, then extruding that, so there's now a smaller rectangular prism extended out from the middle of the cube. Then loop selecting the border and marking a seam. ![2018-12-28 12_58_54-Blender.png](2018-12-28_12_58_54-Blender.png) Then selecting one edge or face that's purely on one prism or the other, hit ctrl L to select linked. Click the option window, and selecting between Normal, Material*, Seam, Sharp*, UVs* doesn't change anything, even though there's a seam. ![2018-12-28 11_58_00-Blender_ [F__DogPyrrGDrive_Unity 5 Projects_ModPod_Assets_PropThings.blend].png](2018-12-28_11_58_00-Blender___F__DogPyrrGDrive_Unity_5_Projects_ModPod_Assets_PropThings.blend_.png) Choosing an option here also doesn't affect the next time "select Linked" is used. It just seems this option window isn't actually linked through. * - these options in this example wouldn't be expected to make any difference based on the simplicity of the example. Extra note: Blend files imported from 2.79 seem to keep the "Seam" option, rather than the Normal that seems default for new 2.80 files. So, clearly the options exist, the ability to select which to use just seems borked.
[ "Shader Image Mapping Issue\nOperating system: Mac OSX High Sierra\nGraphics card: NVIDiA GeForce\n\nBroken: (example: 2.92 Master 02948a2cab44\nWorked: N/A\n\nIt seems the mapped image is not applying to an object that's linked by Object Data\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[repro2.blend](repro2.blend)\n\nIn this file, just going in and out of editmode causes the the (rendered) UVs to not be consistent (they appear fine in the UV Editor):\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\n\n---\nOriginal report:\n[modular.blend](modular.blend)\n\nLook at the image reference in the shader for the second to last vehicle. All other vehicles with similar bodies are linked and are following the map except the second to last object. After linking the body of that vehicle, the object appears to follow the map until you render the image. ", "Circle Select Tool improvements\n## Issue\n\nThe current problem with the Circle Select Tool is that it is very inconvenient to change the brush size. In the modal operator equivalent (Shortcut C) it's just about pressing + and - or using the scrollwheel but this is not an option for the Tool. Generally there are no shortcuts for Tools before they are initiated. If the settings need to be changed then this needs to happen in the Tool Settings in the header or sidebar.\nBut changing the radius via that slider in the settings is awkward and appears visually glitchy since it's intersecting with the UI itself.\n\n![Screenshot 2020-12-16 133043.jpg](Screenshot_2020-12-16_133043.jpg)\n\n## Proposals\n\nSo how can this be fixed. Ideally the solution should be as straight forward as possible without reshuffling the keymap. But it is very important that this is a general solution that can also be used for other brush-like Tools in the future (like proposed retopology tools that also rely on a brush radius)\n\n**1. More integrated modal shortcuts**\n\nOnce a Tool is initiated (usually by click & dragging) it uses the modal operator. This means that when using the Circle Select Tool and click & dragging, the radius can be changed with the mouse wheel & the + and - keys. \nThe current issue with this is that the Gizmo drawing is conflicting with the Tool Radius and that any changes to the radius are not updated in the tool settings.\nKeeping these 2 more in sync would be one solution or at least a great added feature.\n\n![Screenshot 2020-12-16 133624.jpg](Screenshot_2020-12-16_133624.jpg)\n\nIt should be updated to the way the annotate eraser tool works but with more accessible shortcuts for radius changes if the mouse wheel is not an option (pen users)\n\n**2. Include Brush Tools in more modes**\n\nAnother solution is to redesign the Circle Select Tool (and any tools, present or future, that work similarly) as a brush like in sculpt mode or the painting modes.\nThis means that when the Tool is active it does have a set of shortcuts that can change the tool settings before the tool is initiated.\n\n**Conflicts**\n\nAlmost all are already taken like the typical F for brush size changes. It's not clear what shortcut can be used. \nAlso any shortcut that would be available must then be exclusively used for those brush tools to avoid any conflicts. \n\n**Solutions**\n\n1. Find or make an available shortcut for brush tools radius. But this shortcut then needs to be left exclusive of those tools.\n2. Override needed shortcuts when brush tool is used (In this case F for the radius). This does introduce difficulties and extra tool switching in edit mode though. \n3. Reuse the shortcut C that is used for the Circle Select Tool to change the radius once the tool is active. This will be awkward and incompatible with future tools that will work similar though.\n\n## Open Topics\n\n- Can it be achieved to use both solutions to improve brush like tools?\n- Are there possibly other ways of solving the conflicts in proposal 2?\n- For proposal 1, what shortcuts could be better for adjusting the brush size? + & - are on the numpad and the brackets are too far to the right and on for example German keyboard layouts not very accessible.", "Outliner Sync Selection: Use general update method\nCurrently there is a callback to flag the `wmWindowManager` as needing selection to sync to the outliner `ED_outliner_select_sync_from_object_tag`.\n\nUsing this requires us to explicitly tag on any selection change. See: [D5572: Outliner synced selection refinements](D5572).\n\nWe currently have 2x function calls used when objects have been selected.\n\n```\nDEG_id_tag_update(&scene->id, ID_RECALC_SELECT);\nWM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);\n```\n\nThis task is to solve selection tagging in a more general way. \n\nPossible solutions could be:\n\n- Use the depsgraph tag or notifier to tag the outliner for selection syncing.\n- Add a function that calls `DEG_id_tag_update`, `WM_event_add_notifier` & `ED_outliner_select_sync_from_object_tag` so we don't need to duplicate the same lines of code in many places.\n\n\n----\n\n*Note, object selection is used for the purpose of discussion. Selection of other types may use a similar method.*\n\n", "Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes).", "Option to lasso-select using geometry instead of object centers.\nCurrently lasso-select in object mode uses object centers,\n\nThis can have the option to select using the geometry (like box select does already).\n\nSee #64251", "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", "Impossible to use any other mouse button than MMB to navigate in Knife tool mode\nOperating system: Windows 10\nGraphics card: GTX1080Ti\n\nBroken: 2.8 latest master\nWorked: Probably never\n\nThe way Knife tool mode is executed makes it impossible to navigate 3D viewport in the Knife tool mode as long as navigation buttons are mapped to any other key than middle mouse button (MMB). This does not interfere with default Blender kemap, where Orbit (Rotate), Pan and Zoom viewport navigation actions are mapped to MMB, but doesn't allow viewport navigation in the other custom keymaps, including the proposed industry compatible one: T54963 \n\nThere is no combination of settings in Knife Tool Modal Map section which would allow to solve this issue and make non-MMB based viewport navigation function in Knife tool mode.\n\n\n1, In factory default setup Blender, got to edit mode of the default cube, activate Knife tool using K key, and notice MMB to orbit, Shift+MMB to pan and Ctrl+MMB works.\n2, Go to User Preferences, Keymap section, and in 3D View>3D View (Global) \n3, Change Rotate View from Middle mouse to Alt+Left Mouse and change the action type from \"Press\" to \"Click-Drag\" (To distinguish from Alt+LMB click, which selects edge loops)\n4, Change Zoom view from Ctrl+Middle Mouse to Alt+Right Mouse\n5, In 3D viewport, notice that Alt+LMB and Alt+RMB work correctly to activate Viewport Rotate and Viewport Zoom respectively\n6, Enter Knife tool mode, and notice that Alt+LMB and Alt+RMB do not work to Rotate or Zoom the viewport.\n7, In Keymap editor, under 3D View>Knife Tool Modal Map, notice there is no possible setup to make these new navigation hotkeys work.\n\nResult: There is no way to configure Knife Tool Modal Map so that viewport navigation in Knife Tool Mode works with any other mouse buttons than MMB.\n\nExpected: It is possible to configure Knife Tool Modal Map so that it works with non-MMB based viewport havigation configuration.", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.", "Keymap: use number keys for mode switching (2nd Iteration)\n## Motivation\n\n* Improve ease of mode switching with direct shortcuts (`Tab` and `Ctrl+Tab` functionality remains the same)\n* Consistent accross all object types.\n* Allows the use of pie menus for quickly going into sub-modes (and later adding more options like Island Select mode for meshes)\n* Having the `~` key (or equivalent left to 1) be the Switch Object (`Transfer Mode`) fits better with mode switching than D.\n* The current functionality of toggling Collections visibility often leads to confusion for new users:\n * Objects seemingly disappear\n * Risk of losing visibility settings or undo steps.\n\n## Proposed Solution\nThis task is to evaluate the possibility of using number keys for mode switching, in addition to the already existing `Tab` and `Ctrl+Tab` shortcuts to toggle Edit, Pose, and modes pie menu.\n\nThe current proposal:\n{[F10130043](image.png), size=full}\n\n\n* The numbers row will get a dedicated option in the Keymap Preferences:\n * Collection Visibility (default at least during the trial phase)\n * Mode Switching\n * Potentially `Emulate Numpad` could be part of this option as well.\n\n* Behavior for **Tab** and **Ctrl-Tab** for mode edit-mode switching will be kept as this is convenient and used in many other areas where numbers make less sense (graph-editor, NLA, sequencer... etc, where using numbers doesn't make so much sense).\n\n## Details\n\n- Modes would be mapped to a key consistently between object types, so the pose-mode number-key would do nothing for a curve (for example).\n- Equivalent modes would share a key between object types (grease-pencil Draw to use the same key as mesh Texture Paint, the same goes for Grease Pencil Sculpt, Vertex Paint... etc).\n- Modes to switch include (8): `OBJECT` `EDIT`, `SCULPT`, `TEXTURE_PAINT`, `VERTEX_PAINT`, `WEIGHT_PAINT`, `PARTICLE_EDIT`, `POSE`.\n\n\n## Open Topics\n\n**Should sub-modes have direct access?**\nWith the introduction of pie menus by default in 2.80, users are now used to these and pie menus could be used to access sub-modes. \n\nIt has been proposed in #84380 that vertex/edge/face be expanded into the number buttons too. This only works well for mesh and grease pencil edit-mode, however it has some down-sides.\n\n- We would be using all number keys by default, any additional modes or sub-modes wont fit.\n- Some sub-modes wont fit:\n - Particle edit (currently uses keys 1-3 to switch sub-modes).\n - Weight paint.\n - Texture/Vertex paint.\n\nThe ideal solution in this case isn't clear, either we accept loosing shortcuts for switching sub-modes or accept some inconsistency (having to add a different shortcut for sub-mode switching for modes besides edit-mode).\n\nThere are plans to merge painting modes into a single attribute painting mode, even if this is done, it might make sense to expose weight/texture/sculpt as sub-modes... either way, I don't think we should rely on this change unless it's committed to master before the keymap changes. The same applies to the future of Particle Edit once the new Hair object type is implemented.\n\n**What to do when pressing a modes key a second time?**\n\nCurrently nothing is planned. Options are to toggle the mode or cycle through sub-modes. Both have their pro's and con's so there are no plans to use second-time presses.\n\n**Is overwriting edit-mesh modes acceptable?**\n\nBy switching directly into vert/face/edge modes, this will overwrite the mixed modes which the user will need to manually set every time they enter edit-mode. Holding Shift while changing selection modes will extend the selection as it does currently.\nEven though this isn't such a common functionality, it would be good to avoid breaking peoples workflows.\n\n----\n\n*Updated by @pablovazquez based on notes from the UI meeting on 20 May.*", "Linked data-block has \"pointer\" property still active\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Probably never\n\n\n\n[torus.zip](torus.zip)\n\nOpen torus.blend. It has a linked collection containing the selected object `Torus`.\n\nAs you can see in the image, the \"Object\" rna properties (parent, and the array modifier one) are both active:\n\n{[F13627034](image.png), size=full}\n\nIn fact you can even click on the property to change it (the popup show up, but clicking on it at least doesn't change it):\n\n{[F13627039](image.png), size=full}", "Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)", "Connected Only option of Proportional Editing in Particle Edit mode doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nConnected Only option of Proportional Editing in Particle Edit mode doesn't work\nWhen you try to edit a single hair curve, Proportional Editing affects the nearest curves as well, whether the Connected Only option is enabled or not.\n\n", "bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)", "Blender keeps crashing relocating linked library [3.5.1]\nOperating system: Windows-10-10.0.25357-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nRelocating linked library file results in instant crash when different file is chosen. I need this because i work on both OSX and Windows. While testing file version, i had issue with indirectly linked files. These are nested files so to say. They are linked blend files inside another linked blend file. \n\n- Download and Unzip attached `RML-test file-bl350.zip` file\n- open file \"RML-test file-bl350.blend\"\n- go to `Outliner` > `Blender File` and select the linked lib file with exclamation mark \"linked object\"\n- Right click and select \"Relocate\"\n- Point to the file \"linked object-bl293\"\n\nBlender file browser closes and crashes short after.\n\nSide note\nThe linked lib blend file is name \"linked object\", if i rename the \"linked object-bl293\" to \"linked object\" it works. But because i work on both OSX and Windows and sometimes also with different version. I need to rename linked files so i dont break anything.\n\nHowever, i jsut tested these 2 files in an issue folder i created and then it links just fine. When these files are linked in the original folder, blender crashes right after i pick that file \"linked object-bl293.blend\". See attached screengrab.\n![folder structure crashing relocate blend.png](attachment)\n\n" ]
[ "Select linked delimits not working\nOperating system: Windows 10\nGraphics card: GeForce 980ti\n\nBroken: 2.80 beta, 4c31bed6b46, 2018-11-30\nWorked: 2.9\n\nSelect Linked \"Delimits\" do not work or update in \"Edit Mode\".\n\nAdd cube.\nSubdivide polygons.\nCut edges with seams. That you have isolated islands of polygons.\nAssign different materials to different polys.\nSelect any poly and press shortcut shift+L.\nGo to option and select delimits. \nIn my case, nothing will happen.\n[name ](65a517cc0de028a81ff786afac7b98d4.gif)" ]
Select linked delimits not working Operating system: Windows 10 Graphics card: GeForce 980ti Broken: 2.80 beta, 4c31bed6b46, 2018-11-30 Worked: 2.9 Select Linked "Delimits" do not work or update in "Edit Mode". Add cube. Subdivide polygons. Cut edges with seams. That you have isolated islands of polygons. Assign different materials to different polys. Select any poly and press shortcut shift+L. Go to option and select delimits. In my case, nothing will happen. [name ](65a517cc0de028a81ff786afac7b98d4.gif)
[ "OBJ: Add hierarchy support by name splitting (Python patch provided)\nFrom:\nD16095\n\nGentle reminder for @aras_p regarding the enhancement I posted Python code for into that old phapricator differential. Aras said he would look into reimplementing it in C++ as the Python importer was now legacy, but that was a while ago. I suspect it has slipped off his radar.\n\nEssentially adds an optional seperator char and option so that a .obj with lots of 'o' can be split into a structured hierarchy.\n\nObviously belongs in the \"Pipeline, Assets & I/O\" project.", "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.", "Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!", "Python: bpy_prop_array does not support full slicing syntax\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.6.0\nWorked: Never\n\n\nI am unable to use the full slicing syntax on a `bpy_prop_array` type.\n\nFor example, I am trying to read the pixels of an image, like so:\n\n```\nimage = bpy.data.images['my_image']\npixels = image.pixels[3::4]\nprint(pixels)\n```\n\nHere the `start` is `3`, the `stop` is `None` and the `step` is 4. This works for regular lists etc., but this code produces the following error:\n\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nTypeError: slice indices must be integers or None or have an __index__ method\n```\n\nSee the attached .blend file.\n\n", "Spreadout enum in pie menu gives strange result\nWin7x64GTX660m\n\nBroken: 2.73\nWorked: (optional)\n\nIf \"select similar\" operator is launched from a pie, items are arranged in a weird fashion (happens only in vertex and edge mode), overlapping one another and showing index numbers such as 167.\n\nFrom file, just click run in text editor (replaced example operator in text editor's pie menu template with *pie.operator_enum(\"mesh.select_similar\", \"type\")*).\n\n[overlappingPies.blend](overlappingPies.blend)", "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...", "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", "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", "Threshold of the 'Select Similar' operator (Shift G) is very limited at large scales.\nHi,\nsince I'm working on a project in Unreal Engine it needs to be actually done in centimeters (meaning in mesh-terms it's 100 bigger than meter mesh).\n\nHere is the blend file: [ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend](ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend)\nTry to select a face and Shift+G -> Select Similar (not sure if the shortcut stayed that way)\n![image.png](image.png)\n\nI'm running into an issue here and there where some functions expect the mesh to be in meters and work worse in centimeters (or not at all)\n\nFor example here I was using Shift+G and Area to get the faces with the same area. Because the areas in the centimeters model are so big number-wise it doesn't find any match. So either I think the amount needs to be unlimited (I would put in 100 and that would probably have the same results as when the mesh is 100x smaller) or this needs to be addressed from the unit scale side of things.\n\nThis is in Meters (scaled the mesh 0.01), we get a good window selection because they are mostly the same:\n![image.png](image.png)\nAnd in Centimeters nothing more than the one face is selected.\n![image.png](image.png)\n\nMaybe the scale in Units should be used in these operators to make the mesh smaller?\n![image.png](image.png)\n\nThanks for looking into this.", "'Normalize' option in Graph Editor makes Y-axis key values incorrect\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen 'Normalize' option is on in Graph Editor the Y-axis key values change so cursor snap options do not work.\n\nCreate a graph with multiple keys at various heights (y-axis)\nNote the Y-axis values when 'Normalize' is turned on/off\n\nUsing 'To Keys' in ViewProperties ('N' menu) do not correspond to the correct Y-axis values\n\n", "Loop deselect doesn't work in 3 button emulation mode\nOperating system: Windows 7\nGraphics card: irrelevant\n\nBroken: 2.80, 9a8b6d51c12, 2018-12-11 01:35, Branch: blender2.8\n\nWith three button emulation and left click select on in user preferences, no methods for deselecting edge loops work.\n", "Outliner Floating window Drag & Drop to Geometry Nodes editor not working\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: I don't know if it ever worked\n\nDragging and dropping objects from the outliner to the geometry node editor is not working\n\nFloat outliner to be its own window\ndrag and drop an object from the node editor to the geometry nodes\ndoesn't work.\n\n", "Changing dimension on multiple objects no-longer works\nOperating system: Windows\n**working version:**\n2.79b\n**Last known *working* version:**\nblender-2.80.0 Beta (dec 2018)\nHash: e4dbfe0a98c1\nBransh blender2.7\n2.80.39\n**Earliest known *broken* version**\nblender-2.80.0 Beta (april 2019)\nHash: 480a09a92f7f\nBransh blender2.7\n2.80.60→2.83.2→2.90.0 Alpha\nManipulating the values in ‘`3d view`→`n-panel`→`dimensions:`' with ‘alt-key’ held down and dragging the mouse cursor will no-longer affect all the selected objects, only the parent.\n(feature still present for '`Location`', '`Rotation`', '`Scale`'.)\n\n1. Duplicate the default cube and move it so both cubes are visible.\n2. select both cubes and go to ‘`3d view`→`n-panel`→`Dimensions:`'\n3. With both cubes selected, hold down the alt-key and start manipulate the value by dragging your cursor in one of the three fields for 'Dimensions'\n\n**PS.** feature did not have the same affect as just scaling the objects, (see animated gif bellow)\n![blender_dim_bug.gif](blender_dim_bug.gif)\n[dimbug.blend](dimbug.blend)\n", "bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)", "Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n" ]
[ "Options for Select Linked in Edit mode aren't working\nOperating system: Windows 10\nGraphics card: nv GTX 960\n\nBroken: 2.80, 16fc62e15f0, blender2.8, 2018-12-12\nWorked: 2.79\n\nIn edit mode, selecting linked geometry via the Ctrl L, offers up options on which links to follow or stop following at.\nThe location changed in 2.80 as per the new UI, but I found that just fine. Unlike other options though, selecting from the options doesn't seem to do anything. \n\n\nObviously there needs to be some complexity in the geometry to see anything, but grabbing the starting cube, selecting one face, and insetting it, then extruding that, so there's now a smaller rectangular prism extended out from the middle of the cube. Then loop selecting the border and marking a seam. \n\n![2018-12-28 12_58_54-Blender.png](2018-12-28_12_58_54-Blender.png)\n\n Then selecting one edge or face that's purely on one prism or the other, hit ctrl L to select linked. Click the option window, and selecting between Normal, Material*, Seam, Sharp*, UVs* doesn't change anything, even though there's a seam. \n\n![2018-12-28 11_58_00-Blender_ [F__DogPyrrGDrive_Unity 5 Projects_ModPod_Assets_PropThings.blend].png](2018-12-28_11_58_00-Blender___F__DogPyrrGDrive_Unity_5_Projects_ModPod_Assets_PropThings.blend_.png)\n\nChoosing an option here also doesn't affect the next time \"select Linked\" is used.\nIt just seems this option window isn't actually linked through. \n* - these options in this example wouldn't be expected to make any difference based on the simplicity of the example.\n\nExtra note: Blend files imported from 2.79 seem to keep the \"Seam\" option, rather than the Normal that seems default for new 2.80 files. So, clearly the options exist, the ability to select which to use just seems borked." ]
geometry nodes: material_index for new volumes depends on ordering in the join geometry node Operating system: Linux-5.10.19-1-MANJARO-x86_64-with-glibc2.33 64 Bits Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56 Broken: version: 2.93.0 Alpha Geometry Nodes [material_index_not_working.blend](material_index_not_working.blend) setting the material_index for newly generated volumes doesn"t always work. It seems to depend on the input ordering in the join geo node. see file and switch the join inpit connections. only with volume stream on top does it work.
[ "The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n", "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)", "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", "GeoNodes: Getting animated/driven Curve Radius doesn't work if curve has shape key\nOperating system: Linux-6.2.2-gentoo-x86_64-Intel-R-_Core-TM-_i9-9900K_CPU_@_3.60GHz-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.6.0 Alpha\nWorked: Likely never\n\nThis is a pretty specific set-up on the old Curves, so I'm not sure if it's something that needs to be fixed or if this datablock is getting replaced anyways, but I thought it would at least be good to be aware of.\n\nIf a curve has a shape key, the GeoNodes \"Radius\" node seems to fail to return the correct radius value.\n\nI don't know for sure if this is really a GeoNodes issue, though, because from my testing, the way the Radius value works with shape keys just seems pretty weird. It makes a fair amount of sense until the Radius value gets a driver. At that point, the shape key seems to take on whatever value the Radius had when leaving edit mode.\n\n- File: [radius_driver_not_working.blend](attachment)\n- Scale the bone; The curve point's radius is hooked up to be driven by the bone's scale, and the sphere is created by GeoNodes based on that curve point's radius. So, when you scale the bone, the sphere gets bigger.\n- Add 2 shape keys to the curve\n- Scale the bone again; Sphere doesn't scale any more.\n\nFor my use case, I don't actually need shape keys on my curve, so this won't be an issue for me at all, I just ran into it because I happened to have a temporary shape key on there and I thought I would report it.\n\n", "Node Tools Overview\n## Background\nWith node group assets becoming more prevalent and geometry nodes becoming essential\nfor manipulating geometry in Blender, we want to add the ability to implement operators\nwith geometry node groups.\n\nRelevant node groups would need a geometry input and output, and could have other inputs (and possibly outputs), with similar mappings as the geometry nodes modifier.\n\nAdditionally, specific inputs could be marked as editable modally, for example, a \"Factor\" input could be controlled by moving the mouse cursor left or right.\n\nThe specific data design still needs to be settled on (i.e. is the node group an operator, or does an operator reference a node group?).\n\n## Design\n- The node group itself is the operator asset\n- Geometry nodes gets new input nodes\n\t- Selection\n\t- Mouse coordinates\n - View transform\n - 3D cursor location\n - etc.\n- Geometry node groups with these input nodes can only be used as operators\n\t- This design is similar to the shared node groups between shader and geometry nodes, for example.\n- The group outputs are used to adjust the output geometry\n\t- The geometry output will adjust the \"active\" geometry\n - We _might_ need to store a specific mapping for outputs, but relying on the name is a start\n- The project is \"completely finished\" when any existing edit mode operator could be implemented with nodes\n\n## Implementation\n\n_Organized by priority in each category_\n\n### 4.0 Targets\n\n_Changes needed to move the feature out of experimental and enable it in the release_\n\n- [x] Initial basic feature for curves sculpt mode e4cc91a6113f14418b5d8f2a0aace252dc3949d8\n- [x] Allow controlling which modes assets are available in fd9d22ba57d75b278a0350492c5eab2d39d39070\n- [x] Update 3D view menus dynamically (avoid need to restart Blender) cc83951951efc28411960d950435224e8d06606c\n- [ ] Make object info node geometry output work properly\n- [x] #111529 Show menus for unassigned node group assets d2d4de8c710c4e8e648a86f904e6436133664836\n- [x] Tool specific nodes\n - [x] Selection input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Set selection e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] 3D cursor e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Sculpt face sets input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n- [ ] Node group inputs displayed in the redo panel\n - [x] Initial input drawing bc393c403325c956ec4e83eeb072a9bdb2e7824d\n - [x] Display node group name in panel title f0467b4615b366f34f0daae81ef717c342e8f520 ee1ee584ded3b76fdd9b661244274af850b08fa9\n - [ ] Add attribute search\n - [x] Don't draw redo panel when there are no inputs c59d998ce524e37c2449694602fb6d57b6d292fa\n- [x] #111523 Improved default traits b4dc16f32d92a2fbc140abfe6eb438ff11b5d5e8\n- [ ] #111524 Finalize trait popover locations\n- [ ] Add support for evaluating output attributes\n- [x] Shortcut support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [x] Quick favorite support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [ ] #111526 Filter data-block selector based on tool/modifier option #112389\n- [ ] Publish the user manual\n\n### Polishing\n\n_Not necessarily required for a release in main_\n\n- [ ] Show visual difference for tool nodes in modifier context\n- [ ] Show visual difference for viewer and simulation nodes in tool context\n- [ ] Resolve flickering in asset browser when using redo panel\n- [ ] Warnings in node editor header\n - [ ] When node group is not an asset (with button to mark as asset) #110813\n - [ ] When the node group is not marked as a tool #110813\n - [ ] When asset is not in a catalog (and not in a menu) #110813\n\n### Milestone 2\n\n_The second phase of the project, after the fundamentals are working well_\n\n- [ ] Option to show settings in popup before operation starts\n- [ ] Tool specific nodes\n - [ ] Sculpt \"soft selection\" input and set\n - [ ] View transform\n - [ ] Mouse position\n - [ ] Deformed (\"cage\") positions\n- [ ] Modal operator support\n- [ ] \"Wait for cursor\" option\n- [ ] Store operator properties for the next execution\n\n\n## Use Cases and Ideas\n- [ ] Mesh sculpt \"face set extract\"\n- [ ] Mesh sculpt \"mask extract\"\n- [ ] Lasso selection operator", "Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?", "Geometry Node Crash\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro D500 1.2\n\nBroken: version: 3.6.2\n\nGeometry Node crash when I try to add a node to the default Cube.\n| Node Setup: | Crash Log: |\n| --- | --- |\n|![Screen Shot 2023-09-12 at 2.00.57 PM.png](attachment)|![Screen Shot 2023-09-12 at 2.01.43 PM.png](attachment)|\n\n- open blender\n- open the geometry node workspace\n- With the default cube selected, add a new Geo Node setup\n- add a node using the menu or Shift A\n\nBlender crashes.\n\nIf I delete the cube, add a plane, and add the geo node to the plane, blender does not crash.\n\n", "'full copy' references existing geometry nodes rather than creating new duplicates\nOperating system: Linux-5.15.5-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.42.0, 5.15.5-200.fc35.x86_64, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\nWhen creating a new scene as 'full copy', existing geometry nodes are referenced in duplicated objects, thus any changes will affect the original scene, which is not expected.\n\n* create a scene with an object using geometry nodes. \n* create a new scene as a 'full copy'\n* edit the geometry node tree in the new copy, all changes will apply to the original object as the geometry tree is shared between the two.\n\n", "FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n![FADE INNACTIVE GEOMETRY + COLLECTION INSTANCES.jpg](FADE_INNACTIVE_GEOMETRY___COLLECTION_INSTANCES.jpg)\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\n", "Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.", "Texture nodes CPU evaluation design\nFor #54656, we need CPU evaluation of a subset of shader nodes that form the texture nodes.\n\nPrototype under development in [D15160](D15160).\n\n**Overview**\n\nThe plan is to make this a subset of geometry nodes that can be evaluated using the same mechanisms. Texture nodes can be though of as a geometry nodes field, and when evaluated in the context of geometry nodes they are.\n\nHowever they can also be evaluated outside of a geometry node tree. In particular, they can be evaluated on:\n* Geometry domains vertex, edge, face, corner, for geometry nodes and baking of textures to attributes. Possibly also sculpting and vertex color painting.\n* Geometry surface, for image texture baking and painting.\n* 2D or 3D space not attached to any geometry. For brushes, 2D image painting, physics effectors.\n\nTo support the last two cases in the geometry nodes infrastructure (but not the geometry node evaluation itself), a new field context named `TextureFieldContext` is added. This represents a continuous texture space, that may be mapped to a geometry surface or not. It has one domain, `ATTR_DOMAIN_TEXTURE`.\n\n**Compilation and Execution**\n\nThe texture nodes compilaton and evaluation mechanism uses much of the same infrastructure as geometry nodes, but is separate to be usable in different contexts. It's meant to be possible to execute texture nodes efficiently many times, for example paint brushes are multi-threaded and each thread may execute the nodes multiple times. This is unlike geometry nodes where multiple threads may cooperate to execute nodes once.\n\nThe current compilation mechanism is as follows:\n* Multi-function nodes are compiled into a `MFProcedure`, which bundles multiple multi-functions into one for execution. Geometry nodes do not currently use this mechanism, but it is designed for this type of evaluation. This is rather inefficient currently for individual points, but should get more efficient when evaluated in big batches.\n* Remaining nodes are input nodes, and execute `geometry_node_execute` as part of compilation, which then outputs fields and values. The execution context for these nodes is limited, unlike geometry nodes there is no geometry, object or depsgraph.\n* For evaluation, fields are converted into `GVArray` using the provided geometry.\n\nWe could consider making geometry available and to the compilation and caching the compilation per geometry, though it's not clear there will be nodes that need this. Alternatively we may cache just the `GVArray` per geometry.\n\n**Fields**\n\nInput nodes return fields, which are then turned into `GVArray` for evaluation. For the texture domain, this is a virtual array that interpolates attributes. There may be some possibility here to share code with data transfer field nodes, or nodes that distribute points and curves on surfaces and inherit attributes.\n\nShader nodes need additional fields that are not currently in geometry nodes:\n* Generated / Rest Position / Orco\n* Normal, taking into account face smooth flag and custom normals\n* UV maps (planned to become available as float2 attributes)\n* Active render UV map and color layer\n* Tangent\n* Pointiness (Cavity)\n* Random Per Island\n\nIt's unclear to me what the best way to specify these as fields is, if we should add additional builtin atttribute names or `GeometryFieldInput`. Some of these like Pointiness would also make sense to cache as attributes, and make available to external renderers.\n\nOne constraint is that it must be efficient to evaluate only a small subset of the domain. For many field inputs and operations this works, but there are some that will compute a data array for the entire domain. This can be enforced by just not making such nodes available as texture nodes, or caching the data array on the geometry.\n\nFor sculpt and paint modes, there is a question if and how we can make all these attributes available. The challenge is that it has different mesh data structures (bmesh and multires grids), which are not supported by geometry nodes. Additionally, recomputing for example tangents and pointiness as the geometry changes during a brush stroke would be inefficient, especially if it's for the entire mesh and not just the edited subset.\n\n**Batched Processing**\n\nFields and multi-functions are not optimized for evaluating one point at a time, there is too much overhead. That means we want to process texture evaluations in batches, and all (non-legacy) code that uses textures should be refactored.\n\nFor geometry nodes, modifiers and 2D brushes this is most likely straightforward. However for 3D brushes, particles and effectors it will be more complicated.\n\nThere is currently a mechanism to single evaluations possible while code is being converted. However this is rather inefficient, with quite a bit of overhead in `MFProcedure` execution. It may be possible to do some optimizations there for legacy code that we may not be able to easily convert to batches.\n\n**Node Graph Transforms**\n\nTo support sockets like Image datablocks, and to automatically insert Texture Coordinate or UV Map nodes for textures coordinate sockets, we need to transform the node graph. The texture node layering will also need to do significant node graph transformations. In order to share code with Cycles and other external engines, it may be best to do this as part of node tree localization.\n\n**Relation to Other Node Systems**\n\nThere are many node evaluation systems in Blender, and the question is if we can somehow share this implementation with anything else. I don't think the CPU evaluation can be directly shared, but will make the old texture nodes evaluation obsolete at least. The GPU implementation can probably be largely shared with shader nodes, and that implementation could be refactored to use DerivedNodeTree for consistency and to simplify that code.", "Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: None same in 2.83\n\nGeometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.\n\n1 Goto Shading Workspace\n2 Enable Viewport Shading and enable World Background\n3 Add Geometry Node.\n4 Connect either Position, Normal, True Normal or Incoming to Background Shader.\n5 Switch between Eevee and Cycles to see the difference.\n\nOn the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.[Geometry Shader in World Bug.blend](Geometry_Shader_in_World_Bug.blend)", "Node groups' new method doesn't throw errors at inputs and outputs collections\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.1.0 Alpha\n\n\nNode groups' new method doesn't throw errors at inputs and outputs collections\n\n1. Create a geometry nodes modifier, get node group:\n\n```\nnodes = C.object.modifiers[0].node_group\n```\n\n2. Add new input or output by command \n\n```\nnodes.outputs.new(\"RGBA\",'new')\n```\n3. Note that there are no errors, but a new socket hasn't been created. \n![image.png](image.png)\n\n\n", "Geometry Nodes: Rendered glitch with Image Texture and Scene Time\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0\nWorked: Never\n\n**Short description**\nGeometry nodes that use single images or image sequences are rendered inconsistently but usually look normal in the viewport.\nHigh-res images seem to be more unstable.\nHaving a connected/unconnected scene time node in the geo node group while using an image sequence with any number of frames also makes the rendered image/animation more unstable.\n\n|Expected render|Occasional render glitch|\n|--------------------------|--------------------------------------|\n|![0002.png](attachment)| ![0015.png](attachment)|\n\n\n**Reproduction steps**\nThis is the most unstable setup:\n\n1. Create new project\n2. in the image editor window add a new image with resolution of around 1080x1080 pixels and set the source an image sequence ![setup image sequence.png](attachment)\n3. add geometry nodes modifier to the default cube\n4. follow this node setup; in the image texture node use the created image sequence ![node setup.png](attachment)\n5. Render animation\n6. some of the rendered images will be glitched\n\nI've also tested this approach with face extrusion or instance selection instead of deleting faces. The resulting renders were also glitched. \n\nInside of this zip file is a blender project with a similar setup along with some sample images:\n[geo node groups that use images are rendered inconsistently.zip](attachment)\n\nThis reddit post seems to be describing a similar issue:\ngeometry_nodes_rendering_glitch_info_in_comments/\n\nThe workaround with disabling geo nodes modifier in the viewport mentioned there seems to be working in a simple setup. In the above project from the .zip file it is less effective.\n\n", "Geometry nodes preview, clipping Region in the viewport its not working\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nTo be compleatly honest i don't remember if this was a limitation of the preview node or not and i was unable to find the answer. \nSo as the title says viewport clip in viewport doesn't work in the geonodes overlay preveiw\n![image.png](image.png)\n\n- Try to preview any data from geometry nodes. \n- alt+b to do a viewport clip\nshould look like in the left side of the image above, but it seems that a second geometry with the info from geo nodes in alpha blend mode its not being clipped \n\n" ]
[ "Working with materials in geometry nodes\nCurrently, the material handling in geometry nodes is far from optimal (see e.g. #86685). \n\nThe goal of this design task is to figure out how we want to handle materials in geometry nodes.\n\n---\n\n{[F10054894](image.png), size=full}" ]
Rendering: Shading - Rendered is broken in Scene Strips Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: - 2.92.0 - 2.91.0 - 2.90.1 Shading - Rendered is broken in Scene Strips {[F9423955](Shading.gif), size=full} - set the preview of current scene to Rendered - add a new scene with VSE. - add a scene strip. - in the preview sidebar, select shading: Rendered. - notice that this doesn't result in any image. The other shading options does. Download this file and switch the Shading to Rendered: [wanderer_shading.blend](wanderer_shading.blend)
[ "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.", "VSE: Wrap Width different between preview and render\nOperating system: Linux-5.15.0-30-generic 64 Bits\nGraphics card: NVIDIA GeForce GTX 650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: 3.2, 3.3 alpha\nWorked: 3.0.1\n\nThe text doesn't wrap the same way in the VSE preview and in the actual render. This changes randomly depending on the render size\n![Screenshot from 2022-05-29 14-54-46.png](Screenshot_from_2022-05-29_14-54-46.png)\n![untitled.jpg](untitled.jpg)\n\n\n[textVSE.blend](textVSE.blend)\n\nI suppose one needs the right mix of text length, Wrap Width, and Font Size for the bug to show up. In my example file, rendering at 50% goes wrong but at 100% it's fine. When I came across this by accident, it was the opposite. \n\n", "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", "Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n", "Line Art isn't updating active camera\nOperating system: GNU/Linux mint 19\nGraphics card: gforce RTX 2060\n\nBroken: 2.93.4 \n\nLine Art isn't updating active camera when it's changed in a 'Scene' strip (VSE)\n\n\n- Create a scene, a camera and a LineArt object.\n- Now, create a 2nd camera (Cam.001) (not the active one)\n- Create an empty scene in order to be used for video creation.\n- In `Video Sequencer`, add a Scene strip and choose the Cam.001 camera ->it changes ok, but lineart goes dependent on the first one.\n\nTest File:\n[#91971.blend](T91971.blend)", "Regression: Passepartout Flickers when using Solid Viewport Shading and Background > Viewport\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 2.93, 3.5\nWorked: 2.83\n\nThe Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport\n\n1. Create a 2D Animation workspace\n2. Zoom out to see the Passepartout\n3. Switch to Solid Viewport Shading and set the Background to Viewport\n\nIn this screencast, the Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport. In the video, it stops flickers when switching to World, however it is doing now. It does stop when using Material Preview Shading.\n\n[Passepartout.mp4](Passepartout.mp4)\n", "Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n", "Regression: Ambient Occlusion causes shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.1\nWorked: 2.91, 2.92\n\n Under lookdev mode, when object has \"alpha blend\" turned on in the shader, \"ambient occlusion\" with \"bent normal\" option enabled will cause shading artifact that looks like the object is shading flat. ![EeveeBug_293_AO_Alphablend.PNG](EeveeBug_293_AO_Alphablend.PNG)\n\nSwitch the scene to lookdev mode. \nCreate a UV sphere\nShade it smooth\nTurn on Ambient Occlusion and make sure \"Bent Normals\" is checked. \nAssign a material to the sphere. \nUnder the material settings turn on \"Alpha Blend\". \nNow the object will look like it's shaded flat/without smoothing. \n\n[Eevee_bug_scene.blend](Eevee_bug_scene.blend)\n\n", "Outliner displays non existing Screens.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.3 26.20.13001.18009\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nOutliner displays non existing Screens.\n\nThey exist in default blender workspace, however opening any editor in separate window with Shift and closing that window will create same thing, they wont be removed after saving and reopening file either.\n\n![screen.png](screen.png)\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![Screenshot from 2023-07-19 22-31-16.png](attachment)\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n", "Scene strips don't include passes\nOperating system: Linux-5.8.11-1-MANJARO-x86_64-with-glibc2.32 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.8.11-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8\n\nBroken: from 2.79 to version: 2.92.0 Alpha\nWorked: -\n\nThe render passes of another scene (as scene strip) are ignored in the master scene.\nThis will most probably be categorized as limitation. Since it is a severe one, it should at least be documented here:\nPagename: `video_editing/sequencer/strips/scene`\n\nName current scene \"A\", create new scene, in the sequencer add scene strip for \"A\", hit F12\nThe content of scene \"A\" will be rendered, but the Z channel (enabled by default / other channels if activated) of scene \"A\" will not be rendered, the Select Pass dropdown is not there and the layers are not saved to multilayerEXR.\n\n", "Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)", "2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBisect points to 190fd795a9\nBroken: version: 2.83.0\nWorked: 2.82a\n\n`Viewport Render Image` ignores color management. The image produced is clamped to 1.0 according to the color sampler. It appears to be hard coded to sRGB.\n\nCreate a Scene that has scene linear color values above 1.0. Render with Filmic. Then do `viewport render image` and see how it produces an image with blown out highlights.\n\n2.82a:\n![2.82a.png](2.82a.png)\n\n2.83:\n![2.83.png](2.83.png)\n\n\n[test.blend](test.blend)\n\n", "Rendering with F12 does not consider the different resolutions in each scene\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5750 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.4.0 Alpha\nWorked: I don't know, but even it never worked, it doesn't mean it is correct :)\n\nRender (F12) does not respect **Render Layer** node dimension\n\nI have two scenes with different dimension\n- Scene 1080 px - for rendering scene\n- Scene 2160 px - for compositing scene 1080 px\n\nScene 1080 rendered by pressing render icon at **Render Layer** node result correct with expected mix in compositor of Scene 2160 ...\n\n![Screen Shot 2022-10-22 at 10.57.33.png](Screen_Shot_2022-10-22_at_10.57.33.png)\n\n... but rendering by pressing **F12** in Scene 2160 renders Scene 1080 also in 2160 px (so compositor fails in result).\n\n![Screen Shot 2022-10-22 at 11.11.20.png](Screen_Shot_2022-10-22_at_11.11.20.png)\n\nFor more info or sample file see 2214\n\nI hope it is would be something small to fix. \nThank you for your time.\n\n- Open attached file\n- Compare rendering with F12 (which should render the two scenes at different sizes) with rendering using the render button on node\n[bse275864_OneScene.blend](bse275864_OneScene.blend)" ]
[ "Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output." ]
Hair image uv bug. Operating system: windows10 Graphics card: gtx 1060 Broken: 2.81 , 2.81a Worked: 2.79 , 2.80 Can't use uv for hair. [hair bug.blend](hair_bug.blend) ![hair bug.jpg](hair_bug.jpg)
[ "Hair disk cache isn't saved/read.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing \"Disk Cache\" does not reload the cache upon opening the file. I still have a folder with the exact filename and it says \"1 frame on disk, cache is outdated!\"\n\nAdd hair particles to an obj, use hair dynamics, check \"Disk Cache\" bake the simulation and save. Close blender. Re-open blender and the cache will be outdated with no changes to the file having been made.\n\n", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.", "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?", "bevel modifier shading error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nHarden Normals option inside the Bevel Modifier, generates shading error.\n\nOpen the file to check it.\n\n![bevel_err.PNG](bevel_err.PNG)\n[bevel.blend](bevel.blend)", "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Blender 3.0.0 breaks compatibility of rigs with the previous version\nOperating system: Windows 11 Pro 21H2\nGraphics card: Nvidia RTX 3070\n\nBroken: 3.0.0\nWorked: 2.93.6\nBlender 3.0.0 breaks compatibility of rigs with the previous version.\n\n1. Open Agent 327 shot 10_03_B-agent_dodges animation file (10_03_B.anim.blend)\n2. Observe that the rigs are completely broken\n![2.93.6.png](2.93.6.png)\n\n![3.0.0.png](3.0.0.png)", "Blender 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)", "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)", "Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)", "Select loop only works if the hidden face is a ngon\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3070\n\nBroken: 3.3, 2.79b\nWorked: 2.49b, 2.59\n\nCan't select the boundary loop of a hidden face, unless the face is an ngon.\nThe expected selection behavior is the same as if the face was deleted instead of hidden.\nIn ancient Blender versions it works.\n\n- Open attached file\n- Alt click to select the open loop. It will only select an edge (selects loop for n > 4)\n[bug.blend](bug.blend)", "why some hairs are not moving with dynamic hair? in blender 2.90/2.91\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nwhy some hairs are not moving with dynamic hair? in blender 2.90/2.91\nif I don't modifer the hair weight all the hairs will move,but when I brush some weight to the hair ,\nsome hairs are not moving in dynamic.\n![毛1.gif](毛1.gif)\n[dynamic hair error.blend](dynamic_hair_error.blend)\n\n", "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "Hair Curves: Invalid surface UV attachment\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: N/A\n\nWhen using 'Interpolate Hair Curves' and 'Deform Curves on Surface', a small amount of curves can appear that have a \"Invalid surface UV attachment\", causing these curves to be unable to pose. They are left as floating particles which is a big issue for final renders with posed characters/objects. \nFurthermore, if the surface mesh is subdivided, more curves appear that do not pose with the mesh correctly and instead stay in rest position, however these are not considered an \"invalid surface UV attachment\", and thus cannot be removed with the 'hair attachment info' node's selection. There is no way to clear these \"valid\" invalid curves, they stay floating. \n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- The provided file contains a posed mesh, moved slightly to the right, to show that one particle is left floating in the air.\n- Open the provided file, and render the image.\n\nThe problem should appear in the render as a single floating particle.\nNow check the geometry nodes setup and see that we have deleted the supposedly invalid curves, but one remains yet floating in the air far from the posed mesh.\n\n**Notes about the file**\n- A simple small surface, posed with an armature slightly to the right to show that some curves are not moving with the mesh correctly\n- A regular UV map made with smart uv pack, no overlaps, udims or islands outside the bounds.\n- The hair curves object was made by converting a hair particle system object to curves, and then used \"snap to nearest surface\" on hair sculpt mode to attach it to the surface\n- Which hairs are bugged depends on the 'intepolate hair curves' node's seed, for example on seed 2 this \"valid\" invalid curve appears, but not on some other seeds, and more appear on other seeds, completely randomly\n\n\n**Further notes after experimenting**\n- I suspect this is related to seams, as the problem seems to happen more often close to seams on the subdivided mesh, and better UV maps result in the bug happening less, but still happening. I added more seams to the simple mesh in hopes of the bug appearing more often. \n- Problem seems to happen more often if you use the boundary smooth option on the subdivision modifier; still happens if option is disabled but less.\n\n\n", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
[ "Hair Particles Not Adopting The Colour Of The Surface They Are On (when named UVMap node is used)\nOperating system: Windows 10\nGraphics card: AMD Radeon R5 M335\n\nBroken: version: 2.81 (sub 16), branch: master, commit date: 2019-11-12 13:28, hash: 125257758007, type: Release build date: 2019-11-13, 00:02:33\nWorked: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: build date: 2019-07-29, 09:44 AM\n\nHair particles do not adopt the colour of the portion of the surface they are on. I am using an image texture with 2 colours on a plane, but they are not shaded with the colour of the portion they are on. This is only happening on Eevee. It works fine on cycles. It also works fine on blender 2.80, even on Eevee. This problem is only in blender 2.81. Thank You for reviewing my bug report.\n\nI have attached the blend file, along with two images, one rendered in blender 2.81 which shows the problem, & the other in blender 2.80 which works correctly. Thank You.\n\nSteps:\n1- Create a plane\n2- Add a material with an Image texture with multiple colours using a UV map, plugged into a principled shader node \n3- Add a Hair Particle system\n4- Under Render tab of particle system, select the material that was created\n5 -Render the Image\n\nThank You \n[HairBugDemonstration.blend](HairBugDemonstration.blend)\n![Blender 2-80 render.png](Blender_2-80_render.png)\n![Blender 2-81 render.png](Blender_2-81_render.png)", "Issue when texturing fur by using UVmap node.\nOperating system: Windows 10 Pro\nGraphics card: GTX1080ti\n\nBroken: v2.81master and 2.82 alpha\nWorked: v2.80\n\nRecently I was trying to learn the TIGER SHADER from Daniel Bystedt's presentation, and I found out that when you combining the **UVmap** node with particle hair, it becomes kinda broken.\nI simplified the scene by setting some fur on a Suzanne model, then comparing the **UVmap** node and the **Texture Coordinate** node, plug them directly to the texture, then the Principled BSDF. You can see that even they are using the same default UV set, the result are different.\n\n![bug_tiger.png](bug_tiger.png)\n\n\n![bug_suzanne.png](bug_suzanne.png)\n" ]
RGB Blackbody Node Does Not Respect the Working Colorspace Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.2.0 Alpha Worked: None The RGB Blackbody node is still outputting Linear BT.709 values despite the working space specified by OCIO config's `scene_linear` role is not Linear BT.709. 1. Open the config.ocio file with any text editor, change the `scene_linear` role to any other spaces like XYZ and save file (I know using XYZ space as working space for light transport is a bad idea, this is just for testing purpose to make the problem pop. Any space other than Linear BT.709 should be fine to reveal the problem, just not as obvious). ![image.png](image.png) 2. Open Blender and open this .blend file: [RGB Blackbody.blend](RGB_Blackbody.blend) Turn on Rendered view shading, and see how wrong it is: ![image.png](image.png) 3. Hit render button, and when it's done rendering, go to compositor, check use nodes, ctrl shift left click for viewer node, add a convert colorspace node, and convert from `Linear` Linear BT.709 to `XYZ` CIE XYZ, see it now is normal: ![image.png](image.png) This test shows that the RGB Blackbody node will only output values that assume Linear BT.709 being the working space.
[ "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", "Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n![blenderFloatFillBug.png](blenderFloatFillBug.png)\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).", "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![1.gif](1.gif)", "Node link drag search in shader editor doesn't filter by render engine compatibility\nOperating system: macOS-11.6.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.7\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't think ever. The feature was introduced in 3.1: 11be151d58\n\nOther than the default node search menu ( {nav Add > Search...} ) the link drag search doesn't filter out nodes that are not compatible with the current render engine.\n\n[node-link-drag-search-bug.mp4](node-link-drag-search-bug.mp4)\n\nAs shown in the video:\n- open the default blend scene with factory settings\n- switch to the shader editor\n- add a *Value* or *RGB* node\n- drag from the node's output and release the link on the canvas to activate the link drag search\n- look for the \"Toon BSDF\"\nResult: inputs from the node appear in the search despite the node not being supported by Eevee.\n\nHere's the simple setup from the video.\n[node-drag-link-search-bug.blend](node-drag-link-search-bug.blend)\n\n", "Geometry Nodes: volume output shows as cube in eevee rendered view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nVolumes outputted via geometry nodes appear as a cube when rendering in eevee\n\n - Solid viewport: Looks ok\n - eevee material preview/rendered: Volume appears as a cube\n\t\nThis affects volumes from the Points To Volume node as well as when using a volume via a Object Info node. Cycles seems ok once the material has been assigned to the object instead of the data.\nI did try some debugging for this issue and it appears that the volume is setup correctly but the rendering code seems to be called twice once for the real volume and again for an empty mesh which obscures the real volume. \n\n\nOutput a volume with geometry nodes and switch to the eevee rendered view (Right side of picture below)\n![VolumeOutput.PNG](VolumeOutput.PNG)\n\n", "Shader node float precision issue cause different results on CPU and GPU\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\nCPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz\n\nBroken: version: 2.80rc2 (2.80 (sub 74))\n\nWhen rendering a mandelbulb volumetric thing on cycles using CPU and GPU, the two have very different ideas on how the scene should look like, making the individual tiles clearly visible. \n\n**Render**\n![t3-rc2.png](t3-rc2.png) \n(most tiles are GPU-rendered, note the stray red CPU-rendered tile to the left)\n\n**Blend**\n[mandelbrot.blend](mandelbrot.blend)\n\n**Potentially useful information**\n* #50193 may be the same bug; I opened a new one because that bug doesn't report differences within a single frame, and is from 2016.\n* Since most of this object is endless math nodes, it may be some sort of floating-point thing that works differently on CPUs and GPUs. \n* I was following this tutorial: watch?v=WSQFt1Nruns\n* I noticed that some operations for which I expected single inputs (namely the sines) had two inputs. In the tutorial, the dude said the second input doesn't do anything, but then, that's from the alpha. Maybe taking a 0.5th sine of a value does something strange?", "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.", "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", "ShaderToRGB Node plugged to alpha does not work with Alpha Clip or Alpha Hashed mode in 2.90\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nIf ShaderToRGB Node is plugged to alpha socket of another princepled BSDF, it does not work if blend mode is alpha clip or alpha hashed in blender 2.90.\nThis combination worked in 2.83\n\nI attached a snapshot image in both cases 2.90 and 2.83.\n\n![ShaderToRGB_AlphaClip.png](ShaderToRGB_AlphaClip.png)\n\nLeft image is 2.90, and Right image is 2.83.4.\nThe object becomes fully transparent in 2.90 case.\n(Though, It works if blend mode is alpha blend. \nThe problem is only in alpha clip or alpha hashed mode.)\n\n- Open the attached file in blender 2.83 and 2.90\n- Compare the viewport of both\n[ShaderToRGB_Problem.blend](ShaderToRGB_Problem.blend)", "Wireframe overlay opacity does not work correctly with viewer node\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso confirmed in 3.4 (which introduced the Viewer Node).\n\nWireframe overlay opacity does not work correctly if Geometry Nodes viewer node is activated and it's showing attribute.\n\nIt looks as if there's extra wireframe overlay under the usual overlay. Remaining wireframe does not respect smooth wires option from the preferences.\n\n- From the startup file, add Geometry Nodes to the cube\n- From Geometry Nodes editor, add a node that outputs attribute (Random Value node for example)\n- Connect Group Input and the attribute node to Viewer node\n- From viewport overlay option, enable wireframe. Try opacity slider\n\nVideo:\n<video src=\"attachment\" controls></video>\n\nFile for quick test:\n[ViewerNodeWireframe.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)", "Console traceback when using custom socket types on node groups\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 2.93.0\nWorked: 2.92\n\nWhen creating custom node groups with inputs other than NodeSocketShader (and probably others), the console sends a traceback error warning to report this as bug.\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:441 in write_node_socket_default_value.\n```\n\nStartup blender with this file and run the script in the text editor. The file is entirely gutted of data blocks besides the script. The console should now be spammed with the above error whenever the scene updates\n[create_vector_node_group.blend](create_vector_node_group.blend)\n", "EEVEE: Slow Shader compilation when editing Vector Transform Node values\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.0, 3.6\nWorked: \n\n**Short Description**\nThe Vector Transform Node output doesn't update when changing input value used for unconnected socket. \nIt updates normally if a Combine XYZ is used instead. It also updates normally in Cycles Renderer.\n\n**Steps to Reproduce**\n- Open .blend file\n- Change `vector` socket value with mouse-drag (shaders are compiling until mouse is steady/released)\n- Now Connect `combine XYZ` to `vector transform node`\n- Edit socket values of `Combine XYZ` node\n![image.png](image.png)\n", "Geometry nodes/Text Object: negative space character width\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0 Alpha \n3.3.1\n2.79b at least with Text Objects.\n\nWhen I have zero word space and character space, the size of space-character is negative.\n{[F13938068](изображение.png) size=full}\n[2022-11-17_23-59-38.mp4](2022-11-17_23-59-38.mp4)", "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" ]
[ "Color Management Improvements\nOriginal source: ColorManagement\n\nBlender integrates OpenColorIO, but still misses some functionality to make it fully possible to use for example the ACES configuration.\n\n**Shader Nodes**\n\nCycles and Eevee shader nodes need to support arbitrary working color space:\n\n- [x] Blackbody\n- [x] Wavelength\n- [x] Sky Texture\n- [ ] OSL\n\n**Color Picker**\n\n- [x] The HSV colors should always be linear rather than display space, the current relation with RGB is confusing. The hex value can remain sRGB. (#69562)\n\n**Compositing & Output**\n\n- [x] Render file output and file saving needs to have a configurable color space to write to. By default it would use the scene display and view transform. This should then be changed to a color space, or a display + view transform + look. ([D14402](D14402))\n- [x] Compositor node output nodes also needs a configurable color space, and option to use view transform or not. (#83842) ([D14402](D14402))\n- [x] The compositor should get a compositor node to convert between two color spaces defined in the OpenColorIO configuration. (6beaa29791)\n- [x] Control over color space in image saving (5baa3ec)\n\n**OpenColorIO Config**\n\n- [ ] Add latest ACES RTT view transform the existing config\n- [ ] Add new ACES config based on OpenColorIO-Config-ACES\n- [ ] Add UI option to switch between configs easily\n- [ ] Convert between .blend files saved with a different config\n - [ ] Save information about scene linear color space in .blend\n - [ ] Auto convert all colors on link/append\n - [ ] Option to convert when loading .blend with different config than it was saved as\n- [x] Python API to convert scene linear to/from Rec709, ACES, ACEScg for add-ons ([D14989](D14989))\n\n**Display**\n\n- [x] Support `<USE_DISPLAY_NAME>`\n- [ ] Support using ICC profile associated with system monitors.\n- [ ] Support 10 bit wide gamut monitors, Blender drawing code needs to be improved to output 10 bit instead of 8 bit when displaying the 3D viewport and images/renders.\n- [ ] Support more displays like Apple [P3](P3.txt) and native display transform from the OS. Could be done using the new built-in transforms in 2.0.\n\n**UI**\n\n- [ ] Support menu categories for long lists of color space\n- [ ] Rename \"Save As Render\" option to something better" ]
Video clips crash Blender Operating system: Arch Linux running kernel 5.7.8-arch1-1 Graphics card: nVidia GeForce GTX 1060 6GB Broken: v2.83.2 Edit 2: Worked: Blender 2.90.0 Alpha Video clips crash blender. - Open Blender 1st way - Open VSE - Drag and drop video clip into VSE. - Crash 2nd way - Open file browser - Navigate to folder with video clips - Crash Edit: 3rd way - Open compositor and use nodes - Add Movie Clip node - Load movie clip - Crash I have included my default blendfile as well as the type of video clip that crashes Blender and the crash text file. {[F8706556](default.crash.txt)}{[F8706548](https://archive.blender.org/developer/F8706548/default.blend)}[recording002.m2t.mp4](recording002.m2t.mp4)
[ "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Blender 3.3 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", "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "Crash 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.", "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", "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.", "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", "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", "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 as soon as an image texture is plugged in the material BSDF node\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\nSee attached log for more detail\n\nBroken: 3.5.1, but also 4.0.0 Alpha, did not try intermediate versions\nWorked: ??? The earliest available build, 2.93.18, also causes the same crash\n\nThe second any kind of image texture is plugged in a material, Blender crashes without any warning. Occurs when creating a new image texture, when plugging an existing file, or even when trying to plug a UV grid for unwraping purposes\n\n**Similar tickets**\n#76193\n#76377\n\n1. Start Blender.\n2. Create new default file.\n3. Select the default cube.\n4. Switch to Shading workspace.\n5. Add Image Texture node.\n6. Create new image or select an existing one.\n7. Plug Color output to the Base Color input of the Principled BSDF node.\n8. Watch Blender shut down.", "Add Image/Sequence to video editing Squencer: number of images are truncated\nOperating system: Win10\nGraphics card: GeForce GTX 1050Ti\n\n**Blender Version** \nbroken: 2.8 RC3\nworked: 2.8 build from ca 1 month ago\n\nWhen you add images by drag 'n drop in de video sequencer, the number of images in the resulting strip is truncated aaround 27. \n\n(1) Open Blender\n(2) from the splash-screen choose: video editing\n(3) Open a windows explorer and select ca 100 jpg files;\n(4) use drag n drop to drop the files in the sequencer;\n\nYou then have a strip of just 27 frames where the selected number of files is expected. This used to work in the beta's", "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", "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![Animation.gif](Animation.gif)\n\n" ]
[ "Segmentation fault when opening VSE files or displaying thumbnails\nOperating system: Debian Bullseye\nGraphics card: Radeon Vega 56\n\nBroken: Blender 2.83.1 and Blender 2.82 (sub 7) \nWorked: Blender 2.79b\n\nWhen opening .blend VSE files, blender crashes with a segmentation fault.\nBlender crashes both when called from the command line `blender myfile.blend`or when loading the file from blender.\nBrowsing (Shift-F1) to a folder containing a video also crashes Blender.\n\nContent of the crash log\n```\n# Blender 2.82 (sub 7), Unknown revision\n\n# backtrace\nblender(BLI_system_backtrace+0x33) [0x563e281a10b3]\nblender(+0x13e4dc6) [0x563e25bbbdc6]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3b800) [0x7f532422c800]\n/usr/lib/x86_64-linux-gnu/libswscale.so.5(+0x74e6a) [0x7f5324a48e6a]\n```\n\n\n - Open blender\n - Browse (Shift-F1) to a folder containing a video\n - Change the display mode to \"Thumbnails\"\n - Blender crashes", "Importing some video files into Video Sequencer causes a crash\nOperating system: Linux-5.7.10-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce 940M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.57\n\nBroken: version: 2.83.3\nWorked: certainly 2.80 (but cannot say for sure if with identical files, see below), but 2.82 (sub 7) is already broken\n\nWhen a movie clip is imported into VSE, Blender crashes. Does not happen with all video clips, just some.\n\n\n\n - Start Blender\n - Start a new Video Editing file\n - In VSE, Add -> Movie -> select a video file (see links to samples below)\n - crash\n\nSample video files that cause the crash:\n - CH20.h264.mp4.zip\n - qt7.x264.mp4.zip\n\nSample video files that do NOT cause the crash:\n - bb2.mp4\n - NeroRecode_STD_AVC_(ateme1022).mp4\n\n**Screen recordings of the crash happening and not happening**\n(ironically, these very recordings also cause Blender to crash when imported to VSE)\n\nCrash: [bug-crash.mp4](bug-crash.mp4)\nNo crash: [bug-nocrash.mp4](bug-nocrash.mp4)" ]
Collada (.dae) miss preview July 8, 2019 Part 2 Operating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26 Broken: version: 2.80 (sub 74) Worked: (optional) There zip 25.6MB because I take screenshot step by step list on picture.. [Blender 3D.zip](Blender_3D.zip) @GaiaClary
[ "Add Image/Sequence to video editing Squencer: number of images are truncated\nOperating system: Win10\nGraphics card: GeForce GTX 1050Ti\n\n**Blender Version** \nbroken: 2.8 RC3\nworked: 2.8 build from ca 1 month ago\n\nWhen you add images by drag 'n drop in de video sequencer, the number of images in the resulting strip is truncated aaround 27. \n\n(1) Open Blender\n(2) from the splash-screen choose: video editing\n(3) Open a windows explorer and select ca 100 jpg files;\n(4) use drag n drop to drop the files in the sequencer;\n\nYou then have a strip of just 27 frames where the selected number of files is expected. This used to work in the beta's", "Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)", "Missing elements from Collada file (import)\nWindows 10\n\nBroken: Blender 2.77a\n\nImport collada file throws an error, and has missing geometry.\n\nImport Collada: [ZINCARB65_ZC_313343_P.zip](ZINCARB65_ZC_313343_P.zip) (unzip the file first)\n\nResult in Blender: ![collada_blender.jpg](collada_blender.jpg)\n\nResult in 3D Builder (Windows default .dae opener): ![3d_builder.jpg](3d_builder.jpg)\n\nReference object (photo): ![photo.jpg](photo.jpg)\n\nI get the following message from Blender. Note, I get a similar message with any .dae I try to import from my collection. But this is the only one with missing geometry.\n\n```\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: transparent, Attribute: xmlns, Line: 78, Column: 38, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 107, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 113, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 123, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 137, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 143, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 153, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 170, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 176, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 186, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: float, Attribute: xmlns, Line: 191, Column: 31, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 200, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 206, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 216, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: transparent, Attribute: xmlns, Line: 224, Column: 38, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10549, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10552, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10582, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10612, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10642, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10643, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10644, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10645, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: library_images, Attribute: xmlns, Line: 10693, Column: 24, Additional:\nWriting node id='', name='Render'\nWriting node id='', name='Environment'\nWriting node id='collidersNode', name='colliders'\nWriting node id='Geometry-Mesh_Node', name='Mesh_'\nWriting node id='Geometry-ZINCARB65_1_CarrinhoNode', name='ZINCARB65_1_Carrinho'\nWriting node id='Geometry-ZINCARB65_2_PlastNode', name='ZINCARB65_2_Plast'\nWriting node id='Geometry-ZINCARB65_3_RodNode', name='ZINCARB65_3_Rod'\nWriting node id='Geometry-ZINCARB65_S_PisoNode', name='ZINCARB65_S_Piso'\ngot 2 library nodes to free\n```", "Eevee renders full frame and cut it instead region rendering\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nI tested with same settings and I have the same time for whole frame and region.\n![27602721.png](27602721.png)\n![27591921.png](27591921.png)\n\nIt makes problem, when I want to render small part zoomed. Now the workaround — is making new camera with smaller angle and render from it.\nIf it is limitation, may be render should create temporary camera that cuts region.\n\nRender same scene with Eevee through {key F12} and it`s region and compare render time.", "DAE Export Issue -- matrix transforms\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 650M 1024 MB, Intel HD Graphics 4000 1536 MB\n\nBroken: (example: 2.80, fa59c6a3e7d7, master, 2019-03-19, as found on the splash screen)\nWorked: (optional)\n\n\nWhen exporting an animation in collada .dae format, I have set the the transforms to be matrix. But there are some cases in nodes, where rotation, scale and translate are still present. Should it *all* be a matrix per export setting?\n\nFor instance, the node Cylinder still has translate, rotate and scale. But I would expect this should be consolidated into a matrix but it is not. In the export settings, the transform type was set to Matrix not \"TransLocRot\". Should that be \"TransRotScale\"? You can see the Camera and Light nodes are matrix but not the cylinder node. So, it appears the file export is inconsistent.\n\n```\n <node id=\"Cylinder\" name=\"Cylinder\" type=\"NODE\">\n <translate sid=\"location\">0 0 0</translate>\n <rotate sid=\"rotationZ\">0 0 1 0</rotate>\n <rotate sid=\"rotationY\">0 1 0 0</rotate>\n <rotate sid=\"rotationX\">1 0 0 0</rotate>\n <scale sid=\"scale\">1 1 1</scale>\n <instance_controller url=\"#Armature_Cylinder-skin\">\n <skeleton>#Armature_Bone</skeleton>\n <bind_material>\n <technique_common>\n <instance_material symbol=\"Material-material\" target=\"#Material-material\">\n <bind_vertex_input semantic=\"UVMap\" input_semantic=\"TEXCOORD\" input_set=\"0\"/>\n </instance_material>\n </technique_common>\n </bind_material>\n </instance_controller>\n </node>\n </node>\n <node id=\"Camera\" name=\"Camera\" type=\"NODE\">\n <matrix sid=\"transform\">0.6859207 -0.3240135 0.6515582 7.358891 0.7276763 0.3054208 -0.6141704 -6.925791 0 0.8953956 0.4452714 4.958309 0 0 0 1</matrix>\n <instance_camera url=\"#Camera-camera\"/>\n </node>\n <node id=\"Light\" name=\"Light\" type=\"NODE\">\n <matrix sid=\"transform\">-0.2908646 -0.7711008 0.5663932 4.076245 0.9551712 -0.1998834 0.2183912 1.005454 -0.05518906 0.6045247 0.7946723 5.903862 0 0 0 1</matrix>\n <instance_light url=\"#Light-light\"/>\n </node>\n```\n\n\nExport a file in .dae Collada format. \"Includes animations\" should be checked and \"Samples\" button selected. Make sure under the Anim tab that \"Transformation Type\" is set to \"Matrix\". \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nThe exported file is attached. Nothing spectacular.\n\n[simple.dae](simple.dae)\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", "collada file not imported correctly\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: don't know\n\n\nThe import of this collada model is not 100% correct, some things are missing (wheel, chair) and different colors (white where there should be black)\n\nCruisn-World-arcade-game\n\nhow it should look:\n\n![afbeelding.png](afbeelding.png)\n\nhow it looks in blender:\n\n![afbeelding.png](afbeelding.png)\n\nDownload attached model (or download from website), import in blender, compare with picture how it should look\n\nCruisn-World-arcade-game\n\n[cruisinworld.zip](cruisinworld.zip)\n\n", "Collada: Todos\n## OpenCollada\n\nMoving opencollada bugs to TODO has been done since this has so far not yet been effectively maintained.\n\nThis is not a step to remove collada support, however if in the next year there is little work done in this area we may have to reconsider.\n\n----\nI propose the first goal to get blender exporting armatures, animation & geometry to 1 application successfully as a first goal.\n\nSince the 2.4x python script was capable of this, it should not be so hard.\n\nExport to SecondLife can be our first target, this has the advantage that secondlife is opensource therefor easier to get hold of for testing.\n\n### Plans\n\n**Short term goals (Blender 2.64)**\n\n- [ ] Make export and Import more robust. Idealy reimport of an exported collada file should recreate the original data.\n- [ ] Organize module testing. Please feel free to provide test cases and results on the Export page (dead link)\n\n**Long term goals**\n\n- [ ] Investigate in ways to improve the Collada module. Currently 3 possible approaches are investigated:\n - [ ] Fix the current Bugs and make the OpenCollada based module stable and fit for purpose\n - [ ] Refactor/Rewrite the module based on OpenCollada\n - [ ] Create a Python based solution. ([some comments ](Collada))\n\n### Feature set on the GUI\n\nCurent state (june 2012)\n\n![Development-Todo-Import-Export-OpenCollada-gui.png](Development-Todo-Import-Export-OpenCollada-gui.png)\n\nPlanned (to be approved)\n\n- [ ] Selection Only\n- [ ] Include Children (regardless of selection state)\n- [ ] Include Armatures\n\n- [ ] Use Object instantiation\n- [ ] Export for Second Life\n\n\n### Application Support\n\nHere we collect which Apps Work, Which have issues.\nCurrently the list is in relation to Blender revision\n43930 (pre 2.62)\n\n**Collada compatibility**\n\n| Target System | Static Meshes | Armatures | Animation | Comment\n| ----- | ----- | ----- | -----\n| Blender | OK | Error| ? | Import issues will be fixed after 2.62\n| Second Life | OK | OK | n.a. | in depth tests in progress\n| Maya 2012 | ? | ? | ?. | Waiting for response from Tester\n\n**Test files**\n\n[Development-Todo-Import-Export-bentbox.blend](Development-Todo-Import-Export-bentbox.blend)\n\n[Development-Todo-Import-Export-secondlife-character.blend](Development-Todo-Import-Export-secondlife-character.blend)\n\n[Development-Todo-Import-Export-secondlife-character.dae](Development-Todo-Import-Export-secondlife-character.dae)\n\n[Development-Todo-Import-Export-secondlife-character-with-rig.dae](Development-Todo-Import-Export-secondlife-character-with-rig.dae)\n\n[Development-Todo-Import-Export-Realextent_Man_Assemblee.blend](Development-Todo-Import-Export-Realextent_Man_Assemblee.blend)\n\n### Tracker Reports\n\nReports which have been verified by the reporter as \"resolved\", will be removed from this list.\n\n### Export: Bugs\n- [ ] #29672 export bone to collada file, the transform matrix is not right\n- [ ] #29345 Collada exported files including bones do not work if imported into Vue...\n: needs access to Vue\n- [ ] #28662 Collada export, broken animation track name IDs\n: \"name\" attributes of nodes are not properly escaped\n- [ ] #25527 COLLADA export issues\n- [ ] #40410 [Collada Animation Exporter] Consider armature's world matrix as identity\n- [ ] #42327 Collada exporter transformation \"both\" option is wrong\n- [ ] blender/blender-addons#43297 Unicode Breaks Collada Export\n\n**Export: missing features or not a Collada issue**\n\n- [ ] #29465 Collada - Armature Export Bug\n: export skinned mesh with constraints not supported\n- [ ] #22388 Collada Export assigns improper ids to skin controllers when more than one.\n: request for IK export support and a <b>user option</b> for switching between sampled and interpolated animation\n- [ ] #27789 B258 > Collada Export > library linked groups not exported\n- [ ] #27161 COLLADA: Export problem when activating transparency\n- [ ] #27389 Collada exporter ignores bones affected by IK\n- [ ] #24759 Export of armature with multiple objects creates invalid .dae\n- [ ] #35499 Collada exporter: Redundancy in UV coordinating.\n- [ ] #36675 COLLADA import : normal map material binding doesn't work.\n- [ ] #39224 Scale problem in exporting files\n- [ ] #39681 Collada exporter does not support more than one action\n- [ ] #39837 Collada Export writes Material Alpha Chanel data, but does not reads it\n- [ ] #43298 Collada Export does not include Vertex Binormals\n\n### Import: Bugs\n- [ ] #32652 Import from Lightwave creates Error when rendering with LuxRender\n- [ ] #32392 import fails for transparency and reflectivity\n- [ ] #31682 Collada ex- and reimport, textures gets lost, some errors (export part resolved in version 50556)\n- [ ] #31728 Collada crash after import\n- [ ] #31089 Collada crash after import\n- [ ] #30301 Collada import data leak?\n- [ ] #30008 COLLADA Import: Visual scene node hierarchy / root not handled correctly\n- [ ] #29013 Import Collada causes Blender not responding\n- [ ] #28894, #29058 COLLADA import crash\n- [ ] #38343 Import of non-specular materials not working correct.\n: validation errors\n: fails to import in FXComposer-2.5\n: fails to validate in GoogleSketchup, but imports well there\n: segfault (probably due to wrong memory writes)\n: complex. needs lots of time to debug\n- [ ] #28887 COLLADA import and texture paths\n- [ ] #28762 COLLADA import transparency\n- [ ] #28378 Importing COLLADA file not importing as expected.\n- [ ] #28242 Collada import changes units to Metric\n- [ ] #27629 COLLADA import does wrong transofrmations\n: transformation errors (non-skin), nice attachments\n: single chair imports well in Meshlab and FXComposer-2.5\n: the chair now imports well\n: <node id=\"ID2045\"> - the wheel - contains multiple <instance_geometry>s - test case\n- [ ] #27128 Collada files from this camera tracking app for iPhone are not being imported correctly\n- [ ] #26012 Import Collada: instance_node incorrectly handled\n- [ ] #25754 COLLADA skinned animation import error\n: animated avatar imports well in FXComposer-2.5\n- [ ] #25432 Collada - up_axis not processed\n- [ ] #22689 Collada import not importing animations if skins do not exist\n- [ ] #22495 Collada importer bugs\n- [ ] #39099 Collada/Mixamo Importing Bug\n- [ ] #39379 Collada Cannot Import\n- [ ] #40127 Newly inserted keyframes dont work in animated COLLADA models\n- [ ] blender/blender-addons#40374 Collada Import - Bone Duplication\n\n**Import: missing features**\n- [ ] #29014 Import Collada: cannot load dae referencing other dae\n- [ ] #34447 camera data broken (missing softimage support)\n\n### Round trip issues (reimport to blender broken)\n\n- [ ] #32549 Collada don't export properly\n- [ ] #28215 blender 2.59rc - Export collada - import collada - armature bones with inverted axis\n\n### Resolved & closed\n\n- [ ] #30724 COLLADA export material name is wrong\n- [ ] #28424 Blender >= 2.57 crashing when importing collada files created using GoogleSketchUp (ver 8)\n: no crash as of r. 44615 \n: validation errors in both files (OpenCollada compiled with expat parser)\n: crash on first file when testing on Linux\n- [ ] #27640 COLLADA - Issue exporting geometries with just points or lines.\n- [ ] #22891 Collada exports bezier keyframes as linear\n- [ ] #20634 Collada export exporting -tive z scale as wrong x rotation\n- [ ] #32843 AFTER 2.65 - Collada Spotlight angle animation is in radians not degrees", "Multi accessors don't appear to be supported on collada import\nOperating system: Win 10\nGraphics card: RX 480\n\nBroken: Not working in 2.77, 2.8, 2.93 or an alpha version of 3.0 I had.\n\nWhen importing Collada with multi accessors per array (I've attached an image showing the difference), I get 'Sax FWL (Error): Positios stride is not three.'\n\nImport attached file called crate_bad.\n\n![diff.png](diff.png)\n[crate_bad.dae](crate_bad.dae)\n[crate_good.dae](crate_good.dae)", "Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)", "3D cursor sometimes can't do absolute grid snap\nOperating system: windows 10 v2004\nGraphics card: GTX 970\n\nBroken: 2.83.5\nWorked: none\n\n3D cursor sometimes can't do absolute grid snap.\nHere is the link of the bug capture. \n[Bug capture on YouTube](QzOqgiRM97c)\n\n\n\nDon't know how to reproduce from scratch, but many of my blender files has the same problem.\n[base.blend](base.blend)", "Auto-Masking: Propagation Steps needed as a global setting\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nThe auto-masking options in sculpt mode are accessible per-brush and a s global sculpt mode option.\nThe issue is that the \"Propagation Steps\" for Mesh Boudnary and Face Set Boudnary auto-masking as still always a per-brush setting, \neven when accessed and changed in the header.\n\nThe Propagation Steps needs to be stored as a global sculpt mode settings as well.\n\nHeader for global settings:\n![propagation_steps.png](propagation_steps.png)\n\nBrush Settings for per brush settings:\n![image.png](image.png)", "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", "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 GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n" ]
[ "Collada: Preview on Mac shows issues with transparency\nJuly 8, 2019 California USA\n\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nBlender 2.79b for Mac only is no error,\nBlender 2.80 for Mac only is most of error.\nDo not use Windows @GaiaClary don't use yourself computer on Windows, please transfer to focus Macintosh team and more than deeply inspect for Blender 2.80 Collada (.dae) They will need create new document of Blender 2.80 (July 4, 2019) last download for Mac only.\n\nRead me on .pdf they will need use Macintosh to do.\n1. Open Blender 2.80 (Last download July 4, 2019)\n2. Delete this cube.\n3. Create new cube.\n4. Create Materials - [x] 6 list\n5. Change color to image texture on 1, 3, 5 list of materials.\n6. Whatever you can put texture on 1, 3, 5 on .PNG\n7. export Collada (.dae) then popmenu to SL/OSGrid\nTHEN\nYou can see preview on Finder can be disappear also upload within FirestormOS-64.app upload too.\n\n[Blender 2_80 July 8 2019.zip](Blender_2_80_July_8_2019.zip)\n" ]
DRAGING CURSOR SELECTS VERTICES THROUGH MESH WITHOUT X-RAY MODE ON OR SPECIFIC SELECT MODES ON Operating system: Windows 10 Pro Graphics card: NVIDIA 1650 Broken: 3.5 DRAGGING CURSOR SELECTS VERTICES THROUGH MESH WITHOUT X-RAY MODE ON OR SPECIFIC SELECT MODES ON I duplicated the top half of a torus (with a subdivision surface modifier), pressed p and made it its own mesh, added a solidify modifier, went into edit mode, selected several faces with the cursor, xray mode not on, normal selection mode, and it selects the ones I selected along with the ones directly behind it.
[ "Bone selection icon could be added next to Face and Vertex Selection in Weight Paint mode\nHello. I want to suggest to add a Bone Selection icon in weight paint mode by side the face and vertex selection modes. It intents to be a better feedback on what selection mode the artist is using. Now it is like having only face and edge selection icons for mesh editing but not vertex because it is the \"default\" tool. I know the bone selection is not a mask tool like the face and vertex selection, but, at the end, all 3 are just selection modes for the artist workflow.\n\nCheerios\n\n![blender weight paint.PNG](blender_weight_paint.PNG)", "Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]", "Circle select does not select all vertices within the same pixel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.90.1\n\nSelecting closely-arranged vertices with circle select tool doesn't consistently select all vertices.\n\nCreate plane geometry with three vertices located close together (e.g., the end of a sword or a blade of grass). Type 'C' to use the circle select tool and select the vertices. Zoom in to verify that all vertices have been selected. De-select vertices. Change zoom level. Repeat selection. Repeat verification. See animated GIF, attached, using simple .blend file, attached.\n\n![L11d.gif](L11d.gif)\n\n[C3DE_Ch4_L12a.blend](C3DE_Ch4_L12a.blend)\n\n", "Shift+Spacebar shortcut for Tool Menu doesn't work correctly in sculpt mode\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0\n\nPressing and holding Shift+Spacebar and selecting a tool works okay. But just pressing that shortcut quickly shows the menu and hide it.\n\nOpen sculpt layout or go to sculpt mode. Press and hold shortcut Shift+Spacebar. While holding you can move the cursor on some tool and release the buttons. Tool under cursor is selected. All is okay, it works like a Pie menu.\nBut there are also hotkeys in that menu and if I just press Shift+Spacebar (without holding), menu opens and closes quickly. And selected is tool that was under cursor at that moment. If you press (without holding) Shift+Spacebar again, the menu doesn't close now, because the selected tool has already selected. But again, if I move my cursor, just press the shortcut, the menu shows and closes. It's impossible to use the hotkeys on the right of the tools in that menu.\n\n", "Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)", "Grease Pencil vertex paint select is using sculpt mode selection mode\nOperating system: Linux-6.4.6-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.6-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-50c29e1ffa)\n\nBroken: version: 4.0.0 Alpha\nWorked: \n\nWhen selecting with mouse clicks the selection mode in the header determines which component is selected.\nIn Grease Pencil sculpt mode this behaves as expected. If it's set to \"points\", selecting will select points. If it's set to \"stroke\" it will select entire strokes.\n\nWhen switching to vertex paint mode this is not the case. Instead it will select components based on the selection mode that is set in sculpt mode.\n\nThe ideal behavior imo would be to have all grease pencil modes share the active selection mode.\nThis makes it easier to manage and simpler to use.\n\n- Change the keymap preferences to right click select (Selection shortcuts in left click select are partially broken atm)\n- Add a Gpencil Monkey\n- Switch to Sculpt Mode\n- Enable point selection mode\n- Select some points with `RMB` and `Shift RMB`\n- Switch to Vertex Paint mode\n- Make sure to use stroke selection mode\n- Select some strokes with `RMB` and `Shift RMB` (Notice how it will instead select points)\n\n", "shift+key with option click\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0 Alpha\n\n[problem with a key set to 'CLICK' and with shift=True]\n\nIf I do a shortcut with e.g: km.keymap_items.new('wm.call_panel', 'S', 'CLICK', shift=True)\nI need to press and hold Shift and then press and release S. \nI mean if you do a click on a key without shift or ctrl or alt, the option is respected. but adding a Shift for example the property is not working the same anymore.\napparently in the programing of this click option the presence or not of another key has not been considered.\nthe interest of a click as it is explained in the blender help is when you add another key with the same shortcut but with the option 'CLICK_DRAG'\n\n\n", "Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n", "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![Attribute edit.png](Attribute_edit.png)\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.", "Moving reroute nodes with click-drag behaves unpredictably\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nThe recent builds of Blender 3.1 add an option to finally move reroute nodes with mouse only, like any other node types. Unfortunately, there is no pre-selection highlight to let the user know which action they are about to perform on click-drag action. According to the anti-features page, pre-selection highlight section, if such feature does not behave reliably and predictably, it should be reported as a bug: AntiFeatures \n\nThis is why I am reporting it as such.\n\n[2022-01-24 11-25-05.mp4](2022-01-24_11-25-05.mp4)\n\nCurrent implementation suffers from following issues:\n1. The circular area/radius where move operation occurs is not visible. It is not visible how far from the reroute node position the node can still be transformed.\n2. Click dragging slightly outside the reroute node circle will still result in node wire drag rather than transform, further adding to the confusing behavior.\n3. It is not obvious that the click-drag transforms works **only** when the reroute node is selected first, which is inconsistent with click-drag transform behavior of the other nodes.\n\n1. Add a reroute node to any node graph\n2. Select the reroute node\n3. Click-drag around near the reroute node in various distances\nResult: What happens when LMB click dragging near the reroute node is not reliably predictable\nExpected: Outcome of LMB click-drag input operation near a selected reroute node can be reliably predicted\n\nProposed solution:\nWhen the reroute node is selected, and therefore can be transformed, draw a simple transform gizmo representing the screen area, which results in the transform operation when click-dragged, but only for reroute node closest to the mouse cursor, and only when the mouse cursor is near it (the same the scrollbars are dynamically drawn only in the close proximity of the mouse cursor):\n![image.png](image.png)", "Sometime when using color picker, Cursor will snap to middle of the screen.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX Vega 64 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.1\nWorked: 3.4.1 work normal\n\nWhen click drag to select color on color picker sometime cursor snap into middle of the screen\nIt happened everywhere that you can use color picker\n\nOccurred on 3.5 and 3.5.1 \n\nJust click drag on color picker it randomly happened \n\n[Snap Demo - Factory Setting.mp4](attachment)\n\n", "Advancing Displace and Solidify modifiers to handle overlaps\nI briefly discussed this with C. Barton. I often I solidify and displace surfaces in the processes I work on -- recently for 3d printing custom assistance devices including molds for casting rubber, customized computer peripherals, etc. Whether or not they use clear-cut geometric forms, or are of organic nature, they often succumb to the issue of intersections with displace/solidify. I've wanted to work out some details on processes which would enhance these modifiers, but need some help. I'd attempt to implement it so it would be inactive normally, and use thresholds when enabled, so as not to slow down the normal modifier functionality, and a require a minimum processing when the features are used.\n\nThe main issue I'm having is that the modifiers do not presently have access to information on adjacent vertices, and my first approach to an algorithm would examine, with some function fn(vertex_normal, displacement_amount), if there would be a crossing (e.g. if faces would intersect). Then the simplest method would angle the normals away from each other. However, this does all require the ability to examine adjacency, and I'm relatively inexperienced in blender internals, having only contributed minor bits to sculpting tools and physics code. Your guidance would be appreciated.\n\n", "Border/Lasso Select Tool Option\nBorder/Lasso select currently only allows select, other tools support more advanced options (internally boolean add/sub/and/xor).\n\nThis task isn't huge but needs to be done for all border & lasso select operation.\n\nThe option will be exposed via the tool system, later we may expose it from the border select gesture too.", "Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n", "\"Shape Key Edit Mode\" toggle for correct mesh deformations\nWhen using the toggle \"Shape Key Edit Mode\" it gives me a representation of all shapekeys mixed together but it's only a visual preview. \n\n![Selection_033.png](Selection_033.png)\n\nIt doesn't affect the result of rotating or scaling the mesh since you still only work on the shapekey that is selected instead of the mixed representation that is shown. \nAnd since it's all just based on vertex location the results can be pretty odd, especially when using the 3D cursor as a pivot point. \n\n[2019-07-15 11-23-25.mp4](2019-07-15_11-23-25.mp4)\n\nSince working with multiple shapekeys is a great way to work non-destructively it would be a big improvement if the mixed shapekey representation would also be used for any deformations made.\nThis could be by default or as an additional toggle." ]
[ "Glitch Selecting through Vertices\nHow to recreate a glitch:\n-Create torus object\n-Select it's top half and duplicate it\n-You should be left with something looking like \"blanket\" over it\n-When using Snap tool with \"Face Project\" option and Project Individual Elements box checked along with Proportional Editing tool set on \"Smooth\" further modeling the \"Blanket\" from sides selects vertices that were copied from inside of a torus object and modeling the outer side of the \"Blanket\" now pulls its inside vertices along.\n\n" ]
Materials with normal map become "Emissive" Operating system: windows 10 Graphics card: GTX750 Ti Broken: blender-2.80.0-git.dc3b5024be1a-windows64 Any material with a normal map eventually will become a "Emissive" object in the scene. This is a old bug, is been there in the alpha and continue to anoying in the beta. First create a new material. Put a normal image in a norma map node. It works for some time. After some time working on the scene the normal maps will transform the object in a giant lamp. See the attached images{[F6391676](Screenshot_5.png)} ![Screenshot_3.png](Screenshot_3.png) ![Screenshot_4.png](Screenshot_4.png) ![Screenshot_1.png](Screenshot_1.png).
[ "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", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "Improve volume render passes\nCycles volumes mostly do not write to render passes currently. Given the transparency it's not always useful or meaning to do this, but we can do better.\n\nA few known issues:\n- [ ] Cryptomatte is not written for volumes. We could accumulate cryptomatte contributions of objects while ray-marching.\n- [ ] Mist is not written, which causes the background value to be used when the volume is opaque. More useful would be to either write it based on the volume position weight by transparency, or to write mist for the object behind. (#91280)\n- [ ] There is no Volume Color pass currently, equivalent to the Diffuse/Glossy/Transmission Color passes. We do now write albedo for denoising, a similar thing could be added for volumes but it's unclear if this is useful for compositing in practice, especially with overlapping volumes.\n", "Blender OCIO ACES 1.2 Texture ColorTransform ignored - works in Compositor\nMBP 15\" (2018)\nOperating system: MACOS 10.5.4 Catalina\nGraphics card: Radeon Pro 560X\n\nBroken: Version 2.82a, 2.83 beta and 2.90 alpha (12th of May2020)\n\nI setup up Blender according my little how-to on my website\n?page_id=1720\nThe ACES IDT sRGB texture is taking off the sRGB (gamma), linearizes the texture and maps the sRGB gamut into the ACEScg gamut.\nA JPG/PNG 8-Bit Texture File with a value of 1 will map it to 1.0 in scene linear.\nTo see a texture in ACES like it looked like in Photoshop for example you need to use the inverse RRT&ODT view transform. The IDT you choose is then Output_sRGB. This maps a texture value of 1 to 16.xxx in scene linear. \nI am aware that this is the wrong method to use textures in ACES - this is a regular mistake when working with ACES and I wanted to write an article about it on my website and clarify the problem.\n\nThe Blender Compositor is actually working as expected. In the demo scene I use the texture two times with different IDTs (sRGB-Texture and OutPut sRGB - for comparison I also added the same texture as an EXR file.\nPlease check the Compositor and plug one or the other image to the gain 10% color correction to show the high scene linear values.\n\nIn the Shading tab I have the image texture window sized big and select the different image texture (2x JPG with two IDTs selected and one EXR file) - use right click to sample the texture values in the image view.\nOnly the EXR file shows actually higher values than one. Both JPG textures with the two IDTs selected are clipping at 1.0.\n[Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip](Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip)\n", "Mac (Intel) + Eeeve/Metal : Possible \"ignoring\" of the 2nd UVmap on faces\nOperating system: Macbook Pro Intel (the latest before M1)\nGraphics card: Intel Iris Plus Graphics 1536 Mo\n\nBroken: 3.6.0 (latest)\nWorked: n/a\n\n**Short Description**\nOn a Mac Intel, when using Eevee + Metal backend ; (does *NOT* happened with OpenGL backend) ;\nOn a mesh plane (mostly rectangular, representing a terrain evolution, 174 k vertices, 348 k triangles).\n\nI have 2 textures, with each its own UVmap ;\nI checked the content of the UVmap, they are correct, and I was careful to assign the correct UVmap to the correct texture.\n\nThe 2nd UVmap :\n- Eevee + Metal : seems to be \"ignored\" (and the 1st UVmap is used instead)\n- Eevee + OpenGL : works okay\n- Cycles : works okay (Cycles is not configured to use \"Metal\" since it's not a M1/M2)\n\nI think that for UVmaps, \"second\" means nothing, since there should be no particular order and/or the \"order\" is hidden from the user when using only shading \"nodes\" (except in the case of a bug being triggered...)\nEspecially since I explicitly specify the \"UVmap node\" for each \"image texture\" node.\n\nYet, the order in which I created/imported them seems to have an impact here.\n\nBy \"second\" UVmap, I mean the second material and/or second UVmap in the list of Object Data's properties UV maps.\n(Selecting another UV map in the Object Data's properties has no effect, since I explicitly specify the UV map to use in the \"nodes\").\n\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to EEVEE render in viewport\n\n[bug.blend](https://projects.blender.orgattachment)\n\n| bug | no bug |\n| -- | -- |\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |\n\n<details>\n<summary> Original Report </summary>\n\nThe scene is the most simple : a mesh, and 2 materials + 2 UV maps.\nI then created an empty 3rd material, being careful to apply all faces to this 3rd material.\n\nThe shading \"nodes\" of this material is the most simple, in reverse order :\n- default \"material output\" node\n- default \"Principled BSDF\" node\n- a single \"Image Texture\" node\n- a single \"UV map\" node (of course linked UV<->Vector, and \"from Instancer\" disabled)\n\nThe 2 terrain textures which I have do not cover the same mesh area (partial overlap) :\n- One of the textures cover the whole mesh (no more, no less) : a satellite picture (an orthophoto)\n- One of the textures cover a small part of the mesh : an architect plan\nThe UV maps correctly reflects that ;\n\nWhatever Texture/UVmap I import first and then second, the second one seems to always be drawn with the UV map of the first, despite the fact that I explicitly select the second UV map.\n\nHint : If I link the UVmap \"UV\" output directly to the \"material output\" node, it seems to correctly draws the 2nd UV map colors (some square-y green + yellow + red texture, optionally some black if the texture does not cover the whole mesh).\n\nThe catch is that the problem only occurs with Eevee + Metal. It does not happened with Eevee + OpenGL nor Cycles.\n\nI would guess maybe some bug in the Metal implementation and/or Metal shaders?\n\n\nWell, I used blenderGIS to import a DEM (digital elevation map : a point cloud) + some trinagulation which yield a mesh.\nThen I used blenderGIS to import 2 terrain textures (one covering 1:1 the mesh, one way smaller).\n\nWhichever of the 2 textures I import 1st, it will always be the 2nd that has its UVmap seemingly ignored.\nNote : I checked the UV map content in the UVmap editor.\nNote 2 : I use QGIS since 2019, I made sure that the CRS (projection) are the same for all 3 datas (DEM + geotiff textures).\n\n***Based on the default startup or an attached .blend file (as simple as possible).***\n\n***My best guess***\n\nA bug in the Blender's Mac implementation of Eeveee Metal (and or /shaders) ?\n\nPlease note that my 2 textures have different coverage of the mesh, and so the UV map reflects that. Possibly the bug only occurs when it's the case.\n\n</details>", "Exaggerated Ambient Occlusion Effect with Subsurface Scattering Materials in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nWhen rendering with Cycles, whenever meshes with materials that have subsurface scattering intersect, a very obvious ambient occlusion effect is generated around the intersections. It functions as expected with Eevee, but in Cycles, there's always a very unattractive dark seam line.\n\nApply any subsurface scattering materials to any two intersecting meshes, and render out with Cycles.\n\nHere are my results, I used a procedural snow shader, but I get similar results with any subsurface scattering materials.\n[subsurface scattering.blend](subsurface_scattering.blend)\nResults with Subsurface Scattering in Cycles\n![Cycles SSS.jpg](Cycles_SSS.jpg)\nSame shader in Cycles with Subsurface scattering turned off\n![Cycles No SSS.jpg](Cycles_No_SSS.jpg)\nSame shader in Eevee with baked indirect lighting and subsurface scattering turned on\n![Eevee with SSS and baked indirect lighting.jpg](Eevee_with_SSS_and_baked_indirect_lighting.jpg)\n\n", "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", "Optix Viewport Denoiser Makes Objects Glow When Using High Exposure Even When There is no Light in the Scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nThe latest build added the feature to let non-RTX GPUs use the denoiser, so I tested it on my scene right away. However, the objects in the scene start glowing when the denoiser starts working. The scene was lit using the Physical Lights feature that the Photographer 3 addon has provided, which offers units like Lumen and Candela, etc. And since physically correct light values can sometimes be very dim (like a candle = 1 candela), sometimes be very bright (like the Sun at noon 111,000 lux), Photographer offers real life camera's settings for modifying the exposure in the color management in the render settings to adjust the overall brightness. And in my scene, I used a candle, which is very dim. Therefore the exposure has been set very high. It has been fine until the denoiser came. \n\nBased on the default startup\n1. Delete the default point light\n2. Turn the World Background Strength to 0\n3. Turn the Exposure in the Render Settings under Color Management to 10\n4. Change the render engine to Cycles\n5. Turn on render view, you should see nothing but complete darkness\n6. Turn on the Optix Viewport denoiser\n7. Wait for a while and see the default cube glowing\n\nI don't know if this is a bug or not, if it is not, please at least get some work around. Like making the denoiser refresh when the exposure changes or something?\n\n![image.png](image.png)", "Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: ![cycles_bug_report02.jpg](cycles_bug_report02.jpg)\n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: ![cycles_bug_report02.png](cycles_bug_report02.png)\n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)", "EEVEE doesn't take collection visibility in account with collection instances\nOperating system: Arch Linux and Windows 10\nGraphics card: Intel UHD 620 and NVIDIA GTX 1060 Super\n\nBroken: `3.1 Alpha 43b0ff3054ba`; `3.0 Beta fb0ea94c6303`; `LTS 2.83.19`\nWorked: \n\nWhen baking (cubemaps or irradiance) with visibility collection set, it will ignore collection instances.\n\nTo explain, I've prepared the following screenshot, hopefully it will explain the situation well.\n\n![image.png](image.png)\n\nAs you can see, the cubemap has visibility collection set to *Collection*, where a *Plane, Cube and an instance of Real* are present, however in the cubemap only the *Plane and Cube* are visible, while the instance is left out.\n\nAs a reference, this is how it should've looked like (this was after instances were made real):\n\n![image.png](image.png)\n\n1. Open the appended file\n2. In render settings, under indirect lighting: *Delete Lighting Cache* and *Bake Cubemap Only*\n3. Switch to Renderered view\n4. Observe the missing floating instance of Real\n[eevee_visibility.blend](eevee_visibility.blend)", "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)", "Move the transform info away from the header, into the viewport.\nCurrently, when you transform any item in Blender, we take over the header while the transform is happening:\n\n![Screen Shot 2018-11-08 at 17.21.22.png](Screen_Shot_2018-11-08_at_17.21.22.png)\n\nThis makes for a vey flashing/blinking UI, where both the header and the viewport gizmo disappears and re-appears in a jarring way. \n\nInstead, the header and viewport gizmos should stay untouched, and the transform info can be moved to the viewport along the bottom.", "Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n![image.png](image.png)\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)", "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", "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" ]
[ "Shaded object turns white in animation view pose mode with normal map\nOperating system: Windows 10.0.17134.523\nGraphics card: NVidia Geforce 980 TI\n\nBroken: 2.80-2826c2be545e-win64, 2019-01-12\n\nProblem: In animation view, if you have an object with a normal map and you show object shaded view, the object turns white if you change the object in pose mode. The problem carries over to other viewports but restores itself after a while until you go back to the animation viewport. I only encountered the problem when I have a normal map on the object as well as an armature and in pose mode.\n\nFix (or workaround): In the default animation view there is a second 3D viewport to the left. You have to set that one to shading mode \"LookDev\" as well.\n\nSee video to reproduce from blender startup file: watch?v=dn8ey-2KR88" ]
Shaded object turns white in animation view pose mode with normal map Operating system: Windows 10.0.17134.523 Graphics card: NVidia Geforce 980 TI Broken: 2.80-2826c2be545e-win64, 2019-01-12 Problem: In animation view, if you have an object with a normal map and you show object shaded view, the object turns white if you change the object in pose mode. The problem carries over to other viewports but restores itself after a while until you go back to the animation viewport. I only encountered the problem when I have a normal map on the object as well as an armature and in pose mode. Fix (or workaround): In the default animation view there is a second 3D viewport to the left. You have to set that one to shading mode "LookDev" as well. See video to reproduce from blender startup file: watch?v=dn8ey-2KR88
[ "Denoise artifacts in Albdeo and Normal pass caused by material roughness\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nThe `Denoise Data Albedo` shows gray flat colored areas if the `metallic/specular` material have the `roughness` value below `~0.274`.\nThis also affects the `Denoise Normal` pass because it can appear black in these areas.\nTo show these artifacts for `specular` and `metallic` materials, the depending values are: `Base Color`, `Metallic/Specular`, `Roughness` and the angle (between camera and face).\nAll of this leads to visible seams in the denoised image (NonLocalMeans and OpenImageDenoise). The more noise the more it is noticeable.\n\nRender passes of material with roughness on 0.0 (See Albedo and Normal pass):\n![Spec.png](Spec.png)\nThis shows both the roughness dependent gray area overwriting the the camera dependent gray area.\n![SpecGradient.png](SpecGradient.png)\nThis is just to show that irregular roughness inputs (like a noise) also create these. It is the same with Textures.\n![SpecNoise.png](SpecNoise.png)\n\n**Edit (10.02.2021):**\nJust noticed and wanted to clarify. The Denoise Normal pass shows black in the top corner, because it reflects the background.\nHere is an example of an object being reflected in that area. \n![Normal_Reflection.png](Normal_Reflection.png)\n\n**Steps for others to reproduce the error**\n- open attached file or:\n - create a plane\n - set Material to a Principled BSDF Node having: Base Color: 0.047; Specular: 1.0; Roughness: Linear Gradient.\n - set the camera to a viewing angle of 60° to the plane.\n - set the Worlds background shader color to a checker board to have something to reflect on the plane.\n- Render in Cycles with Denoise Data in the View Layer Properties activated.\n[Denoise_Layer_bug.blend](Denoise_Layer_bug.blend)", "Wrong reflection in Reflection Plane when Ambient Occlusion is also turned on\nIntel Core 2 Quad, 8 Gb RAM, NVidia GeForce GTX 960 2GB\nWindows 7 x64\n\nBroken: 2.8, 2.9\nWorked: n\\a\n\nReflection Plane object produces wrong reflections when Reflection Plane is nearly perpendicular to camera and Ambient Occlusion is turned on.\n\n1. Open provided Blender file, switch to Rendered view and observe how Reflection Plane reflects the opposite wall as almost black.\n2. Disable Ambient Occlusion and reflection will become normal.\n3. I have also noticed that if you change Ambient Occlusion value to something like 40 mm, reflection will be turned into a gradient.\n4. Moving Reflection Plane away from the wall does absolutely nothing, if you switch to the second camera that faces Reflection Plane straight on, back wall will look normal but side walls will become dark.\n[WrongReflection.blend](WrongReflection.blend)\n![WrongReflection1.jpg](WrongReflection1.jpg)\n![WrongReflection2.JPG](WrongReflection2.JPG)", "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)", "crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n![image.png](image.png)\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe", "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", "Light look-at mode improvements\nLight look-at transform can be activated using Shift+T on a lamp\nNext hover your mouse cursor over the surface point where you want to pont the lamp. This is excellent!\n\n*Note: click on the images to see the animated version*\n\n![LookAt.gif](LookAt.gif)\n\nWhile the lookat mode is active. Holding Ctrl will move the light. But it will also attempt to use the normal of the surface to rotate the light around the surface hit point. This gives erratic behavior.\n\n![Move.gif](Move.gif)\n\n**Proposal**\n\nThe artist should be in full control over the orientation of the lamp. I propose for *move* to ignore the surface normal and only hold the distance to the surface.\n\n![MoveFixed.gif](MoveFixed.gif)\n\nA different modifier (Alt?) would allow to orbit around the surface intersection point, giving the lighting artist full control of the orientation.\n\n![Orbit.gif](Orbit.gif)\n\nFurthermore, scrollwheel or MMB could be used to change the distance between the camera and the surface point.\n\n![Distance.gif](Distance.gif)", "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.", "Fade Inactive Geometry: Objects with the same object data are faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nBut if any other object has the same object data linked (same geometry) it will be faded out anyway.\n\n![Screenshot_2021-04-22_11-50-30.png](Screenshot_2021-04-22_11-50-30.png) In this example the quad-sphere in the center is active in edit mode. The one to the right has the same linked object data, which is why it also shows the edit mode overlays as it is the same geometry.\nBut since it is another object it is greyed out.\n\nThis is related to #87704 since the overlay seems to prioritise objects that are in the same mode instead of objects that share the same geometry.\n\n- Duplicate an object multiple times to have more than 2\n- Duplicate one of them with Alt + D to have their object data linked\n- Enter Edit Mode on one of those objects\n\n", "Hiding Armature in Outliner while in Pose Mode, leaves viewport without ability to select or exit the Pose Mode.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0\n\nWhen Armature is hidden via Outliner in Pose Mode, the selection, active object, and the Mode remains on that armature, not allowing to select anything anymore. Same happens with Meshes and Edit Mode, but one is still able to exit the Edit Mode. I assume it's likely that one either shouldn't be able to hide the object one is in Edit/Pose mode with, or the Mode probably should be exited upon hiding it's object. Or, at least, switching the Mode off shouldn't be disabled if the object is considered still active/selected.\n\n[armature.blend](armature.blend)\n - Select Bone,\n - Press Disable in Viewports for Armature object in Outliner,\n - > Can't select other objects in viewport now, or exit the pose mode.", "Split up pose mode keymap to avoid weight-paint conflicts\nCurrently the \"Pose\" keymap us used in combination w/ weight paint.\n\nThis means we can't add key bindings for animation that conflict with weight painting for eg. F-Key. See: #63667 (Keymap: Weight Painting using the Pose Mode keymap)\n\n----\n\nProposal:\n\n- \"Pose Generic\" for basic selection operations.\n- \"Pose\" for more advanced animation actions.\n\n\"Pose Generic\" would co-exist with weight paint mode when weight painting is mixed with pose mode.", "Baked Normal Map Is Not Equal To The Original Normal Map.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.Q4.221025\n\nBroken: version: 2.93.2\n\nThe problem that after I bake the normal it appears different than the original\n,Is this a bug ? , and why it appears different .\n\n1. Open blender\n2. Go to the shading window\n3. Select The cube \n4. Add normal map image connect it to the normal map after you add it , Then to the BSDF node \n5. create image to bake to it and select it \n6. bake the normal and see the result\n\n", "\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n![comparision.png](comparision.png)\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "Visibility differences when hiding from layer and object level properties\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.1.0 Alpha\n\nHiding collection/object from outliner with layer level property (eye icon) and object level property (screen icon) in nested releation\ngives inconsistent results\n\n**Steps to Reproduce**\n- Open attached file\n- Hide `Collection A2` with eye icon\n- Now hide `Collection A2` with screen icon\n\nRefer video: r6yA5iDHdn\n[collections_bugs.blend](https://projects.blender.orgattachment)\n\n<details>\n<summary> Original Report </summary>\n\n**Short Description**\nThere are 2 cases where:\n1. Watching viewport in rendering mode give different view in view-port and final render image or video\n\n a ) it's happening due some **not refreshed states from outliner on hide/show object and disable/enabled in render on `vieport`**\n\n b) it's especially observed problem around:\n\n - collections\n\n - moved collection to other\n\n - parent object from other collections\n\n\n2. Watching viewport and animation\n a) user operating object and all looks ok, then ruining animation and blender doing broken whole objects, relations and movements\n\n\n I can't save file that showing this, coz is unpredictable case for me when:\n1. Refresh states not working automatically from outliner in some cases, save/open file again solving problem.\n - also suggestion is to hide all child objects in parent when parent status is changed to hide to not child one per one, or give to hide just this object (eg. contex menu by RMB)\n - this management can solve problems around operation as in point 1,b) issye\n\n2. When refresh states not working on timeline and when just animation refreshing coordination **not when objects are moved,**etc. (just play changing eg. x,y,z on this same frame in case operations as move, scale, rotate not doing this - so backing to main frame when was operation, update etc. not giving effect, just play)\n - for both solution is suggestion to **give option for viewport rendering** as this same like final render, regarding the states and depth levels of parents/child/collections \n\n\nMaybe is know issue, maybe some on meet this and can explain better than me, or some part of code can be checked to see relations for this type issues.\n\n</details>", "Shading change (smooth/flat) resets current simulation cache. \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nversion: 2.82 (sub 7)\nWorked: 2.79\n\n[2020-02-26_04-40-40.mp4](2020-02-26_04-40-40.mp4)\n\nSet simple simulation, play it (to the end or pause), change shading to smooth/flat. Your cache lost.\nHere file.\n[simeset.blend](simeset.blend)\n\n" ]
[ "Materials with normal map become \"Emissive\"\nOperating system: windows 10\nGraphics card: GTX750 Ti\n\nBroken: blender-2.80.0-git.dc3b5024be1a-windows64\n\n\nAny material with a normal map eventually will become a \"Emissive\" object in the scene.\nThis is a old bug, is been there in the alpha and continue to anoying in the beta.\n\nFirst create a new material.\nPut a normal image in a norma map node.\nIt works for some time.\n\nAfter some time working on the scene the normal maps will transform the object in a giant lamp.\nSee the attached images{[F6391676](Screenshot_5.png)}\n\n![Screenshot_3.png](Screenshot_3.png)\n\n![Screenshot_4.png](Screenshot_4.png)\n\n![Screenshot_1.png](Screenshot_1.png).\n\n" ]
Right click on UV sphere crashes blender Windows 7, intel HD graphics Broken: 2.76b If you create a UV sphere and right click on it while it is highlighted, the program crashes. 1. delete all other items (not necessary but helpful) 2. create a UV sphere (any method) 3. right click on the UV sphere with it highlighted
[ "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", "Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.", "Painting across different resolution UDIM tiles in image editor crash.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\n\nIf you have UDIMs of different resolutions, and you paint in the Image editor window across the tiles, you get a crash.\nIf you do the same thing in the 3D viewport, there is no problem.[CrashFile.7z](CrashFile.7z)\n\n\nCreate a UDIM texture, with at least two tiles, of different texture resolutions. \nIn the image editor in paint mode, draw a line across the tiles and it will crash. Sometimes I need to draw two lines crossing the tiles for it to crash.\n\nThat's all, you don't need to apply the textures to a model or anything else.\n\n\n", "Unable to create manual curve to mesh UV with spline parameter\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nBelow file is creating uv's from the curve length and profile and then outputting as a custom_UV attribute. There seems to be squashing happening at the beginning and end.\n\n[spline parameter fac bug.blend](spline_parameter_fac_bug.blend)\n\n![image.png](image.png)\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", "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 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", "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", "bake hair dynamics issues\nOperating system: wind 10\nGraphics card: gtx 1070\n\nBroken: blender-2.80-79f67acccb36-win64\nWorked: idk\n\nunable to bake hair dynamics. i click the button but nothing happens. in particle edit mode particle hair still looks as if it was not simulated.\n\n", "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 ", "Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n![blender_4UX5Hum09w.png](attachment)\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "Crash 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", "Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n" ]
[ "Blender crashes once I select the same particular object\nWin 7 sp1 64bits, Aspire E1-570G notbook computer(NVIDIA GeForce GT 740M, and Intel HD Graphics 4000 graphics card)\n\nBroken: official 64 bits zipped 274, 275a, 276 version\n\nEverytime when I select the object Cube_Tessellation(in fact, it has been selected already) by RMB, blender crashes. Even I load factory setting in blender, ctrl+u, reboot my notebook(yes, I reboot not only blender.exe), blender crashes yet. But if I select other objects, everything is ok.\n\nWhen I run 'blender.exe' from the dos window, an error message says \"Error: EXCEPTION_ACCESS_VIOLATION\"\n\nHowever, the blender on my desktop PC does not crash. Some of my friends tested and found no crash too.\n\n[test_tissue.blend](test_tissue.blend)" ]
Cycles in 2.79 and 2.8 and bound "bounding box" Operating system:windows 10x64 -1909( 18363.535) for now it is latest Graphics card:GTX 1070ti (drv 441.66 for now it is latest) Broken: version: 2.82 (sub 5), branch: master/build date: 2019-12-16, 19:52:00 Worked: (optional) 2.79 probably this is not a bug BUT this is definitely regression in functionality, i reported it here https:*devtalk.blender.org/t/about-cycles-in-2-79-and-2-8-and-bound-bounding-box/3154 in Nov 2018 but now Dalay said https:*devtalk.blender.org/t/about-cycles-in-2-79-and-2-8-and-bound-bounding-box/3154/15 if what i described still happen i can make bug report. believe me - all who make archviz in blender know about this downgrade in functionality in 2.8...: In 2.79 when you make viewport rendering and in viewport you have many objects with high poly count - in render time blender remain object in bounds representation if you set it for them. BUT In 2.80 when you make viewport rendering and in viewport you have many objects with high poly count - in render time blender make those object not in bounds representation but full solid and viewport because of that star work very slow, i understand why slow - i make them bounds representation because of that BUT WHY 2.80 make them solid when it already setted as bounds? And in 2.79 all fine. Same scene, Same file… here watch?v=o_dRQxwCE8Q i make video about it. it old but in latest daily behave same reproduce is simple - load random object which you have with poly count more than 500 000 make them on "object properties" display as bounding box now duplicate this object 10 times now render it in cycles **ALL boundig objects now displaet in FULL poly count. In render time.**
[ "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n", "Blender 2.8. In edit mode when you have hard scene (slow down processing) all your actions will applyes not at right moment (not at click but at moment when blender finn. caclucations)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nI have scene where I put a lot boolean(and not only) modificators on one objects and when I enter into edit mode all processing erally slow (each action: movement, extrusion, etc..) And problem here in next: when you doing any action (and it took time to process it) and then press mouse button to apply action affect, but! it will not memorize position of the mouse when you pressed, and still continue doing (move to the cursor) And this really anoing because you need repeat all twice or more time. Or just seating and waiting with no mouse movement at all, when it will apply action effect. \nSo core problem is that: in edit mode any affect will applyes not at moment when you decide but by moment when CPU will finished calculetion of movement/action and will change your action to position where is going be mouse positioned at the moment of the end calculation... something like that. \n\nCreate some worcload/heavy scene. For example by a lot subdivisions and booleans at object. When each your action will be like \"under water gravity\" slowed down. And then try to change(extrude/move vertext / anything) boolean part that will be used as cut area in the edit mode. \n\n[2019-04-01 17-39-35.mov](2019-04-01_17-39-35.mov)", "Wrong description in the property of the Cube Projection Mapping\nBroken: version: 2.83 (sub 6)\n\nWhen you perform the `Cube Projection` `UV Mapping` operation, you see on the `Redo Panel` a property called \"Cube Size\" - \"Size of the cube to project on\".\nSo you espect the input value represent a 3d cube with that size.\nBut when you use the tool the input is the divider of the cube size.\nSo, for example, if you wants a mesh of size 2 to be projected on a cube size of 3, you don't write the value 3.0 to the \"Cube Size\", but you write the result of 2/3 (0.66).\n\n- Open Blender\n- Select the default cube\n- Go to edit mode\n- press U - `Cube Projection`\n- enter the 0.66 value.\n\nYou will see a output UV like this, that is the UV expected when you use a cube of size 3x3x3\n![image.png](image.png)\n\nIf you put an input of 2.0, this does not mean a cube with size 2x2x2, you obtain an UV like if the projection cube is twice the size (4 meters)\n![image.png](image.png)", "Workbench refactor causes significant performance regression with workbench shadows\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83.0\nCaused by c476c36e40\n\nWorked: 2.82a\n\n2.83 solid viewport shading work slowly than 2.82 when shadows is on\n\nReduction of performance in viewport very high in heavy scenes as example scene with sculpts 6 millions of triangles\n![image.png](image.png)\n", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n", "Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n![image.png](image.png)\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\n", "Faster Animation Playback\n**Status:** Discussing Designs\n\n---\n**Team**\n**Commissioner:** @Mets @Hjalti\n**Project leader:** @Jeroen-Bakker\n**Project members:** @Sergey\n\n**Description**\n**Big picture:** Animators should be able to work in an interactive environment.\n\n**Non functional requirements:**\n\n* Animation playback in the viewport should play at constant framerate at 24fps.\n* `?` Motion curves should be update-able in realtime\n* Playblast shouldn't take much more than regular viewport playback.\n\n**Work plan**\n\n\n**Milestone - Animation Playback/Render Performance**\n\n**Status:** Execution\n**Time estimate:**: \n**Design:** #73429 (Approach Faster Animation Playback)\n**Engineer plan:** Will be created per improvement.\n**Related Tasks**\n* {icon circle color=red} #75134 (TaskScheduler Improvements)\n* {icon circle color=red} #75120 (DrawManager: Improved Task Scheduler)\n* {icon circle color=red} #75208 (Dependency Graph Evaluation Optimizations)\n* {icon circle color=yellow} F-Curve Evaluation Optimizations\n* {icon circle color=yellow} Profile and optimize modifiers (some suggestions are archived in #75207)\n* {icon circle color=yellow} Motion Path Performance\n* {icon circle color=yellow} Optimize VSE Playback for Animators\n* {icon circle color=green} #75124 (ActionEditor: Keyframes Drawing)\n* {icon circle color=green} #75127 (ActionEditor: Add callback function to ANIM_animdata_filter)\n\nThese tasks are ordered in priority. The changes to the task scheduler has most technical impact so we should execute that task with highest priority so we have more time to fix any related issue. The Draw Manager changes rely on features that will be realized by the task scheduler. (@Jeroen-Bakker will do the developments)\n\nChanges to the dependency graph can start from the beginning. Most likely they will be executed by @dr.sybren or @sergey.\n\nThe rest (modifiers, action editor) can be executed afterwards. This is also the time to look at improving motion curves (if this is still needed). (@Jeroen-Bakker will do the developments)\n\n**Milestone - GPU Subdivision**\n\n**Status:** Initial\n**Time estimate:**: \n**Design:** To be completed\n**Engineer plan:** To be completed\n**Related Tasks**\n\n* #68996 (OpenSubdiv GPU acceleration)\n\nThe final design for subdivision (part of the modifiers optimization) needs more collaboration between the GPU/Viewport team and @Sergey to come with an realistic approach.\n\n\n**Milestone - Animation Cache**\n\n**Status:** Needs Design and engineering plan to proceed\n**Time estimate:**: To be determined after Design/EngineeringPlan\n**Design:** #73481 (Design: Animation Caching)\n**Engineer plan:** Not started\n\nAnimation Caching Mechanism: RAM/Disk cache mechanism that can cache the output of an animation. During the animation the cache is invalidated.\nThis cache can also be used for viewport playback and viewport animation rendering.\n", "Statistics Viewport Overlay Showing Incorrect Value\nOperating system: Windows 11\nGraphics card: Nvidia GeForce RTX 1650\n\nBroken: 3.6\nWorked: Every other version I've used so far\n\nWhile working in the viewport, the \"Viewport Overlay: statistics (edges count)\" glitches out and shows the wrong number. Sometimes being absurdly high. The image shows the main objects in my scene with the most geometry, mostly being 2k to 10k faces each. It gets a bit annoying when I can't see the right count. I'm not sure how to reproduce the error on command, but I'll keep looking!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nIt happens mostly while I swap in and out of pose mode but then again, I'm not too sure. However, this is usually the last action I take before I notice. I'm sorry for the insufficient information, but I hope you find the problem.\n\n", " Improve PBVH building performance or PBVH_FACES\nIn high poly meshes, PBVH building for meshes could take several seconds, which affects performance when switching objects and when using tools that modify mesh topology (remeshers, mirroring trimming...).\nAs mentioned in #68873 it can be improved by multithreading it. \n\n", "EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n", "Viewport redraws unnecessarily after each selection when using Eevee in look-dev or rendered modes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 11)\nBroken: version: 2.83 (sub 10)\nWorked: n/a\n\nThe viewport will unnecessarily redraw each time a selection change occurs when using Eevee's rendered mode or look-dev mode. This does not occur with the Cycles Rendered viewport.\n\nLoad the attached .blend\n[badredraws.blend](badredraws.blend)\n\n- Contains a default cube, a ground plane, and 1 large radius light (to make it obvious that things are redrawing)\n- Go into look-dev or rendered modes with Eevee as the render engine\n- Select each object in the scene and notice that the viewport redraws each time a new selection is made (obvious due to the flickering of the shadows)\n- If switched to cycles rendered mode, selection changes do not cause re-rendering\n\n", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "Keyed Particle Physics Incorrectly Rendered Under Eevee and Cycles, but Correctly Rendered in Viewport Render\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha\nWorked: Never (2.80+)\n\nCreate two objects. Attach a normal particle system to the first one. Attach a keyed particle system to the second one, with the two relations \"first object\" then \"second object\". Therefore, particles should move from the first object to the second object. If the starting velocities are non-trivial and the keyed particles are generated over three or more frames (e.g., start time 10, end time at least 12) then the particles of the keyed system are correctly rendered in the viewport (rendered mode) but appear in different positions when actually rendering (pressing F12).\n\nI first discovered this with a more complicated example, and the same behaviour occurred under both 2.90 and 2.83 (normal releases). Googling did not turn up anything relevant. (Motion blur is off.)\n\nI have been able to recreate it with a simple .blend file attached. Included are two screenshots at frame 20, one of the viewport, one of the rendered image. While the difference is just one particle here (a red particle is over the left square in the viewport but off the square in the rendered image), vastly different behaviour can be achieved by increasing the difference between start and end times. \n\nIn the more complicated example, not included here, a particle would appear at the top of the screen and move towards its final destination. When rendered though, it would appear in the correct place on that frame but then immediately jump to a very different location on the next frame.\n\nNote: This bug might depend on the first object's particles having a short lifetime - the original motivation is having one object explode then morph into another object. The rendered animation looked very different (and incorrect) from the viewport animation.\n\n[system-info.txt](system-info.txt)\n\n![Debug2_viewport.png](Debug2_viewport.png)\n\n![Debug2_eevee_render.png](Debug2_eevee_render.png)\n\n\n[Debug 2.blend](Debug_2.blend)\n1) Open it.\n2) Set viewport to Rendered mode.\n3) Move playhead to frame 20.\n4) Observe the locations of the 4 red particles near Plane.001. (They form a loose \"T\" shape and none are touching Plane.001.)\n5) Press F12.\n6) Observe the locations of the 4 red particles near Plane.001 are very different. (Two are touching Plane.001 and the other two are in line ready to arrive at Plane.001.)\n\n", "Cycles: ray & shader counters\n[D4204: Ray and Shader counters for Cycles](D4204)", "Regression: Viewport selection outline is not 1px width when I set this size. It is very jagged and overlaps shape\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: 2.79\n\nToday I start to work with lot of small details. And I need thin and sharp selection outline. But I can`t achieve it.\nAnd I can`t go back to 2.79, because I use Gometry nodes. So now i have worse viewport reading without alternatives.\n\nHere is «1px» outline without AA. zoom screenshot and look. Outlines are bold. Despite viewport AA is off, they are still have irregular smoothing.\n{[F12875362](47994019.png) size=full}\n\n2,8+ distorts silhoette much, it is not actually OUTline, it overlaps shape.\n![48062934.png](48062934.png)\n\n2.79+ keeps silhoette better with more acurate outline\n![48032632.png](48032632.png)\n\n2,8+ Outline is not outline actually, its width grows inside too, and it ruins shape even more.\nSame shape, different line width:\n![48135404.png](48135404.png)\n\n2.79 Outline grows only out and keeps the shape seen. (But with ugly dents)\n![изображение.png](изображение.png)\n\nAlso Looks relative to this regression: [D10436: Fix #85650: Userpref to disable Fresnel Effect for Wireframes.](D10436)" ]
[ "Display as behaviour in rendered view inconsistent between Eevee and Cycles\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 4)\n\nWhen objects are set to display as wire or bounds, in the rendered view in eevee they are shown as wire or bounds respectively, but in Cycles they are fully rendered. \n\nFor any object, under object properties -> viewport display, set display as to \"bounds\" or \"wire\". Subsequently when the viewport is set to rendered view, the object is shown as bounds or wire in Eevee, but in Cycles the object is fully rendered. The Cycles way would be the preferred way in my opinion." ]
Regression: Geometry Nodes - Setting curve_type, nurbs_order and knots_mode through Named Attributes is broken in latest 3.2/3.3 builds Operating system: Windows-8.1 64 Bits Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 4.5.0 NVIDIA 466.47 Broken: 3.3.0 Alpha, commit date: 2022-05-30 17:30, branch: master, hash: ca5939170461 & 3.2.0 Beta, commit date: 2022-05-29 19:19, branch: master, hash: 32bf6455a019 Worked: 3.2.0 Alpha, commit date: 2022-03-22 22:06, branch: master, hash: 5c27391b0f8c Curves have some named attributes that don't always have dedicated nodes like "Radius" but are still available to Geometry Nodes, being visible in the Spreadsheets and everything. Some of them are: `knots_mode`, `curve_type`, `nurbs_order`, and `nurbs_weight`. In 3.2 alpha it was possible to set them through GN (not sure about the latest version it worked). In most recent builds **curve_type** and **knots_mode** are broken. (*Edit*: I just found out **nurbs_order** is also broken) This is the **expected result** of setting each one of the three attributes at a time: ![bug_3.3_curveAttr_working.jpg](bug_3.3_curveAttr_working.jpg) Curve 1 is the original one for comparison. Curve 2 had the `nurbs_weight` of control point 2 altered, included as an example of a "nodeless" named attribute that fully works. Curve 3, `knots_mode` set to its original value. Curve 4, `curve_type` set to its original value. With the important note that even in 3.2 setting either `curve_type` or `knots_mode` makes them disappear from the spreadhseet, complicating debugging. Unlike them, `nurbs_weight` updates fine. ![bug_3.3_curveAttr_spreadsheet_missing_detail.jpg](bug_3.3_curveAttr_spreadsheet_missing_detail.jpg) This is what happens in 3.3: ![bug_3.3_curveAttr_broken.jpg](bug_3.3_curveAttr_broken.jpg) The bottom curves shouldn't change, just like in 3.2, because they're being set to their original values. 1. Add a **Store Named Attribute** node to a NURBS curve, setting the Name to either `knots_mode`, `curve_type`, or `nurbs_order` and then typing the original value in Value.
[ "Bezier Splines: Support different interpolation options\nBezier splines have the option of different interpolation methods between control points.\nTo achieve feature parity with the old curve implementation, these should be supported\nfor geometry nodes curves as well.\n\n{[F11838239](image.png) size=full}\n\nBecause of the generalized way attributes are handled in geometry nodes, supporting\na different interpolation method for the `tilt` and `radius` is much more complicated,\nand would require special cases in many areas of the code. I propose merging the two\noptions, so a spline can only have one interpolation method that applies to all attributes.\nIf one wants to interpolate tilt and radius differently, it would always be possible by changing\nthe interpolation mode procedurally and capturing the result as an anonymous attribute.\n\nMeeting notes: 21733", "Regression: Crash when sculpting shape keys in 3.6.2 release\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: 3.5 did not crash, I'm told.\n\n**Description**\nA user in a Discord community shared a file which was crashing for them while in Sculpt mode. I could reproduce the crash, so I simplified the file and found repro steps.\n<video src=\"attachment\" title=\"2023-09-14 00-35-34.mp4\" controls></video>\n\nAs you can see, it takes a few seconds of aggressively dragging the shape key value to get the crash to occur.\nAnother way to get the crash is to just make sculpt brush strokes. I found the shape key slider dragging easier, but I could get it to crash with sculpt strokes too, which was the original complaint from the user.\nMaybe worth noting that, as far as I can tell, if the shape key is not this extreme in its effect, then it seems even harder or impossible to produce the crash.\n\n- File: [Vessa_clean5.blend](attachment)\n- Make sure you're in sculpt mode (I don't think it can crash otherwise)\n- Drag the shape key value around for several seconds, or make a few dozen sculpt strokes\n- Should crash eventually.\n\n", "Crazy-space support for meshes in geometry nodes\nIn [D15407](D15407) crazy-space support for curves is added to geometry nodes. Currently, meshes use a different system for crazy-space that is not really compatible with nodes as is.\n\nIt should be possible to use the approach implemented for curves for meshes as well, but that needs to be investigated further.", "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| ![image](attachment) | ![image](attachment) |\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", "Geometry Nodes Object Group input does not remove dependencies\n[system-info.txt](system-info.txt)\n\nBroken:version: 3.4.0 Alpha, branch: master, commit date: 2022-10-04 22:45, hash: f9a10e7ed039, type: release\n...been already around for a while\n\nIt seems that Blender does not correctly remove the dependency from the formerly connected object from the Geometry Nodes Object Group input.\nEven when deleting all the default values.\n\n- Append the object `Cube` from the attached .blend file\nit will also append Suzanne even though all former links in the setup have been removed.\nThe only thing that helps to get rid of the dependency is to delete the input and recreate it together with all the links. \n[dependency_bug.blend](dependency_bug.blend)\n...and do not get me wrong i really like Suzanne! But if she appears all the time even when she is not invited it gets a bit annoying.\n", "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", "sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n![image](attachment)\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n", "New Curves data block\nThis is a follow up task based on discussions we had about #94193.\n\nCurrently, the curve object contains three distinct object types: curves, surfaces and text. We want to split those up into separate types, because there is no real reason for why they are combined into a single type. \nThis task focuses on introducing a new `Curves` data type which we will also need for hair and geometry nodes processing of curves.\n\nInitial steps:\n* - [x] Rename existing (experimental) `Hair` data block to `Curves`. In the ui it will be called `Hair Curves` for now to distinguish it from the old curve type. \n* - [x] Decide on and implement exact data structure used for curves.\n * Should be stored compactly in continuous arrays.\n * Should support arbitrary attributes on points and splines.\n * Ideally, the actual curve data structure is embedded into the `Curves` data block as a separate struct, so that the same struct could e.g. be used for grease pencil.\n* - [x] Refactor geometry nodes to use the `Curves` data block instead of `CurveEval`. (#95443)\n* - [x] Remove the runtime-only `CurveEval` data structure added for geometry nodes.\n* - [ ] Render geometry nodes curves as with the new type in Cycles and Eevee (#96455)\n* - [x] Curves sculpt mode that is mostly focused on hair use cases\n* - [ ] Curves edit mode, similar to existing curve edit mode\n\nFurther in the future:\n* - [ ] Add existing necessary features from the legacy curve object (features like shape keys may add complexity)\n* - [ ] Use versioning to convert legacy curve objects to the new curves object\n* - [ ] Add support for simulations through a generic simulation system involving geometry nodes\n* - [ ] Use versioning to convert hair particle systems to the new curves object\n\n", "Cycles: Refraction shaders work incorrectly with normals as mesh attributes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Last main.\nWorked: Never?\n\nNormals created as Normal input node in Geometry Nodes. Captuted on mesh and saved as named attribute.\n- Dot product return 1.0f (~+some error) result for shader Geometry normals and named attrbite.\n- Distance between shader Geometry normals and named attribute is 0.0f.\n\nBoth normals are the same (?). But shader node produce different results for both kinds:\n\n| Normals | Refraction materials |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nSee attachet example file.\n\nFrom scrath:\n1. Create mesh with Geometry Nodes modifier.\n2. Connect Normal input node to output of Geometry Nodes modifier node tree.\n3. Set the name for modifier output.\n4. Appy modifier.\n5. Add Material.\n6. In material, create Geometry input node and Named Attribute.\n7. Add Refraction Shader node and try to put both normals and see results.", "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)", "Custom normals design for curves\nCurrently curve normals are calculated automatically. We have two modes, Z-Up, and \"Minimum Twist\".\nWe probably want to introduce X-Up and Y-Up too, just for consistency, but this won't give enough control in some cases still. So we still need some ability to make normals more custom.\n\n**Option 1: Custom Normals**\nOne solution is to use a \"Set Custom Normals\" node. However, that requires accepting that the normals might not be orthogonal to the tangent, or making it a lossy operation.\n\n**Option 2: \"up\" Attribute**\nAnother option is adding another attribute that influences the automatic calculation of normals like `tilt` does currently.\nThe `up` attribute would be an initial starting direction for the normal. The final normal would be the direction most aligned with the up direction that's still orthogonal to the tangent.", "Investigate curve to mesh node performance\nThe hair files from 1336677 are quite slow. While we don't need to expect meshing to be realtime in that case, it should be much faster.\n\n- The node should be profiled to see which parts are the slowest. \n- Maybe topology info could be copied instead of recalculating for each combination when all splines have the same length.\n- Changing the node to have separate loops for vertices, edges, faces, and corners might make sense, and allows for better parallelization (like 7808ee9bd73d)", "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)", "Geometry Nodes: Add option to Set Spline Cyclic node to keep shape\n### Problem\n\nAt the moment setting a closed spline to not cyclic, creates a hole between the first and last control point.\n\n### What needs to change\n\n- Add a boolean field input to the node, called `Keep Shape`. \n- The field gets evaluated on the spline domain, just like the other inputs to the node.\n- If the original spline was cyclic, an extra control point is added at the position of the first control point where the field is `true`.", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up." ]
[ "Writing to 8 bit integer \"enum\" attributes in geometry nodes\nThis is needed to make writing `curve_type`, `normal_mode`, and other curve attributes work properly. There are two potential approaches:\n- Allow writing `int32_t` values as `int8_t` attributes transparently.\n - This is inconsistent with the way we handle byte colors and other types currently.\n- Add a `8 Bit Integer` mode to the store named attribute node\n - This should probably be done anyway\n - It's a little less intuitive, since it doesn't \"just work\"\n - It also doesn't solve writing with the modifier output attributes\n\nThere is also the problem of clamping the written values when they are out of range of the enum." ]
Crash entering texture paint Operating system: Windows 10 LTSBN 2016 x64 Graphics card: RX 470 Broken: 2.80, a2466049376, 19.12.2018 Try to switch into texture paint, instant crash. Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF629EC1519 [config.rar](config.rar)
[ "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)", "Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n![Barrel02 NOR.png](Barrel02_NOR.png)\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)", "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", "Sculpt: Paint tool cavity custom curve crash\nOperating system: Windows 10\nGraphics card: NVDIA RTX 2060 Super\n\nBroken: 3.4, 3.5\n\nSteps to reproduce the issue:\n - Switch to Sculpt Mode or open default sculpting template file\n - Choose the Paint Tool\n - Click on Brush dropdown\n - Enable Cavity by clicking on Advanced >> Cavity in the \"Brush\" dropdown\n # Enable Custom Curve under Advanced >> Cavity in the \"Brush\" dropdown\n![PaintCavityCrash.png](PaintCavityCrash.png)\n\n\nResult:\nNo **Custom Curve** is shown as in other Sculpting Tools & after trying to paint with the **Paint** tool setup this way blender instantly crashes.", "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", "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.", "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", "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)", "Use after Free (according to asan) while baking.\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.82.00\n\nBroken: version: 3.1.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:Don't know\n\nWhen pressing 'bake' in the attached (simple) blend file blender crashes when compiled with address sanitizer. Strangely only when in the UV-editor workspace, and not in the shading workspace.\n\n\n- build blender in debugmode with developer options\n- open the attached .blend\n- press bake\n\n\n[printuvs.blend](printuvs.blend)\n\nOr else from default startup:\n- build blender in debugmode with developer options\n- add a noise texture + colorramp to the base color input of the default material\n- add an image texture (sized 128x128) to the material and make it active\n- switch to uv editor workspace\n- switch renderer to cycles\n- open bake tab, choose diffuse bake\n- press bake\n\nASAN output:\n```\n\n==30632==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000566c90 at pc 0x000006232e48 bp 0x7fff79d57550 sp 0x7fff79d57540\nREAD of size 4 at 0x613000566c90 thread T0\n - 0 0x6232e47 in paint_object_is_rendered_transparent /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52\n - 1 0x62333f5 in OVERLAY_paint_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:75\n - 2 0x61e20f1 in OVERLAY_engine_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_engine.c:138\n - 3 0x60336a7 in drw_engines_init /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1037\n - 4 0x60394be in DRW_draw_render_loop_ex /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1641\n - 5 0x6038abd in DRW_draw_view /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1571\n - 6 0xadf0436 in view3d_draw_view /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1573\n - 7 0xadf05bf in view3d_main_region_draw /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1595\n - 8 0x7f2353c in ED_region_do_draw /home/martijn/progs/blender-git/blender/source/blender/editors/screen/area.c:564\n - 9 0x53d6339 in wm_draw_window_offscreen /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:730\n - 10 0x53d7569 in wm_draw_window /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:880\n - 11 0x53d89d8 in wm_draw_update /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:1081\n - 12 0x53c5120 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:658\n - 13 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n - 14 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n - 15 0x34c35bd in _start (/mnt/fast/martijn/progs/blender-git/build_linux_debug/bin/blender+0x34c35bd)\n\n0x613000566c90 is located 208 bytes inside of 360-byte region [0x613000566bc0,0x613000566d28)\nfreed by thread T20 here:\n - 0 0x7f41af9ef1c7 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:123\n - 1 0x1bb10832 in MEM_lockfree_freeN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:130\n - 2 0x5f86383 in blender::deg::IDNode::destroy() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:143\n - 3 0x5e21387 in clear_id_nodes_conditional<blender::deg::Depsgraph::clear_id_nodes()::<lambda(ID_Type)> > /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:162\n - 4 0x5e1e4c0 in blender::deg::Depsgraph::clear_id_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:173\n - 5 0x5e1cdf8 in blender::deg::Depsgraph::~Depsgraph() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:89\n - 6 0x5e20080 in DEG_graph_free /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:325\n - 7 0x9ca04e1 in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1608\n - 8 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 9 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 10 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 11 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread T20 here:\n - 0 0x7f41af9ef6f7 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1bb10f20 in MEM_lockfree_callocN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:236\n - 2 0x370cccf in BKE_libblock_alloc_notest /home/martijn/progs/blender-git/blender/source/blender/blenkernel/intern/lib_id.c:1095\n - 3 0x5f84eff in blender::deg::IDNode::init_copy_on_write(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:114\n - 4 0x5e1e02c in blender::deg::Depsgraph::add_id_node(ID*, ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:127\n - 5 0x5fa14e5 in blender::deg::DepsgraphNodeBuilder::add_id_node(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:178\n - 6 0x5fcd141 in blender::deg::DepsgraphNodeBuilder::build_material(Material*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1797\n - 7 0x5fcdee5 in blender::deg::DepsgraphNodeBuilder::build_materials(Material**, int) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1819\n - 8 0x5fb47b3 in blender::deg::DepsgraphNodeBuilder::build_object_data(Object*, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:941\n - 9 0x5fb0010 in blender::deg::DepsgraphNodeBuilder::build_object(int, Object*, blender::deg::eDepsNode_LinkedState_Type, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:787\n - 10 0x601516d in blender::deg::DepsgraphNodeBuilder::build_view_layer(Scene*, ViewLayer*, blender::deg::eDepsNode_LinkedState_Type) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc:117\n - 11 0x5f19f8e in blender::deg::ViewLayerBuilderPipeline::build_nodes(blender::deg::DepsgraphNodeBuilder&) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline_view_layer.cc:35\n - 12 0x5f06808 in blender::deg::AbstractBuilderPipeline::build_step_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:72\n - 13 0x5f058af in blender::deg::AbstractBuilderPipeline::build() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:51\n - 14 0x5e2ff1d in DEG_graph_build_from_view_layer /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph_build.cc:259\n - 15 0x9c9c19e in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1236\n - 16 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 17 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 18 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\nThread T20 created by T0 here:\n - 0 0x7f41af996a65 in __interceptor_pthread_create ../../../../src/libsanitizer/asan/asan_interceptors.cpp:216\n - 1 0x1bae2aa8 in BLI_threadpool_insert /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x546296a in WM_jobs_start /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:488\n - 3 0x9ca69f8 in bake_invoke /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1938\n - 4 0x53e6d36 in wm_operator_invoke /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1347\n - 5 0x53e8c9e in wm_operator_call_internal /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1554\n - 6 0x53e8ef9 in WM_operator_name_call_ptr /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1602\n - 7 0x53ea323 in WM_operator_name_call_ptr_with_depends_on_cursor /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1790\n - 8 0xa4d665e in ui_apply_but_funcs_after /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:1030\n - 9 0xa565bfd in ui_handler_region_menu /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:11435\n - 10 0x53e0497 in wm_handler_ui_call /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:690\n - 11 0x53f88dc in wm_handlers_do_intern /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3052\n - 12 0x53f99d3 in wm_handlers_do /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3166\n - 13 0x53ffb0e in wm_event_do_handlers /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3656\n - 14 0x53c5108 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:652\n - 15 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n #16 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52 in paint_object_is_rendered_transparent\nShadow bytes around the buggy address:\n 0x0c26800a4d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d70: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c26800a4d80: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n=>0x0c26800a4d90: fd fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4da0: fd fd fd fd fd fa fa fa fa fa fa fa fa fa fa fa\n 0x0c26800a4db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dc0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4de0: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n Shadow gap: cc\n==30632==ABORTING\n```\n\n\n", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "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", "Trouble starting Blender on Wayland with dedicated NVIDIA card\nOperating system: openSUSE Tumbleweed\nGraphics card: NVIDIA Corporation GA106M / GeForce RTX 3060\n\nBroken: 3.61, 8bda729ef4dc, 2023-07-17\n\nWhen trying to launch Blender, with Wayland using my dedicated graphics card through switcherooctl, I'm getting \"EGL_BAD_SURFACE\" errors:\n```\nEGL Error (0x300D): EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering.\n```\n\nThis causes Blender to hang, and cannot respond to Wayland events and can't close, so I have to end the process with GNOME system monitor, or with the command: `killall -s 9 blender`.\n\nswitcherooctl launch -g 1 ~/Downloads/blender-3.6.1-linux-x64/blender\n\n", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n" ]
[ "Crash deleting selected objects last material in Texture Paint workspace\nOperating system: MacOS 10.14.2 (18C54) - 2017 MacBook Pro\nGraphics card: Radeon Pro 560 4096 MB Intel HD Graphics 630 1536 MB\n\nBroken:\nVersion 2.80 (2.80 2018-12-20, Blender Foundation) a91886e76ebd\n\nWorked: (optional)\n\nIn Texture Paint mode deleting the last material from your object causes a crash\n\nStart Blender\nChoose General\n(Default cube is already selected) \nSelect Texture Paint workspace\nIn the toolbar select - Material\nAt the top press '-' to delete the default material\nBlender crashes\n\nIt doesn't crash if you try the same in the Layout workspace\n\n2.8 is mind-blowingly amazing... you guys rock ! Thank you sooooo much :)", "crash when adding texture paint workspace for the first time or going into texture paint mode \nOperating system: WINDOWS 10\nGraphics card: NVIDIA GEFORCE 940 MX\n\nBroken:a2.80, 246604937, blender 2.8, 2018-12-19\n\nWorked: (optional)\n\n\nIf you do not have the tabs across the top of your screen, press add button, go to texture paint, click on it and blender will crash, this also happens if you go into texture paint mode via the 3d view by going up to the mode switcher button in the top left corner and clicking texture paint mode, it will also produce a crash.", "2.8 Bug\nOperating system: WIN 10 PRO 64 bit\nGraphics card: GTX 750 TI\n\nBroken:\n 2.80, 8839152abf5, blender2.8, 2018-12-18)\n\n\ni was just modeling my gas pump model and when i was switching for edit mode i hit Texture painting mode accidental.\nand blender shut down ... also there is weird thing with this version sometimes my reference image collapse and i can't control it. Also there is weird look for the Vertex as you can see in the image note that im not in transparent mode{[F6007553](Untitled.jpg)} .[Gas Pump.rar](Gas_Pump.rar)" ]
Edit Mesh Mode - selection regression When selecting vertices, a wrong number of selected edges is displayed in statistics HUD. Additionally when all vertices of a quad are selected quad (mesh face) itself is not selected. Regression caused by: ea4309925f1d2d2a224bd1dce12269a58ade9b62 Confirmed with @jbakker. After commit: ![blenderMeshStatsAfter.gif](blenderMeshStatsAfter.gif) Before commit: ![blenderMeshStatsBefore.gif](blenderMeshStatsBefore.gif)
[ "Cycles: improve subsurface scattering for some meshes shapes\nIn cycles-x, the Christensen-Burley dipole approximation was fully replaced by random walk.\n\nHowever for some mesh shapes results are not as good, or could be improved regardless.\n* Self-intersection meshes give dark borders. Counting back/front facing intersections could help determine inside/outside better to avoid such artifacts.\n* Sharp corners \"glow\", which may be physically correct but is not necessarily desired. It may be possible to add user control with an option somehow, using some minimum throughput\n\nIf these can't be solved, we may consider adding back the dipole approximation, but since path splitting and the memory usage is a difficult fit for the new kernels we'd really like to avoid it.", "Decimate modifier gives different result on every evaluation\nOperating system: Linux-5.4.0-122-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.2, 3.3 latest\nBroken: 3.1.2\nWorked: 3.1.0\nWorked: 2.93.8\n\nCaused by fb2cb0324a\n\nA mesh with decimate modifier gets topology rebuilt on each frame of Cycles render. Notice that a new cones object on the right is not broken.\nThere's something wrong with the left object. I checked every property I could think of.\n[0001-0250.mp4](0001-0250.mp4)\n[decimate_bug.blend](decimate_bug.blend)\n\nOpen the file. Render a sequence.\n\n", "Grease pencil edit mode proportional edit \"connected\" bug\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nProportional edited vertices from a mesh behave different when editing in \"only connected\" than GP points do. Mesh points (vertices) calculate the influence by the length of the path, while GP strokes react as soon as they get into the influence circle.\nTheleft rectangle in the picture is a mesh, the rectangle on the right is a grease pencil object. Notice how the points react differently.\n![Bildschirmfoto zu 2020-03-17 00-40-03.png](Bildschirmfoto_zu_2020-03-17_00-40-03.png)\n![Bildschirmfoto zu 2020-03-17 00-40-19.png](Bildschirmfoto_zu_2020-03-17_00-40-19.png)\n\n[ProportE.bug.blend](ProportE.bug.blend)", "Bone selection icon could be added next to Face and Vertex Selection in Weight Paint mode\nHello. I want to suggest to add a Bone Selection icon in weight paint mode by side the face and vertex selection modes. It intents to be a better feedback on what selection mode the artist is using. Now it is like having only face and edge selection icons for mesh editing but not vertex because it is the \"default\" tool. I know the bone selection is not a mask tool like the face and vertex selection, but, at the end, all 3 are just selection modes for the artist workflow.\n\nCheerios\n\n![blender weight paint.PNG](blender_weight_paint.PNG)", "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", "Face selection inconsistency with respect to the view\nOperating system: Linux-6.1.0-5-amd64-x86_64-with-glibc2.36 64 Bits - confirmed on Multiple Windows and Mac\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.3.3 and NVIDIA GeForce GTX 1060 with Max-Q Design and others.\n\nBroken: version: 3.4.0\nWorked: 2.83\n\nYou can't predict how many faces will be selected in solid mode, even for the more basic shapes.\nIs it related to blender/blender#82182 ?\n\n\nAttached a basic video showing the error. The video focuses on the orthographic view, this also happens in perspective mode.\n\nThank you,\nRiccardo\n\n", "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", "'Normalize' option in Graph Editor makes Y-axis key values incorrect\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen 'Normalize' option is on in Graph Editor the Y-axis key values change so cursor snap options do not work.\n\nCreate a graph with multiple keys at various heights (y-axis)\nNote the Y-axis values when 'Normalize' is turned on/off\n\nUsing 'To Keys' in ViewProperties ('N' menu) do not correspond to the correct Y-axis values\n\n", "Improve UX for interaction of modifier stack and node editor\nWhen a non-nodes modifier is selected as active modifier there is no indication or way to change that in the geometry nodes editor and it's very confusing for the user, especially when the properties editor is not displaying the modifiers panel.\n\nThis is related to #84927\nA potential solution has been proposed there as well (move towards interface similar to shader editor and material slots).", "Regression: Performance regression after support modifiers on curve objects commit\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nCaused by b9febb54a4\n\nPerformance regression playing timeline this this file (Modified Mr Elephant):\n\n[mr_elephantAnimed.blend](mr_elephantAnimed.blend)\n\nOpen the file and play the timeline in eevee rendered mode.\n\nFirst problematic commit: b9febb54a492ac6c93802fb0aa189d4c3fd99b0b\n\nPerformances before:\n80 fps on my system (idk why the framerate is not limited to 60 btw)\n\nPerformances after:\n41 fps on my system\n", "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 Regression: Changing dimensions are cropping instead of scaling\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\n\nImport a video and change ex. resolution. \nThe video will be cropped instead of scaled. It used to do that, so it's a regression.\n\nThis basically means that if you import you footage and edit it, and then realize the the project resolution is wrong or if you need to render in a different resolution, you''re in trouble. \n\n{[F9869337](dimentions.gif),size=full}\n\n", "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![image.png](image.png)\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![image.png](image.png)\n", "Mirror Modifier On Cage Selection Papercut \nBroken: 2.93.4\nWorked: Maybe never.\n\nWhen in edit mode, using the \"On Cage\" option for the mirror modifier results in some unintuitive behavior when selecting vertices created by the bisect feature. The vertices created by the by the bisection are mapped to the original mesh data in a way that appears to be based on blenders internal representation of the mesh and not based on something observable to the user.\nThe behavior when selecting should feel consistent to the user. To fix this, I suggest that the vertices created by the bisection should always map to the vertices on the original mesh that are on the removed side of the bisection plane. This way users would be able to tweak the centerline of the mirrored mesh in while using \"On Cage.\" As it is currently implemented, there are vertices that affect the mesh that cannot be accessed through normal click selection unless \"On Cage\" is off.\n\n**Example**\n![SelectionExample.png](SelectionExample.png)\n\nSelect the +X or -X face of the default cube and scale it by 0.5.\nAdd the mirror modifier and select bisect for the X axis so that the object is mirrored and bisected about the X axis.\nTurn on \"On cage\" for the mirror modifier then enter edit mode for the object.\nWhen selecting the vertices on plane X=0, you should notice that two of the vertices correspond to visible mirrored vertices and two correspond to vertices removed by the modifier. \n\nSimple scene showing the behavior. \n[MirrorSelectOnCagePapercut.blend](MirrorSelectOnCagePapercut.blend)\n", "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." ]
[ "Selecting all vertices on a face doesn't select the face and selects only some edges\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: 3.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: ea4309925f\nWorked: a9d5c8f97f\nCaused by ea4309925f\n\nSelecting a sequence of vertices that makes up a face don't select the face. The resulting selection also only contains some of the edges.\n\n1. Delete the default scene\n2. Create a UV sphere\n3. Select four vertices that make up one of the sphere's faces\n\nOnly three edges are selected, and no faces are selected.\n\nAnother example: after selecting these six vertices from the top left in a clockwise order, I wind up with these edges selected:\n\n![image.png](image.png)\n\nThis can also happen when selecting edges. Four edges on a face are fine, but six edges around two faces wind up selecting neither face.", "GPU Subdivision Crash while selecting mesh in edge mode with select box tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.0\nWorked: 3.0\n\nedge select mode with box select tool selection in edit mode with mirror modifier and gpu subdivision modiier crashes\n\n**edit:** it happens with these configurations only with GPU subdivision on and the mirror modifier\n\n\n- open blender\n- add mirror modifier to cube\n- add subdivision modifier with on cage option on (at the end of stack for gpu subdivision)\n- enter edit mode and use edge selection\n- use box select over object" ]
The noodle of the nodes will disappear if only show it Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 3.0.0 Beta The noodle of the nodes will disappear if only it, My English is not good, I don’t know how to describe it, you can watch my video, and all node editor happens. It’s easy to miss something when zooming out the viewport, so please fix [node-line.mp4](node-line.mp4)
[ "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![problem1.png](problem1.png)\n\nCropped if I try to mess with the alpha after a transform.\n![problem2.png](problem2.png)\n\nUncropped if I mute my changes to the alpha.\n![problem3.png](problem3.png)\n\nAlso I believe that if you scale down\n\n[dilatecropissue.blend](dilatecropissue.blend)\n", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n", "Bone groups disappear in linked file\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.5\nWorked: never\n\nBone groups disappear in linked file\n\nLink a file with an armature in a collection. Proxy the armature. Create a bone group in linked file and assign it to the armature bone. Save the file.\nOpen the linked file, the bone group disappears.\n\n", "When you clear measurements through View > Annotations, they don't vanish immediately\nOperating system: Windows\nGraphics card: GTX-2080\n\nBroken: 3.4.1\n\n\nDeleting measurement annotations appears to be broken because the UI is not refreshed until you change tool.\n\n\n1. Create some measurements\n2. Open View settings Tab\n3. Remove ruler Annotations\n\nExpected behavior: Measurements are removed and action can be undone.\n\nCurrent behavior: The Annotation is no longer visible in the annotation list, but still shown in edit view.\n\nHere is a screen recording: 185530\n\n", "Hidden sockets in Compositor don't stay hidden when we duplicate any node or render starts\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nThis seems more like a cosmetic problem and is more a really small bug but it is nevertheless \nvery annoying - especially with big compositing setups.\n\n - > Hidden Sockets - hidden with CTRL-H are showing up and are not hidden anymore\n[6vWCy01EPQ.mp4](6vWCy01EPQ.mp4)\n\n\n\n - - Create Renderpasses with more then 3 Outputs\n - - open up CompositorEditor \n - - Press CTRL - H twice to hide all unconnected sockets\n - - hit Render or duplicate any node\n\n", "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", "Edges, generated with Triangulate modifier looks differend and do not disappear with hiding.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n2.83 release\n\n\n[2020-06-18_15-14-00.mp4](2020-06-18_15-14-00.mp4)\n[untitled.blend](untitled.blend)\n\nDefault cube with Triangulate modifier, wireframe mode, edit mode.\nSelect all, hide. You will have this.\n![42185019.png](42185019.png)\n\nThere is no way to part of mesh with generated edges and hide another part.\nAlso weird shading for polygons.\n![42204622.png](42204622.png)\n\n", "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", "Geometry nodes preview, clipping Region in the viewport its not working\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nTo be compleatly honest i don't remember if this was a limitation of the preview node or not and i was unable to find the answer. \nSo as the title says viewport clip in viewport doesn't work in the geonodes overlay preveiw\n![image.png](image.png)\n\n- Try to preview any data from geometry nodes. \n- alt+b to do a viewport clip\nshould look like in the left side of the image above, but it seems that a second geometry with the info from geo nodes in alpha blend mode its not being clipped \n\n", "Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)", "Backfacing wireframes show gaps in Edit Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.1\n\nIn Edit Mode backfacing wireframes are sometimes hardly or not visible. This is especially noticeable when an edge loop is selected (see attached video). It seems as if they are covered by edges that are actually behind them. Maybe I'm missing something, but I've played with a lot of settings.\n\n[Blender Wireframe Gaps 01-1.m4v](Blender_Wireframe_Gaps_01-1.m4v)\n\n", "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", "Inconsistent behavior of knife tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1\n\nBroken: version: 2.93.0 Alpha, branch: `master` , commit date: `2021-03-24`, hash: `26b45448abf`\n\n\nAfter confirming the cut ( hit `space` ) , sometimes one or more drawn knife edges disappear ( problem seen with edges . verts does not disappear )\n\n - Select default cube ( any mesh ) \n - Move to edit mode \n - Select knife tool \n - draw cuts with knife tool . Issue is more predictable when initial and final verts of a cut are closer and end vertices near the center of face\n```\n ( not necessary though ) \n```\nVideo :\n( Unpredicted behavior is visible from 13th sec )\n\n [Blender 2021-03-25 14-52-57.mp4](Blender_2021-03-25_14-52-57.mp4)\n\n", "Console warning \"ToolSettings\"/ \"snap_node_element\"\nOperating system: Windows 10\nGraphics card: Geforce GTX 970\n\nBroken:\n2.80, 8c8979067490, blender2.7, 2019-01-31\n\nI was importing a file from an older blender version and I noticed this error in the console:\n![image.png](image.png)\nIt appears when you hover over the node editor and when toggling edit mode.\n\nThe reason I think it's not an issue which appears because of the different blender version is that I recently released an addon for managing nodes with layers and a few people noticed similar errors when editing a mesh with KitOps or similar addons and then trying to change the nodes.\nI also don't think it's an issue with my addon as I didn't change the file (included) with the addon and I tried it with a clean blender version as well.\n\n[warning_message.blend](warning_message.blend)\n- Open the file\n- Open blender console to see error messages\n- Hover over node editor with the cursor\n- > Warning message should appear" ]
[ "Node Connections fade out in node editor\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\n\nWhen dealing with a large amount of nodes sometimes the connections between the nodes fade out.\nThis is particularly annoying when you want to connect something between those faded out connections or create reroutes, because you can't.\n\nNot sure if this is a bug or a feature, but I also haven't seen an option to toggle this behavior off so I will assume that this is a bug for now.\n\nThank you and have a great day!\n" ]
Grease Pencil; Failed on saving SVG and PDF Operating system: Linux-4.15.0-136-generic-x86_64-with-glibc2.27 64 Bits Graphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8 Broken: version: 2.93.0 Alpha With the latest features, I can't get any working files saved, from both options SVG and PDF, I also get a strange behavior with PDF exporting feature, when the LineArt wasn't applied, nothing is wrote on disc, but with modifiers applied save a file without nothing in PDF and for the SVG saved, is impossible to open with inkscape. Other thing that I noticed Blender don't remember the latest path where these are Saved for both options SVG and PDF. for a better understanding I attached the source file with this problem attached .blend file [Moder_yacht.tar.xz](Moder_yacht.tar.xz)
[ "Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path.", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", "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.", "Imported SVG dimensions are incorrect after scaling and undo\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2070\n\nBroken: 2.93.1\nWorked: 2.80 also has this issue, the older versions are not working on my computer.\n\nImported SVG dimensions are incorrect after scaling and undo. After toggling edit mode this issue can't be reproduced anymore.\n\nSeems to be caused by `BKE_nurb_minmax` because `use_radius` is true\n\n![Svg.svg](Svg.svg)\n\n- Import svg file (as curve, not GP)\n- Open side panel > Item tab, note initial dimensions\n- Scale imported object\n- Undo scale\nDimensions are incorrect.", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Add support for 'editable but not saved' properties for liboverrides\n**Status:** WIP\n\n---\n\n**Team**\n**Commissioner:** @SimonThommes \n**Project leader:** @mont29 \n\n**Description**\n**Big picture:** A few properties of linked data are still editable by the user (though not saved on disk), using the `PROP_LIB_EXCEPTION` RNA flag. A similar behavior could be useful for overrides too.\n\n**Use cases**:\n* Deal with temporary not-really-working material overrides cases (it is currently possible to override the active material, however if assigned to obdata and said obdata is not overridden, this will break materials assignments.).\n* On a larger perspective, allow finer control over some properties when using override.\n\n**Design:**\n* `?` *Mental model, end user usability, paradigms, mockups.*\n\n**Engineer plan:**\n* `?` *Abstract code samples - linked here, UML, API guidelines, library changes.*\n\n**Work plan**\n\n**{icon check-circle color=green} Milestone 1 - optional name**\n*Optional description of milestone.*\nTime estimate: `?`\n\n*All existent tasks edited out (removed) since the milestone is fully done.*\n\n**Milestone 2 - optional name**\n*Optional description of milestone.*\nTime estimate: `?`\n\n* - [x]*Task or feature.*\n* - [ ]*Task or feature.*\n* . . .\n\n**Branch**: `-` *Existing patches or branches.*\n\n---\n\n**Relevant links**:\n* `-`", "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n", "If Grease Pencil is set to \"Stroke Depth Order: 3D Location\", blending always with the background and not with previously painted strokes\nOperating system: Ubuntu 20\nGraphics card: GT 1030\n\nBroken: 3.0\n\nIf Grease Pencil is set to \"Stroke Depth Order: 3D Location\", brush color blending seems to use only 1-bit transparency in many cases.\n\nIt is a known issue (see T75684). The linked bug is closed as a presumed limitation of Grease Pencil. However, what the dev calls a limitation there seems to be an unrelated feature (from user perspective, possibly not from a technical perspective). Namely, \"the strokes are always drawn as a billboard face to point of view\" prevents them from looking flat, despite being drawn with a brush defined in 2d space.\n\nI do not know Blender internals, but visually it looks like the problem is elsewhere: blending of colors in \"Stroke Depth Order: 3D Location\" binarizes (at least in some cases) the brush' alpha (opacity) channel. In effect, a hardly visible pixel may completely replace what is behind it. Possibly there is a way to make the scene look correctly at least when rendered.\n\nSee the model attached to the linked bug.", "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", "Blender saves malformed png files that can't be opened by exiv2 library\nOperating system: Windows-7/10\n\nBroken: version: 3.6.0 - 3.6.2\nWorked: 3.4.1 for sure, most probably 3.5\n\nBlender saves malformed png files that can't be opened by exiv2 library.\nMore in-depth analysis: 2745\n\n> There are actually 2 (identical!) eXIf chunks in this PNG file, but very short so might not carry any significant metadata:\n\n>Btw, exiftool -v3 also warns about overlapping TIFF directories, so at least that should be reported to Blender as well\n\n>Ok, so the TIFF signature 4d 4d 2a 00 is invalid for this eXIf chunk. For big-endian encoding, it must be 4d 4d 00 2a.\n>This is a Blender (or whatever library they use to write PNGs) bug.\n\n1. Render image\n2. Save as png\n\n", "Mode hotkeys - different hotkeyset for grease pencil object required, entries in keymanager problem\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\n\nThe grease pencil object doesn't show the general object mode hotkeys when you assign some. It requires its own hotkey set for the modes. But in the keymanager they will appear as the exact same entries. Except draw mode, which doesn't exist for other object types. \n\nThere is a problem then with the display in the key manager. When you add the extra set for the grease pencil type, then you can't see the mode anymore for the mesh object type modes. I guess it's because it is in fact a double entry with the ones created for the grease pencil object.\n\nI also managed to mess up the object mode hotkeys then with saving the preferences. All modes except object mode had the same key assigned then. But this wasn't reproduceable so far. And might be another issue.\n\n\nCreate a set of hotkeys for the modes with a mesh object. Create a grease pencil object, have a look at the modes. No hotkeys except object mode.\n\nCreate a set of hotkeys for the modes with the grease pencil object.\n\nHead over to the preferences into the keymap tab. Search for mode. Have a look at the Object Non-Modal section. Here you can find the mode hotkeys. Open the first ones up, have a look for the modes. No mode content in the boxes ...\n\nI wonder why the grease pencil object doesn't find the other mode hotkeys from the mesh object at all. That's the second thing. There is no visible difference in the keymanager, it's in the same category ...\n\n![addmodes1.jpg](addmodes1.jpg)\n\n![modeismissing.jpg](modeismissing.jpg)\n\n\n\n\n", "Grease pencil scale issue\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n\nGrease pencil seems to deteriorate as the scale of a camera increases\n\nIn the attached file I created a door object with a central thinner panel. I then created an orthographic camera at ortho scale 1 in plan view and set the near clipping plan to about the middle of the door in the Z axis. I added a Grease pencil scene Lineart object an placed it in it's own collection to aid turning it on and off and set the style thickness to 1 in the modifier tab. The resulting lineart works fine. I then duplicated the camera and changed its orthographic scale to 2 which also works fine. I repeated this at orthographic scale 3 and again at 4 where the resulting lineart starts to break down. at orthographic scale 20 the issue is very apparent. If I am working on a large scale scene I obviously need to have my orthographic scale high. Please advise if there is a way of increasing the orthographic scale without losing the line art quality.\nThanks\n[Greasepencil_scale_bug01.blend](Greasepencil_scale_bug01.blend)\n![camera ortho scale 4.png](camera_ortho_scale_4.png)\n\n![camera ortho scale 20.png](camera_ortho_scale_20.png)\n\n", "Tests: fix script_load_keymap hierarchy test\nOperating system: verified Win32/Win64/Linux64/Mac didn't test Linux32\nGraphics card: N/A\n\nBroken: 2f77175fecc7\nWorked: \n\n\n`script_load_keymap` is passing on all platforms, however looking a little closer at the output, it really should not have passed by the looks of it.\n\nWindows\n```\n[HANDLER_OUTPUT] \n Start 38: script_load_keymap\n\n[HANDLER_VERBOSE_OUTPUT] \n\n38: Test command: D:\\a\\1\\build_windows_Release_x64_vc15_Release\\bin\\Release\\blender.exe \"--background\" \"-noaudio\" \"--factory-startup\" \"--python\" \"D:/a/1/s/tests/python/bl_keymap_completeness.py\"\n\n38: Test timeout computed to be: 10000000\n38: Blender 2.80 (sub 74) (hash d30f72dfd8ac built Wed 06/19/2019 10:55 PM)\n38: Unable to create directory C:\\Users\\VssAdministrator/.thumbnails/large/\n38: Unable to create directory C:\\Users\\VssAdministrator/.thumbnails/fail/blender/\n38: found bundled python: D:\\a\\1\\build_windows_Release_x64_vc15_Release\\bin\\Release\\2.80\\python\n38: Traceback (most recent call last):\n38: File \"<string>\", line 1, in <module>\n38: File \"D:/a/1/s/tests/python/bl_keymap_completeness.py\", line 90, in <module>\n38: main()\n38: File \"D:/a/1/s/tests/python/bl_keymap_completeness.py\", line 80, in main\n38: err = check_maps()\n38: File \"D:/a/1/s/tests/python/bl_keymap_completeness.py\", line 52, in check_maps\n38: for km_id in sorted(test):\n38: TypeError: '<' not supported between instances of 'function' and 'function'\n38: Keymaps that are in 'bl_keymap_utils.keymap_hierarchy' but not blender\n38: \n38: Blender quit\n[HANDLER_OUTPUT] \n 38/103 Test #38: script_load_keymap ..................\n Passed 1.15 sec```\n\nMac\n```\n2019-06-19T23:14:58.8907830Z Start 38: script_load_keymap\n2019-06-19T23:14:58.8909090Z \n2019-06-19T23:14:58.8909990Z 38: Test command: /Users/vsts/agent/2.153.2/work/1/s/build/bin/blender.app/Contents/MacOS/blender \"--background\" \"-noaudio\" \"--factory-startup\" \"--python\" \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\"\n2019-06-19T23:14:58.8910100Z 38: Test timeout computed to be: 10000000\n2019-06-19T23:14:58.9466020Z 38: Blender 2.80 (sub 74) (hash d30f72dfd8ac built 2019-06-19 23:13:34)\n2019-06-19T23:14:59.0865090Z 38: found bundled python: /Users/vsts/agent/2.153.2/work/1/s/build/bin/blender.app/Contents/Resources/2.80/python\n2019-06-19T23:14:59.7974200Z 38: Traceback (most recent call last):\n2019-06-19T23:14:59.7974580Z 38: File \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\", line 90, in <module>\n2019-06-19T23:14:59.7974830Z 38: main()\n2019-06-19T23:14:59.7975000Z 38: File \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\", line 80, in main\n2019-06-19T23:14:59.7975190Z 38: err = check_maps()\n2019-06-19T23:14:59.7975270Z 38: File \"/Users/vsts/agent/2.153.2/work/1/s/tests/python/bl_keymap_completeness.py\", line 52, in check_maps\n2019-06-19T23:14:59.7975320Z 38: for km_id in sorted(test):\n2019-06-19T23:14:59.7976280Z 38: TypeError: '<' not supported between instances of 'function' and 'str'\n2019-06-19T23:14:59.7976740Z 38: Keymaps that are in 'bl_keymap_utils.keymap_hierarchy' but not blender\n2019-06-19T23:14:59.8211820Z 38: \n2019-06-19T23:14:59.8212080Z 38: Blender quit\n2019-06-19T23:14:59.8264730Z 38/103 Test #38: script_load_keymap .................. Passed 0.94 sec\n```\n\nLinux\n```\n2019-06-19T22:40:21.3651709Z Start 38: script_load_keymap\n2019-06-19T22:40:21.3651763Z \n2019-06-19T22:40:21.3652247Z 38: Test command: /home/vsts/work/1/build/bin/blender \"--background\" \"-noaudio\" \"--factory-startup\" \"--python\" \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\"\n2019-06-19T22:40:21.3652639Z 38: Test timeout computed to be: 10000000\n2019-06-19T22:40:21.3853468Z 38: Blender 2.80 (sub 74) (hash d30f72dfd8ac built 2019-06-19 22:31:01)\n2019-06-19T22:40:21.4068327Z 38: found bundled python: /home/vsts/work/1/build/bin/2.80/python\n2019-06-19T22:40:22.0448958Z 38: Traceback (most recent call last):\n2019-06-19T22:40:22.0449067Z 38: File \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\", line 90, in <module>\n2019-06-19T22:40:22.0449108Z 38: main()\n2019-06-19T22:40:22.0449150Z 38: File \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\", line 80, in main\n2019-06-19T22:40:22.0449213Z 38: err = check_maps()\n2019-06-19T22:40:22.0449255Z 38: File \"/home/vsts/work/1/s/tests/python/bl_keymap_completeness.py\", line 52, in check_maps\n2019-06-19T22:40:22.0449294Z 38: for km_id in sorted(test):\n2019-06-19T22:40:22.0450043Z 38: TypeError: '<' not supported between instances of 'function' and 'function'\n2019-06-19T22:40:22.0450290Z 38: Keymaps that are in 'bl_keymap_utils.keymap_hierarchy' but not blender\n2019-06-19T22:40:22.0677065Z 38: \n2019-06-19T22:40:22.0677122Z 38: Blender quit\n2019-06-19T22:40:22.0718362Z 38/103 Test #38: script_load_keymap .................. Passed 0.71 sec\n2019-06-19T22:40:22.0720194Z test 39\n```\n\nbonus weirdness:\n \nWin64 and Linux report \n> TypeError: '<' not supported between instances of 'function' and 'function'\n\n\nwhile Mac and win32 report \n> TypeError: '<' not supported between instances of 'function' and 'str'\n\n\ngiven all builds are of the identical commit and use identical versions of all deps, it's \"kinda weird\" \n\n\nrun the `script_load_keymap` test", "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", "Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)" ]
[ "Grease Pencil export as SVG or PDF does not export line art when the camera is in orthographic mode \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nGrease pencil export as SVG or PDF does not export line art when the camera is in orthographic mode \n\n- Using the default startup scene change the camera to orthographic mode\n- In the camera view click on the cube, 'shift+A' add grease pencil 'object line art' (this works fine)\n- Go to File - Export - Grease as SVG - (Name your file and leave settings as they are) - Export to SVG.\n- When you open the exported file in Illustrator or Inkscape an empty sheet shows up. In short, no line art exported.\n\nP.s. Thank you for this feature\n" ]
Sculpt. Undo after first dyntopo stroke produces holes (visual glitch) Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 3.0.0 Alpha As title said. To reproduce: Go to sculpt mode Enable dyntopo Pick dyntopo resolution from surface (!) Make one stroke Undo Without picking resolution bug will not appear for me [2021-09-27_17-12-38.mp4](2021-09-27_17-12-38.mp4)
[ "History filled with \"Double click to rename\" when user changed index of a UIList\n\n\nBroken: version: 3.2.0\nWorked: Never\n\n- open Blender\n- add particle systems\n- change particle systems index\n- see how your history got vanished by useless flags\n\nGifs: \n![property bug.gif](property_bug.gif)\n\nI believe in order to fix this bug,\na `SKIP_UNDO` flag need to be implemented at a property level \nexample: \n`my_uilist_idx : bpy.props.IntProperty(options={'SKIP_UNDO'},)`\n\nThis issue is not only linked with UILists indexes, but also with any properties used strictly GUI\n\nsee the blender dev thread where we talk about the general issue of using properties for interface\n4\n\n\n\n", "Sculpting: Smooth produces seams on triangular topology\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 versions: from 2.83.9 to fresh 2.92.0 Alpha\n\nAs title says. Try to use default clay brush on icosphere.\nSmooth brush separately do not produce so noticable seams. But with clay brush it do. Or as filter.\n![62082114.png](62082114.png)\n[2020-12-27_07-06-57.mp4](2020-12-27_07-06-57.mp4)\n\n[2020-12-27_07-12-52.mp4](2020-12-27_07-12-52.mp4)\n\nSo if it is limitation, I suggest to use smoother profile for clay brush without autosmooth as default preset, untill there will be way to fix issue.", "Elastic Deform brush becomes extremely slow when Dyntopo is active\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBroken: Blender 2.90 Alpha, f9d0f59bed4d\nWorked: ?\n\nI don't know if this can be considered to be a bug / error, but it is inconsistent and inconvenient behaviour:\n\nUsing the Elastic Deform brush while Dyntopo is active makes the effect agonizingly slow.\n\nThis results in constantly having to Control + D before and after activating Elastic Deform, while this isn't necessary when using the Grab brush. Dyntopo is automatically inactive when using Grab, but you don't need to deactivate Dyntopo.\n\nIf this could be fixed, that would make me a happy camper again. Thanks in advance.\n\nAdd three levels of subdivision to a Suzanne mesh and apply the modifier.\nEnter Sculpt Mode\nActivate Dyntopo (I'm using Constant Detail), and increase the Dyntopo resolution to 30 or more.\nUse the Elastic Deform brush. It will be very slow.\nSwitch off Dyntopo and use the Elastic Deform brush again. It will work smoothly.", "Initial stroke delay - clay strips\nOperating system: Windows-10-10.0.22621-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\nWhen you start a stroke in sculpt mode with the clay strips brush, it takes some movement for it to start registering. Previous versions of Blender didn't have this problem. See video to understand better (sorry for the low audio volume, if you can, wear headphones or raise the volume).\n\nJust start a stroke with clay strips, it will take a drag to appear. It can be reproduced in default room.\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.", "Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)", "Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n", "Texture Paint: Color Palette operator issues with Undo/Redo -- Vertex Paint is fine though\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5770 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.42.15\n\nBroken: version: 2.83.0\n\n\nIn Texture Paint mode (contrary to vertexpaint mode or gpencil), the palette operators dont work with Undo/Redo\n\nFrom the default startup file:\n- go to vertexpaint mode\n- (a) in the Active Tool tab in the Properties Editor, under Brush Settings > Color Palette, add a palette\n- (b) add a color to the palette\n- (c) Undo --> should be working [color is removed again]\n- so far everything is working\n- go to texture paint and do the same a, b, c --> color is not removed again, Undo is not working\n\nThis is what is probably the cause for the following more specialized original report (but also there the same thing works fine in vertex paint mode)\n\n## original report\n\nWhile in texture mode users press S to activate a color picker (not sure why this isnt the GUI nor the tools palette?)\nWhen its active, we have the options menu (used to be F6 i believe) There is this option \"Add to Palette\".\nThis however always adds colors. When you uncheck it, it will enable itself the next time your use the S key and pick a color.\n\n01. Open the attached scene.\n02. Start texture paint mode\n03. Use S key to enable color picker\n04. Options menu (bottom left) shows \"Add option to palette\" > Deactivate it.\n05. Use S key again > Notice colors are still being added but option is unchecked.\n06. When you let go of the S key, its checked again\n\n![Screen Shot 2020-06-23 at 17.01.00.png](Screen_Shot_2020-06-23_at_17.01.00.png)\n![Color-picker-options-enables-itself.gif](Color-picker-options-enables-itself.gif)\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)", "If Grease Pencil is set to \"Stroke Depth Order: 3D Location\", blending always with the background and not with previously painted strokes\nOperating system: Ubuntu 20\nGraphics card: GT 1030\n\nBroken: 3.0\n\nIf Grease Pencil is set to \"Stroke Depth Order: 3D Location\", brush color blending seems to use only 1-bit transparency in many cases.\n\nIt is a known issue (see T75684). The linked bug is closed as a presumed limitation of Grease Pencil. However, what the dev calls a limitation there seems to be an unrelated feature (from user perspective, possibly not from a technical perspective). Namely, \"the strokes are always drawn as a billboard face to point of view\" prevents them from looking flat, despite being drawn with a brush defined in 2d space.\n\nI do not know Blender internals, but visually it looks like the problem is elsewhere: blending of colors in \"Stroke Depth Order: 3D Location\" binarizes (at least in some cases) the brush' alpha (opacity) channel. In effect, a hardly visible pixel may completely replace what is behind it. Possibly there is a way to make the scene look correctly at least when rendered.\n\nSee the model attached to the linked bug.", "New Dyntopo Functionality\nThese are the features planned after the new Dyntopo optimisations and features in #82121 are done. The idea is to fully support Dyntopo in all features that were introduced in the last 5 versions of Blender, while introducing some new features that only make sense with Dyntopo.\n\n- Make geometry undo steps compatible with Dyntopo for\n - Voxel/Quadriflow\n - Trimming tools\n - Delete Face Set\n - Mask Slice\n\n- Make mask extract work with dyntopo.\n- Add an option to skip dyntopo topology updates per brush\n- Detail Flood Fill by Face Set.\n- Make Trimming tools flood fill the new face set with dyntopo detail size.\n- Investigate a new algorithm for smooth that has consistent strength between different mesh densities.\n- Option to enable Dyntopo in Draw Sharp, Grab and Smooth (if possible, these brushes needs original coordinates).\n- Option for the cloth, pose and boundary brushes to update the topology of the deformed area after the action is finished.\n- Unify the detail size of dyntopo and voxel to make them generate detail at similar resolutions.\n- Make project gesture tools update the topology after the action, making them automatically collapse the highly deformed edges.\n- Face Set extrude tool (can be mode option of Face Set edit, but I would rather have a separate operator).\n- Mask by detail size tool.\n- Init Face Sets by detail size.\n- Detail flood fill to average detail size.\n- Face Set split option for the Face Set line gesture tool.\n- Geometry Eraser brush (investigate if it is possible to make it erase from the center of the mesh, not only from the silhouette boundaries).\n- Insert geometry brush.\n- Edit Dyntopo detail size operator \n- Make Dyntopo generate geometry based on Sculpt Vertex Colors instead of edge length (areas with more color detail will have more geometry)\n- Dyntopo simplify by Sculpt Vertex Colors\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)", "Sculpting - Switching stroke method with a shortcut causes a freeze\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\n\nWhen using E shortcut in sculpt mode to change stroke method of the brush, there is a ~5-10 second freeze every time.\nHowever, when you do the same thing from the brush UI, the switch is silky smooth. See the video for example\n\n1. Open attached file\n2. Switch to sculpt mode\n3. Do a few strokes, press E - blender will freeze for about 10 seconds\n4. Do a few strokes again, this time change stroke method from UI - no freezes here\n\nVideo:\n[blender_am0pkp0Cwy.mp4](blender_am0pkp0Cwy.mp4)\nExample File:\n[sculptbug.blend](sculptbug.blend)\n\n", "Cycles: Motion blur artifacts\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.88\n\nBroken: version: 3.2.2\n\n\n**description of error**\nWhen rendering an animated rigged model on cycle **with motion blur** ; if the model has **auto smooth enable AND a subdivision modifier**, then it is possible that strange artefact will appear during the render. (doesn't happen in the viewport) \n- This bug do not happen if auto smooth is disable or doesn't have a subdivision modifier. \n- The bug also only appear during some specfic poses. So this is mainly noticiable when rendering an animation.\n- Those artefact often appear near sharp edge.\n- Only happen on Cycle, Eevee render seem fine.\n- [Edit] changing the shutter values of the blur will sometime remove the bug on some frames OR make the bug appear on frame that was fine before.\n\nHere 2 Render exemple with and without autosmooth , both has motion blur enabled :\n![AutoSmooth Enabled.png](AutoSmooth_Enabled.png) ![AutoSmooth Disable.png](AutoSmooth_Disable.png)\nAnd here an animation where you can notice the bug.\n[Animated0035-0318.mp4](Animated0035-0318.mp4)\n\n\n[MotionBlurCycleArtefact.blend](MotionBlurCycleArtefact.blend)\nIn this blender file, rendering the frame 302 will make the bug happen. \n- If you disable auto smooth on the model (the main body and not the cloth) then the render will be fine.\n- If you disable the subdivision modifier on the model then the render will be fine.\n- If you disable the subdivision modifier AND the auto smooth on the model then the render will be fine.\n\nThank\n", "Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n", "Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n" ]
[ "Red color appears on mesh after undo\nOperating system: Windows-10-10.0.20201-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.2 27.20.2001.16003\n\nBroken: version: 2.91.0 Alpha\n\nWhen undoing a simple brush stroke in sculpt mode, the mesh colors some random faces in red. if you switch to another workspace and then go back, the color will be gone.[Foot.blend](Foot.blend)\n\n![Screenshot 2020-08-30 091344.png](Screenshot_2020-08-30_091344.png)\n\nOpen Foot.blend, draw brushstroke, and undo. The red color should now be visible.\n", "Issue when undo action after snake hook sculpt\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.1\nworked on 2.92 LTS\n\nWhen sculpting with the Snake Hook and press Ctrl-Z/Undo the object shows green artifacts and the mesh is destroyed.\nSee attached screen capture.[12jTOOO2ZZ.mp4](12jTOOO2ZZ.mp4)\n\n\n**Exact steps for others to reproduce the error**[sculpt-undo-bug.blend](sculpt-undo-bug.blend)\nSculpt something with the snake hook then undo in the attached file (sometimes 2 undos necessary to trigger the bug).\n\n\n", "Sculpting with Dyntopo redo bug\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.92.0\nWorked: (2.82)\n\nWhen I try to use Dyntopo Blender becomes pretty buggy, when I for example use the Clay Strips with Dyntopo enabled then I use Ctrl + Z it will not undo, instead, it just draws face sets for some reason on the same area that I used the brush on or hides some part of the mesh, even though on Undo History I am on the original step, and sometimes I use the brush twice to sculpt but on Undo History it only shows one of the steps that I made.\n\nI also tested on the experimental builds such as 3.0.0, 2.93.0 and it occurs in older vers like 2.91, v2.83.12 and they all had the same exact issue, however, on v2.82 it doesn't seem to happen the undo and redo is fine..\n\nI am not sure how to reproduce the issue it's hard to tell.. But if you open the Blender file attached, just try to use any brush in Sculpt mode then Ctrl + Z to undo it, it will draw unwanted face sets and it will not undo the first brush change.\n[Dyntopo bug.blend](Dyntopo_bug.blend)\n\nPS: If I tried to draw Face Sets on the mesh attached in the Blender file via disabling Dyntopo first it will draw Face Sets on the mesh but it will have weird holes on some of the faces:\n![image.png](image.png)\n\nAlso, it acts as if it's a mask when you try to sculpt the colored area:\n![image.png](image.png)\n\nVideos where the issue occurs:\nWZJII8BSCWE\n\nLess complex mesh:\ngs0SfrlsQIw\n\n", "Error Undo in Sculpt mode (Colored selection)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\n\nhere is a problem with \"undo\" in sculpt mode. Blender remembers the last brush strokes and after the next opening of the project turns them into color selections. Blender 3.0/3.1. \nIn 2.9, the problem was not found.\n\n[Error Undo in Sculpt mode.mkv](Error_Undo_in_Sculpt_mode.mkv)\n", "Sculpting: glitches after undoing a Dyntopo stroke\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 2.83 and 2.90 Alpha\nWorked: I remember this not being an issue in one of the Sculpt Branch versions. I believe is was 2.81.\n\n\nAfter turning on Dyntopo, changing the Detail Size, then drawing a stroke, if I immediately undo the stroke, the mesh bugs out, and Dyntopo is automatically turned off.\n\n**NOTE:** The mesh bugging out seems to be fairly inconsistent. Sometimes when working on my sculpts, after changing the Detail Size, drawing a stroke, then undoing, the vertices will bug out and the colors will change, but sometimes they won't. It's hard to tell what's really causing the issue. What *is* consistent though, is the fact that Dyntopo always turns off after doing the steps below.\n\n\n1. Enter Sculpt Mode.\n2. Turn on Dyntopo for any brush.\n3. Change the Detail Size to a different value.\n4. Draw a stroke on the mesh.\n5. Undo the stroke you made.\n6. The mesh will bug out, having some of the vertices mess up and/or having some of the mesh change color. Dyntopo will also be Unchecked.\n\n**Screenshot:**\n\n![image.png](image.png)\n\n**Temporary Fix:**\n\n1. Switch out of Sculpt Mode, then Switch Back into it.\n2. If you are still seeing the weird colors on the mesh, turn on Dyntopo again, and draw a stroke on the mesh. Should get rid of the colors.\n\nThis temporary fix is fine for getting rid of the screwed up vertices and weird colors, but the fact that Dyntopo is turned off every time I change the Detail Size, draw a stroke, then immediately undo, is pretty annoying. I can work around it, but it's definitely an inconvenience.", "Sculpting with dyntopo using undo causes artifacts or hides random faces\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: after face sets implementation\nTested in 2.91.0 Alpha\n\nWhen sculpting with dyntopo if you undo sometimes part of the mesh simply dissappear.\n\n- open the file below.\n- change the size of the dyntopo detail to something small like 2 or 3px\n- get close to the object and use the brush once\n- ctrl+Z\n\nIf you make it in the right way you can get it everytime\n\n![bug.png](bug.png)\n\n[bug (2).blend](bug__2_.blend)\n\nYou can make the geometry re-appear by leaving sculpt mode. Once you go back, note that the geometry that was hidden is now a face set.\n\nI think it may be related to T74637\n\n\n\n" ]
Node Editor view always drifts diagonally when dragging Operating system: Windows 10 Graphics card: NVIDIA Geforce GTX 1050 Broken: 4.0.0 Alpha, 7c2dc5183d03, main, 2023-08-23 19:52 Worked: ??? This is a very minor bug, but dragging the node editor view with middle mouse button always makes the view drift diagonally and never in just one direction. The view seems to drift in the other axis at a constant rate, as the effect is less noticeable on faster dragging. ![blender node drift.gif](attachment) 1) Open Blender 2) Go to any node editor 3) Try dragging the view only horizontally or vertically
[ "Rolling the viewport always use last selection as pivot point\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.1.0\n\nWhen using the navigation setting Orbit Around Selection and Auto Depth, rolling the viewport always use the last selection as the pivot point, even when nothing is selected.\n\nThe expected behavior should be the same as having the orbit around selection disabled, when nothing is selected the rolling should pivot around the center of the screen.\n[blender_roll_bug.mp4](blender_roll_bug.mp4)\n\n1. Activate orbit around selection and auto depth in the navigation preferences\n2. Bind view3d.view_roll in the keymap using roll angle\n![blender_roll_bind.png](blender_roll_bind.png)\n3. Select an object and roll the viewport\n4. De-select the object and roll the viewport again, the pivot remains in the same place\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.", "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", "Nodes: Node Name are overlap Icons in header\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\nWorked: 2.78...\n\nCropping text of node Name sometimes allows a collision of text and icons:\n![image](attachment)\n\n1. Any node editor.\n2. Create node group.\n3. Change node scale to see effect for narrow header.\n\n", "Graph Editor generator for angles works in Radians while the graph editor displays the result in degrees.\n**System Information:**\nN/A\n\nBroken: Blender 2.80 Beta (18e5540a48b6) and Blender 2.79 (e290a0b0568e)\n\n**Short description of error:**\nIf you use the \"generator\" modifier in the graph editor for an angle, the generator will work in radians while the graph editor will display the output in degrees.\n\n1. Open the startup file.\n2. Select the default cube and key frame one of the rotational axis.\n3. Open a graph editor and give the \"key framed rotation\" an \"generator\" modifier.\n4. When entering values into the modifier such as 0 and 1 so your polynomial is y=x, the result shown on the graph editor is y=57.3x. This is because the values input to the generator is read as radians while the scale in the graph editor is read in degrees.\n\n![Screenshot from 2020-05-17 17-11-35.png](Screenshot_from_2020-05-17_17-11-35.png)", "Drag tool-tip stays when mouse leaves the window\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nTool-tips displayed on drag stays after mouse leaves window\n\nOpen any file importer and drag any file, after exit the main window tooltip will still show\n\n\n\n<video src=\"attachment\" title=\"2023-08-18 21-26-50.mp4\" controls></video>\n\n", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "Knife cursor goes away when dragging status bar to see options\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nWhile using the Knife tool, and using middle mouse click and drag to see all options within the status bar, the knife cursor changes to the edit cross cursor. This doesn't happen when using the mouse wheel to scroll through the status bar. It also doesn't happen using the Knife Active Tool, only when pressing K to launch the tool.\n\n1. Press K in Edit Mode to launch the knife tool\n2. Move the cursor over to the status bar, where the options for the tool are shown.\n3. Middle Mouse click and drag left and right to scroll through the status bar.\n\n[Knife cursor dissappears.mp4](attachment)\n\n", "Intermittent: Shift + MMB unresponsive or very sluggish\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nShift+MMB to pan view in perspective mode becomes either completely unresponsive to keyboard input or extremely sluggish compared to the mouse pointer speed for the rest of the application. Agnostic to mouse pointer speed setting for the OS. \n\nAny model in perspective view. Attempt to pan view via SHIFT+MMB.\n\n", "`bpy.context.space_data.overlay.grid_scale` returns inconsistent view3D grid scale in multi-view\nOperating system: win 10\nGraphics card: RTX 3090\n\nBroken: This was observed in 3.5 alpha but I don't think that is relevant \nWorked: N/A\n\n`bpy.context.space_data.overlay.grid_scale` does not apply to multi-view functionally, and any interaction with the 3D navigation sphere only effects the main window portion of multi-view.\n\nSee attached video for a demonstration of some of the odd behavior.\nSee attached blend to reproduce the error.\n\nEnter multi-grid view: **ctrl+alt+q** (mismatched transform grid) The main window is top right.\nClick any axis sphere in any 3D view that isn't the top right quadrant, only the main window transforms.\nYou will also notice that the main window also inherits the grid scale of the multi-view windows.\n\nPlaces to look maybe? [A](overlay_grid.cc#L86) [B](space_view3d)\n\n", "Annotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nAnnotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\n\n- Go to edit mode try to draw with the d-key down + left mouse drag while one of this tool is selected: knife tool, loopcut tool, polybuild, curso tool \nNotice while drawing ( d-key down + left mouse drag )is broken, erase ( d-key down + right mouse drag) is still working properly.\n", "Sometime when using color picker, Cursor will snap to middle of the screen.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX Vega 64 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.1\nWorked: 3.4.1 work normal\n\nWhen click drag to select color on color picker sometime cursor snap into middle of the screen\nIt happened everywhere that you can use color picker\n\nOccurred on 3.5 and 3.5.1 \n\nJust click drag on color picker it randomly happened \n\n[Snap Demo - Factory Setting.mp4](attachment)\n\n", "TexBlendNode Python property tooltip incorrect\nBlender 2.8 \n\nI can not change the Progression or the Flip Axis for the Tex Blend Node with python. \n\nIt returns with an error that says \" no attribute use_flip_axis\". I thought this was my fault so I reached out for help on the Stack Exchange> [here ](how-do-i-change-the-blend-node-to-vertical?)\n\nThey think this is a bug or missing API?.. I checked online but could not see this bug reported so I thought I would let you guys know.\n\nI have used a rotate node to work around the problem but I am sure you guys would be able to fix this issue with ease.\n\n[#69973.blend](T69973.blend)", "\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n", "VSE's selection not centred to images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.1.0 Alpha\nWorked: Never\n\nWhen zooming in enough to a selected image's corner, it can be seen that the selection box (white rectangle) reaches outside the image itself. It also happens with a scaled down \"color\" strip.\n\n- Open a \"Video Editing\" workspace and add a \"Color\" strip\n- Scale it down and zoom to a corner\n- To better notice the issue, play with the resolution of the Preview (in Properties)\n![image.png](image.png)\n\nNotes & thoughts:\n- The selection box (white box) is unresponsive to \"aspect ratio\" changes (in Properties)\n- The drifting of the image is somewhat annoying, and sticking the selection box to the image wouldn't fix this.\nSince I don't know how pixel alignment works in the preview, I'm not sure about this, but it may work to instead drift the canvas, leaving the image put like the selection box currently does. So sticking the image TO the selection box." ]
[ "Regression: Inconsistent panning in editors\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken version: 4.0.0 Alpha\nWorked: Blender 3.6\n\nCaused by 0d1f3f445a\n\nPanning in a node editor (E.G. Shader editor) is no longer accurate in Blender 4.0. For example, in Blender 3.6, if you click the middle mouse button to pan, then move the mouse up, then the editor will move up. In Blender 4.0, if you do the same thing, the editor will move up and to the right.\n\n| Blender 3.6 | Blender 4.0 |\n| - | - |\n|<video src=\"attachment\" title=\"Panning - Blender 36.mp4\" controls></video>|<video src=\"attachment\" title=\"Panning - Blender 4.mp4\" controls></video>|\n\n1. Open an editor (E.G. Shader editor)\n2. Slowly pan the editor by holding down the middle mouse button and moving the mouse up/down or right/left.\n3. Notice that the editor isn't moving exactly how you move your mouse. This is the bug.\n4. Retry in Blender 3.6 and notice it doesn't have this issue.\n\n" ]
Rigify broken in 3.5.0 alpha (17 Jan 2023) Windows 10 Graphics card: RTX 3080 Broken: 3.5.0 alpha (17 Jan 2023) Worked: 3.5.0 alpha (16 Jan 2023) Rigify is completely broken in the latest build of 3.5.0. Any attempt to generate the rig results in a cluster of bone shapes at the origin, and so does any attempt to open a file containing a rigify rig. 1 - add rigify human rig 2 - press "generate rig" (or) 1 - open a file containing a rigify rig EDIT: This issue also seems to be reported in this closed task (T103940) but is nonetheless present in the newest build. Consequently I figured it's best to leave this report up just in case.
[ "Loop Cut preview not showing\nBroken: 2.80 \nWorked: all prior releases\n\nThe cut preview only shows the centre line of the cut, if the number of cuts has been increased then the preview used to show all the cuts.\n\n", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n", "Correct link is shown as invalid\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\nIn the composer, after some actions, the link is displayed as incorrect, although there is no reason for this.\n\n**Exact steps for others to reproduce the error** \n\n0. Factory settings file (optional).\n1. Switch render engine to Cycles.\n2. Enable any `Scene > ViewLayer > Passes`. For example, this would be `... > Data > UV`.\n3. Enable the compositing nodes and connect the new socket to the \"Composite\" node.\n4. Switch render engine to Eevee.\n5. Make a Render.\n6. Switch render engine to Cycles.\n\n![2023-06-07_23.44.54.gif](attachment)\n\n", "Proportional editing doesn't work with loop slide\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.2 Release Candidate\n\n\n[2021-07-06 19-47-45.mp4](2021-07-06_19-47-45.mp4)\n", "Optix not available after Manjaro Update\nOperating system: Linux-5.17.1-3-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.1.2\nWorked: both 3.1.0 as well as 3.1.2 was working before the Manjaro update. Version 3.0.0 is still working, regardless of the OS update.\n\nSince the last Manjaro Update I get an error message when I try to switch to rendered view in Blender 3.1.2 :\n```\nFailed to load Optix Kernel from: '/_DATA_WK/Blender/blender-3.1.2-linux-x64/3.1/scripts/addons/cycles/lib/kernel_optix.ptx' (OPTIX_ERROR_INVALID_FUNCTION_USE)\n```\n\nI tested it with Blender installed from the Manjaro Repository as well with Blender from Blender.org (extracted to the above location).\nBoth of them gives the same error message (with different kernel_optix.ptx location of course.)\nThey were working perfectly before the OS update. Blender 3.0.0 still works fine. \n\n- Start Blender. (No need to load any file or content).\n- switch to Rendered Viewport Shading. \n\n", "GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\n\n", "Shader node connections in v3.0 file broken in v3.3\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.3.0\nWorked: 3.0\n\nRendering in 3.3 a file created in 3.0 (using both Cycles & Eevee) showed major differences from rendering made in 3.0. Investigation showed that critical node connections in multiple shader trees were broken when opening file in 3.3. Unable to determine if broken connections are consistent in terms of node type. Which nodes have broken connections seems consistent from file to file using the same shaders -- sample .blend was constructed with shaders used in file where bug was first observed. All shaders were originally created in versions prior to 3.0 but later than 2.80.\n\nAttached GIMP .xcf file has exemplary renderings and explanatory screenshots from file where bug was first identified. Sample .blend file was created in v3.0 using shaders from this file. Bug does occur in other files which render fine in 3.0 but have broken shaders in 3.3\n![Shader node bug.xcf](Shader_node_bug.xcf)\n\n[REVISED sample file 300.blend](REVISED_sample_file_300.blend)\n\nOpen \"sample file 300.blend\" in v3.0 and inspect shader trees. Open in 3.3 and inspect shader trees, some nodes of which are now disconnected. \n\n\n", "Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n", "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```", "GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n", "Regression: Guiding in manta is broken\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0\nWorked: It was working in 3.2.1\n\nIt looks like this was caused by 05952aa94d33eeb504fa63618ba35c2bcc8bd19b\n(there is a bit of uncertainty to this though since with that commit, I dont get mentioned error in the console, bake is broken nonetheless with that commit)\n\nIf you us a smoke domain to guid a liquid you get no result because there is an error in the console that shows that two variables are undefined.\n\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 250, in bake_guiding_166\n File \"<string>\", line 235, in bake_guiding_process_166\nNameError: name 'x_guidevel_s166' is not defined\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_166\n File \"<string>\", line 164, in bake_fluid_process_data_166\n File \"<string>\", line 80, in liquid_adaptive_step_166\n File \"<string>\", line 334, in fluid_pre_step_166\nNameError: name 'weightGuide_s166' is not defined\n```\n\n1. Open the file.\n2. Configure the cache folders in both domains.\n3. Bake the smoke domain.\n4. Bake the liquid domain (you will see the error in the console and no liquid in the scene).", "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", "Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n![GIF.gif](GIF.gif)", "Scripting Templates: Gizmo Simple seems broken\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\n\nScripting Gizmo Simple is broken\n\nfrom thedefault startup file:\n- change to the Scripting workspace\n- Templates > Python > Gizmo Simple\n- run script\n- select light\n- no gizmo is drawn\n\n", "Blender 3.5: Cursor warping usable on windows remote desktop (RDP)\nOperating system: Windows 10 21H1 19043.2130\nGraphics card: GTX1650 4GB\n\nBroken: 3.5.0 Alpha, hash: 508fd044b44a\nWorked: 3.4.1, hash: ef9ca44dee7f\n\nI'm using Blender through Windows Remote Desktop (RDP) for quite a long time.\nNow in the new alpha 3.5 the Blender UI acts weird and non controllable anymore when using mouse middle click to pan viewport or left clicking into number fields to drag values up or down.\n\nAt this point for me Version 3.5 alpha is not usable anymore through an RDP connection - which is quite important for me! - while at least in Blender Version 3.4.1 everything worked fine!\n\n- Open blender from a Windows computer on another Windows computer via remote session\n- use {key MMB} to pan viewport or {key LMB} into number fields to drag values up or down.\n\n\n" ]
[ "Rigify-All bones in world origin after Generate Rig\nOperating system: Linux-5.19.0-29-generic-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11\n\nBroken: version: 3.5.0 Alpha\nWorked: Master a few days ago.\n\nAll bones goes to world origin after hitting \"Generate Rig\". Also, existing Rigs are showing bones in World Origin, but the real location of bones seems to be ok...\n\nOpen attached file and hit \"generate Rig\"\nAll bones will show up in World Origin.\n\n![Screenshot from 2023-01-17 11-29-50.png](Screenshot_from_2023-01-17_11-29-50.png)\n\n\n| [Bones_WorldOrigin.blend](Bones_WorldOrigin.blend) |\n| -- |\n" ]
ColorRamp Operating system: windows 8.1 64-bit Graphics card: NVIDIA Geforce GTX 770M Broken: (example: 2.80, ebc44aae9897, master, 2019-05-11, as found on the splash screen) Worked: (optional) **Short description of error* many colorful stripes are emitted from the ColorRamp in the shader editor Based on the default startup or an attached .blend file (as simple as possible).
[ "Manipulators don't render properly\n## System Info\nOperating system: Debian 10.6 AMD64\nGraphics card: NVIDIA Corporation GF108 [GeForce GT 730] with proprietary drivers packaged from debian\n [system-info.txt](system-info.txt)\n## Blender versions\nBroken: 2.83 and upwards (latest build - Blender 2.92.0 Alpha November 22, 00:30:33- df8cc5662b9a - as well)\nWorked: 2.82 and older\n\n\n## Bug Description\nStarting a new (General) file, selecting the cube and pressing move or rotate, the manipulators render with some colored plane artifacts as in screenshots attached.\n\nThis is caused by the graphics card not being recognized and software rendering being used instead.\n\n## Demonstration\n\n### Video of bug\n\n[manipulators-bug.mp4](manipulators-bug.mp4)\n\n### Video of expected behavior\n\n[manipulators-normal.mp4](manipulators-normal.mp4)\n\n### Screenshots of bug\n![Screenshot_2020-11-22_04-30-39.png](Screenshot_2020-11-22_04-30-39.png)\n\n![Screenshot_2020-11-22_04-31-01.png](Screenshot_2020-11-22_04-31-01.png)", " Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\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", "Color Ramp node keyed colors and keyed positions jumps to the next color stop when adding or removing color stops\nBroken: 2.7x, 2.8x\n\nThe keyed color and position should be assigned to the color stop itself, not it's order. As of now it follows the order of stops, so the keyed color and position jumps from one color stop to next one when a color stop is added or removed.\n|[2020-06-16 17-27-47.mp4](2020-06-16_17-27-47.mp4)|[2020-06-16 17-13-58.mp4](2020-06-16_17-13-58.mp4)\n| -- | -- |\n\n- open blender \n- go the shader editor\n- make a new material\n- add a color ramp node\n- Press \"i\" with the mouse hovering the black bar to key the color.\nnow the white color stop and do the same, key the color by pressing \"i\" over it.\nnow select the black color stop and remove it by clicking the \"-\"\n- press space bar to play, the keyed color will jump from the black one that was removed to the white one.\nThe same happens if you key the color stop's position instead of it's color.\nIt also jumps when adding in a color stop instead of removing one.\n", "ColoRamp value change from 0.501 to higher value results in slowdown and shading error\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nColoRamp value change from 0.501 to 0.502 as input to density results in slowdown and shading error for Principled Volume Shader.\n\nOpen attached .blend\nChange viewport to Rendered\nChange ColoRamp from 0.501 to a higher value\nRender speed is dramatically reduced and Volume Shader is incorrectly much brighter\n\n[ColorRamp bug.blend](ColorRamp_bug.blend)\n", "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)", "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", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "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.", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "Cycles viewport rerender when changing any color management setting if a rigidbody is on any object\nOperating system: WIN 10\nGraphics card: GTX1660\n\nBroken: 3.0.0, 3.1 BETA, 3.2 ALPHA\nWorked: Never\n\nWhen changing any of the color management settings in blender, a viewport rerender will be triggered if you have a rigidbody on any object.\n\nOpen blender\nput renderer to cycles\nput a rigidbody on the default cube (or any object)\ngo into viewport rendered preview mode\nchange any setting in colormanagement (eg. exposure, gamma, false color, medium contrast to high contrast)\nwatch the viewport rerender\n\n[BugTest.blend](BugTest.blend)", "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)", "Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n", "Color picker undo adds step when cursor exist\nRun blender, logging undo events:\n\n```\n blender --log \"bke.undosys.*\" --log-level -1 --log-show-basename\n```\n\n\n\nClick on the object color swatch and move pointer away from the popup.\n\nEven though no changes have been made, an undo step is added.\n\n----\n\nIsn't high priority, reporting so it's not forgotten.", "Mantaflow emitter sometimes creates smoke of wrong color (blue and green channels swapped)\nOperating system: Arch Linux, kernel 6.0.2, but this also reproduced on Win 10\nGraphics card: [AMD/ATI] Hawaii PRO [Radeon R9 290/390] (according to lspci)\n\nBroken: 3.2.0, 3.3.1, 3.4.0\nWorked: not tested yet\n\nThis bug involves mantaflow smoke simulations with an animated emitter color.\nUnder some conditions, the emitted smoke has the wrong color. This manifests in the \"solid\" viewport shading as well as in the shader when the color is read from the Volume Info node.\n\nSpecifically, in the attached blend, when baking the fluid simulation with a domain resolution of 128, the colors are wrong. When baking with a resolution of only 64, the colors appear correct.\nWhen the colors are wrong, it seems that the blue and green channels are swapped.\n\nHere is a screenshot: The emitter color changes every 50 frames, in the order red, green, blue.\nAt the current frame, the correct emitter color would be blue, as shown in the Properties Panel, while the actual emitted smoke color is green.\nNote how the emitter plane itself is covered in smoke of the correct color.\n\n![Screenshot_2022-12-14_13-27-02.png](Screenshot_2022-12-14_13-27-02.png)\n\nAlthough this can be worked around in the shader, it seems especially problematic that the bug depends on the domain resolutions (and possibly other factors).\n\n\n - Open the attached blend file and bake the fluid simulation without changing the resolution.\n - Observe how the smoke colors are wrong: blue and green channels are swapped\n - Free bake, change domain resolution to 64 and bake again.\n - Observe how the colors are correct now.\n\n[mantaflow_rgb_bug.blend](mantaflow_rgb_bug.blend)" ]
[ "ColorRamp broken with non-standard display scales on Windows 10\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 60)\nWorked: 2019-05-08 8f1951f555f5\n\nI have two monitors. One is 1920x1200, the other is 3840x2160 px. If I set display scale in Windows to 150% or 175% ColorRamp node gets broken:\n\n![color_ramp_bug.PNG](color_ramp_bug.PNG)\n![screen_scale_win_10.PNG](screen_scale_win_10.PNG)\n\nWorked in previous builds.\n\n[color_ramp_bug.blend](color_ramp_bug.blend)\n", "strange visual effect appears with ColorRamp node at Shader Editor.\nOperating system: Linux-4.15.0-48-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 60), 2.80 (sub 61)\nWorked: newest 2.79 and previous 2.80 (2019-04-26) works fine.\n\nstrange visual effect appears with ColorRamp node at Shader Editor. \nthat/those effect (something like light ray) moving seems related with mouse position when node is active(focus). \n\n![Screenshot at 2019-05-11 11-24-37.png](Screenshot_at_2019-05-11_11-24-37.png)\n\n![Screenshot at 2019-05-11 11-25-16.png](Screenshot_at_2019-05-11_11-25-16.png)\n\n![Screenshot at 2019-05-11 11-28-34.png](Screenshot_at_2019-05-11_11-28-34.png)\n\n\n1. open Shader Editor\n2. Add - Node - Converter - ColorRamp", "Weird artefacts at color ramp\nOperating system: Linux-4.15.0-47201904171620-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nIssues with the shader editor: Nodewrangler shortcut ctrl-t doesn't work, color-ramp draws weird colored spikes when moving the editor view.\n\n![Bildschirmfoto zu 2019-05-11 00-07-27.png](Bildschirmfoto_zu_2019-05-11_00-07-27.png)\n\n![Bildschirmfoto zu 2019-05-11 00-11-41.png](Bildschirmfoto_zu_2019-05-11_00-11-41.png)\n\n![Bildschirmfoto zu 2019-05-11 00-10-09.png](Bildschirmfoto_zu_2019-05-11_00-10-09.png)\n\n![Bildschirmfoto zu 2019-05-11 00-07-00.png](Bildschirmfoto_zu_2019-05-11_00-07-00.png)\n\n![Bildschirmfoto zu 2019-05-11 00-07-54.png](Bildschirmfoto_zu_2019-05-11_00-07-54.png)\n\n![Bildschirmfoto zu 2019-05-11 00-06-38.png](Bildschirmfoto_zu_2019-05-11_00-06-38.png)\n\n![Bildschirmfoto zu 2019-05-11 00-10-22.png](Bildschirmfoto_zu_2019-05-11_00-10-22.png)\n" ]
segfault when clicking Use Nodes in 2D workspace Operating system: Arch Linux Graphics card: GeForce GTX 770 Broken: 2.80, 3d16a268ee68 Select 2D Animation from the splash, and split the editor into the Shader Editor. Click Use Nodes. [blender.crash.txt](blender.crash.txt)
[ "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.", "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)", "Improve UX for interaction of modifier stack and node editor\nWhen a non-nodes modifier is selected as active modifier there is no indication or way to change that in the geometry nodes editor and it's very confusing for the user, especially when the properties editor is not displaying the modifiers panel.\n\nThis is related to #84927\nA potential solution has been proposed there as well (move towards interface similar to shader editor and material slots).", "Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n", "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", "Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n", "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)", "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", "Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n", "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", "Shader Nodetree Error: Invalid implicit socket conversion: Shader -> Color\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 3.3.1\nWorked: I don't know but the problem is also present in the version 3.0.0\n\n\n```lang=glsl\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(float_from_Closure(tmp34), node_tree.u36, tmp37);\n |\n | Error: C1503: undefined variable \"float_from_Closure\"\n\n\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(node_tree.u35, vec4_from_Closure(tmp34), tmp37);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n\nShader Nodetree Error: Invalid implicit socket conversion\nShader Nodetree Error: Invalid implicit socket conversion\n```\n\n\n1. EEVEE render\n2. Shader editor: put some shader socket to color socket\n3. Check the console", "EEVEE 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", "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", "Inharitance for `ShaderNodeCustomGroup` is broken\nOperating system: Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen a custom node class is inherited from a base class, it breaks the base clas.\n\n```\nclass MyNodeBase(bpy.types.ShaderNodeCustomGroup):\n ... \n\nclass FooNode(MyNodeBase):\n bl_idname=\"my.foo\"\n bl_label = \"foo\"\n\nclass BarNode(MyNodeBase):\n # this get broken if any derved class exists\n bl_idname=\"my.bar\"\n bl_label = \"bar\"\n\nclass BazNode(BarNode):\n # this works but breakes BarNode\n bl_idname=\"my.baz\"\n bl_label = \"baz\"\n\n```\n\nAttempt of creating `BarNode` results in:\n\n```\nWARN (bpy.rna): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/python/intern/bpy_rna.c:8164 bpy_class_call: unable to get Python class for RNA struct 'my.bar'\nTraceback (most recent call last):\n File \"/home/qmax/Heap/3d/test.blend/nodes.py\", line 23, in execute\nRuntimeError: Error: Cannot add node of type my.bar to node tree 'Shader Nodetree'\n```\n\n\n\n - open attached file and execute packed nodes.py\n - call operator 'add bar' in shader editor\n\n[test.blend](test.blend)\n\n**Workaround**\n\nRegister classes in reverse order: derived first, then base.\n\n```\nclasses = (BazNode, BarNode, FooNode)\n\nfor c in classes:\n bpy.utils.register_class(c)\n```\n" ]
[ "Creating a texture crashes Blender\nOperating system: Pop_OS 18.10\nGraphics card: GeForce GTX 970\n\nBroken: 3d16a26ee68\nWorked: Somewhere a few days ago\n\nCreating a texture crashes Blender. As far as I know, all paths to the Texture tab with a texture created yeilds a segmentation fault.\n\n```\n# Blender 2.80 (sub 44), Commit date: 2019-02-07 23:15, Hash 3d16a268ee68\nbpy.context.space_data.context = 'TEXTURE' # Property\nbpy.ops.texture.new() # Operator\n\n# backtrace\n/home/solarliner/.local/share/blender2.8/blender(BLI_system_backtrace+0x1d) [0x1babe4d]\n/home/solarliner/.local/share/blender2.8/blender() [0x1158829]\n/lib/x86_64-linux-gnu/libc.so.6(+0x41100) [0x7f840f1bd100]\n/home/solarliner/.local/share/blender2.8/blender(blo_do_versions_280+0x18f3) [0x17e5393]\n/home/solarliner/.local/share/blender2.8/blender() [0x17c10a1]\n/home/solarliner/.local/share/blender2.8/blender(blo_read_file_internal+0xa1b) [0x17d3c1b]\n/home/solarliner/.local/share/blender2.8/blender(BLO_read_from_memory+0x37) [0x17be907]\n/home/solarliner/.local/share/blender2.8/blender() [0x144cd25]\n/home/solarliner/.local/share/blender2.8/blender(ED_preview_ensure_dbase+0x45) [0x144e825]\n/home/solarliner/.local/share/blender2.8/blender(ED_preview_shader_job+0x85) [0x144eb45]\n/home/solarliner/.local/share/blender2.8/blender(ED_preview_draw+0x16d) [0x144ee9d]\n/home/solarliner/.local/share/blender2.8/blender() [0x134d1e0]\n/home/solarliner/.local/share/blender2.8/blender(ui_draw_but+0x1431) [0x1351fb1]\n/home/solarliner/.local/share/blender2.8/blender(UI_block_draw+0x196) [0x12fd466]\n/home/solarliner/.local/share/blender2.8/blender(UI_panels_draw+0x5f) [0x132d20f]\n/home/solarliner/.local/share/blender2.8/blender(ED_region_panels_draw+0x80) [0x1457e40]\n/home/solarliner/.local/share/blender2.8/blender(ED_region_do_draw+0x849) [0x145b959]\n/home/solarliner/.local/share/blender2.8/blender(wm_draw_update+0x455) [0x115b095]\n/home/solarliner/.local/share/blender2.8/blender(WM_main+0x30) [0x1159240]\n/home/solarliner/.local/share/blender2.8/blender(main+0x30a) [0x10bee1a]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7f840f1a009b]\n/home/solarliner/.local/share/blender2.8/blender(_start+0x2a) [0x115523a]\n```\n\n\nWith Factory settings, on any template:\n\n1. Go to the Textures tab\n1. Click the \"new\" button to create a texture\n1. SEGFAULT", "Blender 2.80 crashs when clicking the Material tab\nOperating system: Win 10 Home latest\nGraphics card: GTX 1060\n\nBroken: blender-2.80, 3d16a268ee68, 2019-02-07\nWorked: (optional)\n\n\nClick on the Material tab will close Blender.\n\nClick Material tab." ]
Blender 3.2 Dynotopo not working on macOs Monterey, Apple M1 Max Operating system: macOs 12.3.1 Graphics card: Apple M1 Max Broken: Latest 3.2 Alpha Worked: 3.1.2 - And works fine on Win11 Checking Dynotopo and starting to draw generates an error on M1 Max. Works fine on Win11. . New File . Choose Sculpt. . Check Dynotopo. . Start drawing. ![Screenshot 2022-04-27 at 17.41.15.jpg](Screenshot_2022-04-27_at_17.41.15.jpg) Thanks!! Piotr
[ "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", "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?", "Sporadic boolean issues\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 3.0\n\nMeshes using the boolean modifier sporadically break in Blender 3.2.0, while they still worked in 3.0.\nThis would result in meshes that lack faces or even crash Blender\n\n\nUnfortunately I wasn't able to isolate the cause of the issue, as it seems to occur sporadically and randomly. What I have noticed is that sometimes meshes that were fine suddenly break once you enter exit edit mode.\n\n", "Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.", "Clay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop) \nOperating system:\n\nDevice name\tDESKTOP-V97J8T0\nProcessor\t12th Gen Intel(R) Core(TM) i7-12700F 2.10 GHz\nInstalled RAM\t32.0 GB (31.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\nPen and touch\tPen support\n\nGraphics card:\n\n3070 RTX\n\nBroken: 3.3.1\nWorked: 3.2.2 \n\n\nClay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop). it works fine in blender when i push Wacom Intous tablet on max with pen\n\nVideo Link: 1J_NZ0-1Qqg", "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", "Remesh + symmetry model bug? : Blender 3.0.0\nOperating system: Windows 10 Home N\nGraphics card: GTX 1660 ti\n\nBroken: Blender 3.0.0 - Stable December 21, 02:21:47 - f1cca3055776 - zip - 234.03MB x64\n- also 3.0.0 from front page have same bug\n\nafter remesh, symmetry broken symmetry_bug_fix.jpg\n(contains ways i fixing the error currently like merge by distance)\n\n1.Remesh model, 2.symmetrise it (weird line appears) ![image.png](image.png)\n\n[blender_3.0_remesh.symmetry_wierd_line.blend](blender_3.0_remesh.symmetry_wierd_line.blend)", "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", "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)", "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)", "Ambient Occlusion node with image texture\nOperating system: macOS 12.6.8 – 16GB\nGraphics card: Apple M1 8/4-4\n\nBroken: 3.6.3 RC\n\nWhen I mix an image texture (here a PNG) with Ambient Occlusion node, its not working, or results a weird render at least.\nIn the render-preview the image is disappearing, but in the final render is there but partially and broken (i think).\n\nAttached a screenshot and a very simple blend file.\n\nI hope I am the idiot and doing something wrong, but after a full week I didn't find the answer to this strange behavior.\n\n**Edit: it seems an earlier resolved problem is back:** [#94050](94050)\nIf I switch to CPU-rendering, its working fine... :(\n\n", "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", "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", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n" ]
[ "Regression: Sculpt Brushes not supported in Multiresolution and Dyntopo Mode\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\nCaused by 6f190f7f43\n\nPopup Error \"not supported in dyntopo mode\" when trying to sculpt using Dyntopo mode turned on\n\n1.Add a cube\n2.Go to sculpt mode and turn on Dyntopo or add Multires modifier and subdivide at least once\n3.choose first brush or any sculpt brush and try to sculpt on cube>error\n", "Multires sculpting not working\nOperating system: Win 10\n\nBroken: blender-3.2.0-alpha+master.c486da0238bd-windows.amd64-release\nWorked: A few versions ago\n\nWhen you try to sculpt on a mesh with multires, a message saying \"Not supported in multiresolution mode\" shows up...\n![image.png](image.png)\nand you're unable to sculpt\n\nLaunch blender\nAdd a multires modifier to the cube\nSubdivide a few times\nGo to sculpt mode\nTry to perform a brush stroke\n\n[blender_2022-04-24_06-39-56.mp4](blender_2022-04-24_06-39-56.mp4)" ]
Blender 2.83 crashing and lagging when rendering the viewport (cycles). Operating system: Arch Linux Graphics card: GTX 1050 ti Driver: nvidia-lts-1:440.82-19 Broken: Blender 2.83 LTS (Tesded with and same issue with blender from blender.org website, Snap package and from the Arch Community Repository) Worked: There was no problems in 2.82a Suspected culprit: d712f1f83a **Description of the error** The render view (the viewport typically when working with shaders) causes the interface to get extremely lag and sometimes totally stuck when rendering the viewport. Didn't find any issue rendering 250 frames of animation, but most of the times I'm working with the nodes shades setup and I change some nodes making the viewport start rendering, using cycles, it gets stuck for something like 10 seconds and then it can crash or just continue. But I haven't been able to use blender for more than 5 minutes without a crash with this problem and lagging even when I simply change the view position on the viewport. I have tested many other files and they all have this same problem. Also happened when using CPU rendering instead of GPU. I tried using the option debug-all but I don't think there is any hint there at all. ``` Shader name: default_empty Number of SVM nodes: 3 Peak stack usage: 0 Time (in seconds): Finalize: 0.000000 Surface: 0.000002 Bump: 0.000000 Volume: 0.000001 Displacement: 0.000001 Generate: 0.000004 Total: 0.000005 I0605 16:02:45.568426 1404890 svm.cpp:66] Compilation summary: Shader name: shader Number of SVM nodes: 5 Peak stack usage: 0 Time (in seconds): Finalize: 0.000000 Surface: 0.000004 Bump: 0.000000 Volume: 0.000000 Displacement: 0.000001 Generate: 0.000005 Total: 0.000005 I0605 16:02:45.568414 1404906 svm.cpp:66] Compilation summary: Shader name: shader Number of SVM nodes: 5 Peak stack usage: 0 Time (in seconds): Finalize: 0.000001 Surface: 0.000003 Bump: 0.000000 Volume: 0.000002 Displacement: 0.000001 Generate: 0.000006 Total: 0.000007 I0605 16:02:45.568498 1404889 constant_fold.cpp:46] Folding Base Height::Value to constant (0.2). I0605 16:02:45.568521 1404889 constant_fold.cpp:46] Folding Cone Height::Value to constant (1.4). I0605 16:02:45.568538 1404889 constant_fold.cpp:46] Folding Radius::Value to constant (0.45). I0605 16:02:45.568555 1404889 constant_fold.cpp:46] Folding SideLengh::Value to constant (0.9). I0605 16:02:45.568574 1404889 constant_fold.cpp:46] Folding punchin::Value to constant (-2.15). I0605 16:02:45.568588 1404889 constant_fold.cpp:46] Folding Margin::Value to constant (3.8). I0605 16:02:45.568603 1404889 constant_fold.cpp:46] Folding NoiseNoise::Value to constant (-0.495). I0605 16:02:45.568615 1404889 constant_fold.cpp:46] Folding stripe::Value to constant (-0.04). I0605 16:02:45.568629 1404889 constant_fold.cpp:46] Folding midlevel::Value to constant (0.08). I0605 16:02:45.568642 1404889 constant_fold.cpp:46] Folding Displacement.001::Value to constant (1). I0605 16:02:45.568656 1404889 constant_fold.cpp:46] Folding DirtStrenght::Value to constant (2.7). I0605 16:02:45.568673 1404889 constant_fold.cpp:58] Folding Combine XYZ.001::Vector to constant (0.45, 0.45, 0). I0605 16:02:45.568691 1404889 constant_fold.cpp:58] Folding Combine XYZ.001::Vector to constant (0.45, 0.45, 0). I0605 16:02:45.568706 1404889 constant_fold.cpp:46] Folding Math.001::Value to constant (-0.9). I0605 16:02:45.568719 1404889 constant_fold.cpp:46] Folding Math.004::Value to constant (4.7). I0605 16:02:45.568735 1404889 constant_fold.cpp:58] Folding Vector Math.005::Vector to constant (0.2475, 0.2475, 0.2475). I0605 16:02:45.568754 1404889 constant_fold.cpp:58] Folding Combine XYZ::Vector to constant (-0.9, -0.9, 0). I0605 16:02:45.568773 1404889 constant_fold.cpp:46] Folding Math.001::Value to constant (-4.7). I0605 16:02:45.568795 1404889 constant_fold.cpp:58] Folding Vector Math.005::Vector to constant (-0.45, -0.45, 0). I0605 16:02:45.568812 1404889 constant_fold.cpp:58] Folding Combine XYZ::Vector to constant (-4.7, -4.7, 0). I0605 16:02:45.568837 1404889 constant_fold.cpp:58] Folding Vector Math.005::Vector to constant (-4.25, -4.25, 0). I0605 16:02:45.568871 1404889 constant_fold.cpp:113] Folding Math.002::Value to socket convert_color_to_float::value_float. I0605 16:02:45.568920 1404889 constant_fold.cpp:113] Folding Mix Shader.001::Closure to socket Mix Shader::Closure. I0605 16:02:45.569067 1404889 graph.cpp:675] Deduplicated 9 nodes. I0605 16:02:45.570071 1404889 svm.cpp:66] Compilation summary: Shader name: cone Number of SVM nodes: 4000 Peak stack usage: 61 Time (in seconds): Finalize: 0.000878 Surface: 0.000478 Bump: 0.000175 Volume: 0.000035 Displacement: 0.000051 Generate: 0.000739 Total: 0.001618 I0605 16:02:45.570232 1404906 device_cuda_impl.cpp:819] Buffer allocate: __svm_nodes, 64,640 bytes. (63.12K) in device memory I0605 16:02:45.570369 1404906 device_cuda_impl.cpp:819] Buffer allocate: __shaders, 256 bytes. (256) in device memory I0605 16:02:45.570436 1404906 svm.cpp:158] Shader manager updated 8 shaders in 0.0022831 seconds. I0605 16:02:45.570477 1404906 object.cpp:676] Total 1 objects. I0605 16:02:45.570567 1404906 device_cuda_impl.cpp:819] Buffer allocate: __objects, 176 bytes. (176) in device memory I0605 16:02:45.570607 1404906 geometry.cpp:1231] Total 1 meshes. I0605 16:02:45.576633 1404906 geometry.cpp:1307] Updating images used for true displacement. I0605 16:02:45.576761 1404906 device_cuda_impl.cpp:819] Buffer allocate: __object_flag, 4 bytes. (4) in device memory I0605 16:02:45.576845 1404906 device_cuda_impl.cpp:819] Buffer allocate: __object_volume_step, 4 bytes. (4) in device memory UI_menutype_draw: opening menu "NODE_MT_editor_menus" I0605 16:02:45.577569 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_shader, 204,544 bytes. (199.75K) in device memory I0605 16:02:45.577716 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_vnormal, 499,728 bytes. (488.02K) in device memory I0605 16:02:45.577925 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_vindex, 818,176 bytes. (799.00K) in device memory I0605 16:02:45.578192 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_patch, 204,544 bytes. (199.75K) in device memory I0605 16:02:45.578296 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_patch_uv, 249,864 bytes. (244.01K) in device memory I0605 16:02:45.578438 1404906 device_cuda_impl.cpp:819] Buffer allocate: __patches, 8,192 bytes. (8.00K) in device memory I0605 16:02:45.579053 1404906 device_cuda_impl.cpp:819] Buffer allocate: __prim_tri_verts, 2,454,528 bytes. (2.34M) in device memory I0605 16:02:45.579543 1404906 device_cuda_impl.cpp:819] Buffer allocate: __attributes_map, 96 bytes. (96) in device memory I0605 16:02:45.579593 1404906 device_cuda_impl.cpp:819] Buffer allocate: __attributes_float3, 9,248 bytes. (9.03K) in device memory I0605 16:02:45.580037 1404906 device_cuda_impl.cpp:819] Buffer allocate: displace_output, 495,104 bytes. (483.50K) in device memory I0605 16:02:45.580083 1404906 device_cuda_impl.cpp:819] Buffer allocate: displace_input, 499,728 bytes. (488.02K) in device memory UI_menutype_draw: opening menu "TIME_MT_editor_menus" [1] 1404486 abort (core dumped) ~/programs/blender-2.83.0-linux64/blender --debug-all ``` This is another crash: ``` (...) wm_event_do_handlers: Handling event wmEvent type:220 / RET, val:2 / RELEASE, prev_type:154 / NUMPAD_4, prev_val:2 / RELEASE, shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0, mouse:(1841,556), ascii:'', utf8:'', pointer:0x7f4ac0f5d3f8 UI_menutype_draw: opening menu "VIEW3D_MT_editor_menus" wm_event_do_handlers: Handling event wmEvent type:11 / WHEELDOWNMOUSE, val:1 / PRESS, prev_type:220 / RET, prev_val:1 / PRESS, shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0, mouse:(1271,660), ascii:'', utf8:'', pointer:0x7f4abfe5bdf8 I0605 03:34:47.383342 1303666 camera.cpp:511] Camera is outside of the volume. wm_event_do_handlers: Handling event wmEvent type:11 / WHEELDOWNMOUSE, val:1 / PRESS, prev_type:220 / RET, prev_val:1 / PRESS, shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0, mouse:(1271,660), ascii:'', utf8:'', pointer:0x7f4abfe5bdf8 I0605 03:34:47.507941 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:47.521967 1297814 device_cuda_impl.cpp:819] Buffer allocate: RenderBuffers, 11,419,200 bytes. (10.89M) in device memory I0605 03:34:47.522083 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:47.522354 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:47.536906 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:47.537266 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:47.560497 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:47.560959 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:47.614507 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:47.615080 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:47.756260 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:47.757364 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:47.902868 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:47.903980 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory wm_event_do_handlers: Handling event wmEvent type:10 / WHEELUPMOUSE, val:1 / PRESS, prev_type:220 / RET, prev_val:1 / PRESS, shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0, mouse:(1124,699), ascii:'', utf8:'', pointer:0x7f4abfe593f8 I0605 03:34:48.050220 1297814 device_cuda_impl.cpp:819] Buffer allocate: RenderBuffers, 91,353,600 bytes. (87.12M) in device memory I0605 03:34:48.050329 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:48.052258 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:48.066417 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:48.067525 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:48.092654 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:48.093850 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:48.151859 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:48.153138 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory wm_event_do_handlers: Handling event wmEvent type:2 / MIDDLEMOUSE, val:1 / PRESS, prev_type:220 / RET, prev_val:1 / PRESS, shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0, mouse:(1144,703), ascii:'', utf8:'', pointer:0x7f4abfe59338 I0605 03:34:48.490563 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:48.491914 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:48.510012 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:48.511392 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:34:48.543624 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:48.545732 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory Skipping auto-save, modal operator running, retrying in ten seconds... wm_event_do_handlers: Handling event wmEvent type:2 / MIDDLEMOUSE, val:2 / RELEASE, prev_type:220 / RET, prev_val:2 / RELEASE, shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0, mouse:(1221,703), ascii:'', utf8:'', pointer:0x7f4abfe930b8 I0605 03:34:59.571421 1297814 device_cuda_impl.cpp:819] Buffer allocate: RenderBuffers, 11,419,200 bytes. (10.89M) in device memory I0605 03:34:59.750665 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:59.775646 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory I0605 03:35:00.032346 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:35:00.032780 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory [1] 1297814 abort (core dumped) ~/programs/blender-2.83.0-linux64/blender --debug-all ``` Those lines like this: ``` I0605 03:34:59.750665 1303666 camera.cpp:511] Camera is outside of the volume. I0605 03:34:59.775646 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory ``` They always come when the interface gets stuck when the preview renderer is starting.
[ "EEVEE: Reduce viewport render time by only render needed draw passes.\nCurrently all material + effect passes are rendered even when eventually they aren't needed. This can happen when viewing a render pass in the viewport. For example:\n* Mist\n* AO\n* Shadow\n* AOV (after [D7010](D7010) has been comitted)\n* etc\n\nWe should see how we can optimize the rendering pipeline so that only the passes that are needed are drawn. This would lead to a more responsive viewport in these cases.", "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", "Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n", "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)", "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", "Viewport Compositor: Render passes support\n# Scope\n\nThis design task describes integration of multiple render passes of the same view layer to the viewport compositor.\n\nWhile ultimately multiple view layers would need to be supported as well, it will be handled separately as there more design considerations to be solved to keep performance and memory usage under control/\n\n# Overview\n\nThe overall overview of the proposal is quite simple:\n\n- Render engine provides GPU textures for all render passes.\n- The compositing is done by the draw manager from the Blender side.\n\n# Breakdown\n\n## GPU texture management\n\nThe render engine manages GPU textures on the engine side, and allows them to be bound for the viewport compositor shaders. This allows the engine to have full control over data management and synchronization for updates. For example, it allows engine to do proper initialization order for the graphics interoperability.\n\n## Overlays\n\nSome of the data which a render engine wants to visualize does not fit into the compositing pipeline, and is better suitable as an overlay. On example of such visualization is the `Active Pixels` (available with `Cycles Debug`).\n\nSuch overlays will be moved from \"being\" baked into the combined pass and instead will become a dedicated call in the render engine `draw_overlay()`.\n\nOn the render engine side it will behave the same way as the current `draw()`: \"just\" draw a texture(s) with overlays.\n\n## Data structures\n\nThe proposal is to base the data passed in the API on the `RenderResult`, and not to create a dedicated specialized data structures. This will allow maximum code re-usaiblity between the viewport, viewport compositor, final renders, and eventually GPU compositor for the final renders.\n\nThere are changes which needs to be done in the `RenderResult` in order to support this, with the final goal is to allow `RenderResult` to point to a GPU texture instead of CPU-side memory buffer. The proposal here is to:\n\n* Make `RenderResult` to use `ImBuf` to store passes data.\n* Make `ImBuf` to have GPU texture without CPU side buffer.\n\nConsiderations for such decision:\n\n* The `RenderResult` is heavily integrated into the image drawing (for the `Render Result` image data-block, multi-layer EXR images). If the `RenderResult` stores data as `ImBuf` then it will simplify drawing, which will no longer need to do shallow copies.\n* The `Image` data-block already uses GPU textures, which can be moved to the `ImBuf`.\n\n## Synchronization\n\nUpdate of the GPU texture and its use by the draw manager happens from different thread, . This is already the case where `DisplayDriver` takes care of synchronization.\n\nTo start with the synchronization strategy will not change:\n\n* The render engine will lock the GPU textures at the moment when it knows its internal render buffer is in a consistent state (in case of Cycles: when the entire wavefront finished sampling), and will copy data to the GPU textures.\n* From within the same lock the render engine will copy data needed for the overlays.\n* Once the data is copied, the render engine releases the textures lock.\n* When draw manager requests `RenderResult` it will lock the textures, and will hold the lock until the drawing and compositing pipeline is finished.\n\nThis potentially introduces wait-on-a-lock for the render thread: if the compositing takes longer than sampling.\n\nWhen CPU rendering is used it is relatively easy and beneficial to allow \"interleaving\": render more samples while the draw manager is still busy with compositing. In the case of Cycles it will mean that the `PathTrace` will need to take time spent in drawing into account and schedule more samples to fill it in.\n\nFor the GPU rendering the story is more complicated:\n\n* If the rendering and compositing done on the same GPU the interleaving might not be desired at all, as a lot of supported GPUs do not allow interleaving GPGPU and viewport rendering without performance impact.\n* If the rendering is happening on a different GPU than viewport rendering then interleaving is possible.\n\nFor the latter either engine could do a guess which GPU is used for viewport, or it would need to be a dedicated API call to provide this information explicitly.\n\n## Used render passes\n\nCurrently for the viewport render the used render passes are in the full control of the render engine. This needs to be changed to something:\n\n* Render engine provides list of supported render passes\n* The viewport compositor provides information which of them are actually needed for the viewport\n\nThe former is probably already covered with the render passes integration used to create sockets in the Render Layers nodes.\n\nThe latter one is needed to make it so unused passes do not take memory: for example if some passes are only used to write to file.\n\nThe render pass display option (currently available in Cycles, and allows to choose which render pass is displayed in the viewport) will behave more like it does in the Image Editor where it is possible to choose between Composite output and View Layer / Passes, can then can work for any render engine.\n\n", "Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "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", "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", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "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)", "Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n", "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", "MacOS: Eevee render crashes with GPU hang occurred\nLaptop: 2019 Macbook Pro 16\" \nOperating system: Mac OS Big Sur 11.1\nGraphics card: AMD Radeon Pro 5300M / Intel UHD Graphics 630 1536 MB\nProcessor: 2.6 GHz 6-Core Intel Core i7\nMemory: 16 GB 2667 MHz DDR4\n\nBroken: \n2.91.0 and 2.91.1 \n\nRender engine: eevee \nBlender crashes in rendered view or after hitting F12 (Render Image)\n> GPU hang occurred, msgtracer returned -1\n\n\nlast step taken in this file before crashing:\nMath node > function power > right side render tab > render: 64 *sample: 256* distribution: 1000\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- \"Render image\" with render engine Eevee.\n[nebula.blend](nebula.blend)\n\nI'm completely new to blender, so I hope I wrote this down correctly! \n\n\n- adding crash report file \n[crashreport.docx](crashreport.docx)\n", "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 2.90.1 lags and crashes unpredictably\nOperating system: Linux-5.4.72-1-lts-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 20.2.1\n\nBroken: version: 2.90.1\nWorked: 2.82\n\nBlender intermittently lags when performing various tasks, such as adding a subdivision surface modifier or moving to rendered mode. After several lags, Blender crashes with no crash log.\n\nUnfortunately, there is no exact formula to make the program crash. I start the program in debug mode using: blender --debug > blender-debug.log 2>&1\n\nAt the time of the last crash, here was the information contained in the log:\nSwitching to fully guarded memory allocator.\nBlender 2.90.1\nBuild: 2020-09-29 00:05:18 Linux Release\nargv- [x] = blender\nargv- [x] = --debug\nRead prefs: /home/cmhughes/.config/blender/2.90/config/userpref.blend\nread file /home/cmhughes/.config/blender/2.90/config/startup.blend\n```\nVersion 290 sub 8 date 2020-09-23 06:43 hash 3e85bb34d0d7\n```\nread file /home/cmhughes/.config/blender/2.90/config/startup.blend\n```\nVersion 290 sub 8 date 2020-09-23 06:43 hash 3e85bb34d0d7\n```\nWriting homefile: '/home/cmhughes/.config/blender/2.90/config/startup.blend' Info: Total files 0 | Changed 0 | Failed 0\nok\nInfo: Deleted 3 object(s)\n\nread file \n```\nVersion 283 sub 8 date 2020-03-12 14:53 hash 63ee3db96107\n```\nread file \n```\nVersion 282 sub 7 date 2020-02-12 16:20 hash 77d23b0bd76f\n```\nmesh_ensure_tessellation_customdata: warning! Tessellation uvs or vcol data got out of sync, had to reset!\n```\n CD_MTFACE: 0 != CD_MLOOPUV: 1 || CD_MCOL: 0 != CD_MLOOPCOL: 0\nFile \"<string>\", line 1\n .\n ^\n```\nSyntaxError: unexpected EOF while parsing\n```\nFile \"<string>\", line 1\n .\n ^\n```\nSyntaxError: unexpected EOF while parsing\nInfo: Deleted 1 object(s)\n\n\nAdditionally, looking at my system journal, I find an audit entry that mentions an \"ANOM_ABEND\" occurred:\nANOM_ABEND auid=1000 uid=1000 gid=1000 ses=1 pid=558135 comm=\"blender\" exe=\"/usr/bin/blender\" sig=6 res=1\n\nThis abend resulted in a systemd-coredump. There 40 Stack trace entries that follow. If you feel these entries are meaningful to your research, I will be happy to provide them.\n\nAny assistance you can provide will be greatly appreciated. I have been using blender on and off for the last 7 years, or so. I really enjoy the product and would like to be able to create, again.\n\nThank you for your time.\n\n\n" ]
Renderissue with instances scaled to zero on any axis Operating system: Win11 pro Graphics card: NVIDIA RTX 3070 Broken: 3.2.0 Alpha 637fe6f5ff9c, master, 2022-04-03 17:57 Worked: - Instances, scaled to zero on any axis, appear black in the viewport shading and don't show up in the render at all. Also affects objects that already have a dimension of zero on that particular axis (planes scaled to zero on Z) Instance any object on points and set their scale to zero on any axis.[instances scale.mp4](instances_scale.mp4)
[ "Color attributes in sculpt mode not showing in instance objects\nOperating system: Linux-5.15.0-47-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.226.00\n\nBroken: version: 3.4.0 Alpha\n\nWhen sculpting an object its instance reflect the changes after the stroke, but not with color attributes, you have to go out of sculpt mode to see the color attributes.\n\n1. Open a new sculpt file.\n2. Make and instance in object mode with Alt D\n3. Enter sculpt mode of the original object.\n4. Paint some color attributes\n5. Sculpt with clay brush to see the expected behavior.\n\n[Grabación de pantalla desde 17-09-22 16:08:53.webm](Grabación_de_pantalla_desde_17-09-22_16_08_53.webm)\n\n\nOne funny thing is that if you give the original object a mirror modifier, the changes to the instance are in real-time, not after the stroke, both for sculpt and for paint. But not when you sculpt or paint in the one without the modifier.\n\n\n[Grabación de pantalla desde 17-09-22 16:22:16.webm](Grabación_de_pantalla_desde_17-09-22_16_22_16.webm)\n\n", "Instanced wire objects are hidden in solid mode instead wire appearance\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nIf I instance wireframe (only edges) object with GN, I don`t see instances in Solid mode (except 1st).\nWireframe mode is okay.\n\n[GN Stack wire.blend](GN_Stack_wire.blend)\n[2021-03-19_12-47-47.mp4](2021-03-19_12-47-47.mp4)\n\n**Edit:** also can be reproduced without geometry nodes:\n[2021-04-28 13-23-38.mp4](2021-04-28_13-23-38.mp4)\n\n- Open attached file\n- Switch between Solid and Wireframe View\n[missing_wires.blend](missing_wires.blend)", "Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)", "Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n", "Zero area meshes lacking an outline (even if selected)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nZero area meshes lacking an outline (even if selected)\n\nThis came up in a special case in #85461 (Mesh. Skin modifier shows nothing in viewport, when mesh do not have root.), reporting the general case here\n[zero_area_mesh_missing_outline_when_selected.blend](zero_area_mesh_missing_outline_when_selected.blend)\n\n- Open file\n- Cube (scaled to zero in two axis) is selected but has no representation in the viewport (outline)\n- open the same file in 2.79 and observe the outline\n\nThis might very well be a Known Limitation, just bringing this up here so we have a task we can refrence if this comes up again.\n\n", "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", "GPU Subdivision: Geometry Nodes: Realize Instances node does not use the GPU version of the curve object\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Current master.\nWorked: Never.\n\nCollection Info node does not use the GPU version of the curve-objects from collection.\n\n1. Create curve.\n2. Make curve extruded.\n3. Added subdivision modifier.\n4. Create another collection.\n5. New object in another collection.\n6. Added geometry nodes:\n a. `Collection Info` -> `Realize Instances` -> `Group Output`.\n b. Set first group in `Collection Info` node.", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n", "Rendering errors with instanced volumes in cycles geometry nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0 Alpha\n\nRendering errors (and extremely slow rendering) occur in Cycles when instancing volumes using geometry nodes \n\nUsing the attached .blend, start rendering (either viewport or F12)\nFrom a startup file, add geometry nodes modifier to the cube, add \"instance on points\" node and \"volume cube\" node, attach input geometry to \"instance on points\"/points and attach Volume cube \"volume\" output to \"instance on points\"/instance.\n\n**More information**\nThis bug was re-creatable on a separate computer (vastly different specs), and does not seem to be localized to just this machine\nThe bug is achievable on both CPU and GPU compute, with both CUDA and OptiX for GPU, I was not able to test with HIP\n\n[volume-instance-bug.blend](volume-instance-bug.blend)\n", "Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n![image.png](image.png)\nDisable render for the Selected object.\n![image.png](image.png)\nClick on Bake again, and a black image will be created.\n![image.png](image.png)\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n![image.png](image.png)\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n![image.png](image.png)\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.", "Self-referencing driver works in viewport, but not in render.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional) 2.79b\n\nRotation property of object is updated in viewport, but not in render.\nIf run same script in 2.79 - all works fine both in viewport and render.\n\n```\ndef rotator():\n var1=bpy.data.objects[\"Suzanne\"].rotation_euler.z\n var3=bpy.data.scenes[\"Scene\"].render.fps\n\n new_value=var1+math.radians(var3)\n\n return new_value\n```\n\n\n[Script_bug_2.8.2.blend](Script_bug_2.8.2.blend)\n\n- run the file Script_bug_2.8.2 ('Run script', 'Update Dependecies')\n- play in the viewport - the animation works correctly\n- render (Ctrl + F12) - the animation does not work;\n\nViewport:\n[bug_video_render0001-0050.mkv](bug_video_render0001-0050.mkv)\n\nRender:\n[bug_video_render_20001-0050.mkv](bug_video_render_20001-0050.mkv)\n\n2.79 file:\n[Script_work_2.79.blend](Script_work_2.79.blend)\n\n", "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![obraz](attachment)\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![obraz](attachment)\n\nDoesn't work in OptiX. Cuda and CPU both work.\n\nOpen the .blend file and render the frame.\n\n", "Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "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" ]
[ "Zero sized normals if the object scale to zero in one axis. \nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.82 (sub 7)\n\nA 3D object with a reflective texture turns black when flattened by scaling x0 along an axis\n\n~\n\nI was rendering a transform of a reflective hemisphere from concave to convex, seeing how the reflection changes over time.\n\n- With Cycles, this works as expected. Concave is warped one way, flat is a flat mirror, convex is warped the other way.\n- With Eevee, the concave and convex reflections are fine, but for one frame where the hemisphere has become a 2D circle, it shows up black.\n\nExample file attached, saved at the half-way point in the animation where this bug occurs: [spoon.blend](spoon.blend)\n\nVideos attached to show the effect just in case this is hardware-specific and only happens on my laptop.\n\nEevee, with one black frame right in the middle:\n[spoon-eevee0001-0120.webm](spoon-eevee0001-0120.webm)\n\nCycles, everything is fine:\n[spoon-cycles0001-0120.webm](spoon-cycles0001-0120.webm)" ]
Eevee: Using 16-bit TIF images for normal maps create strange shading Operating system: Windows 10 Graphics card: GTX 1080ti Broken: Blender2.8, 2019-01-14) Worked: Blender 2.79 TIF files creates strange normal bumps 1. Create a plane and set material as a Principled Shader 2. Use a TIF image as the normal map. The shading looks strange: ![blender_2019-01-17_10-29-55.png](blender_2019-01-17_10-29-55.png) 3. Swap it with a JPG normal map and it looks fine ![blender_2019-01-17_10-30-04.jpg](blender_2019-01-17_10-30-04.jpg) The same TIF file works correctly in Cycles, so I think it's isolated to Eevee. 8-bit TIFs work fine, just 16-bits are the problem. But since 16-bit TIFs are the industry standard for avoiding stepping in normal maps, this is fairly important. Example blend: [tif_normal_bug_packed.blend](tif_normal_bug_packed.blend)
[ "Eevee Incorrect rendering of the volume\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n![image.png](image.png)\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\n", "3.5 Alpha: OSL GPU \"Displacement and Bump\" broken / not implemented\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nIf displacement maps are used via OSL the result differs from what we get as an image node\n\n\nThis is how the displacement looks like via an image node:\n![disp correct.png](disp_correct.png)\n\nAnd this when loaded via OSL OPTIX:\n![disp broken.png](disp_broken.png)\n\n\nDemo file:\n[displacement.zip](displacement.zip)\n\nDon't forget to adjust the image path in the OSL file to test:\n![grafik.png](grafik.png)\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n", "Eevee render alpha inverted when performance-high_quality_normals is off\nOperating system: windows 10 pro\nGraphics card: AMD HD8950 (driver version : 20.10.35.02)\n\nBroken: (Steam Version: 3.0/2.97/2.8/)\nWorked: (2.79 and before.(no eevee version)\n\nWhen eevee performance high_quality_normals is off, realtime render and render result seems weird. it's like alpha is inverted and sametime the light not works either.\n\nHeres render result:\nHigh quality normals ON:\n![image.png](image.png)\nHigh quality normals OFF:\n![image.png](image.png)\n\nRealtime render viewport videos\n\n[2022-02-07 16-41-56.mkv](2022-02-07_16-41-56.mkv)\n\n[2022-02-07 16-45-58.mkv](2022-02-07_16-45-58.mkv)\n\n[2022-02-07 16-38-38.mkv](2022-02-07_16-38-38.mkv)\n\n\nOpen blender and create a file, make sure high_quality_normals in eevee rendering settings is off. then switch to eevee render", "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![изображение.png](изображение.png)\n\n\nBug (2.93):\n![изображение.png](изображение.png)\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: Soft shadows causing flickering in animation and temporal AA in scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.80\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nEevee soft shadows in objects with thin reflections causes flickering in animation and temporal AA in still images. This type reflections common in interior Arch Viz.\n\nScene 1 example of flickering of soft shadows in animation. I have remove all light probes and effects to focus only light and shadows. Open attach file \"Scene1_AA_eevee.blend\".\nRender the animation with Soft Shadows ON. Then Render animation with Soft Shadows OFF.\n[Scene1_AA_eevee.blend](Scene1_AA_eevee.blend)\n\nAnimation with Soft Shadows ON. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_eevee.mp4](Scene1_AA_eevee.mp4)\n\nAnimation with Soft Shadows OFF. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_No_SShadow_eevee.mp4](Scene1_AA_No_SShadow_eevee.mp4)\n\nAnimation in Cycles for comparison. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_cycles.mp4](Scene1_AA_cycles.mp4)\n\n******************************************************************************************************\nScene 2 example of temporal anti-aliasing cause by soft shadows. I have simplify the scene 2 to focus only light and shadows. Open attach file \"Scene2_AA_eevee.blend\".\nRender Image with Soft Shadows ON. Then Render Image with Soft Shadows OFF.\n[Scene2_AA_eevee.blend](Scene2_AA_eevee.blend)\n\nRender image with Soft Shadows ON. Make sure to view at full size. Notice the temporal AA on the edges on horizontal counter, vertical counter, oven handle and oven racks.\n![Scene2_AA_eevee.jpg](Scene2_AA_eevee.jpg)\n\nRender image with Soft Shadows OFF. Make sure to view at full size. Notice the temporal AA is gone.\n![Scene2_AA_No_SShadows_eevee.jpg](Scene2_AA_No_SShadows_eevee.jpg)\n\nRender image with Cycles for comparison. Make sure to view at full size.\n![Scene2_AA_cycles.jpg](Scene2_AA_cycles.jpg)\n\n", "Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)", "Mac (Intel) + Eeeve/Metal : Possible \"ignoring\" of the 2nd UVmap on faces\nOperating system: Macbook Pro Intel (the latest before M1)\nGraphics card: Intel Iris Plus Graphics 1536 Mo\n\nBroken: 3.6.0 (latest)\nWorked: n/a\n\n**Short Description**\nOn a Mac Intel, when using Eevee + Metal backend ; (does *NOT* happened with OpenGL backend) ;\nOn a mesh plane (mostly rectangular, representing a terrain evolution, 174 k vertices, 348 k triangles).\n\nI have 2 textures, with each its own UVmap ;\nI checked the content of the UVmap, they are correct, and I was careful to assign the correct UVmap to the correct texture.\n\nThe 2nd UVmap :\n- Eevee + Metal : seems to be \"ignored\" (and the 1st UVmap is used instead)\n- Eevee + OpenGL : works okay\n- Cycles : works okay (Cycles is not configured to use \"Metal\" since it's not a M1/M2)\n\nI think that for UVmaps, \"second\" means nothing, since there should be no particular order and/or the \"order\" is hidden from the user when using only shading \"nodes\" (except in the case of a bug being triggered...)\nEspecially since I explicitly specify the \"UVmap node\" for each \"image texture\" node.\n\nYet, the order in which I created/imported them seems to have an impact here.\n\nBy \"second\" UVmap, I mean the second material and/or second UVmap in the list of Object Data's properties UV maps.\n(Selecting another UV map in the Object Data's properties has no effect, since I explicitly specify the UV map to use in the \"nodes\").\n\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to EEVEE render in viewport\n\n[bug.blend](https://projects.blender.orgattachment)\n\n| bug | no bug |\n| -- | -- |\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |\n\n<details>\n<summary> Original Report </summary>\n\nThe scene is the most simple : a mesh, and 2 materials + 2 UV maps.\nI then created an empty 3rd material, being careful to apply all faces to this 3rd material.\n\nThe shading \"nodes\" of this material is the most simple, in reverse order :\n- default \"material output\" node\n- default \"Principled BSDF\" node\n- a single \"Image Texture\" node\n- a single \"UV map\" node (of course linked UV<->Vector, and \"from Instancer\" disabled)\n\nThe 2 terrain textures which I have do not cover the same mesh area (partial overlap) :\n- One of the textures cover the whole mesh (no more, no less) : a satellite picture (an orthophoto)\n- One of the textures cover a small part of the mesh : an architect plan\nThe UV maps correctly reflects that ;\n\nWhatever Texture/UVmap I import first and then second, the second one seems to always be drawn with the UV map of the first, despite the fact that I explicitly select the second UV map.\n\nHint : If I link the UVmap \"UV\" output directly to the \"material output\" node, it seems to correctly draws the 2nd UV map colors (some square-y green + yellow + red texture, optionally some black if the texture does not cover the whole mesh).\n\nThe catch is that the problem only occurs with Eevee + Metal. It does not happened with Eevee + OpenGL nor Cycles.\n\nI would guess maybe some bug in the Metal implementation and/or Metal shaders?\n\n\nWell, I used blenderGIS to import a DEM (digital elevation map : a point cloud) + some trinagulation which yield a mesh.\nThen I used blenderGIS to import 2 terrain textures (one covering 1:1 the mesh, one way smaller).\n\nWhichever of the 2 textures I import 1st, it will always be the 2nd that has its UVmap seemingly ignored.\nNote : I checked the UV map content in the UVmap editor.\nNote 2 : I use QGIS since 2019, I made sure that the CRS (projection) are the same for all 3 datas (DEM + geotiff textures).\n\n***Based on the default startup or an attached .blend file (as simple as possible).***\n\n***My best guess***\n\nA bug in the Blender's Mac implementation of Eeveee Metal (and or /shaders) ?\n\nPlease note that my 2 textures have different coverage of the mesh, and so the UV map reflects that. Possibly the bug only occurs when it's the case.\n\n</details>", "Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n|![diffuse_color_eevee.png](diffuse_color_eevee.png)|![diffuse_color_cycles_2.93.png](https://archive.blender.org/developer/F12963470/diffuse_color_cycles_2.93.png)|![diffuse_color_cycles_3.1.png](diffuse_color_cycles_3.1.png)|\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n", "Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "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", "Alpha hashed material produces shifting artifacts when animated in EEVEE\nWhen an object with material that has alpha hashed transparency is animated in EEVEE, the noise pattern may look either unstable or shifting as shown below: \n[alpha-hashed-transparency-problem.mp4](alpha-hashed-transparency-problem.mp4)\n\n\n\nYou can observe that the artifacts on top staying in place rather than rotating with the cube while those on the sides keep flickering, thus producing shifting and unstable appearance.\n\nThe symptom is also noticeable when changing the camera position in rendered viewport mode in Blender. And it's particularly problematic in UPBGE (a fork of the old BGE based on the latest Blender source) because a game engine must animate objects in realtime with relatively small number of samples per frame.\n\nUpon an examination from the developers of UPBGE, it is found that the problem is due to the fact that the current implementation of alpha hashed transparency uses the world coordinate instead of the object space, as it is often recommended (e.g. [2017 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games](p4TYf5DDpbQ)).\n\nIt appears that a simple change from the world to object coordinate fixes the problem as shown in this [test commit (see line 80) ](e0a8638d0b255f2fc6ce778d10dd0d12a467b4d3#diff-2b8bf4f9e10009510d02c14e3659ee032c73f829de5453d6abcdf6a3f884fdfdR80), which produces the following result:\n[alpha-hashed-problem-solved.mp4](alpha-hashed-problem-solved.mp4)\n\nIt's my understanding that the [original author ]() decided to use the world matrix to avoid the difficulties with certain corner cases, like when the object is scaled by an extreme factor. However, while such a problem may be circumvented relatively easily (e.g. discard the scale information from the matrix) such a problem described above may pose more substantial issues with making an animation or rendering in realtime.\n\nSo, I hope this problem and the suggested fix may be evaluated again since we have more people interested in using Blender for such purposes now, thanks to the gaining popularity of EEVEE.", "Incorrect Fresnel layer weight shading on backfacing geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nFresnel layer weight creates a sharp boundary instead of a smooth falloff when viewed on backfacing geometry.\nIn this example there are 2 hemispheres with the same material, but the left one has inverted face normals.\n![fresnel bug.jpg](fresnel_bug.jpg)\n\n[fresnel bug.blend](fresnel_bug.blend)\n", "\"New Image\" UI improvement\nNOTE: This design is still under discussion and is incomplete.\n\n# Current Issue\n\nThe UI for image creation in Blender doesn't make it very easy to pick an optimal resolution and could be improved for usability.\n![Screenshot 2022-07-16 175721.png](Screenshot_2022-07-16_175721.png)\n\nExperienced Blender users might know that you can:\n- Drag over both fields to edit both at the same time\n- Type `*` or `/` to multiply or divide the resolutions to keep standard resolutions\n\n# Proposal\n\nWe need to make these options more obvious and readily available:\n- Add a dropdown for common resolutions (128,256,512,1024,2048,...)\n- Add a toggle to either keep image square. When disabled choose resolution for both dimensions.\n- Add an option to type in a custom resolution\n\nThis still needs mockups and further discussion.", "Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n![2.93.jpg](2.93.jpg)\n\n![2.83.jpg](2.83.jpg)", "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)" ]
[ "'Non-Color Data' from 16 bit normal map not read properly\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 59)\nWorked: 2.79a\n\nSee attached file.\n[normalmap_noncolor_data_bug.blend](normalmap_noncolor_data_bug.blend)\n16bit normal map is not displayed properly when I select \"Non-Color Data\".\n\n![noncolor_data_bug_01.PNG](noncolor_data_bug_01.PNG)\n![noncolor_data_bug_02.JPG](noncolor_data_bug_02.JPG)\nIt works properly when I choose \"Color.\"\n\n![noncolor_data_bug_03.JPG](noncolor_data_bug_03.JPG)\n\n**EDIT:**\nOk, the problem goes away when you restart file. Here's how to reproduce it:\n\n - Create new image\n - In the image node select \"Color\" **before** opening the image\n - bake normal map\n\nDemonstration:\n[Desktop 2019.04.26 - 14.22.00.03.mp4](Desktop_2019.04.26_-_14.22.00.03.mp4)\n\n**EDIT 2:**\nIt turns out whether Non-Color or Color works depends on which one was selected when you saved the file. Open the file:\n[non_color_data_bug.blend](non_color_data_bug.blend)\n\n - change from Non-Color to Color - normals are now wrong\n - save\n - revert the file - normals are now good\n\n[Desktop 2019.04.26 - 15.26.30.04.mp4](Desktop_2019.04.26_-_15.26.30.04.mp4)\n", "Wrong reflections in EEVEE using 16-bit normal maps\nOperating system: Windows 7 Professional 64-bit\nGraphics card: NVIDIA GeForce GTX 780\n\nBroken: 2.80, 2018-12-22, Hash : dafaa6f22881\n\nReflections are \"warped\" when using a 16-bit png as normal map.\n\n- Add and scale up a plane just under the default cube in the default startup file.\n- Make a material for the plane, set Metallic to 1 and Roughness to 0 to see the results easily.\n- Enable Screen Space Reflections in Render settings.\n- Add a 16-bit normal map (png) and hook it up to Normal through a Normal Map node.\n- Change the Imaga Texture node from Color to Non-Color Data.\n\nIn my tests it looks fine when you do it in this specific order, but if you for instance save the file, reopen and go to EEVEE the reflections are warped.\n\nRemoving the texture, and importing it again will fix it again, but only if you hook it up in Color mode before switching to Non-Color Data, and not if you set the Image Texture node to Non-Color Data before you connect it. But saving and reopening will break it again.", "Wrong colors with some float TIFF files\nOperating system: Windows 10 Pro 10.0.17134 Build 17134\nGraphics card: Nvidia 660 GTX\n\nBroken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-30 00:46, hash: 4c31bed6b46, type: Release\nPrevious versions (2.79 and earlier) are broken too in similar ways.\n\nSome float TIFF files get rendered in wrong colors in eevee or cycles. Even though the image looks correct in the image viewer, it will show wrong colors in the render. But i mainly tested normal maps, so the report will be about normal maps.\n\nHere are some example outputs which compare the original float TIFF image with a version externally converted to integer. The image is applied as normal map, both versions of the normal map look the same in any external program or even the blender image viewer, but they render differently. Left uses the original image and right uses the converted image:\n\n| Description | Example output |\n| -- | -- |\n| Rendered in eevee | ![Eevee.png](Eevee.png) |\n| Rendered in cycles, but files are not packed into the blend file | ![Cycles unpacked.png](Cycles_unpacked.png) |\n| Rendered in cycles, but files are packed into the blend file | ![Cycles packed.png](Cycles_packed.png) |\n\nI'm not sure yet, but it seems it doesn't happen with all float RGB TIFF images. I could only reproduce it with normal maps i have here. Some float RGB TIFF images for the base color didn't show any huge color differences in the output.\n\nHere is a blend file from which the above examples where created from. For some reason it makes a difference for cycles if the images are packed into the blend file, so you may unpack or repack the two textures to test. To reproduce the behaviour, just open the file in blender 2.8 and display the viewport as LookDev or Rendered. [tiffbug.blend](tiffbug.blend)" ]
move clip editor mask mode selection button reversed Operating system: Windows-10-10.0.17763 64 Bits Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15025.1002 Broken: version: 2.80 (sub 59) Worked: (optional) In move clip editor mask mode, selection of handles is reversed. If left is set for selection right mouse button is used, If the right mouse button is set for selection, left mouse button is used. Open blender, open a movie clip editor, go to mask mode, import footage ctrl+right mouse button drag to create curve nodes. Select the nodes with the mouse. This bug is not present in the image editors mask mode.
[ "Knife cursor goes away when dragging status bar to see options\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nWhile using the Knife tool, and using middle mouse click and drag to see all options within the status bar, the knife cursor changes to the edit cross cursor. This doesn't happen when using the mouse wheel to scroll through the status bar. It also doesn't happen using the Knife Active Tool, only when pressing K to launch the tool.\n\n1. Press K in Edit Mode to launch the knife tool\n2. Move the cursor over to the status bar, where the options for the tool are shown.\n3. Middle Mouse click and drag left and right to scroll through the status bar.\n\n[Knife cursor dissappears.mp4](attachment)\n\n", "Edit mode has two different knife tools\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\n\nThe knife tool accessed through the button on the left side panel is different from the one accessed through the shortcut K, as the latter is not affected by settings.\n[1506-2326.mp4](1506-2326.mp4)\n\nChange the settings of the knife tool and notice they don't reflect when it's accessed through the shortcut.\n", "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", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested.", "VSE: Tool option Drag options exposed in Annotation & Sample Tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag options shouldn't be exposed in the Annotation and Sample Tool, as it doesn't make sense to change dragging behaviour in these tools:\n![image.png](image.png)\n\n", "Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n", "Add In Front/Visible option to lasso and box mask tools\nCurrently Box Mask and Lasso Mask create the mask through the object, which is not useful in some cases. There should be an in front option to change this behavior. \n\nImplementing this by checking the vertex normal and view direction is trivial, but it won't work as expected on models with occluded vertices facing toward the view. We should evaluate if it is possible to implement vertex occlusion test in sculpt mode. If it is not, then we can use the vertex normal implementation. ", "Remove/Update \"Emulate Middle Mouse\" preference\nThis task is to check if it is reasonable to remove the emulate middle mouse option.\n\nBlender 2.7x didn't allow left-click-select and emulate middle mouse to be enabled at once, this never worked - it's just that in 2.8x we allow both options to be enabled at once with key-conflicts.\n\nSince I don't use a touch-pad on macOS / ms-windows, I'm not sure how common it is that middle-click gestures are enabled without having to manually configure it.\n\nAre there systems where using a middle-click still isn't practical?\n\nOptions could be:\n\n- Remove this preference.\n- Remove the keys that use Alt-LMB *(means re-working the keymap in some places)*.\n- Use an alternative shortcut that doesn't conflict, eg: OSKey (Cmd / Super / Windows-Key).\n\n *(By default this conflicts on Linux with many window-managers, these would need to be re-configured not to use Super-LMB).*\n\nUnless this is given some attention it's likely Alt-LMB will be used more, to the point Emulate-Middle-Mouse preference isn't useful and we'll need to remove or document all it's known limitations and accept Blender isn't fully usable with this enabled. \n\n----\n\nThere are currently conflicts using with emulate middle mouse\n\n- Number Button Alt-Drag to change all other selected items #69053 (Emulate 3 Buttons doesn't work with ALT Modifier key on UI buttons)\n- Edit-Mesh: Edge-ring de-select isn't possible.\n- Alt-MMB-drag to change views.\n- Un-clamped vertex slide can't be confirmed.\n- Grease Pencil, Circle Primitive\n- Weight Paint Gradient\n- Loop select *(Worked around with double-click, but not very convenient since selecting boundaries requires quad-click).*\n\nHere is a full list of potential conflicts in the default keymap.\n\nAre we serious about resolving these or would it be better to drop this option? \n\n----\n\nFrom a search of the code:\n\n```\ncat release/scripts/presets/keyconfig/keymap_data/blender_default.py | \\\n pcregrep \"(LEFTMOUSE|TWEAK_L|params.select_mouse|params.action_tweak|params.action_mouse).*alt\\\":\"\n```\n\n```\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"shift\": True, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.backimage_sample\", {\"type\": params.action_mouse, \"value\": 'PRESS', \"alt\": True}, None),\n (\"node.move_detach_links_release\", {\"type\": params.action_tweak, \"value\": 'ANY', \"alt\": True}, None),\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"shift\": True, \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"gpencil.primitive_line\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_box\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_circle\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_curve\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n```\n\n", "Fill material act weird when two layers masks each other and one of them has Fill Holdout material \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n", "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", "Animation: operator to lock all non-selected channels in graph editor\nCurrently the graph editor has an operator to HIDE all non-selected channels by using the hotkey Shift+H:\n```\nbpy.ops.graph.hide(unselected=True)\n```\n\nThere is no operator that lets you protect all non-selected channels - you can only select the protected channel by pressing the TAB hotkey.\n\nIdeally we would have a similar operator for consistency:\n```\nbpy.ops.graph.protect(unselected=True)\n```\n\nHowever, there is an _existing_ operator that seems like it should work, but may be broken.\nThe mode parameter has multiple options - TOGGLE and INVERT being two of them..\n```\n# Toggles the selected channel(s) locked or unlocked\nbpy.ops.anim.channels_setting_disable(mode='TOGGLE', type='PROTECT') \n```\nThe 'INVERT' mode seems like it should lock the inverted channels - but it currently does exactly the same as 'TOGGLE':\n```\nbpy.ops.anim.channels_setting_disable(mode='INVERT', type='PROTECT') \n```\n\nIs this simply a bug in bpy.ops.anim.channels_setting_disable?", "Keymap - Different shortcuts & keymaps are mistakenly merged \nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: Blender 3.0\n\nWhen swapping the Select Edgering and Pick Shortest path operators around in my custom keymap, the two functions were mistakenly merged by Blender, despite being two different operators and despite having different inputs associated. \n[Keymap items disappear.mp4](Keymap_items_disappear.mp4)\n\nAs you can see at the end, there no longer was any keymap with Pick Shortest path within the Mesh category. \nTo further help trouble shooting, these were all the keymap items that had Shift+LMB associated within the Mesh category.\n![afbeelding.png](afbeelding.png)\n\n**Steps to reproduce**\n1. Go to Edit > Preferences > keymap editor\n2. Load my keymap: [SW_WindowV2_done_a.py](SW_WindowV2_done_a.py) > For some reason it doesn't occur in Blender when factory reset, the only difference with my version is that I added a shortcut to Edit > Preferences > Ctrl + K, changed some navigation settings and loaded my custom theme before saving preferences, so it is very very close to being factory reset.\n2. Go to > 3D view > Mesh > Mesh (Global)\n3. Locate the Edge Ring select and Pick Shortest path entries\n4. Copy the operator names to the clipboard\n5. Replace the \"mesh.shortest_path_pick\" operators with \"mesh.edgering_select\"\n6. Replace the \"mesh.edgering_select\" operators with \"mesh.shortest_path_pick\"\n7. Set the options like the image below:\n![afbeelding.png](afbeelding.png)\n8. Notice that when the buttons are configured to be the same (shift + LMB), click and double click are merged across two different operators. \n\nSee: [Keymap items disappear - Steps to reproduce.mp4](Keymap_items_disappear_-_Steps_to_reproduce.mp4)\n\nE: This bug also occurs when I remove the old \"mesh.shortest_path_pick\" operators and edit the top two items under 3D view > Mesh > Mesh (Global) to become \"mesh.shortest_path_pick\" with Shift + LMB click and Ctrl+Shift + LMB Click.\n\nAlso, it does not occur if I remove the old operators and add new items to the keymap with these operators.\n[2022-01-17 15-28-30.mp4](2022-01-17_15-28-30.mp4)\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", "Copying in edit-mode copies the entire object, not the selection\nthere is an issue occurs when a part of (mesh) is copyed in the edit mode \nwhat happens when copying one part of a (mesh) and pasting it\nyou suppose to get this part only pasted ,but instead you get the whole (mesh) pasted\n\nfor examble if you have a cube model with a single face selected in the edit mode \nif you copyed then pasted it the result is the whole cube modele is pasted rather than the single face \n \n![1.png](1.png) \n\n![2.png](2.png)", "Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n" ]
[ "Video mask bindings with left click select not working as intended\nWindows 7\nTitan X\n\nBroken: 2.80 Apr 7 build\nWorked: 2.79\n\nCtrl - right click creates and draws a mask, where it should be Ctrl - left click\n\nTry to draw a mask using Ctrl left click. When that doesn't work, try using Ctrl right click. " ]
Eevee Grass flickering System Information: Operating system: Windows 10 Graphics card: RTX 2080Ti CPU: Intel i9 9900K Broken version: 2.82a Short description of error: Grass flikering in Eevee engine, as you can see in this video example: NT1xwBta_yc Exact steps for others to reproduce the error: Open the grass file, and render the animation, then play the animation and you will see that grass is flickering. --------------------------------- The only workaround I found at this point is by using a different software to remove the noise: Example DE:Noise for Premiere denoise/ The result after apply DE:Noise plugin: yRTKW3kwgZ0 Hope Blender can handle this in future, or maybe is a bug. [Grass.blend](Grass.blend)
[ "Regression: Performance regression after support modifiers on curve objects commit\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nCaused by b9febb54a4\n\nPerformance regression playing timeline this this file (Modified Mr Elephant):\n\n[mr_elephantAnimed.blend](mr_elephantAnimed.blend)\n\nOpen the file and play the timeline in eevee rendered mode.\n\nFirst problematic commit: b9febb54a492ac6c93802fb0aa189d4c3fd99b0b\n\nPerformances before:\n80 fps on my system (idk why the framerate is not limited to 60 btw)\n\nPerformances after:\n41 fps on my system\n", "Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.", "The Viewport Display setting of Particles affect the Render result with Eevee \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 390.116\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Viewport Display setting of Particles affect the Render result with Eevee \n\nWith Particles selected Change \"Display as\" to \"Path\" in Viewport Display setting and Render with Eevee . error : Pathes will be dislpayed in render result \n[partical_render.blend](partical_render.blend) press render\n\nFrom other reports what is also affected:\n- `Viewport Display` > `Strand Steps`\n- `Viewport Display` > `Amount`", "Eevee preview nodes with drivers performance drop Round 2\n[NodesPerformanceDropRound2.blend](NodesPerformanceDropRound2.blend) this is extend of previos task #71214\nSystem Information\nOperating system:Windows 10\nGraphics card: GeForce GTX 1060\n\nBlender Version\nBroken: Blender 2.81 Beta aff6446e064f and 2.82 Beta 092deb88b074\nWorked: 2.8\n\nShort description of error\nComplex shader with large amount of math nodes and with drivers slow down performance\nin 2.8 60 fps\nin 2.82 30 fps\n\nExact steps for others to reproduce the error\nCreate material with 30 node groups contains 30 math nodes, add driver to shader. Set viewport to material preview and watch performance droping", "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)", "EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n", "Eevee motion blur causes ghosting on image sequences when steps are greater than one\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nAlso tested on Windows-10-10.0.19041\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\n\nThe next frame of an image sequence/video texture is added onto the current one when the step count in Eevee's motion blur is any value greater than one.\n\n![image.png](image.png)\n\nDemo file: [blur.blend](blur.blend)\nVideo used: [demo.mov.zip](demo.mov.zip)\n\n1. Create a material that references a video or image sequence in any form\n2. Turn on motion blur and set step count to any value greater than one\n3. Render", "EEVEE-Next Irradiance Baking\nDue to time constraints it isn't possible to start implementing a solution that leverage raytracing. So the implementation will try to minimize the amount of changes to the current system while cleaning up the implementation and changing the baking algorithm.\n\nHere are the reference papers the new solution will be based on:\nSIGGRAPH2022-Advances-Enemies-Ciardi%20et%20al.pdf (Probe-based lighting section)\nHobson_Josh_The_Indirect_Lighting.pdf\n\nOne remaining unknown is whether or not we keep the light-grids behavior as it was in the original EEVEE or if we go for a single large light-grid structure.\n\nHere is a breakdown of the tasks:\n- [x] #105802 Add debug visuals for surfels.\n- [x] Port Irradiance Cache display.\n- [x] Port Spherical Harmonics lib & BSDF lib and add unit tests.\n\n#### Milestone: Dummy irradiance grid displaying.\n- [x] Rewrite cache structure load / store.\n- [x] Rewrite light-cache baking in C++ with new draw-manager and unit-tests.\n\n#### Milestone: Baking, Saving to and Loading from disk should work.\n- [x] Make shader variation to output surfel.\n- [x] Bin surfels to ray tiles.\n- [x] Sort surfels in ray tiles, dead simple sorting for now.\n- [x] Traverse the rays and add contribution to nearest surfels.\n- [x] Insert irradiance samples to ray list.\n- [x] Project result to irradiance grid.\n\n#### Milestone: Irradiance baking fully works.\n- [x] Add indirect diffuse contribution to BSDFs\n- [x] #110386 Add dilation for invalid lightprobes\n- [x] #110312 Add sampling biases\n- [x] #110851 Add leak prevention\n- [ ] #106449 Finalize the design and implement the behavior of multiple irradiance grid.\n\n#### Bugs / Cleanups\n- [x] Add memory budget option\n- [ ] Add safety check for out of memory cases\n- [x] #110858 Add back intensity option\n- [x] #110858 Add back clamp option to avoid fireflies\n- [ ] Add smooth transition between irradiance volumes\n- [ ] Fix append / link of baked data\n- [ ] Add back capture bounds parameters\n- [ ] Add option on light and object to exclude from irradiance cache\n- [ ] Add option on material to be considered double sided by irradiance bake\n\n#### Milestone: Irradiance bake minimum-viable-product for 4.0 release.\n\n#### Extended targets\n- [ ] Support transparency\n- [ ] Support translucency\n- [ ] Support volumes during baking\n- [ ] Sky visibility baking\n- [ ] Auto Sample Resolution based on density\n- [ ] Sparse grid\n- [ ] Light injection\n- [ ] Multi-LOD grid\n\n#### Dropped features (not considered regressions)\n- Capture Clip Near / Far distances: Capture is done for the whole scene.\n- Bounce Count: Light transport is done using an infinite number of bounce and converge to the correct solution with more added samples.\n", "Eevee: Occasional render glitches when using attribute node\nOperating system: Linux, specifically KUbuntu with X11\nGraphics card: RTX 3080 (Driver Version: 530.30.02, CUDA Version: 12.1)\n\nBroken: 2.93 - 4.0.0 Alpha, 2023-06-29, f47eed749eaf\nWorked: 2.92 (as available on Steam)\n\nUsing an attribute in an Eevee material causes occasional but severe render glitches. This does not happen consistently on any particular frame. It does not happen when rendering from the command line with `--background`.\n\nTo reproduce, render an animation with the attached Blender file. One in every 50 frames or so are corrupted. Occasionally it gets most of the way through the animation before ever producing a bad frame.\n\nThis file is basically the startup file with two changes:\n1. An attribute node with the name set to \"Color\" is plugged into the base color on the default material.\n2. The sample count is lowered to one. (The issue persists without this, but with a higher sample count, some samples glitch and others do not. The final image is a mix of the glitched and regular samples.)\n\nI have ensured that this is not a problem with my particular Blender settings by deleting everything in `~/.config/blender/4.0/config` and selecting \"Save New Settings\" in the splash screen before opening and rendering the file in the 4.0.0 alpha.\n\nNormal frame:\n![Normal Frame](attachment)\n\nCorrupted frame (as rendered in 2.93, some other versions simply display a transparent hole where the cube was without affecting the background):\n![Corrupted Frame](attachment)\n\n", "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.", "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.", "EEVEE: Blender Crashes when rendering specific File\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.93.0\nWorked: (N/A)\n\nBlender crashes when rendering specific file. It only seems to happen with this file - when I render other (even larger) files with the same inputs it works fine, but with this one it crashes every time. The error message is EXCEPTION_ACCESS_VIOLATION, but I received the data from an open source website and it is placed in a folder on my computer that I have full access to. Debug report: [blender_debug_output.txt](blender_debug_output.txt)\n\nSave NZ_Compressed40pc.jpg to desktop ![NZ_Compressed40pc.jpg](NZ_Compressed40pc.jpg)\nOpen Dev.blend\nIn the shader editor for the plane, ensure the image texture has NZ_Compressed40pc.jpg linked as input.\nRender>render image\n\nTest File:\n[Dev.blend](Dev.blend)\n", "EEVEE baking\n", "Eevee Depth of field creates white outline\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.93.2 Release Candidate\n\nwhite outlines appear on out of focus objects\n![image.png](image.png)\n\n- open attached file and turn to rendered mode\n\n[dof bug recovered.blend](dof_bug_recovered.blend)\n", "Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n![rtc.png](attachment)\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n" ]
[ "Eevee: Soft shadows causing flickering in animation and temporal AA in scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.80\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nEevee soft shadows in objects with thin reflections causes flickering in animation and temporal AA in still images. This type reflections common in interior Arch Viz.\n\nScene 1 example of flickering of soft shadows in animation. I have remove all light probes and effects to focus only light and shadows. Open attach file \"Scene1_AA_eevee.blend\".\nRender the animation with Soft Shadows ON. Then Render animation with Soft Shadows OFF.\n[Scene1_AA_eevee.blend](Scene1_AA_eevee.blend)\n\nAnimation with Soft Shadows ON. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_eevee.mp4](Scene1_AA_eevee.mp4)\n\nAnimation with Soft Shadows OFF. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_No_SShadow_eevee.mp4](Scene1_AA_No_SShadow_eevee.mp4)\n\nAnimation in Cycles for comparison. Make sure to play video at full size. If not video will be alias by the video player.\n[Scene1_AA_cycles.mp4](Scene1_AA_cycles.mp4)\n\n******************************************************************************************************\nScene 2 example of temporal anti-aliasing cause by soft shadows. I have simplify the scene 2 to focus only light and shadows. Open attach file \"Scene2_AA_eevee.blend\".\nRender Image with Soft Shadows ON. Then Render Image with Soft Shadows OFF.\n[Scene2_AA_eevee.blend](Scene2_AA_eevee.blend)\n\nRender image with Soft Shadows ON. Make sure to view at full size. Notice the temporal AA on the edges on horizontal counter, vertical counter, oven handle and oven racks.\n![Scene2_AA_eevee.jpg](Scene2_AA_eevee.jpg)\n\nRender image with Soft Shadows OFF. Make sure to view at full size. Notice the temporal AA is gone.\n![Scene2_AA_No_SShadows_eevee.jpg](Scene2_AA_No_SShadows_eevee.jpg)\n\nRender image with Cycles for comparison. Make sure to view at full size.\n![Scene2_AA_cycles.jpg](Scene2_AA_cycles.jpg)\n\n" ]
VP9 source video results in borked render Operating system: Arch Linux Graphics card: AMD Polaris 22 (DRM 3.42.0, 5.14.12-arch1-1, LLVM 12.0.1) Broken: 2.93.5, commit date: 2021-10-05 12:04, hash: a791bdabd0b2 After importing VP9 video and trying to render I got blocky render. ![0007.jpg](0007.jpg) ![0006.jpg](0006.jpg) 1. Loaded default environment and chose "Video Editing" 2. Uploaded video file 3. Made simple modifications (split, audio replacement) without touching video parameters 4. Render video Source video information (from `ffmpeg -i`): ``` Input #0, matroska,webm, from 'filename.mkv': Metadata: ENCODER : Lavf58.76.100 Duration: 00:03:20.11, start: 0.000000, bitrate: 348 kb/s Stream #0:0(eng): Video: vp9 (Profile 0), yuv420p(tv), 480x360, SAR 1:1 DAR 4:3, 24.87 fps, 24.87 tbr, 1k tbn, 1k tbc (default) Metadata: DURATION : 00:03:20.000000000 Stream #0:1: Audio: aac (LC), 44100 Hz, stereo, fltp (default) Metadata: HANDLER_NAME : SoundHandler VENDOR_ID : [0][0][0][0] DURATION : 00:03:20.109000000 ``` I do not use accelerated rendering. I tried to change output parameters for video: - Raw PNG frames - MPEG-4 + H.264 Good - MPEG-4 + H.264 Loseless - MKV + H.264 Good - WebM + VP9 Good Every time render gets borked. Preview shows original quality which isn't as bad as seen on screenshots. When I converted source from MKV+VP9 to MPEG-4+H.264 blender finished render without artifacts.
[ "EXR reading : dimensions are based on dataWindow (not displayWindow), leading to e.g. Renderman Cryptomatte processed wrongly by Blender compositor\nOperating system: MacOS Sonoma Beta\nGraphics card: AMD RX6600XT \n\nBroken: ( 3.6, c7fc78b81ecb, release, 2023-06-27 )\nWorked: (none)\n\nRenderman cryptomatte pass images are read wrongly by blender compositor. It is changing the height of the image, based on the alpha, instead of keeping a fixed size. Even Blender 3.6.1 latest version has same issue. \n\n1. create a simple scene with spheres and cubes. leave empty space at the top of frame. \n2. render images with crypto matte using render man addon. \n3. bring the images into blender compositor using cryptomatte node.\n\n", "Compositor: Viewport issues when zoomed in\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera is not fully in view.\n\n\n* Open this file: [zoomed_in.blend](attachment)\n* Notice that in the viewport the view is zoomed in inside the camera view.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the entire camera is in view:\n![image](attachment)\n\n", "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.", "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![test_bake.png](test_bake.png)\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)", "VSE: The blend and opacity settings that strips are created with does not match the default values they revert back to\nOperating system: Linux-5.4.0-80-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nStrips are created by default with blend method \"Cross\" and blend opacity \"1\", however reverting to default values results in \"Replace\" and \"0\".\n\n- Open VSE\n- Add/create any strip\n- Under strip properties in sidebar, note that blend method is \"Cross\", and opacity value is \"1\"\n- Choose \"Reset to default value\" from context menu for both of these settings\n- Blend method will change to \"Replace\"\n- Opacity value will change to \"0\"", "(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", "Using python handlers introduces artifacts with EEVEE motion blur\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\n\nRendered image has \"wrong\" motion blur\n\n0. Open attached .blend file\n[motion_blur.blend](motion_blur.blend)\n1. It contains a script, which sets the cube position via a follow path constraint based on the current frame:\n![script.PNG](script.PNG)\n2. Set motion blur steps to 1, render:\n![1_step.png](1_step.png)\n3. Set motion blur steps to 8, render:\n![8_step.png](8_step.png)\n", "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", "The Viewport Display setting of Particles affect the Render result with Eevee \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 390.116\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Viewport Display setting of Particles affect the Render result with Eevee \n\nWith Particles selected Change \"Display as\" to \"Path\" in Viewport Display setting and Render with Eevee . error : Pathes will be dislpayed in render result \n[partical_render.blend](partical_render.blend) press render\n\nFrom other reports what is also affected:\n- `Viewport Display` > `Strand Steps`\n- `Viewport Display` > `Amount`", "Video Editing: \"Set Render Size\" does not respect Crop settings of selected video strip\nOperating system: Windows 8.1\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.2\n\n\nIn the Video Editing workspace, video strips can be cropped through the sidebar.\nBut even when a clip's size is adjusted through this crop, the command \"Set Render Size\" (Strip>Movie Strip>Set Render Size / sequencer.rendersize) will set the render size to the strip's ORIGINAL dimensions prior to cropping, rather than the adjusted ones.\n\n\n1. Open a new file based on the default \"Video Editing\" setup.\n2. Import a video strip into any of the channels on the Sequencer.\n3. In the sidebar on the right (the one toggled with the N key), expand the \"Crop\" menu entry on the right (the third from the top after Compositing and Transform).\n4. Adjust the Left, Right, Top and Bottom values to crop the video\n5. In the menu at the top of the Sequencer, click Strip->Movie Strip->Set Render Size (or use the F3 command search and execute the \"Set Render Size\" command from there)\n6. The render size will have adjusted to the video strip's original dimensions, ignoring your crop settings.\n\n![image](attachment)\n\n", "Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**![transp_artifacts.png](transp_artifacts.png)\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n", "VSE - Bad interpolation in exported audio\nBroken: 2.80\n\nExported audio from the VSE is not properly interpolated, creating a 'stair-stepped' pattern when it should be smooth.\n![Untitled3.png](Untitled3.png)\nChannel 1 is the original waveform with keyframe applied, channel 2 is the timeline exported to wav, and imported back in.\n\nAlso, there appears to be a delay on the animation by a frame - the fade in should be at full volume on frame 7, but it reaches full volume at frame 8 on the exported waveform.", "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", "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%%%", "After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee." ]
[ "VSE: Block artefacts in WEBM video on preview or export\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: 2.93.2\nWorked: blender-2.93.1\n\nWhen I import a WEBM video (Codec: Google/On2's VP9 Video (VP90) according to VLC) I downloaded from YouTube in the WEBM container I get block artefacts in the video (in the render as well as in the preview window of the sequence editor)\n\nThis is how rendered image and video files look:\n![blender 2.93.4 bug webm block artefacts 1.png](blender_2.93.4_bug_webm_block_artefacts_1.png)\n![blender 2.93.4 bug webm block artefacts 2.png](blender_2.93.4_bug_webm_block_artefacts_2.png)\n\nAdd following video to VSE\n[F10551482](About_that_Discord_server....webm)" ]
Rather atrocious artefacts in Cycles render: only when motion blur enabled Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72 Broken: version: 2.92.0 [Rather atrocious artefacts in Cycles render: only when motion blur enabled] [Load the attached scene, point it at the attached Alembic file (with the same 'MeshSequenceCache' parameters: Frame Offset=-150), and try rendering with and without motion blur in Cycles, you should get the same horrendous artefact on or around frame 161. As you can see in this clip, it renders fine in Cycles without motion blur, and also fine in Eevee with motion blur. And obviously you can't 'see' the issue in the viewport in any mode. [Cycles_MotionBlur_Issue.mp4](Cycles_MotionBlur_Issue.mp4) So this is an Alembic, created in Blender (2.79) from a rigid body sim, and apparently completely 'clean' unless rendered in Cycles with motion blur enabled. It looks *deeply/suspiciously* similar to a motion blur artefact I reported about 3 years ago (#57669) apparently deemed 'low priority', but as I am now getting this issue (or something extremely similar) with an entirely different type of source object (and it is also completely wrecking an animation I am trying to do for a real job), I'm wondering if this will ever get fixed, or will this just remain a 'skeleton in the closet' which may well occur again. I would be extremely happy to be told there is a simple 'fix' for this issue, and that it is in fact a completely different issue, but it seems only to *be* an issue if Cycles is used with motion blur, so I'm at a complete loss as to what to do, or change, to fix it. As I found this in an animation I'd spend a couple of days rendering (Open VDBs involved), and there were several un-useable frames scattered here and there throughout the sequence; I would be just as happy not have to completely re-do the rigid body sim, re-export the alembic, and then spend another day or so rendering, just to discover another few random frames are un-useable, and I have to go back to the drawing board again is it were.] [ShatteredMoon05a.abc](ShatteredMoon05a.abc) [MotionBlur_Test01.blend](MotionBlur_Test01.blend)
[ "Motion Blur is rendered on dead particles\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5600M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n(Tested also on a Windows 10 PC + Nvidia GTX 1080)\n\nBroken: version: 2.93LTS, 3.5\n\nMotion blur is rendered on dead particles that are still visible, such as particles that die on collision. Same for Eevee and Cycles renders, baked and not baked particles.\n\n![motionblur.png](motionblur.png)\n\n- Enable default motion blur in either Eevee or Cycles.\n- Use a plane to create a Particle System with **Render** > **Extra** > **Dead** and **Physics** > **Deflection** > **Die on Hit** options ticked\n- Render particles as object, preferably something where it is easy to see the motion blur\n- Add a plane with a **Collision** modifier under the particle system\n- Render a frame where some particles are dead and are no longer moving on the collision plane.\n\n[motionblur.blend](motionblur.blend)\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", "GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n", "Alembic Render Procedural is not working in \"Viewport Render\" and \"Normal Render\" and with \"Collection Instances\"\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Beta\n\nAlembic Render Procedural not working in \"Viewport\" and \"Render\" and with \"Collection Instances\"\n\n\n- Import Alembic file\n- Duplicate it \"Shift+D\" or \"Alt+D\", or use it inside collection through\"Instance Collection\"\n- turn on \"Use render Engine Procedural\"\n in the viewport it will display as boxes, but in \"Viewport Render\" will disappear, in \"Normal Render\" will disappear also.\n\n@kevindietrich", "After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee.", "Geometry Nodes: Weird RayCast Accuracy\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\n\n![image](attachment)\nThe black dots inaccuracy only appears on the point domain. On the face domain everything is expected.\n\n", "Path Guiding: Cycles in viewport produce inconsistent results\nOperating system: Windows 11\nGraphics card: Geforce 1660S\n\nBroken: 3.5\n\nJust moving the camera around the viewport gives inconsistent cycles renders. I am not sure if it's directly related to path guiding as the issue is only visible in the mirror caustics.\n\n![Screenshot_12.png](attachment)\n![Screenshot_13.png](attachment)\n\n", "Solid mode in EEVEE looks pixelated (NEW)/ CYCLES in GPU 3D AMD driver problem (OLD KNOWN Problem)\n**Xeon E3 1230 V2 - 16Gb RAM**\nOperating system: Windows 10\nGraphics card: AMD RX 570 8Gb VRAM\n\n**Blender Version 2.92.0**\n\n\nI opened an old work of mine that I was mading on same 2.92.0 before. Today when I opened the solid mode as default and appears very pixelated and like matrix effect, as AMD error was giving in Cycles before... \nMaybe is AMD driver problem or materials render data. \nSome months ago was Cycles incompatibility. Cycles is still working only on CPU and now Eevee have problems in solid mode. \nI've tested in 2.83.5 version and worked. ![2 83 5 cycles .jpg](2_83_5_cycles_.jpg)\n\n![eevee 2 83 5 .jpg](eevee_2_83_5_.jpg)\nattached photos. In 2.92.0 isn't \n\n**Work in a project\nfews days later (about 20 days) open the archive and solid mode was pixelated ![Sem Título-gdf1.jpg](Sem_Título-gdf1.jpg) ![bug blender.jpg](bug_blender.jpg)\n\n[estilizada unir cabeca retopo.blend](estilizada_unir_cabeca_retopo.blend)\nBased on the default startup or an attached .blend file (as simple as possible).", "Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)", "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![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "Noise nodes with high detail and lacunarity values outputs erratic values\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: ?\n\nLacunarity option was exposed with 0702c24a36. Not sure if that commit caused or exposed this issue because I don't think there was a way to change lacunarity value at user-level before that. Maybe the latter since Musgrave and Voronoi textures seem to have similar issues with high values.\n\nNoise node with high detail and lacunarity values outputs erratic values (values outside of the expected range, nan, inf) in Geometry Nodes. It seems there's no issue in Shader nodes until you give them very high values (ex: detail 15.0, lacunarity: 500.0) but I'm not sure.\n\nNotice that even with the Normalize option enabled it outputs values higher than 1.0 (see the spreadsheet).\n\n![noise_node_values_erratic.png](attachment)\n\n\nTest file: [noise_node_values.blend](attachment)\n\nIt seems this happens when combination of detail and lacunarity values are high.\n\nThe easiest way to trigger the error is set both values very high. It will probably outputs all nan values.\n\n### Detail: 10.0, Roughness: 1.0, Lacunarity: 10.0, Normalize enabled\n\n![BmdXc58IgU.png](attachment)\n\nWith not so high values, it usually outputs values outside of the range.\n\n### Detail: 6.5, Roughness: 1.0, Lacunarity: 7.5, Normalize enabled\n\n![2lG2RollK4.png](attachment)\n\n", "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", "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.", "Cycles GPU/CPU render difference with more than 64 transparent bounces and coplanar faces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\n\n\nWhen using particle plane with transparency ( to fake volume scatter ), we have a color mismatch between CPU and GPU rendering. \n\n\n see attach file\n\n![blender_pBLAZsKwWA.png](blender_pBLAZsKwWA.png)\n\n[cpu_gpu_issue.blend](cpu_gpu_issue.blend)\n \n" ]
[ "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 Crashes on startup Operating system: ***Win 10 pro*** Graphics card: ***Nvidia Quadra [P600](P600.txt) 2gb*** **Blender Version** ***Blender 2.83*** **justs crashes on startup!! Doesn't open** Based on the default startup or an attached .blend file (as simple as possible).
[ "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)", "Blender 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 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n", "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", "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", "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", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n", "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", "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n" ]
[ "Crash 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)", "Blender will not open\nOperating system: W10\nGraphics card: RTX 2070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\n```lines=20\nSwitching to fully guarded memory allocator.\nBlender 2.83.0\nBuild: 2020-06-03 12:41:58 Windows Release\nargv[0] = C:\\Program Files\\Blender Foundation\\Blender 2.83\\\\blender\nargv[1] = --debug\nargv[2] = --debug-gpu\nargv[3] = --debug-gpu-force-workarounds\nargv[4] = --python-expr\nargv[5] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\\Users\\lucho\\AppData\\Local\\Temp\\blender\\debug_logs\\blender_system_info.txt')\nread file \n Version 280 sub 39 date unknown hash unknown\nGPUTexture: create : TEXTURE_CUBE_MAP, RGBA16F, w : 2, h : 2, d : 0, comp : 4, size : 0.00 MiB\n\nGPU: Bypassing workaround detection.\nGPU: OpenGL identification strings\nGPU: vendor: Intel\nGPU: renderer: Intel(R) UHD Graphics 630\nGPU: version: 4.5.0 - Build 26.20.100.7262\n\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.\nUsing OpenGL 4.3 debug facilities\nGL application marker: Successfully hooked OpenGL debug callback.\nGL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error\nCrash backtrace not supported on release builds\nGL API error: Error has been generated. GL error GL_OUT_OF_MEMORY in TexImage2D: (ID: 4124735492) Generic error\nCrash backtrace not supported on release builds\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.83\\2.83\\python\nOpenCL error: CL_INVALID_VALUE in __clewGetDeviceInfo(device_id, 0x1030, sizeof(data), &data, NULL) (c:\\b\\win64_cmake_vs2017\\win64_cmake_vs2017\\blender.git\\intern\\cycles\\device\\device_opencl.cpp:210)\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1515, h : 26, d : 0, comp : 4, size : 0.15 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.15 MiB.\nGPUTexture: create : TEXTURE_1D_ARRAY, R8, w : 16384, h : 1, d : 0, comp : 1, size : 0.02 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.02 MiB.\nGL API performance: API_ID_RECOMPILE_FRAGMENT_SHADER performance warning has been generated. Fragment shader recompiled due to state change.\nGL API performance: API_ID_RECOMPILE_FRAGMENT_SHADER performance warning has been generated. Fragment shader recompiled due to state change.\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF650950CF0\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.83\\blender.exe\n```", "blender 2.91 won't open\nOperating system: Windows 10 Pro\nGraphics card: NVIDIA GeForce GTX 1660\nDriver version: GEFORCE GAME READY DRIVER - WHQL\n\nBroken: 2.91\nWorked: 2.79 (but on my old laptop)\n\nI recently got a new pc, after successfully downloading blender I tried to open it and it just shows a black screen with some text on it and then closes quickly. On my previous laptop, I didn't have this issue (I was using 2.79). I have tried blender 2.79, 2.92 and 2.91 - none of them open. Sorry if I am not being very useful, I'm a noob at computers. Any suggestions?\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender stopped working.\nOperating system: Windows 10\nGraphics card: intel(R) HD Graphics 630\n\nBroken: (2.80. 2.82)\nWorked: (none)\n\nBlender 2.80 was working and then is just stopped and would not start it would just flash and then turn off so I downloaded 2.82 and it did the same thing and the debug start didn't work ether so I updated my drivers and now the debug start works fine but the normal application does not start. this is what the cmd list says.\n gputexture: texture alloc failed. likely not enough video memory.\n\ncurrent texture memory usage : 0.00 mib.*\n\n", "Cannot start Blender 2.83 - Crashing on startup\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce 2080 Super\n\n2.83 and 2.82\n\nBlender 2.83 is crashing on startup, even with the previous version I had the same problem.\nAttached is the logfile, Im having the same message for both versions of Blender.\n\n[blender_debug_output.txt](blender_debug_output.txt)", "EXCEPTION_ACCESS_VIOLATION ON 2.92 STARTUP WINDOWS 10\nOperating system: WINDOWS 10\nGraphics card: NVIDIA GeFORCE GTX 1050\n\nBroken: 2.92.0\nWorked: 2.92.0 (BRIEFLY)\n\nCRASH ON STARTUP. COMMAND LINE FLASHES AND THEN THE APPLICATION CRASHES. DOCUMENTATION BELOW\n\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x0000000000000000\nException Module : \nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters- [x] : 0x0000000000000008\n\tParameters- [x] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7205E4C00 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF7205E3E70 BLI_system_backtrace\nblender.exe :0x00007FF71C63DC70 windows_exception_handler\nKERNELBASE.dll :0x00007FFC0F8BB5E0 UnhandledExceptionFilter\nntdll.dll :0x00007FFC12013DC0 memset\nntdll.dll :0x00007FFC11FFC6E0 _C_specific_handler\nntdll.dll :0x00007FFC12011F60 _chkstk\nntdll.dll :0x00007FFC11FC1020 RtlRaiseException\nntdll.dll :0x00007FFC12010B80 KiUserExceptionDispatcher\n\n\nCRASHES ON LAUNCH. FACTORY LAUNCH FAILS TOO", "Crashing on startup\n\nOperating system: Windows\nGraphics card: GTX 1060\n\nBroken: 2.9\n\nI have recently started using Blender. After installing 2.9 I used it once , but now it has started crashing when I open it. I have checked on YouTube and tried using Opengl 3.3 file but nothing is working, Drivers are updated too. uninstalled and reinstalled multiple times.. I also reinstalled 2.83, but that is crashing as well now.\n\n", "Crash on open EXCEPTION_ACCESS_VIOLATION\nOperating system: Microsoft Windows 10 Pro\nGraphics card:\tNVIDIA GeForce GTX 1060 3GB // \tIntel(R) HD Graphics 630\n\nBroken: blender-2.91.2-windows64 \nWorked: Never installed before\n\n**Short description of error** After installed, I cannot run the program. A command line window appears for tenths of a second, I can't read it. And that's all. It never opens the program. I ran a debug command from the installation folder (Blender foundation) and it generated this report:\n\n```lines\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x0000000000000000\nModule : \nThread : 00003714\nSwitching to fully guarded memory allocator.\nBlender 2.91.2\nBuild: 2021-01-19 16:25:50 Windows Release\nargv- [x] = C:\\Program Files\\Blender Foundation\\Blender 2.91\\\\blender\nargv- [x] = --debug\nargv- [x] = --debug-gpu\nargv- [x] = --debug-gpu-force-workarounds\nargv- [x] = --python-expr\nargv- [x] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\\Users\\Kraneo\\AppData\\Local\\Temp\\blender\\debug_logs\\blender_system_info.txt')\nread file \n```\nVersion 280 sub 39 date unknown hash unknown\n```\nWriting: C:\\Users\\Kraneo\\AppData\\Local\\Temp\\blender.crash.txt\n```\n\nStack trace:\n\n```\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x0000000000000000\nException Module : \nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters- [x] : 0x0000000000000008\n\tParameters- [x] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF656126AD0 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF656125D40 BLI_system_backtrace\nblender.exe :0x00007FF65222D950 windows_exception_handler\nKERNELBASE.dll :0x00007FF8C3740F90 UnhandledExceptionFilter\nntdll.dll :0x00007FF8C5BE3600 memset\nntdll.dll :0x00007FF8C5BCCC40 _C_specific_handler\nntdll.dll :0x00007FF8C5BE1730 _chkstk\nntdll.dll :0x00007FF8C5BAA4F0 RtlRaiseException\nntdll.dll :0x00007FF8C5BE0490 KiUserExceptionDispatcher\n```\n\nINstall the software, and try to open it.", "Blender Will Not Open\nOperating system: Windows 10 \nGraphics card: GTX 1080\n\nBroken: 2.83, 2.9, 2.91 <-- those are the ones I tried\nWorked: was not able to get it to work\n\nUpon launching blender, the normal startup screen pops up really quickly, as usual, however, the program does not actually launch. I have tried launching through steam, command prompt, and normally. I have tried the zip file version. I have tried completely un-installing and re-installing. Nothing has worked thus far and I am unable to run blender not matter what I do. I also tried opening it by opening a blender project that I had saved, but I had the same results. It always brings up this: \n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x0000000000000000\nModule : \nThread : 00000d90\nWriting: C:\\Users\\**my windows user**\\AppData\\Local\\Temp\\blender.crash.txt\n\nJust opening it", "Blender does not open 2.82a\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n\nOperating system: Windows 10\nGraphics card: Intel(R) HD Graphics 630\n\nJust uninstalled and installed the new version of blender (2.82a). Updated my drivers to the latest and when I double-click on the blender app, a few milliseconds of pop-up appeared and blender does not execute. Using blender_debug_output, the message is as follows:\n\n```\n\nSwitching to fully guarded memory allocator.\nBlender 2.82 (sub 7)\nBuild: 2020-03-12 15:41:08 Windows Release\nargv[0] = blender\nargv[1] = --debug\nargv[2] = --debug-gpu\nargv[3] = --python-expr\nargv[4] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\\Users\\***\\AppData\\Local\\Temp\\blender\\debug_logs\\blender_system_info.txt')\nread file \n Version 280 sub 39 date unknown hash unknown\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x0000000000000000\n```\n\n\n\nDouble-clicking on blender.exe", "Unable to Open Blender.\nOperating system: Windows 10\nGraphics card: GT 1030\n\nLTS 2020\n\nUnable to open.\n\nI am useing a dell vostro 3368 desktop. Previously I can open blender (I don't know blender). Recently I added GT 1030 for learning it. My monitor has and my motherboard has a vga port but my gpu doesn't. So I useing GPU power from Motherboard's VGA port. My games like PUBG PC LITE is playable in Ultra at 60fps. But Blender isn't opening.\n\nMy system spec :-\n\nPentium G4560\nNvidia GT1030\n8GB 2400Mhz\nI am useing a VGA port from motherboard.\nInstall GT1030 -> Open Blender.", "Blender doesnt start\nHello,\ni get this error when i start blender.\n\nOpenCL error: CL_INVALID_VALUE in __clewGetDeviceInfo(device_id, 0x1030, sizeof(data), &data, NULL) (c:\\b\\win64_cmake_vs2017\\win64_cmake_vs2017\\blender.git\\intern\\cycles\\device\\device_opencl.cpp:209)\n\n\nwhat can i do ?\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "The version of 2.83 couldn't recognize the graphic card\nOperating system:\nGraphics card: tuf gaming gtx 1660 6gb 5ddr\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)2.80, 2.81, 2.82 2.83 \nWorked: (newest version of Blender that worked as expected) neither of them\n\nI tried to run from cmd, but it crashed again, and says not enough video memory\nBased on the default startup or an attached .blend file (as simple as possible).\nThis is what the cmd says\n\\Blender Foundation\\Blender\\2.80\\config\\userpref.blend\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\\2.80\\python\narchipack: ready\nRegistered Carver\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1515, h : 26, d : 0, comp : 4, size : 0.15 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.15 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF66821D411\nModule : C:\\Program Files\\Blender Foundation\\Blender\\blender.exe", "Graphics issue\nOperating system: Windows 10\nGraphics card: Nvidia GTX 950M\nRAM : 8gb\n\nBroken: 2.81, 2.83\n\nHello,\n(sorry for my eng)\n\nI'm searching for someone who have same issue but can't find it so I post here to find a solution.\nI have a problem has you can see here : ![119521240_360319355378378_4306945322408388322_n.png](119521240_360319355378378_4306945322408388322_n.png)\nI tried many things with many settings but no differences.\nI don't know if it has an influence but I can't define Blender running on my GPU in Nvidia panel, it crash on startup so I have to define Blender working on graphic chipset.\nI defined Blender preferences like this, but I'm not sure if Blender is running on my GPU out of rendering mode\n![119610114_440091096965962_2502350055292698529_n.png](119610114_440091096965962_2502350055292698529_n.png)\n\nThank's for help :D", "Blender Doesn't work anymore even after reinstall\nOperating system: intel corei7 7700 k\nGraphics card: nvidia geforce gtx 1050 ti\n![01er.jpg](01er.jpg)\nBlender 2.9\nBroken: 2.9\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**blender just start with black screen and it doesn't work anymore , i updated the graphic card and other stuff but it doesn't work. i installed even other versions\n but same result **\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender.crash.txt](blender.crash.txt)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Crash on startup with 2.82a, NVIDIA, Windows 10\nOperating system: Windows 10 Pro\nGraphics card: Intel(R) UHD Graphics 630 and NVIDIA GeForce RTX 2060\n\nBroken: 2.82a\nWorked: \n\n\nBlender crashes on start. \nI tried to start Blender from the command line but it didn't work. Screenshot with error attached.\n![image.png](image.png)\nI also double checked that I have the latest video card drivers, as well as for an interpreted Intel card.\n![image.png](image.png)\n\nBefore that, I was struggling with an OpenGl error that disappeared after installing Intel graphics card drivers.\n![Blender_error.PNG](Blender_error.PNG)\n", "Blender 2.82a Crash on Startup\n\nSystem Information\n\nOperating System: Windows 10 Pro 64-bit (10.0, Build 18363) (18362.19h1_release.190318-1202)\nBIOS: 0805 (type: UEFI)\nProcessor: Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz (16 CPUs), ~3.6GHz\nMemory: 32768MB RAM\nWindows Dir: C:\\WINDOWS\nDirectX Version: DirectX 12\n\n\n2.82a\n\n\nCrashing on startup.\nPreviously working fine.\n\n\n", "Windows 10 Crash on startup (Fresh install never before used)\nOperating system: Windows 10 Home 64-bit (10.0, Build 19041) (19041.vb_release.191206-1406)\nGraphics card: NVIDIA GeForce GTX 1060\n\nBroken: 2.92\nWorked: Never installed before. New user\n\nBlender will run a CMD prompt briefly open then crash\n\nJust launch the application after installing stable link from main website.\n\nOther notes :\n* I have updated my graphics drivers and restarted. And ensured the program has admin privileges.\n\nblender_debug_gpu.cmd output\n\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6B32BD479\nModule : blender.exe\nThread : 00000588\nSwitching to fully guarded memory allocator.\nBlender 2.92.0\nBuild: 2021-02-25 09:31:14 Windows Release\nargv[0] = C:\\Program Files\\Blender Foundation\\Blender 2.92\\\\blender\nargv[1] = --debug\nargv[2] = --debug-gpu\nargv[3] = --python-expr\nargv[4] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\\Users\\REDACTED\\AppData\\Local\\Temp\\blender\\debug_logs\\blender_system_info.txt')\nread file \n Version 280 sub 39 date unknown hash unknown\nWriting: C:\\Users\\REDACTED\\AppData\\Local\\Temp\\blender.crash.txt\n```\n\n", "Crash startup blender 2.8 2.9\nOperating system: win 10\nGraphics card: GPU 1: NVIDIA GeForce GTX 1060 Device Id:\t10DE 1C20 BIOS: 86.06.65.00.2c\n\n\n**Blender Version** \nBroken: (2.8 2.9)\nWorked: (2.7)\n\nthe program starts, but crashes immediately or when performing any actions\nI tried the following:\nStarting Blender via cmd\nStarting Blender via cmd with --factory-startup\nStarting Blender via cmd with --debug-gpu\nStarting Blender via steam\nReinstalling windows with saving user files\nReinstall c++\nThe disabling of the integrated graphics processor GPU 2: Intel(R) UHD Graphics 630\nInstallation CUDA cuda-downloads?target_os=Windows&target_arch=x86_64\nCleaning the cooling system\n\n\nDrivers are up-to-date (Nvidia experience)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n", "Blender will not launch\nBlender 2.91.2, Commit date: 2021-01-19 16:15, Hash 5be9ef417703\nbacktrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION Exception Address : 0x0000000000000000 Exception Module : Exception Flags : 0x00000000 Exception Parameters : 0x2 Parameters- [x] : 0x0000000000000008 Parameters- [x] : 0x0000000000000000\n\nStack trace: blender.exe :0x00007FF6AFBD6AD0 bli_windows_system_backtrace_stack_thread blender.exe :0x00007FF6AFBD5D40 BLI_system_backtrace blender.exe :0x00007FF6ABCDD950 windows_exception_handler KERNELBASE.dll :0x00007FF82DACC060 UnhandledExceptionFilter InProcessClient64.dll:0x00007FF82D0980B8 Symbols not available\n\nLoaded Modules : 0x00007FF6ABBB0000 2.9.1.0 blender.exe C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.pdb 0x000001F529AF0000 ntd1l.dll\n0x000001F529CF0000 kern3l32.dll\n0x00007FF82FD70000 10.0.19041.662 ntdll.dll\n0x00007FF82E3B0000 10.0.19041.662 KERNEL32.DLL\n0x00007FF82D9C0000 10.0.19041.662 KERNELBASE.dll\n0x00007FF82D030000 4.6.2.144 InProcessClient64.dll\n0x00007FF82EF90000 10.0.19041.610 ADVAPI32.dll\n0x00007FF82E480000 7.0.19041.546 msvcrt.dll\n0x00007FF82E2B0000 10.0.19041.746 sechost.dll\n0x00007FF82F040000 10.0.19041.746 RPCRT4.dll\n0x00007FF82ED80000 10.0.19041.746 USER32.dll\n0x00007FF82DC90000 10.0.19041.746 win32u.dll\n0x00007FF82F9E0000 10.0.19041.746 GDI32.dll\n0x00007FF82DCC0000 10.0.19041.746 gdi32full.dll\n0x00007FF829670000 2019.9.0.0 tbb.dll\n0x00007FF82D7F0000 10.0.19041.546 msvcp_win.dll\n0x00007FF82D890000 10.0.19041.546 ucrtbase.dll\n0x00007FF82F290000 10.0.19041.746 SHELL32.dll\n0x00007FF82D670000 10.0.19041.546 CFGMGR32.dll\n0x00007FF81E640000 10.0.19041.1 SHFOLDER.dll\n0x00007FF82E520000 10.0.19041.546 WS2_32.dll\n0x00007FF82FC00000 10.0.19041.746 ole32.dll\n0x00007FFFE76D0000 10.0.19041.546 OPENGL32.dll\n0x00007FFFCCD30000 3.7.7150.1013 python37.dll\n0x00007FFFDAD10000 7.0.0.0 openvdb.dll\n0x00007FF82DEF0000 10.0.19041.746 combase.dll\n0x00007FF82DEE0000 10.0.19041.546 PSAPI.DLL\n0x00007FF82EF30000 10.0.19041.746 SHLWAPI.dll\n0x00007FF82ED50000 10.0.19041.546 IMM32.dll\n0x00007FFFBC9E0000 58.54.100.0 avcodec-58.dll\n0x00007FFFCC9F0000 58.29.100.0 avformat-58.dll\n0x00007FF8295D0000 58.8.100.0 avdevice-58.dll\n0x00007FF82EC80000 10.0.19041.546 OLEAUT32.dll\n0x00007FFFEE260000 56.31.100.0 avutil-56.dll\n0x00007FF81CC40000 5.5.100.0 swscale-5.dll\n0x00007FF82D990000 10.0.19041.662 bcrypt.dll\n0x0000000070440000 1.0.28.0 libsndfile-1.dll\n0x00007FFFEA390000 2.0.12.0 SDL2.dll\n0x00007FFFED130000 1.20.1.0 OpenAL32.dll\n0x000000006ACC0000 libgmp-10.dll\n0x00007FF8295C0000 2019.9.0.0 tbbmalloc_proxy.dll\n0x00007FF82E590000 10.0.19041.546 SETUPAPI.dll\n0x00007FF81C380000 14.26.28720.3 MSVCP140.dll\n0x00007FF8273D0000 14.26.28720.3 VCRUNTIME140.dll\n0x00007FF829590000 14.26.28720.3 VCRUNTIME140_1.dll\n0x00007FF82C690000 6.10.19041.746 COMCTL32.dll\n0x00007FF82CBF0000 10.0.19041.546 VERSION.dll\n0x00007FF825C00000 10.0.19041.1 AVIFIL32.dll\n0x00007FFFE7660000 10.0.19041.546 GLU32.dll\n0x00007FF82CCB0000 10.0.19041.488 dbghelp.dll\n0x0000000070680000 libfftw3-3.dll\n0x00007FF822C60000 3.5.100.0 swresample-3.dll\n0x00007FF81FAE0000 10.0.19041.546 Secur32.dll\n0x00007FF825340000 10.0.19041.1 AVICAP32.dll\n0x00007FF81E6E0000 10.0.19041.546 WINMM.dll\n0x00007FF8116C0000 2019.9.0.0 tbbmalloc.dll\n0x00007FFFF0590000 10.0.19041.1 MSACM32.dll\n0x00007FFFE0500000 10.0.19041.1 MSVFW32.dll\n0x00007FF81E410000 10.0.19041.1 winmmbase.dll\n0x00007FF82D360000 10.0.19041.662 SSPICLI.DLL\n0x00007FF82FB50000 10.0.19041.746 shcore.dll\n0x00007FF82AD90000 10.0.19041.546 kernel.appcore.dll\n0x00007FF82A5F0000 10.0.19041.746 windows.storage.dll\n0x00007FF82C5F0000 10.0.19041.662 Wldp.dll\n0x00007FF829210000 10.0.19041.746 uxtheme.dll\n0x00007FF82D6C0000 10.0.19041.662 bcryptPrimitives.dll\n0x00007FFFDE8B0000 7.4.0.128 DpoFeedb.dll\n0x00007FF82D3A0000 10.0.19041.572 USERENV.dll\n0x00007FF82D3E0000 10.0.19041.546 profapi.dll\n0x00007FF82EBD0000 2001.12.10941.16384 clbcatq.dll\n0x00007FF823590000 10.0.19041.746 MMDevApi.dll\n0x00007FF82D250000 10.0.19041.546 DEVOBJ.dll\n0x00007FF823820000 10.0.19041.746 AUDIOSES.DLL\n0x00007FF82CEA0000 10.0.19041.546 powrprof.dll\n0x00007FF82C930000 UMPDC.dll\n0x00007FF829E90000 10.0.19041.546 resourcepolicyclient.dll\n0x00007FF82F170000 10.0.19041.746 MSCTF.dll\n0x00007FFFE7590000 10.0.19041.746 dataexchange.dll\n0x00007FF829320000 10.0.19041.746 d3d11.dll\n0x00007FF827A50000 10.0.19041.746 dcomp.dll\n0x00007FF82AE00000 10.0.19041.746 dxgi.dll\n0x00007FF8239E0000 10.0.19041.746 twinapi.appcore.dll\n0x00007FF8242E0000 10.0.19041.746 AppXDeploymentClient.dll\n0x00007FFFBBA00000 27.20.100.8854 ig9icd64.dll\n0x00007FF829E60000 10.0.19041.746 dwmapi.dll\n\nPython backtrace\nany help would be greadtly appreciated.\n\nthanks!", "Worked on installation but stopped working when I removed Blender 2.69\n**System Information** \nOperating system: Windows 10 Pro ver. 1909 OS Bld. 18363.778\nGraphics card: nvidia GTX 1080\n\nBroken: Blender 2.82 (sub 7)\nBuild: 2020-03-12 15:41:08 Windows Release\nWorked: It worked until I uninstalled Blender 2.69\n\n\nI installed Blender 2.82a and immediately started up. I noticed it didn't overwrite the prior Blender 2.69. I shut down Blender 2.82 and uninstalled 2.69. Went to start Blender 2.82 and it crashed immediately and would not start even after repairing and reinstalling several times.\n\nDebug output and system info;\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)", "Can´t start Blender\nOperating system: Windows 10\nGraphics card: Nvidia geforce gtx 1080\n\nBroken: all. Have been using 2.90 with no problems until now. Have tried going both down and up with versions without any change.\nWorked: None\n\nI let Blender render with Cycles overnight but the program has shut down midway and can´t be opened anymore.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender.crash.txt](blender.crash.txt)\n\nClick on Blender.exe -> cmd line error. \n\n", "I can't open Blender 2.83\nRecently I've got new pc. I can't open blender and I've tried many ways to solve this. I am working on windows 10 with 16 GB RAM, intel i7 9th gen and two graphic cards: Intel UHD Graphics 630 and NVIDIA GeForce GTX 1650. I have the latest version of windows. I have the latest drivers for my graphic cards. \n\nWhen I'm trying to start blender, a cmd window opens for half of a second and then just disappears. Running as an administrator doesn't help. When I'm opening blender by cmd, this is what I get:\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x0000000000000000\n\nRunning with --debug-gpu changes nothing. \nI've seen many people saying that putting opengl32.dll will help, but in my case it doesn't work. When I run blender with this file, cmd opens, shows some lines and then a small window titled \"Blender - Unsupported Graphics Card or Driver\" appears. It says \"A graphics card and driver with support for OpenGL 3.3 or higher is required. Installing the latest driver for your graphics card may resolve the issue. The program will now close\".\nBut I've already done it!\n\nHonestly, I'm tired. I'm totally stuck. I will be glad for every help.", "Blender 2.83.2 crashes on start (Windows 10/64bit, Intel UHD Graphics 630, Intel Core i7-8700, Nvidia Quadro P1000)\nOperating system: Windows 10/64bit\nGraphics card: Intel UHD Graphics 630 and Nvidia Quadro [P1000](P1000.txt)\n\nBroken: 2.83.2, downloaded 2020-07-10\nWorked: (none)\nFailed in the same way: 2.83.0\nThis error is reported from a first time user of Blender.\n\nWhen started from command line: Blender reports errors and terminates.\n\nStart Blender via icon or from command line.\nSee attached files - generated with blender_factory_startup.cmd\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)" ]
Segmentation fault 11 on mac causing crash on opening file {[F8868168](FIRST_DONUT.blend)}Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon R9 M290X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16 Using a late 2014 5K iMac 3.5Ghz Quad Core i5, 32GB DDR3 RAM Broken: version: 2.90.0 I was going through the popular Donut tutorial, then when adding a different material to the wall (Brick wall from Poliigon) I think I was in render view when it all crashed, now, the file will not open as it causes blender to crash on the mac and gives a 'Segmentation Fault 11' which I believe relates to Blender wanting access to restricted memory?![Screenshot 2020-09-11 at 23.41.26.png](Screenshot_2020-09-11_at_23.41.26.png) I'm not a programmer and cannot find any information online about fixing the problem, but if it is Blender wanting to access memory when it can't, I don't know what I can do about this. Any help greatfully appreciated as obviously I don't want to go into more projects and possibly lose it all and be unable to open it again. So far I've cleared NVRAM/PRAM, computer has been turned off and on multiple times, cleared cache files in the system, and tried recovering from auto save to no avail. Literally just opening the file causes a program 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", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 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0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 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0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff 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<04A917FB-DBFB-3432-BA4C-5B860990A420> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24b8b000 - 0x7fff24b99fff libsystem_networkextension.dylib (1295.80.3) <5213D866-7D0E-3FD9-8E1A-03C0E39CEC44> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24b9a000 - 0x7fff24b9afff libenergytrace.dylib (22) <33A9FBF3-A2D3-3ECE-9370-B0ADDE3896DE> /usr/lib/libenergytrace.dylib\n 0x7fff24b9b000 - 0x7fff24bf6fff libMobileGestalt.dylib (978.80.1) <C4C7A5DC-C3AD-374D-902A-B6DED14FBB67> /usr/lib/libMobileGestalt.dylib\n 0x7fff24bf7000 - 0x7fff24c0dfff libsystem_asl.dylib (385) <5B48071E-85EB-33B0-AE9B-127AEB398AEC> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24c0e000 - 0x7fff24c25fff com.apple.TCC (1.0 - 1) <2F48471B-68F3-3017-8B18-BEDD4ED5853F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24c26000 - 0x7fff24f8cfff com.apple.SkyLight (1.600.0 - 570.7) <8034EAA7-787C-3A3E-A301-FF90376F247D> 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<E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n", "No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Crash 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", "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 Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![image.png](image.png)\n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n![Screen Shot 2022-12-26 at 10.30.46 PM.png](Screen_Shot_2022-12-26_at_10.30.46_PM.png) \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!", "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", "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", "Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n", "Python/BMesh: CDLayer access does not free memory\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1062.1004\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nbmesh module does not free memory.\n\nOpen the test_memory.blend file:\n[test_memory.zip](test_memory.zip)\n\nRun the script that is in the text editor.\n\nOpen the console. The following text will be written in the console:\n\nC:\\Users\\Pavel\\Desktop\\test_memory.blend\\test_mem.py:14: size=1476 KiB, count=31488, average=48 B\n\nThis means that the function did not free memory. I found out with the standard tracemalloc module\n\n", "blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n", "GP Fill tool crashes with maximum Precision (macOS, Metal)\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThe Fill tool leads to crashes when Precision is set to maximum. (macOS, Metal)\n\n- new 2D Animation\n- draw a Circle\n- select Fill tool\n- set Precision to max (8)\n- try to fill\n\n<details>\n <summary>Thread 0 Crashed:: Dispatch queue: com.apple.main-thread ...</summary>\n\n0 libsystem_kernel.dylib \t 0x7ff80c84200e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff80c8781ff pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff80c7c3dbe __abort + 139\n3 libsystem_c.dylib \t 0x7ff80c7c3d33 abort + 138\n4 libsystem_c.dylib \t 0x7ff80c7c30cb __assert_rtn + 314\n5 Metal \t 0x7ff8152fd8a4 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff8152e7c05 MTLReportFailure + 529\n7 Metal \t 0x7ff8152e0378 _MTLMessageContextEnd + 1278\n8 Metal \t 0x7ff815231bdf -[MTLTextureDescriptorInternal validateWithDevice:] + 3296\n9 AMDMTLBronzeDriver \t 0x7ffa28ecc4f5 -[BronzeMtlTexture initInternalWithDevice:descriptor:] + 59\n10 Blender \t 0x112db8230 blender::gpu::MTLTexture::ensure_baked() + 1280\n11 Blender \t 0x112db832f blender::gpu::MTLTexture::get_metal_handle_base() + 15\n12 Blender \t 0x112d8997f blender::gpu::MTLFrameBuffer::bake_render_pass_descriptor(bool) + 879\n13 Blender \t 0x112d7c8c0 blender::gpu::MTLCommandBufferManager::ensure_begin_render_command_encoder(blender::gpu::MTLFrameBuffer*, bool, bool*) + 112\n14 Blender \t 0x112d806b5 blender::gpu::MTLContext::ensure_begin_render_pass() + 325\n15 Blender \t 0x112bdddd7 GPU_clear_color + 71\n16 Blender \t 0x10dd4f9e8 gpencil_fill_modal + 4456\n17 Blender \t 0x10d26677d wm_handler_operator_call(bContext*, ListBase*, wmEventHandler*, wmEvent*, PointerRNA*, char const*) + 1389\n18 Blender \t 0x10d265551 wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1841\n19 Blender \t 0x10d2647e0 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n20 Blender \t 0x10d263b7a wm_event_do_handlers + 2554\n21 Blender \t 0x10d259950 WM_main + 32\n22 Blender \t 0x10ca4a59e main + 878\n23 dyld \t 0x12095152e start + 462\n</details>\n\n" ]
[ "Blender crashes when enabling \"Donut\" Collection\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.15\n\nBroken: version: 2.83.4\n\nAs the title above, the app crashes instantly when I want to enable my \"Donut\" Collection. I can't continue my work from here. It is really frustrating experience that I can't even continue my work from there.\n\n1. Open donut.blend file\n2. Enable \"Donut\" Collection\n3. Expect crashes instantly with error produced.\n\n[Donut.zip](Donut.zip)\n\n" ]
Crash when switching to in-progress render slot (2.91) Operating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-10.36.23 Broken: version: 2.91.0 Worked: 2.90.1 While a render is in progress, switching to that render slot sometimes causes a crash. It seems to happen more often if you switch between render slots in quick succession. - Set render engine to cycles - Begin render # While render is in progress, switch back and forth between the in-progress render slot and any other render slot
[ "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "Render 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", "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", "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) ", "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", "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 crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```", "Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n", "Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Regression: 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)", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.", "Background scene cause a crash in render animation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: \n - 2.92.0 Alpha\n - 2.91.0\n - 2.90.1\nWorked: 2.83.9\n\nBackground scene makes blender unstable and cause a crash in render animation\n\n- Open default startup file.\n- Create a new scene named \"Scene.001\".\n- Assign default scene \"Scene\" as the background scene of \"Scene.001\" in scene properties.\n- Assign default camera as the camera of \"Scene.001\" in scene properties.\n- Hit render animation from render menu.\n- After a couple of frames rendered, blender crashes.\n\nTested in different situations i had some problems.\nI think assigning a background scene makes blender unstable in general.\nOccasionally crashes when opening a file which has background scene.\nThe worst case is render animation.\n\n[Background_Scene_Crash.mp4](Background_Scene_Crash.mp4)\n\nReproduction steps with this file:\n1. Open file.\n2. Start Render Animation.\n[#83852.blend](T83852.blend)\n" ]
[ "Blender crashes during composited scenes rendering\nOperating system: Ubuntu 19.10 64bit\nGraphics card: GeForce GTX 1050 Ti 4gb Nvidia driver: 450.80.02\n\nBroken: 2.91.0 Hash: 0f45cab862b8 master branch, 2.92.0 alpha Hash: 0da1fc2fc417 master branch \nWorked: 2.83.10\n\nRendering of two simple composited scenes crashes in a couple of seconds after start\nwhen Eevee and Workbench render engines are used. Cycle works well\n\nIt crashes in:\n```lines\n>\tblender.exe!GPU_texture_mipmap_mode(GPUTexture * tex_, bool use_mipmap, bool use_filter) Line 483\tC++\n\n \tblender.exe!image_get_gpu_texture(Image * ima, ImageUser * iuser, ImBuf * ibuf, eGPUTextureTarget textarget) Line 402\tC\n \tblender.exe!space_image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 139\tC\n \tblender.exe!image_gpu_texture_get(Image * image, ImageUser * iuser, ImBuf * ibuf, GPUTexture * * r_gpu_texture, bool * r_owns_texture, GPUTexture * * r_tex_tile_data) Line 174\tC\n \tblender.exe!image_cache_image(IMAGE_Data * vedata, Image * image, ImageUser * iuser, ImBuf * ibuf) Line 193\tC\n \tblender.exe!IMAGE_cache_init(void * ved) Line 328\tC\n \tblender.exe!drw_engines_cache_init() Line 1036\tC\n \tblender.exe!DRW_draw_render_loop_2d_ex(Depsgraph * depsgraph, ARegion * region, GPUViewport * viewport, const bContext * evil_C) Line 2106\tC\n \tblender.exe!image_main_region_draw(const bContext * C, ARegion * region) Line 658\tC\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 732\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 875\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1074\tC\n \tblender.exe!WM_main(bContext * C) Line 642\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 527\tC\n \t[External Code]\t\n```\n\n- open attached file or\n - use default startup scene with a cube\n - set RenderProperties > Film > Transparent on\n - make full copy of the scene\n - edit default cube a bit to make composition more meaningful\n - open Compositor and mix both scenes using Color > Mix node\n- try to render 100 frames of animation (doesn't matter jpeg, png, or ffmpeg video)\n\n\n{F9560413}", "Compositing in 2.91 gives me totally unpredictable results (Alpha channel is used randomly) and often crashes Blender to desktop (AMD GPU)\nOperating system: Windows 10 x64 \nGraphics card: AMD Radeon RX580\n\nBroken: 2.91 (Official release from BF)\nWorked: 2.90\n\nUsing EEVEE : compositing in the Compositor gives me totally unpredictable results (with Alpha Channels used absolutely in a random way) when combining two basic (even empty) scenes with 2 Renderlayers Input Nodes linked to a Color -> Mix or Color -> AlphaOver Node and often crashes Blender to desktop while rendering.\n\nAnd when I say randomly.. I intend TOTALLY : sometimes (very rarely) alpha channel can be rightly taken into account, but most of the time it is not and (with the same node setup) you can get EVERY possible combination of the two RenderLayers, ... even a totally transparent image or (happend just yet) the renderlayer used both as Image AND alpha channel (make the compositing more transparent where it's dark and opaque where it's bright ).. \n\nI provide a very basic and simple scene to test: there's only a holdout shader on a Scene1 object (sphere) and some Material Nodes in world space to get a background on a Scene2 which is totally empty (but it's absolutely the same if you turn on the Film - Transparent render option on the first scene.. obviously the transparent part is inverted in this case.)\n\nMost of the time when I try to render this basic compose Blender 2.91 crashes to desktop.\nIf it doesn't .. I get totally unpredictable result.. with the two Render Layers composited absolutely at random in every possibile combination/way (even as a totally transparent image).\n\n[HoldOUT_shader_COMPOSE_Crash.blend](HoldOUT_shader_COMPOSE_Crash.blend)" ]
Can not select any bone in Weight Paint mode with Face selection masking Arch Linux (x86-64) nVidia Geforce GTX 670 Broken: 2.69-d47d030 Worked: 2.69.0 r60991 In 2.69.0, It is possible that to select a bone by ctl+right click, But in recent versions I can't select any bone. Open [boneselection.blend](boneselection.blend). file. ctl + right click the bone.
[ "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "Right-click reroute node opens \"Edit Source\" menu\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 3.0.0\nWorked: version: 2.93.3\n\nUsing right-click select, with Developer Extras enabled, makes it so you can't reliably select a reroute node (Geometry Nodes editor) without the \"Edit Source\" menu opening.\nSimilarly, in left-click select, you can not open the node context menu in this situation.\n[bug_rightclick_reroute.blend](bug_rightclick_reroute.blend)\nThis does NOT happen in shading nodes!", "Selected object from hidden collection can be sculpted on\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.4.0 - Build 21.20.16.4542\n[system-info.txt](system-info.txt)\n![Captura2.PNG](Captura2.PNG)\n\nSelected object from hidden collection can be sculpted on. I think it shouldn't allow you to enter sculpt mode on a object which is not visible,\n\n- Create any base mesh.\n- Put that mesh in a new collection.\n- Hide that collection (clicking the eye in the outliner).\n- In the outliner select the object created, in the hidden collection.\n- Go to Sculpting tab. It will enter sculpting mode, although the object itself is not visible.\n\nObject will be invisible, but it can be sculpted.\n\n", "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.", "Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n", "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.", "Threshold of the 'Select Similar' operator (Shift G) is very limited at large scales.\nHi,\nsince I'm working on a project in Unreal Engine it needs to be actually done in centimeters (meaning in mesh-terms it's 100 bigger than meter mesh).\n\nHere is the blend file: [ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend](ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend)\nTry to select a face and Shift+G -> Select Similar (not sure if the shortcut stayed that way)\n![image.png](image.png)\n\nI'm running into an issue here and there where some functions expect the mesh to be in meters and work worse in centimeters (or not at all)\n\nFor example here I was using Shift+G and Area to get the faces with the same area. Because the areas in the centimeters model are so big number-wise it doesn't find any match. So either I think the amount needs to be unlimited (I would put in 100 and that would probably have the same results as when the mesh is 100x smaller) or this needs to be addressed from the unit scale side of things.\n\nThis is in Meters (scaled the mesh 0.01), we get a good window selection because they are mostly the same:\n![image.png](image.png)\nAnd in Centimeters nothing more than the one face is selected.\n![image.png](image.png)\n\nMaybe the scale in Units should be used in these operators to make the mesh smaller?\n![image.png](image.png)\n\nThanks for looking into this.", "Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). ", "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.", "bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)", "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", "Weight Paint Vertex Selection Display issue\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: never really, more on that below\n\nWhen in weight paint mode with\n* vertex selection enabled\n* show wire enabled\n\nedges will not be drawn within the selection\n![image](attachment)\n\n**The odd part**\nClicking in an empty space will get the wires to show again, but keep the vertices selected. ![image](attachment)\nThat's a behaviour that has changed from 3.1.2 to 3.2.2\nPreviously it deselected the vertices but didn't draw the edges\n![image](attachment)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n* Open the attached blender file\n* you can see that edges are not drawn between selected vertices\n* click in an empty space (important to click, not click drag)\n* vertices stay selected but wires are drawn\n\n", "Bone's Transformation constraint numbers won't be symmetrized correctly.\nOperating system:Windows 10\nGraphics card:RTX 2070\n\nBroken: 3.3.1\n\n[Use this file](https://projects.blender.orgattachment)\n\nThis will break:\n\n- open the blend file\n- delete the selected Left bone\n- select Right bone and symmetrize it\n- check both Right and Left bones' Transformation constraint setting. Numbers on the Left one will be messed up.\n\nBut this works:\n\n- delete the selected Left bone\n- go to pose mode\n- select the Right bone\n- go to edit mode again and symmetrize it\n- Transformation numbers are both fine. \n\n------\n\nOriginal description:\n\nWhen Bones have Transformation constraint and are symmetrized in edit mode, its numbers are symmetrized correctly too.(Map from numbers like Location X min , Location X max and Map to numbers like Location min max etc) but if Transformation constraint's Target and Owner space are set as not Local those numbers are totally messed up and broken.\n\n", "Bone Heat weighting: failed (due to none of the vertices in an island being visible to any bones)\n**Win 10 64. gtx 970**\n\n**Blender 2.75a Hash c27589e**\n\n**Bone Heat weighting: failed to find solution for one or more bones**\n\nI attach the blend file and two prints..\n\nAlso the same broblems apper when i try to \"assign automatic from bones\" by individual bones in Weight Paint. Like one by one. Please see print2.\n\n![print2.jpg](print2.jpg)\n\n![print.jpg](print.jpg)\n\n[cat.blend](cat.blend)\n", "Automatic weight painting doesn't work if part of mesh is masked\nOperating system: Windows 10\nGraphics card: RTX 2060 Super\n\nBroken: v2.83.3\nWorked: Unknown\n\nIf an object has part of its mesh hidden by a mask modifier (ex: hidden cloth on a character), the automatic weight painting from bones will not work.\n\n- Open attached file (The skirt of the character is already hidden by a mask modifier).\n- Optionally edit the weights to better see the problem\n- Weights -> Assign automatic from bones.\n- Disable the mask modifier and try again\n[Slug.blend](Slug.blend)" ]
[ "Sculpt Mode Ctrl + Right Click Shortcut absent\nWin7 x64, GTX 590\n\nBroken: (Blender 2.69.11 Hash e7f3424)\nWorked: (Official 2.69)\n\nThe shortcut CTR+Right Click is absent on newer builds (This is extremely useful when you want to switch from one object to another while scultpting, some kind of Zbrush \"sub tools\" on Blender. \n\n\n0.-With the default cube:\n\n1.- Dublicate the defaut cube and put the copy above the first (original cube)\n2.- Switch to sculpt mode on the Cube.001 (the copy)\n3.- Now if you hold CTR + Right click and click the original cube you notice that you've switched from cube.001 to the original cube, now with this cube selected (The original), switch again to sculpt mode.\n4.- Notice if you want to switch from one cube to another just use the CTR+Right click.\n\n\n5.- What are the advantages of this? Imagine if you had a character and then you want to quickly sculpt a helmet or a hat, with this technique is very easy and quick to do it without having to switch manually from one object to another.\n\n6.- Completely absent on newer builds....\n\n\n\n" ]
Shader Nodes Operating system: OSX Graphics card: Radeon Pro 560 4096 MB Broken: 2.80. Date 2019-02-15 Worked: (optional) **Shaders nodes don't work** (shader editor) **** Diffuse BSDF; Brick Text.; Image texture Etc. do not respond. If I use the addon Polliigon Material converter I do get textures
[ "Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n", "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n", "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)", "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", "Cycles does not respect the texture alpha mode\nOperating system: Gentoo Linux \nGraphics card: AMD 290x\n\nBroken:\n2.79b\n2.80 f15205b93f56e454b76d5a222fdb9a9665b99907 2018-01-02\n\nEevee respect the alpha mode in the texture settings, however cycles does not.\n\n[alpha_test_pack.blend](alpha_test_pack.blend)\n\n1. Load the attached .blend file\n2. Change the texture settings for the `Alpha:` setting for the image texture node (with use alpha on).\n3. Notice that in cycles the `Alpha:` setting has not effect, the texture alpha is always premultilied.", "Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions", "GeometryNodes: Attributes in shader not visible in Eevee \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nWhen an attribute is used in the shader editor, it will render in Cycles but not Eevee. ![Possible Bug 2.PNG](Possible_Bug_2.PNG)\n\nHave an attribute in a shader as a render output with the Eevee render engine enabled. \n\n[Possible Attribute Bug.blend](Possible_Attribute_Bug.blend)\n\n", "Geometry Nodes: Mismatching data types connections work differently from other node editors\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\nFloat math node overrides color data, even though it is muted. Same setup works in shader editor without problems.\n\nOpen file and activate *Viewer* in GN. Expected result: colored output (judging by shader area behavior)\n\n", "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", "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", "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", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "Output from Geonodes Edge Domain to Shader behaves strangely\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Quadro K3100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 426.78\n\nBroken: version: 3.1.0 Beta\nWorked: Never, as far as I know\n\nWhen retrieving data stored on the edge domain in a shader, the values are inconsistent between adjacent faces, and generally do not interpolate across faces as expected.\n\n![image.png](image.png)\n![image.png](image.png)\n\nOpen attached file and switch to rendered mode.\n\n[Edge Domain Issue Demo.blend](Edge_Domain_Issue_Demo.blend)\n", "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.", "Node Socket Name Change results in Cycles Material Rendering Black (name is also identifier, should be read-only?)\nWindows 10\nIntel Core i7-5820k 4.1GHz\n2x Nvidia GTX 970\n\nBroken: 2.79 5bd8ac9\n\nIf you change the name of a Node Socket (not the socket's identifier) of a Cycles Shader Node during execution of a python script, Cycles will render the Material black. \n\nDownload the blend file below:\n[socket_naming_bug.blend](socket_naming_bug.blend)\n\nRun the code in the text editor. \nSwitch to viewport preview.\n\nTo fix the problem, simply reset the two nodes, or add a new Material Output Node and a new Principled Node to the Node Tree. Connect the new nodes together and delete the old ones. \n" ]
[ "Materials no longer updating on OSX for Feb 15th build\nOperating system: OSX Mojave\nGraphics card: Radeon Pro 455 2048 MB\n\nBroken:\n(blender2.8, 2019-02-15)\n\nMaterials no longer updating on OSX for Feb 15th build\n\nSteps:\nLoad new blender, attempt to change material color. Color picker changes, but preview and 3D viewport do not display color until file reload or restart. ", "Blender 2.8 Beta Mac OS Bugs\nOperating system: Mac OS\nSystem: MacBook Pro 13\" 2017 \nGraphics card: Intel Iris Pro 650\n\n2.80 Beta for Mac OS\n\nIt seems there are three problems wich I encountered on the 2.8 Beta:\n\n1.) The first problem occurred when I tried to open an HDRI File. I could load the HDRI file in a fresh new file as long as I loaded the image file in the devlook viewport mode into the world shader node. Switching to the rendered viewport setting afterwards worked. But as soon as I loaded the hdri file into the world shader node while having the viewport in rendered mode it didn't worked. I read that other users also had this Problem.\n\n2.) Another problem I ran into was, that material changes while displaying rendered viewport with eevee didn't effect the viewport. Also the material preview wasn't affected by the changes. Somehow the changes worked after using the undo command! As a workaround I did two changes in a material node f.e. changing the roughness twice, then doing one undo command and the first change was shown in the rendered viewport.\n\n3.) also had some problems that objects wouldn't show textures even with the proper uv unwrapping and mapping. Even on simple objects like a cube or a plane. However after some time fiddling around with the problem, magically after switching between editing and object mode at some point the textures appeared. I think there could be some kind of texture-display error concerning the edit mode.\n\nOtherwise great work! im really looking forward to the 2.8 stable release!\n\nGreetings from Germany,\n\nMoritz\n\nBased on the default startup file.", "Blender 2.8 / rel. Feb. 15 - Viewport problems with colors and environment background\nOperating system: OSX El Capitan\nGraphics card: Nvidia Geeforce GTX 680\n\nBroken: Version 2.80 (2.80 2019-02-15\n\n\nColors/textures on materials, nor HDRI environment textures are showing in eevee/cycles viewport - only when rendered. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSet render enginge to eevee or cycles. \nSet environment texture in world settings. \nSet material and choose a color. ", "Shaders do not refresh in the evee view port\n\nOperating system: mac\nGraphics card: Intel HD Graphics 4000\n\n\n2.80, edbf15d3c044, blender2.8, 2018-11-28\nWorked: (optional\n\n\nShaders do not refresh in the evee view port\nWhen i change diffuse color from red to blue (for example), nothing happens.\n\n\nThanks a lot.\nYour soft 's the best", "Material Nodes broken on Blender 2.8 MacOS\nOperating system: MacOS 10.14.3\nGraphics card: AMD Vega64\n\nBroken: 2.80, faa255c0a4e4-x86-64 \nWorked: 2.79b\nWorked: 2.80, c6cbcf83d015-windows64\n\n\nThe MacOS Version of Blender 2.8 seems to have serious issues with material nodes.\n\nWhen a node setup exceeds a certain complexity (which I am unfortunately not able to pin down) following errors happen:\n1. The material is displayed in pink in Lookdev mode. (In my observation when a displacement vector is connected to the displacement socket of the material output)\n2. Changes in the node setup will not be updated in the viewport - the updates only appear when the .blend is saved and Blender is restarted. \nTo reproduce it please just try to disconnect the diffuse texture from the Principled BSDF in the attached .blend\n\nThe same Node Setup works fine in Blender 2.79b. Also in the Windows version of Blender 2.8 everything works as expected. All on the same Computer.\n\n[material not updating.blend](material_not_updating.blend)" ]
black or white squares with denoising and multiscatter GGX Win7 x64, GPU and CPU render Broken: 890d871 In some cases (number of those squares goes higher with more samples) black or white or black and white squares appear when rendering with denoiser. Open and F12 on [bug squares denoise.blend](bug_squares_denoise.blend) result at 128spp: ![untitled.png](untitled.png) and at 1024 spp: ![1024 spp.png](1024_spp.png)
[ "Mantaflow - Flickering Square pattern of the particles\nOperating system: Windows 10\nGraphics card: Quadro RTX 4000\nCPU: Ryzen Threadripper 2950x\nRAM: 64GB\n\nBroken: (2.90.0 // 2.83.5)\n\n\nI got the Problem both in the 2.83 LTS & 2.9 Version:\nIf i bake the fluid simulation in Mantaflow the particles of Bubble & Foam result in flickering squares: In one frame the particles are present and in the next frame they are abscent (in a square pattern). If I render an animation sequence out of this the video is flickering. I added the .blend-File for the used Settings and also two screenshots to demonstrate the square Pattern. Furthermore a rendered animation of another scene of mine shows the flickering result when rendered. \n\n\n[Mantaflow Flickering.avi](Mantaflow_Flickering.avi)\n\n[2020_09_19 - Fluid Test.blend](2020_09_19_-_Fluid_Test.blend)\n\n![Frame135.png](Frame135.png)\n\n![frame136.png](frame136.png)\n\nJust bake the attached .blend File (You need to change the saving location)", "Motion blur artifacts on complex object animation (reproducable)\nOperating system: win10\nGraphics card: 2070super\n\nBroken: (example: 2.83.4, 2.92.0alpha)\n\n\n**motion blur gives strange artifacts in some frames.**![bug1.jpg](bug1.jpg)\n![bug2.jpg](bug2.jpg)\n[bug_motion_blur.blend](bug_motion_blur.blend)\n\n\nIn the attached file, this happens on frames 9 and 20. Bug reproducable", "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?", "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", "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", "Grease pencil strokes are incorrectly blended with geometry in draw mode (depending on 'Fade Inactive Geometry' setting)\nOperating system: Win 10\nGraphics card: ATI Radeon 5700\n\nBroken: (example: 2.92b, 213f8*, master, 2021-01-28, as found on the splash screen)\n\n\nnote: this is due to `Fade Inactive Geometry` being ON\n\nWhen drawing grease pencil strokes with a black material the rendering style changes when...\n\n - ...switching between draw-mode and edit mode, or\n - ... toggling the overlay button in draw mode (even will all overlay options disabled).\n\n\nThis leads to noticeable rendering artifacts while drawing. Please consider the following screenshots:\n\noverlays on:\n![image.png](image.png)\n\noverlay off:\n![image.png](image.png)\n\nSome assumptions:\n- I assume that the blend modes are not correctly set and thus interfere with the MSAA.\n- The white artifacts are especially pronounced for thin strokes of all opacities. Increasing the thickness factor slightly decreases the problem.\n\nLoad the following blender file\n[stroke-test.blend](stroke-test.blend)\n\nStep by step:\n1. Start blender\n2. Create Cube\n3. Create Grease Pencil\n4. Add new material for grease pencil and change to black\n5. Draw strokes (with different opacities)\n6. Switch between Draw and Object mode or toggle Overlay-Toggle\n", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)", "Grease Pencil Blur makes a tight white line beteween to diferent GP Objects.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.6.0 Alpha\n\nWhen I use Blur effects on a GP object, it makes a tight white line between to different GP Objects. But, depends on which angle you look at, and this bug disappears.\n![image](attachment)\n\njust added a blur effect on a grease pencil on render preview mod.\n\n", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "3D Texturing: Limit Eevee samples to 1 during paint stroke.\nGhosting effects appear when painting. We should limit the number of samples to improve the performance and reduce the ghosting effect.", "Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n![incorrect blender result.png](incorrect_blender_result.png)\n[donut.blend](donut.blend)", "Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n![bug report.png](bug_report.png)\n\n\n\nthanks.", "Subdivision modifier artifacts in Blender 2.80\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: \n2.80 downloaded on the 3rd of Feb, 2019 as found on the download beta section\nWorked: (optional)\n\n\nSome artifacts around the out circle in the blend file, this is not present in Blender 2.79\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nload attached file, doesn't matter if it is Cycles or Blender the artifact is present.\n\n[ukelele.blend](ukelele.blend)", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n" ]
[ "Denoiser Creates Light Block for Hot Pixel\nOSX 10.12.4\n\n58a0c275464 (05-11-17 build)\n\nHot pixel turns to a light block when denoiser enabled.\nWork around is set Direct Clamp to anything other than 0 (even 10,000 works)\n\nSee blend file.\n\n![1.png](1.png)\n\n![2.png](2.png)\n\n[denoisebug.blend](denoisebug.blend)\n" ]
Bone layer not update marker in Edit mode, when bone moved 2.80 (sub 45), ae977d13f8e9, 2019-03-03 00:01 And pose mode update all markers after move. [2019-03-04_07-59-37.mp4](2019-03-04_07-59-37.mp4)
[ "Keyframing Stretch property in IK won't work properly - iTaSC Solver\nDoesn't work in all versions 2.79b, 2.83, 3.00\n\nWhen using iTaSC solver for an armature, you can't keyframe or use a driver for the bone stretch property. If you do it will be buggy and won't work as expected.\n\nThe Stretch property I'm talking about\n![image.png](image.png)\n\n1. Make a a small armature with iTaSC Solver\n2. Add IK Bone Constraint\n3. Animate the stretch property whether in the bone constraint or the bone property\n4. Keyframe your rig and see that it's not behaving properly\n\n**note: I know it may seem incomprehensible but if you click constantly \"Update Dependencies\" in the drivers panel you will see the expected result**\n\n[Bug report.blend](Bug_report.blend)", "Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n", "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", "Shape Key animations do not render if user is in edit mode when beginning the render.\nOperating system: Windows 10 Home 64 Bit\nGraphics card: Intel (R) HD Graphics 610\n\nBroken: 2.80, ee0d8426ab6d, 2019-05-03\n\nIf the user is in edit mode when they start the render, shape keys will not have any effect.\n\n1. Create an object.\n2. Add the 'Basis' shape key.\n3. Create another shape key, and edit it.\n4. Keyframe the value of the shape key at different frames.\n5. If the user is in edit mode when the render starts, the shape keys will not have any effect. Otherwise, it will work fine.[blend.blend](blend.blend)\n\n[no-edit.mkv](no-edit.mkv)\n\n[edit.mkv](edit.mkv)", "Asset System: cache temp-loaded datablocks\nThis is a follow-up task of #86183 (Pose Library: temporarily load Action asset).\n\nGoal: to be able to repeatedly apply the same pose, without loading the same datablock from the same blend file over and over again.\n", "Video Editor Scene Strips and scene camera binds are out of sync (most of the time)\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nThis is a re-do of another other bug report I filed earlier this month (#63304), now that I understand it a lot better I'm filing it again with a more accurate description and demo file.\n\nIn the video editor, if you one or many scene strips, on updating the frame the camera bind that the playhead falls under will most likely not be applied until the following frame.\nSo, when you place the playhead in a region that uses a different camera bind, it usually does not update unless you update once more in that same region.\nThis is also the case in rendering animations using the video editor.\n\nI've created a demo file that perfectly illustrates this problem below.\nThis bug urgently needs fixing.\n\n**Exact steps for others to reproduce the error**[sequence camera bind bug.blend](sequence_camera_bind_bug.blend)\nInstructions for demo:\n\nIf the playhead is in the BOX region, it should show a box, if it is in the SPHERE region, it should show a sphere. I estimate about 80-90% of the time it doesn't update correctly. Why there is an element of chance I cannot work out.\n\nTry moving the playhead around between markers (which indicate a camera bind in the strip's scene) and notice how the bind almost always fails to apply.\n\nNow try jumping from region to region and notice how the camera bind is almost always 1 step behind, so it is never applied, place the playhead within the current region and it updates without fail.", "GPencil: Add multiframe support to Move to Layer\n", "Drivers of sub-ID properties do not get removed along with the sub-ID\nBy \"Sub-ID\" I mean things like Modifiers, Constraints (bone & object), custom properties, shape keys, bones, VSE strips, etc. Not sure how to get a complete list of these types of things.\n\nWhen one of these things, such as a modifier, is removed, drivers on its driven properties are not removed. This makes it easy to leave behind broken drivers that now target nothing. These can be cleared up in the Driver Editor UI fairly easily, but the fact that we must do so is annoying. Experienced users end up learning that you can't just remove a modifier or constraint without removing its drivers first - Just to save you a trip to the Driver Editor.\n\nForgetfulness in this habit results in console warnings, which in a production environment trickle down from assets to shot files, and contribute to the users' sense of \"console warnings aren't important, I will ignore them\".\n\nI always thought this was a known issue but @Sergey told me it's fixable and that I should make a report. Here ya go! \n\nThis would be a really, really welcome improvement for the studio and probably the whole world.\n\n", "X-ray toggle button in weight-paint mode is ignored (honors edit-mode setting instead)\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91.0-a509e79a4c77-linux64\nWorked: 2.80 - Xray was not changed when switching modes there\n\nWhen in weight-paint mode, with select vertices enabled, the \"Toggle X-ray\" button in the upper right corner is ignored, does not allow to select vertices through the object (on both sides). But instead, if you switch to the edit mode, enable the x-ray mode, and then switch back to the weight-paint mode, then the vertex selection through object is turned on correctly. So oddly enough, the weight-paint mode x-ray is controlled from edit mode, ignoring its own x-ray toggle button.\n\n**Steps to reproduce**\n[xray-weight-paint-bug.blend](xray-weight-paint-bug.blend)\n\n- Open file\n- Toggle X-ray mode", "Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n![Screenshot 2022-12-06 at 11.23.29.png](Screenshot_2022-12-06_at_11.23.29.png)\n\n![Screenshot 2022-12-06 at 11.23.37.png](Screenshot_2022-12-06_at_11.23.37.png)\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n", "Bone selection icon could be added next to Face and Vertex Selection in Weight Paint mode\nHello. I want to suggest to add a Bone Selection icon in weight paint mode by side the face and vertex selection modes. It intents to be a better feedback on what selection mode the artist is using. Now it is like having only face and edge selection icons for mesh editing but not vertex because it is the \"default\" tool. I know the bone selection is not a mask tool like the face and vertex selection, but, at the end, all 3 are just selection modes for the artist workflow.\n\nCheerios\n\n![blender weight paint.PNG](blender_weight_paint.PNG)", "Annotations Panel updates in Right Sidebar 1 Frame delayed\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 2.90.1\n\nIf you have two annotations and you start framing forward from the first to the second, the second annotation will show up in the 3D viewport on the correct frame, but the Annotations Panel in the Right Side Panel of the 3D viewport doesn't update until the following frame.\n\n1) Hold down D to write an annotation of the letter \"A.\"\n2) Use Right Arrow to go to Frame 10.\n3) Hold down D to write an annotation of the letter \"B.\"\n4) Use Left Arrow to go back to Frame 9.\n5) Look at the Annotations Panel, it should incorrectly say \"Frame: 10 (Unlocked)\"\n6) Use Left Arrow to go back to Frame 8.\n7) Look at the Annotations Panel, it should now correctly say \"Frame: 1 (Unlocked)\"\n8) Arrow back and forth between Frames 8 and 12 and you should see the delay in both directions.\n\nThank you for taking a look at this!!\nDaniel\n\n![Screen Shot 2020-10-19 at 10.26.03 AM.png](Screen_Shot_2020-10-19_at_10.26.03_AM.png)\n\n", "Very slow interaction with Armature, if GPU Subdiv is enabled\nOperating system: Ubuntu 20.04\nGraphics card: Gefore MX230\n\nBroken: 3.3, 3.2.2\n\nwith the enabled GPU Subdivision, interactions with the armature are much slower than with the disabled\n\n[2022-10-23 13-29-00.mp4](2022-10-23_13-29-00.mp4)\n\nmove the bones with GPU Subdivision on and off\n[kira_lite.blend](kira_lite.blend)", "Clip random marker placement in track/mask - not working in 2.8\nWindows 10 x64 with nVidia 1080\n\nBroken: 2.80, 2.83 @ be8879718e24e417d299eb298b8a9d4d2ca324ee\nWorked: 2.79 (because there was no collapsible floating redo panel)\n\nIt's impossible to add a mask (or tracking) using ctrl+left-click in the clip editor.\n\n\n[#57646-clip-marker-placement.zip](T57646-clip-marker-placement.zip)\n\n- Open the above blend file, or:\n - Start Blender in factory settings.\n - Add a VFX → Motion Tracking workspace.\n - Load a video file into the clip editor.\n- {key Ctrl Click} in the clip editor to add a marker.\n- Open the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n- Close the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n", "All bone drivers selected when reselecting bone\nWindows 8.1\nGTX 580\n\nBroken: 2.77, 2.77a\nWorked: It seems any version before 2.77\n\nVisual explanation:\n![BoneDriversSelectingAllProblem.gif](BoneDriversSelectingAllProblem.gif)\n\nBasically, all created drivers for a bone will be selected instead of the last active one when the bone is selected.\nVery annoying problem that wasn't there before (Had to redo drivers several times because I didn't realize the last active driver isn't the active one anymore)." ]
[ "Armature Layers Display Error\nOperating system: Windows 10\nGraphics card: Gtx 1080ti\n\nBroken:\n\n 2.80, 69b2f5268114, blender2.8, 219-02-10, as found on the splash screen)\n\n\nThere is two error in the bone layers display\n\n- when create an armature the bone layers display is empty (shold be has a mark in the layer one)\n- in edit mode, when you move a bone in edit mode to an empty layer the layer display does not show the point that indicates there are objects in it, in pose mode works fine\n\n\n- Create an armature\n- enter en edit mode\n- presw \"M\" to move an another layer\n- choose a layer\n- The bone will be in these layer, but the layers display will be empty\n\nThanks for your work guys =)\n![Captura.PNG](Captura.PNG)", "Bone Layers UI not updating except with Pose Mode\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.80 Release Candidate\n\nWhenever moving Bones to a different layer while in Edit mode, the bones do not show up in the Bone Layer UI. In fact, the Bone Layer UI is empty by default, and doesn't show bones in the UI for layer 1 even upon creation. The only way to get bones to show up in the UI is by moving Bones in Pose Mode. Moving bones in Pose Mode, however, will update all Bone Layer changes.\n\nCreate Armature.\nGo to Bone Layer UI.\nGo into Edit Mode.\nSelect bone and move to different Bone Layer with M hotkey.\nNo updates from Bone Layer UI.\nGo to layer and select bone.\nGo into Pose Mode and Move Bone to different Bone Layer.\nBone Layer UI now updates properly.\n\n[bug_report_bonelayers_UI.blend](bug_report_bonelayers_UI.blend)\n\n@pablovazquez @fsiddi " ]
Crash entering Edit Mode on specific object Broken: 0ba143a1d675 It crashed immediately when you clicking on Edit Mode. 1. Open file 2. Try to enter Edit Mode [EditMode.blend](EditMode.blend)
[ "Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" ", "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", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "Crash 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", "Modal operator causes a crash when using the REDO operation\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 45), branch: master, commit date: 2019-02-19 23:18, hash: 855b3e68ef27, type: Release\nWorked: n/a\n\nA custom modal operator seems to cause an AccessViolation when you shift+r (REDO) the operator\n\n[modal_redo_bug.blend](modal_redo_bug.blend)\n - Open the provided blend and execute the script that is sitting in the script editor\n - Select the \"Cube\" object\n - Invoke the custom \"DC Modal Redo Bug\" operator from the Space/F3 search menu\n - Left click to confirm. Things are fine\n - Select \"Cube\" again\n - Shift-R to REDO\n - Left click to confirm\n - Crash\n\n```\nException thrown: read access violation.\nop->type was 0xFFFFFFFFFFFFFF3F.\n\n\nblender.exe!wm_operator_register(bContext * C, wmOperator * op) Line 164\tC\nblender.exe!wm_operator_finished(bContext * C, wmOperator * op, const bool repeat, const bool store) Line 923\tC\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties) Line 2028\tC\nblender.exe!wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Line 2616\tC\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 2660\tC\nblender.exe!wm_event_do_handlers(bContext * C) Line 3011\tC\nblender.exe!WM_main(bContext * C) Line 421\tC\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 507\tC\n```", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "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 i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\n\n", "Blender 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", "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", "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", "Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash", "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", "Blender crashes in edit mode in wireframe view\nOperating system: Linux Mint 21.1\nGraphics card: geforce gtx 1060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc, type: release\nWorked: 3.5.1\n\nOn the attached file, selecting the bear head and going into edit mode, then switching to wireframe, or switching to edit mode while in wireframe mode, blender crashes and exit.\n\nSelect the bear head, switch to edit mode in wireframe. It crashes. It doesn't happen with a default cube in an empty file. The bear has geometry node hairs attached to it on the fur layer, but the geometry nodes are disabled. It also has an armature.\n\nThe problem also happens on windows10 on the same computer.", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
[ "Blender Crashing after \"Clear Sharp\" of a mesh\nOperating system:\nGraphics card:\n\nWindows 7\nGeForce GTX 650Ti\n\nblender-2.80-a280867ac2ed-win64\n\nBlender is crashing every time after i clear the sharps of a duplicated face of an object and the hitting undo.\n\n- With the default Cube enter Edit Mode select all the edges \"Ctrl + e\" \"Mark Sharp\"\n- With the same edges selected \"Ctrl + e\" \"Edge Bevel Weight\" to 1\n- With the same edges selected \"Shift + e\" and crease the edges to 1.\n- Select one of the faces of the cube \"Shift + D\" to duplicate that face and then \"P\" \"Selection\" to separate that face into a mesh.\n- Select the newly created mesh from the face of the cube, enter edit mode, select all the edges and hot \"Ctrl + e\" > \"Clear Sharp\"\n- Enter object mode, hit \"ctrl + z\" for undo and Blender will crash intermediately. This happens always.\n", "Blender apparently corrupted this mesh, crashes when entering edit mode.\nOperating system: Ubuntu 18.04.1\nGraphics card: RX 480\n\nBroken:\n2.79b release\n2.80-5af85d904e5b, 2019-03-07, 22:55\n\nI appended the mesh from another project that I noticed it was the mesh crashing, it can enter in all the other modes. The last thing I remember doing to it was adjusting some edge creases and vertex positions, I was using blender 2.8.\n\n[Mesh-bug.blend](Mesh-bug.blend)\n", "Blender crash whith 'corrupt' customdata (CD_BWEIGHT)\nWin 10, GTX 1080\nBlender 2.80 2019-03-07 11:23 a280867ac2ed\n\nAttached blend file crashes Blender immediately on attempt to open it. It's possible to append the object Circle.006 from the file. However when you try to switch to edit mode it closes Blender. Interestingly, if you copy that object then you can enter edit mode on that copied mesh.\n[shelf.blend](shelf.blend)", "Saves corrupted file causing weird crashing behaviour\nOperating system: Windows Pro 64 bit\nGraphics card: GTX 1050\n\nBroken: 2019-03-08 0ba143a1d675\n\nCrashes when entering edit mode or even the Outliner layout tab. I was working on a complex file when suddenly it started crashing doing various things. I removed all of the objects except one where it crashes upon entering edit mode every time. Don't know why Blender is corrupting files like this.\n\nIn the uploaded file select the washer object. Enter edit mode. Or click the Outliner tab. I have no idea how to reproduce these errors from the original startup file.\n\n[edit mode crash.blend](edit_mode_crash.blend)" ]
Particle Nodes cannot instance if on mesh with Geonodes with Instances Operating system: Windows 10 Graphics card: Integrated Broken: 3.0 Worked: ----- If a geonode tree has unrealized instances, particle systems are unable to render as objects. Here a simple geonode renders halos just fine. ![image.png](image.png) ![image.png](image.png) But switching to icosphere disappears ![image.png](image.png) Realizing Instances solves this problem ![image.png](image.png) ![image.png](image.png) I dunno if it's exactly a bug but it does seem like a limitation. Add geonodes with an instance node leading to the output.
[ "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)", "Transform object origin support for collection instances\n**Description:**\nThe only option to change the origin of an instanced collection is to use \"**set origin**\".\nEmpty object, that is created as the origin of an instanced collection, cannot be rotated or moved when \"**Options -> Affect Only -> Origins**\" is turned on.\n\n**How to reproduce:**\nSee the file included. (try to move or rotate the origin)\n[instanced collection origin.blend](instanced_collection_origin.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![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n", "Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n", "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", "Particles : Obstacles for particles no longer work from 50m from the origin of the world.\nOperating system: windoows 10 \nGraphics card: nvidia gtx 1070\n\nBroken: Blender 2.92 last release\nWorked: Don't know\n\nObstacles for particles no longer work from 50m from the origin of the world. The permeability of the obstacle does not work at all beyond 100 m. This is a big problem for landscapes. (see blend and play)\n\n- Open attached file\n- run simulation\n[particles_obstacle2.blend](particles_obstacle2.blend)\n\n---\nOther file to check: [particle_obstacle.blend](particle_obstacle.blend)", "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![image.png](image.png)\n![image.png](image.png)\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", "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", "Nodes for procedural hair\n# Nodes for procedural hair\n\nThis is a list of various nodes required for a procedural workflow when creating hair with the new hair object in blender. Some nodes will be possible to create as node groups in geometry nodes and some will have to be converted or created as \"proper\" nodes. \n\n---\n**Current approach**\nI (@DanielBystedt) will use my experience with grooming in other softwares and set up some node groups in geometry nodes as prototypes. @SimonThommes will iterate on those nodes and change any parts that he thinks can be improved (optimization, general usability etc)\n\nHair node designs that require a \"proper\" node instead of a node group will need help from C++ developers such as @JacquesLucke \n\n**Various issues**\n\nIMPORTANT:\nIt's not possible to resample hair curves in geometry nodes. This makes it hard to create high resolution dependent hair like curls for instance\n\nNOTE:\nThe self node (or similair) should be able to read a hair objects surface and UV Map to minimize extra inputs per hair nodes (object and uv map)\n\n---\n\n**Nodes list**\n\n\n**Distribute child splines on faces**\n**Prio (1-10): 10**\n\nDistribute child splines on a surface. Let it be possible to interpolate curve length and shape based on curve input. Patch [D16642](D16642) by Jacques Lucke in progress\n\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n\n\n---\n**Hair info per point**\n**Prio (1-10): 8**\n\nThis node will give the user spline related data that is outputted per point. Since similair type of data is reused in a lot of the hair node groups it makes sense to have a node like this.\n\n{[F14132928](image.png), height = 400}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Node name**\n**Prio (1-10): 8**\n\nClump curves based on another set of curves. Curves will interpolate to the same length as the clump curves\n\n{[F14132937](image.png), height =250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Frizz hair**\n**Prio (1-10): 7**\n\nThis node deforms the points of the curve based on a field (such as a noise texture). Each curve index should be usable as a \"seed\" for the noise to not get too uniform noise based only on point position. Uniform noise might also be desired. Perhaps implement a switch?\n\n{[F14132950](image.png), height =250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Curl hair**\n**Prio (1-10): 6**\n\nCurl hair along the tangent axis of another set of hair curves or a sparse set of the same hair curves. \n{[F14132957](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Smooth hair**\n**Prio (1-10): 6**\n\nSmooth/interpolate the position of the points per spline. Should have control for locking the tips of each hair/curve\n\n{[F14132967](image.png), height= 250}\n\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Braid hair**\n**Prio (1-10): 5**\n\nBraid curves along another set of curves or a sparse set of the same curves. It would be useful to both do \"normal braids\" but also \"cornrows\". Cornrows might need a separate node setup\n\n{[F14132963](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Redistribute hair points**\n**Prio (1-10): 5**\n\nRedistributes the points in each curve so that the distance between the points are equal\n\n{[F14132980](image.png), height = 250}\n*Points in the image are a temp debug tool for visualization*\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Rotate hair**\n**Prio (1-10): 4**\n\nRotate each curve by using the axis of the closest face surface normal or vector from curve root to tip. This is useful for creating some random overlap\n\n{[F14132986](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Shrinkwrap hair**\n**Prio (1-10): 4**\n\nShrinkwrap hair to the surface with an offset. This should be blended with a factor. When deforming hair it is very common that some points end up inside of the surface that the hair is growing from. This node has an option to push those points outside of the surface\n\n{[F14132990](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Bend hair**\n**Prio (1-10): 4**\n\nLong hair has a tendency to bend a bit at the tip of the hair strand. I guess we would use a point from a slight lower value on the curve factor (e.g. slightly closer to the root) as pivot. The axis to bend would be the cross product of the first curve point position, the surface normal and the curve tip position.\n\n- - [ ] Ready for implementation\n - - [x] Prototype wip\n - - [ ] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Displace hair**\n**Prio (1-10): 3**\n\nDisplace hair along surface normal or object/world vector displacement. Useful for displacing hair with displacement maps that are used in rendertime on the surface object. Also for creating cheap wind effects\n\n{[F14132998](image.png), height = 250}\n{[F14133000](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Straighten hair**\n**Prio (1-10): 1**\n\nStraightens the hair with a factor. The user should be able to\n- Keep length (by factor)\n- Keep length\n\n{[F14133005](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Interpolate hair shape**\n**Prio (1-10): 3**\n\nInterpolate shape of splines based on another set of splines. Splines interpolates based on distance to another spline so that the different curve sets can have different topology. This is useful when a hairstyle changes from one hairstyle to the next. For example: a person strokes the hair in front of their face to behind their ear.\n\n- - [ ] Ready for implementation\n - - [ ] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Hair noise attribute**\n**Prio (1-10): 3**\n\nDoes NOT deform hair. This is a utility node that outputs random values per spline or point. This node can be used in more complex setups to assign random blend or frequency to other hair nodes\n\n{[F14133016](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Set hair length**\n**Prio (1-10): 3**\n\nRedistributes the points along the current shape of each curve. If length > 1, each curve will extend along the vector of the last two points of the curve.\n\n{[F14133020](image.png), height =250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Scale hair**\n**Prio (1-10): 3**\n\nScales each curve uniformly from the root of each curve. The user can also set a target length. This is useful if a lot of hair deformations has resulted in a new length per curve\n\n{[F14133031](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\nRelated Link: [Procedural Hair for Blender 3.5 Meeting Notes ](26700)\n", "Cycles rendering world origin extremely slow when using hair particle system with density maps (no, really!)\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: 2.93.1\nTested in 2.93.1, 2.90 on CPU and Nvidia GPU.\n\nCycles is rendering the world origin extremely slowly, even if there is nothing at all in view.\nSeems to be caused by Hair particle system using a texture influencing density.\n\nWatch this video for me walking through the bug:\nwatch?v=3DdTrC-qN2M\n\n[particle_render_slow.blend](particle_render_slow.blend)\nRender image\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)", "Create geometry nodes modifier when selecting an existing one in the editor\nSelecting an already existing geometry nodes tree in the editor on an object without a modifier should automatically create a nodes modifier. This is in parallel to the behaviour of selecting a material without a material slot.\n![image.png](image.png)", "GPU Subdivision: Geometry Nodes: Realize Instances node does not use the GPU version of the curve object\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Current master.\nWorked: Never.\n\nCollection Info node does not use the GPU version of the curve-objects from collection.\n\n1. Create curve.\n2. Make curve extruded.\n3. Added subdivision modifier.\n4. Create another collection.\n5. New object in another collection.\n6. Added geometry nodes:\n a. `Collection Info` -> `Realize Instances` -> `Group Output`.\n b. Set first group in `Collection Info` node.", "Geometry Nodes: Simulation and Repeat nodes is work though they are muted\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\n![image](attachment)\n\n1. Geometry Nodes tree:\n a. Add Simulations nodes.\n b. Mute both.\n2. Play animation.\n\n", "Glitches with Curve Fill Node\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked version: never\n\nIf you instance circles or other curves on a curve and you will realize those instances, and you will use the curve fill node on them. There are some glitches or inconsistencies.\nIf you change the scale, the fill node will also randomly decide what should be filled.\n\n\n![Screenshot 2022-02-05 114920.jpg](Screenshot_2022-02-05_114920.jpg)\n\nTest File:\n[#95518.blend](T95518.blend)\n" ]
[ "set material node makes instances dissapear\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\n**Short Description**\nset material node makes instances disappear\nThe issue appears in the below file. It only happens if the object is a child of another object....and possibly only if the object being scattered on was created in pre-blender 3.1. This ocean object was originally created in 2.93.\n![image.png](image.png)\n\n**Steps to Reproduce**\n- Open the below file\n- Choose the ocean tile in the outliner\n- Unmute the set material node in it's geometry node modifier.\n[instances dissapear if set material in tree.blend](instances_dissapear_if_set_material_in_tree.blend)", "Geometry instances cannot mix with other instancing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 alpha\n\n\n\n[cant scatter.blend](cant_scatter.blend)\n[2021-11-02 19-08-07.mp4](2021-11-02_19-08-07.mp4)\n\n" ]
Pose Mode - Pose Menu - Flip Quats doesn't show hotkey Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35 Broken: version: 2.80 (sub 69) Worked: (optional) The Flip Quats operator in the Pose menu does not show the existing hotkey. Open Blender, create a armature. Go to pose mode. In Pose Menu have a look for the Flip Quats operator. It does not show the existing hotkey Alt F. Try to add a hotkey. It will create one. But this new hotkey will not show neither. This bug reminds me at the at the very similar issue with the delete button. And could be related. T60887 ![flipquatsnohotkey.jpg](flipquatsnohotkey.jpg)
[ "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)", "Edit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6 LTS\n\nCaused by 1251b7c4001b3f7de158c089256b04c887d6c5bb\n\nEdit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\n\n- use the context menu on a button in the UI and call Edit Source\n- this is missing the following info in the status bar:\n![image](attachment)\n\n", "Sculpt Mode Transform Tool improvements\nThis is a list of task that need to be done to improve the functionality and usability of the transform operator and tools in sculpt mode.\n\n- - [x] #63743 (Show gizmo while transforming)\nThis is the first important step to allow intuitive interactions with the transform gizmo. It needs to be visible while adjusting its location & orientation.\n\n- - [ ] [D6771: Fix #70020: Force using the internal sculpt pivot when transforming](D6771) \nWe need to disable custom transform custom origins and orientations. In sculpt mode, sculpt transform should always use the ##SculptSession## pivot space. There should be an operator to set this space orientation to local, global, 3D cursor... which will modify the ##SculptSession## pivot. The gizmo should always show the ##SculptSession## pivot position and orientation. This ensures that vertices are always rotated and scaled using the correct space. \n\n- - [ ] [D9540: Sculpt: Option to transform only the sculpt pivot](D9540) Add an option to transform only the pivot position. This will use the gizmo to transform the ##ScultpSession## pivot without applying the transformation to the vertices. This can be added as a property of the transform operator and exposed in the TopBar for the sculpt mode transform tools.\n\n- - [ ] Add an operator to easily align the ##SculptSession## pivot. For example, an operator that rotates the pivot X axis towards the point in the sculpt under the mouse cursor.", "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)", "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.", "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", "Pie Menu shortcuts in Tooltips\n## Issue\n\nFor any operator, menu or active tool that has a shortcut we show the shortcut in the tooltip in it's corresponding UI element.\nThis is so far not the case for pie menus, even though they are heavily used and essential for an efficient workflow.\n\nExamples of this are:\n`Ctrl + Tab` for switching Modes\n`Shift + Tab` for enabling Snapping\n`.` for the Transform Pivot Point\n`,` for the Transform Orientation\n`Z` for Shading options\n`Alt + W` for the Drag Action\n`Shift + S` for Snapping\n`Tilde` for View\n\n`W` for Face Sets in Sculpt Mode\n`A` for Masking in Sculpt Mode\n`Alt + A` for Automasking in Sculpt Mode\n\n## Proposal\n\nMost of these already have a clear UI element tied to them. \nEither a sub-menu in the header with the same operators (Snap),\nor a popup that has the same settings (Transform Pivot, Modes, ...)\n\nThese can more easily get a shortcut in their tooltips.\n\nMore complicated are the cases where the the operators are not grouped in 1 sub menu (Sculpt Mode operators, view operators)\nor where the options are shown as individual modes in the UI (shading options)\n\nThere it could make sense to give them all the same shortcut. Perhaps with the extra info that it's a \"Pie Menu Shortcut\"\nSo for example if the \"Extra Shading Pie Menu Items\" are enabled in the keymap preferences, The overlays toggle could say in the tooltip:\n> Shortcut: Shift Alt Z\n> Pie Menu Shortcut: Z\n\n\nIn those cases, the direct shortcut has priority, especially in menus where there could be only space to show 1 shortcut. The other can be in a tooltip.\nThe direct shortcut would also be the one that can be edited by right clicking.", "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.", "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![removinghotkeys.jpg](removinghotkeys.jpg)\n\n", "Design: More frame snapping options\n## Problem\nWhen dragging the frame cursor around you often want to hit keyframes.\nCurrently this is hard to do, especially when zoomed out. (also because you are not sure when you've hit the key)\n\nFrame snapping already exists, but it only snaps to seconds.\nThis is activated with `CTRL`\n\n## Design Question\n* Where in the UI should this functionality live\n* How can this feature be discoverable and understandable for users\n* What are the snapping options required and how do they work\n\n## Things to consider\n* there is different snapping behaviour in the VSE, so different time editors can have different snapping functions. This needs to be clear to the user\n* In the graph editor and the dope sheet there is already a snapping menu, but that is for snapping the keys while moving them. How do we differentiate the two\n\n## Proposed Solution\nThe idea is to add an option to the way the snapping is performed, e.g. either to seconds or to keys (or another snap type)\n[2021-10-02 19-50-20.mp4](2021-10-02_19-50-20.mp4)\n\nThe snap type would be chosen in a dropdown menu\n![snapping_menu.png](snapping_menu.png)\n\nThe subframe setting would be moved to a scene setting\n![snapping_setting.png](snapping_setting.png)", "Modal keymap for snapping in the `Corner Pin` widget has no effect\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe bottom bar states that pressing ^ will enable snapping, but it seems it does nothing.\n![bottombar.jpg](bottombar.jpg)\n\n\n1. Create a new default file;\n2. Go to the compositor;\n3. Enable nodes;\n4. Add a viewer node (this allows you to resize and test different sizes for the `Corner Pin` Gizmo);\n5. Add a `Corner Pin` node;\n6. Edit the `Corner Pin` widget and try to snap.\n", "Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n", "VSE: Animation operators missing cache invalidation\nOperating system: Linux Mint 19.1\nGraphics card: GTX 980\n\nBroken: blender-3.1.0-alpha+master.c34ea3323a3a-linux.x86_64\n\nRemove created action from NLA editor, this will still animate VSE elements\nSome weird VSE action cache?\n\n- Add any image to VSE strip\n- Set Rotation=0 at first frame and Rotation=220 for some another frame. It's rotating now, right?\n- Go to NLA tab -> push down Scene Action and remove it. Thus, we don't have any actions in our project but the image is still rotating. Why?\nAfter rebooting blender app the magick will gone. Is this a bug?\n\nThis has quite broad reach as all of these (if not more) dont invalidate the cache:\n- clearing keyframes\n- deleting actions\n- removing drivers\n- removing dopsheet channels\n- removing graph editor channels\n- removing nla tracks\n- removing nla strips\n- removing fcurve modifiers\n\n\n", "macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702", "Armature Object's \"Display As\" does nothing\nOperating system: Linux-5.3.0-26-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.79 release.\n\nWhen I add an armature and change the Viewport Display Mode, nothing happens.\n\n\nOpen the blender;\nDelete the default objects;\nAdd an Armature, single bone;\nIn the Properties Panel, Object Properties, Viewport Display:\nChange 'Display As' to anything, it doesn't work.\n\n![image.png](image.png)\n\n" ]
[ "Object Mode - Object Menu - Delete and Delete Global menu items doesn't show hotkey\nOperating system: Win 7\nGraphics card: 1060\n\n2.80 Beta Windows 64 bit\nJanuary 26, 02:28:46 - 1b6da95ccb11\n\nNewest builder.blender,\n\n\nThe menu items Delete and Delete Global doesn't show the hotkey in the Object menu.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nOpen Blender, open the Object menu, have a look at the Delete and Delete Global operators. They don't show the hotkey. \n\nThe hotkey is there in the keymap. Delete key for Delete and Shift Delete key for Delete Global.\n\nWhat is also interesting is that adding a new hotkey to either of the operators doesn't work as expected. It creates the hotkey in the keymap . But with Confirm ticked. And also this new hotkey does not show. You can assign a new shortcut again and again.\n\n![deletemissinghotkey.jpg](deletemissinghotkey.jpg)\n\n![deletemissinghotkey2.jpg](deletemissinghotkey2.jpg)\n" ]
Crash on 3.5 Beta version latest when using the new hair nodes essentials - When searching hair node groups Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40 Broken: version: 3.5.0 Beta When I use the new hair group nodes essential I found that after adding it one time inside a geo node and trying to call new instance of this hair group nodes using search nodes (ctrl+A) will cause crash. I know the essential nodes might not be used inside another group nodes and be used in modifier stacks. Just for easy test I tried to use them as group nodes. I just would like to inform you about this is issue. Drag the New Hair Group Nodes essentials such as braid or interpolate hair to a empty geo node window. And tried to search the same group node using ctrl + A or Shift + a. When you picked it, it will crash blender. ![image](attachment)
[ "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", "Object collision for particle nodes\nHere is the current status of the node particle collisions:\n\nIt currently handles:\n\n| Static objects| Moving objects | Objects with mesh deformations |\n| -- | -- | -- |\n| [recording_static.mp4](recording_static.mp4) |[recording_moving_plane.mp4](recording_moving_plane.mp4)|[recording_moving_wave.mp4](https://archive.blender.org/developer/F8571963/recording_moving_wave.mp4)|\n\n\nWhat is left to do is:\n- - [x] Add a recovery method for when particles are pushed or somehow gets inside colliders (when particles are less than their radius away from a collider). This will also allow particles to have a dynamic radius. (Haven't tried with dynamic radius yet, but it should work in theory)\n- - [x] Change how face normals are calculated. Now it simply uses the face normal. But this is an issue when the particles collides on the edges or verts of the triangles. This leads discontinuities in the collison mesh as the transition area between the faces is not smooth.\n- - [x] Make colliders be able to push particles along even if the dampening or friction is so high that the particle will not have any velocity.\n- - [ ] We will probably have to track acceleration in addition to velocity to get high quality simulation (like in the old particle system). Now I think some weirdness can be attributed to us lacking acceleration tracking. \n- - [ ] Look over and port older properties from the old particle system (friction, stickyness, and so on). Flocking (Boids) and other behaviors will be handled in other nodes (not inside this collision node).\n- - [ ] Hook up variables to the particle nodes themselves. Currently most things are hard coded.\n\n", "Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "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)", "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", "Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n![bevel_bug.jpg](bevel_bug.jpg)\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n", "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)", "Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n", "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", "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)", "Node group inputs and outputs have incorrect \"name\" property\nOperating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.42.0, 5.8.0-44-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.0-devel\n\nBroken: version: 2.93.7 3.01 3.1 3.2\n\nWhen adding new Input or Output Sockets in the Group Node Properties Tab, the selected Input or Output Socket name is duplicated.\nTwo issues:\n- - [x] the socket name is not unique (this can get problematic since entries in node.outputs are name based)\n- - [x] design question: should the new name default to either \"Input\" or \"Output\"?\nShould Default to Input or Output. ( Only Defaults to Input or Output if there are no Sockets except the Default ones )\n\nIn the Node Editor add Input or Output Sockets to a nodegroup in the sidebar, change the name and try adding more Inputs or Outputs, the System will assign the name of the selected sockets. \n\nSeems like there are muliple functions handling new sockets\n- `make_socket_interface` [in affect when adding a new socket through the UI] gives a unique identifier (but copies the name exactly -- no uniqueness)\n- `nodeAddSocket` or `make_socket` take care of making the name unique as well\n\n{[F12842289](image.png) size=full}\n\n{[F12842292](image.png) size=full}\n\nref #91826 (just to show that unique names are important).\n", "Geometry Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n", "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)", "Warning messages should propagate to nodegroups\n[nodegrou-warning-outside.blend](nodegrou-warning-outside.blend)\n\nThe warning happens in the node inside the nodegroup. However it does not show in the nodegroup itself:\n\n{[F10231869](image.png), size=full}", "Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions" ]
[ "Crash when adding nodegroup asset in node editor (when large Asset Libraries are present)\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 Alpha\nWorked: ?\n\nbacktrace:\ngFh82k0x\n\nBlender crashes when adding a nodegroup asset in the node editor using the search.\n\n\n- [1] prepare a large Asset Library\n-- create a file with a size ~15MB (e.g. subdivision mod level 7 on default cube, apply mod, save into a folder)\n-- duplicate this file ~600 times\n-- (alternatively less but bigger files [in additional subfolders] also triggerd this on my end)\n-- add this folder as Asset Library in Preferences, save Preferences, restart blender\n-- then do the below\n\n- [2] Create a new nodegroup asset and save the file\n-- Open add menu and search for `nodegroup`\n-- Press Enter on first entry -> crash\nFrom this file:\n[untitled.blend](untitled.blend)\n\n[ASAN spits out a heap-use-after-free](104305#issuecomment-892634)" ]
CUDA on Linux Mint 19 Tara not working Operating system: Linux Mint 19 Tara Graphics card: GeForce GT 630/PCIe/SSE2 Driver: NVIDIA 390.77 [system-info.txt](system-info.txt) Broken: version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-01 23:15, hash: 8c620c8e2b3, type: Release ![Bildschirmfoto zu 2018-12-02 09-00-06.png](Bildschirmfoto_zu_2018-12-02_09-00-06.png) N/A
[ "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", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "Tooltips doesn't display when play animation\nOperating system: Linux-4.15.0-64-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.8\n\nTooltips doesn't display when play animation, work otherwise\n\nDefault startup:\n \n* Play animation\n* Tooltips doesn't show \n\n", "Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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", "Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "Regression: Importing of collada model with instances became a LOT slower since 2.80 (practically freezing)\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: 2.80\n\nImporting of collada model makes Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\n- import attached collada file\n- Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\nLink to model file:\n\nCruisn-Exotica-arcade-game-Dual\n\n[doubleexotica.zip](doubleexotica.zip)", "Sequencer: Driver on any strip property does not invalidate its cache [prefetch frames]\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22\n\nBroken: version: 2.83.9\n\nSequencer: Driver on any strip property does not invalidate its cache [prefetch frames]\nThis can be any driver on any driven strip property:\nDoes not matter which property is the driving property (could be x Location of default cube as well)\n\n\n[#82776.blend](T82776.blend)\n- Open file\n- `driven` strips opacity is driven by Cube 's X location\n- change Cube 's X location --> driven strips opacity value changes, but the cache is not invalidated\n\n---\n\nOriginal report:\n\n Driver on `wipe.effect_fader` doesn't invalidate cache for driven wipe sequences. It's only invalidates the cache of the currently displayed wipe. This leads to display errors.\n\nNB: The issue is the same for any other parameter (e.g angle, blur...)\n\n- Open this file: [Bug_Wipe_Driver.blend](Bug_Wipe_Driver.blend)\n- There are two wipes, the first is the driver, the second one has the `effect_fader` value driven. Prefetch is enabled.\n- Move the `effect_fader` value of the driving wipe, its cache is reloaded, but not the cache of the driven one.\n\n", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)", "gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive\n(reporting from different os, those are copied from system-info.txt generated by blender)\nOperating system: Windows-10-10.0.19043-SP0\nGraphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nWorked: ?\n\n`gpu.types.GPUOffScreen` together with `gpu.state.depth_test_set` causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. if `gpu.state.depth_test_set` is set to `'NONE'` after drawing is finished, problem goes away. this happens on windows, on mac it works.\n\nexample code is from: gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications\n\n- Open text editor in default scene\n- Paste and run the attached code\n```\nimport bpy\nimport gpu\nimport random\nfrom mathutils import Matrix\nfrom gpu_extras.presets import draw_circle_2d\n\nIMAGE_NAME = \"Generated Image\"\nWIDTH = 512\nHEIGHT = 512\nRING_AMOUNT = 10\n\n\noffscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)\n\nwith offscreen.bind():\n fb = gpu.state.active_framebuffer_get()\n fb.clear(color=(0.0, 0.0, 0.0, 0.0))\n \n # one line added here ----------------------------------------------------\n gpu.state.depth_test_set('LESS_EQUAL')\n # ------------------------------------------------------------------------\n\n with gpu.matrix.push_pop():\n # reset matrices -> use normalized device coordinates [-1, 1]\n gpu.matrix.load_matrix(Matrix.Identity(4))\n gpu.matrix.load_projection_matrix(Matrix.Identity(4))\n\n for i in range(RING_AMOUNT):\n draw_circle_2d(\n (random.uniform(-1, 1), random.uniform(-1, 1)),\n (1, 1, 1, 1), random.uniform(0.1, 1),\n segments=20,\n )\n \n - and one line here ------------------------------------------------------\n - gpu.state.depth_test_set('NONE')\n # ------------------------------------------------------------------------\n\n buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')\n\noffscreen.free()\n\n\nif not IMAGE_NAME in bpy.data.images:\n bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)\nimage = bpy.data.images[IMAGE_NAME]\nimage.scale(WIDTH, HEIGHT)\n\nbuffer.dimensions = WIDTH * HEIGHT * 4\nimage.pixels = [v / 255 for v in buffer]\n```\n\n", "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![blender error.jpg](blender_error.jpg)", "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" ]
[ "Cycles Compute Device only shows \"none\".\nOperating system: Manjaro Linux 18.0\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.80, 8c620c8e2b3\n\n\nCycles allows me to render with GPU, but under \"Cycles compute device\" in preferences the only option available is a blue highlighted \"none\", so I'm not sure if it's using my GPU or CPU.\n\nDefault startup file, check user preferences, system, general, Cycles compute device.\n" ]
Image empties occlude each other Operating system: Windows 10 1809 Graphics card: NVidia GTX 960 Broken: 2.80-0b6dbbc306b0-win64 Worked: (optional): 2.79b When two image empties intersect each other one of them occludes the other. It seems to depend on the order that they were imported with the last taking draw priority over the first. The occlusion only seems to occur when the empties are intersecting and not when they are separate. 2.8 showing occlusion behavior ![2_8.PNG](2_8.PNG) 2.79b with expected behavior ![2_79_b.PNG](2_79_b.PNG) Go to front orthographic view and drag in an image to create an empty image. Go to side orthographic view and drag in an image to create an empty image. Position both images so that they intersect.
[ "Viewport Selection is getting slow depending on Scene Hierarchy depth / amount of objects\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 531.61\n\nBroken: version: 3.6.0 Beta\nThis was also tested in 3.5.1 / 3.4 (not working as fast as expected)\n\nSelecting objects in the viewport and in the outliner is taking seconds and produces high CPU load.\nThe spikes on the CPU graph are only produced by selecting a geometry (single left click on geometry in the viewport).\n\nThe scene from the screenshot contains an agency export model with a lot of Emptys that are used for the scene hierarchy / CAD. 33K objects (22K emptys) / 55 Mio Triangles.\nAfter deleting the emptys the selection is getting a little faster but still lacks behind. (from 3 to 1.5 seconds)\nIn Isolation view (1 single mesh) deselecting and selecting a mesh again it also takes around 1 second to select the mesh again. In edit mode selecting a vert / edge is instant as usual.\nThe geometry had Custom Split Normals Data but removing the normals made no difference. \n\nTurning off Emptys selection in The outliner also brought not the same feeling like selecting in Edit Mode. \n\n- Open attached [15000_empties.blend](attachment) file (It is a simplified one)\n- Select any object from the 3D View\n\nNote: The more Empties hidden, the faster the selection becomes.\n\nThanks a lot making Blender this awesome <3\n\n[15000_empties.blend](attachment)", "volumes breaking data passes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\npixel data for surface data passes and shader AOV's are rendering black if there's a volume.\n\n\n1. Open attached file\n2. go to compositor\n3. render frame\n4. check the data and aov passes\n\nexamples:\n![image](attachment)\n![image](attachment)\n![image](attachment)\n\nI understand it's necessary for the volume to affect the colour passes that build the combined pass, but for data passes and custom AOV's that only represent the surface, it would be useful for that data to not be obscured. For example if you want to replace textures in comp, or add vector motion blur to an object which is behind a volume etc. I think rule of thumb should be, if something doesn't have that type of data, then it shouldn't affect passes of that type of data.\n\nIt makes it impossible to make use of the data otherwise, forcing the user to render twice. Perhaps data and custom AOV's could have exclude lists where users could specify which objects shouldn't have any influence on the pass? Would be nice to have that on the environment pass too, so shadow catchers wouldn't mask the environment?\n\n", "Overlapping icons when modifier windows is squashed\nOperating system: Linux-5.15.0-37-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\nIcons overlap each other in the modifier stack when the window is squashed\n\nDrag the viewport window over so that the modifier window is compressed\n\n![Screenshot_20220609_0430571.png](Screenshot_20220609_0430571.png)", "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)", "Cycles does not generate the exact same images when a scene is rendered twice\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia 2070 Super\n\nBroken: master\nWorked:\n\n\nThe results generated by Cycles are not 100% deterministic.\nAs a consequence path guiding ( #92571 ) can not be implemented deterministically.\n\n\n1. Start Blender and open a scene like `monster`\n2. Render the scene with 64spp and store the result as exr image (e.g., monster-run-0.exr).\n3. Repeat 1. and 2. and save the result as exr again (e.g., monster-run-1.exr).\n\n4. Use an image comparison tool such as tev (tev) and compute the difference. \n\nYou will see that, even if both renderings were performed on the same machine, the resulting images have minor differences.\nNote: It might be necessary to scale the diff-images to see the errors.\n\nRun 0:\n![Screenshot from 2022-10-10 15-50-37.png](Screenshot_from_2022-10-10_15-50-37.png)\nRun 1:\n![Screenshot from 2022-10-10 15-50-41.png](Screenshot_from_2022-10-10_15-50-41.png)\nDiff:\n![Screenshot from 2022-10-10 15-51-15.png](Screenshot_from_2022-10-10_15-51-15.png)\n\n\n\n\n\n \n\n\n \n\n \n\nBased on the default startup or an attached .blend file (as simple as possible).", "OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n![screen.PNG](screen.PNG)", "Linking/Moving collection to another scene messes with the object visibility.\nOperating system: Windows 11\nGraphics card:\n\n**Blender Version** \nBroken: 9719fd696488\n\n\n\nThere is no reason the object visibility should not be carried over when the collection is moved or linked to another scene.\n\n\n[blender_HRo7zHHvN3.mp4](blender_HRo7zHHvN3.mp4)\n\nload the attached .blend\n\nselect the TEST collection in scene.A\n\nleft click drag onto scene.B while holding ctrl to link the collection instead of moving it. Moving the collection has the same affect\n\nopen scene.B and check the visibility\n\n\n\n[tests_06122022_1933_13.zip](tests_06122022_1933_13.zip)\n", "Weight paint mode and vertex paint mode share the same brushes\nBroken: b8bb2bb960ac\n\nPretty much what the title says. When you adjust the settings of the Draw brush in the vertex paint mode the same changes apply to the weight paint mode. These are 2 separate modes with their own use cases and settings. They should not share their brushes.", "Wrong number of datablocks indicated in the outliner\nOperating system: Linux 64\nGraphics card: GTX 1080\n\n2.93.5 & 3.0\n\nIn certain areas of the Outliner, icons show a little number indicating the total number of each datablock type contained in a collection, scene, etc. But the method for calculating this number is broken! If the same object shows up in multiple places, such as when it is linked in multiple collections, it will add to the total more than once. It's not hard to reveal the error- even the default file has this problem in the Blender File display mode:\n![screen.png](screen.png)\nIt looks as though our default file has 4 mesh objects, 4 lights, and 4 cameras, but it doesn't. Those things just appear 4 times in different places.\n\n - Open the Outliner and go to Blender File display mode\n - Un-expand the Current File line to see the incorrect total\n # Link an object into multiple collections in one collection to see the same issue in the View Layer display mode\n\n\n", "Volume overlap clipping\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.2\n\n<tr>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n</tr>\n\nOverlapping VDB/Volume objects create clipping issues where empty space of one volume meets another volume. Changing VDB space from Object to world does not address this issue, neither does changing the float precision from from half to full. Neither does increasing the volume steps, volume light bounces, or the transparency light bounces.\n\nThis has been a consistent issue now since maybe as far back as 2.79, then it could be mitigated by the \"optimise empty space\" being disabled, but now that's seemingly gone, the issue is back and really needs addressing. \n\n\n- Open the attached Blend file\n- head into rendered viewport.\n\nYou will see clipping like in the images attached\nAlternatively, just add a vdb or volume bake to a scene and instance it or duplicate it to overlap with one another and in Cycles you will see the clipping happen\n\nDownload from this link [NEW LINK](p6qN69KLpCFbMHc)\n\nThank you for looking into this\n\nEDIT: Updated link", "GP brush pin for fill only, makes both stroke and fill\nHi \nI want to have fill and stroke in different color but if I pin, I get both color same.\nSo that I cannot make custom brush, or I have to change it vertex mode every time.\nCan you please check?\n\n[image](attachment)\n\n", "Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: ![cycles_bug_report02.jpg](cycles_bug_report02.jpg)\n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: ![cycles_bug_report02.png](cycles_bug_report02.png)\n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)", "Object with follow-path constraint jumps off path, continuing slightly displaced.\nOperating system: Linux, Debian 10 (Buster)\nGraphics card: Secret (970)\n\nBroken: (example: 2.81 alpha, 2019-08-09 a571ff2c16c6, master as found on the splash screen)\nWorked: Unsure\n\nEmpty leaps off path.\n\nLoad attached blend. Move forward about 12 or so frames and you'll see the Empty jump off the path a bit. Increasing the curve resolution draws it increasingly closer to the visible path.[cam-follow-path.blend](cam-follow-path.blend)", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "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" ]
[ "Draw order reversed from the outliner to 3DView for background images on the same plane\nOperating system: Debian testing (Buster) updated to 20th Feb 2019\nGraphics card: i7-7700HQ built in Graphics (no dedicated graphics card in use)\nBroken: blender-2.80-855b3e68ef27-linux-glibc224-x86_64\n\nWhen two background images are added at the same level using empties. The one in the upper level in the outliner view is drawn below (in 3D View) the one at lower level in outliner view. For me this becomes and issue as I am reconstructing an archaeological site using drawings of different layers from the excavation. It is intuitive if the draw order is same in both the outliner and 3D view.\n\nIn a new file add two background images in Top ortho view.\nArrange them in the outliner with one image each in two collections\nThe image in the upper collection is drawn lower than the one in upper collection.\nPlease see the attached blend file.\n\n[DrawOrder.blend](DrawOrder.blend)\n" ]
pen pressure bug Operating system: Windows-10-10.0.16299 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36 Broken: version: 2.81 (sub 1) Worked: (optional) [pen pressure bug: making a new window will stop the radius from brush option from woorking] [open blender 2.8 sculpting branch. make new window<non-main window.> select radius size pressure button and turn it on. drawing in the new non-main window should demonstrate the radius will not work. drawing in a main window does work.] [{[F7647494](2019-08-03_10-43-26.webm)}]
[ "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", "Undo/Redo if Sculpt Mode toggle doesn't have Undo History produces Draw Brush in Sculpt Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nUndo/Redo if Sculpt Mode toggle doesn't have Undo history produces Draw Brush in Sculpt Mode\n\nCreate new 2D animation project\nInstall the following addon, which binds a \"gpencil.sculptmode_toggle\" with no Undo history to \"LEFT_CTRL\" and \"ed.undo\" to \"D\" \n[no_undo_sculpt.py](no_undo_sculpt.py)\nDraw lines in paint mode\nHold \"LEFT_CTRL\" to switch to sculpt mode, press \"Z\" to undo\nDraw brush is now in Sculpt Mode\nAlso affects redo if you use \"D\" to undo and not switch to Sculpt Mode, use \"CTRL+SHIFT+Z\" to redo\nWhile in this state, pressing \"TAB\" to switch modes produces \"Unable to execute 'Strokes Sculpt Mode Toggle', error changing modes\"\nPressing \"TAB\" again switches to Object Mode\n[2021-04-08 16-51-03-00.00.00.000-00.00.28.016.mp4](2021-04-08_16-51-03-00.00.00.000-00.00.28.016.mp4)", "Grease Pencil Sculpt mode - clone brush and select\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\n\nThe clone brush requires you to copy a brush before you can use it. In Blender 2.80 you have a select menu in all submodes. In Blender 2.82 you miss the select menu without masking submode.\n\nNow for the bug: without masking you can call the select tools by hotkey, but you can't use it. And this means that the clone tool requires to be in a selection mask mode so that you can select, copy and clone the brush.\n\n\nOpen Blender, create a grease pencil object. Switch to Sculpt mode. Activate the Clone brush. Press C to select what you want to clone. You can't.\n\n![select280.jpg](select280.jpg)\n\n![ clonebrush282.jpg](_clonebrush282.jpg)\n\n\n\n\n\n\n", "Grease Pencil: Eraser Brush ends on maximum radius\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: never\n\nWhen using the eraser brush in draw mode of grease pencil objects you can notice that when you stop your stroke, the brush radius will end on the maximum radius.\nThis has the effect of users erasing something carefully when using pressure sensitivity for the radius, but then erasing everything within the max radius anyway once they end the stroke.\n\nThis effect is most noticeable if you use the \"Eraser Point\" brush in the eraser tool with \"Use Pressure\" enabled.\n\n", "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.", "Grease Pencil - Straight line at beginning of stroke\nOperating system: Mac OS Mojave\nGraphics card: Intel UHD Graphics\n\nTablet: Wacom Cintiq\n\nBroken: 2.83.0\n\nWhen making fast strokes, there is delay that causes a straight line. Most noticeable when drawing quick circles. It seems to be there's a delay between starting the cursor pressing down and starting the stroke.\n![Screen Shot 2020-08-24 at 9.10.51 AM.png](Screen_Shot_2020-08-24_at_9.10.51_AM.png)\n\nBased on the default startup, adjusting setting doesn't change the behaviour. The straight line is present with all brushes.", "Text editor slider now blocked\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 1)\nWorked: 2.80\n\nNow that the sidebar got moved to the right side, there's times when the slider gets blocked by the arrow and you can't select and move down. \n\n![text_slider_blocked.jpg](text_slider_blocked.jpg)\n\n", "Confirm On Release in Radial Control doesn't work with Right Mouse Button\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.1.2\nWorked: Never\n\nRadial Control option \"Confirm On Release\" doesn't work if assigned to Right Mouse Button.\n\nGo to Preferences -> Keymap -> 3D View -> Sculpt -> Sculpt (Global) -> Radial Control (not necessarily in this mode it is possible in any other where there is a radial control).\nAssign Right Mouse Button to Radial Control check \"Confirm On Release\" option.\nRMB-drag in 3D viewport then release button and the action will be canceled.", "Cutter Tool Not Working When Lines are Drawn with the Draw Tool Using Guides\nOperating system: Windows 10\nGraphics card: Gigabyte GeForce RTX 3080\n\nBroken: 3.5.1\nWorked: Never tried it in older versions\n\nI use the Guides function to draw in perspective; however, the Cutter tool won't cut the lines correctly when the Guides function is used to draw the lines. Sometimes, it cuts them oddly. Most of the time, it doesn't cut them at all. When I use the Draw tool and manually draw in perspective (without using the Guides function), the Cutter tool works fine. \n\nStrokes drawn with \"guide\" options are not cleared in some cases with cutter tool\n\n- Use the Cutter tool on these to cut the lines from the intersections. I've named the layers appropriately.\n", "Impossible to weight paint certain vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0 Alpha\nBroken a7ac8a22f8\nWorked c8df6f2cf9 (huh!)\nBroken 9a85592dde\nBroken 382e7ce9ec\nBroken 2.81 release\nBroken 2.80 release\n\nToo often when weight painting it's impossible to paint over certain vertices.\n\n[Weight Paint Bug.blend](Weight_Paint_Bug.blend)\nTry to paint over the middle vertex (0 weight)\n![image.png](image.png)\n\n", "Inconsistent pressure behavior between the size and the strength in the sculpt mode\nOperating system: Win 11, Wacom Intuos Pro\n\nBroken: c1beaea80f97\n\n\n\nThis bug report was requested by @JulienKaspar.t.\n\nThe strength pressure feels totally flat once the size pressure is disabled. This behavior is really inconsistent across brushes. I am using the Clay brush below but most brushes have this issue, so it is not limited to the Clay brush.\n\nHere I am demonstrating it with the Clay brush. The brush feels ok when both the pressure and the strength is enabled, there is enough pressure variety and consistency.\n\n[blender_CXuVDMlgac.mp4](blender_CXuVDMlgac.mp4)\n\nI am disabling the size pressure in the video below and the strength feels like there is hardly any pressure control. It almost feels like it is not even responding to the pen pressure. I am using the exact same pressure as in above video with my Wacom pen.\n\n[blender_sd6OpRGCHX.mp4](blender_sd6OpRGCHX.mp4)\n\n\n\nAdd a dense mesh\n\nEnter into the ssculpt mode\n\nSelect the Clay brush\n\nMake sure the brush utilizes the size and the strength pressure.\n\nUse pressure to draw over the surface.\n\nDisable the size pressure control\n\nObserve how the strength behaves \n\nIncrease the strength beyond 1 to see the issue better.", "Sculpt mode: brush strength jump, when brush switches between two parts of mesh\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\nWhen brush jumps from one mesh to another its strenght increases for a moment.\nHere is demo and file for tests:\n\n\n[2021-05-13_21-10-24.mp4](2021-05-13_21-10-24.mp4)\n\n[jump.blend](jump.blend)", "The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)", "Grease pencil. Artefacts at beginning of strokes\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: 3.0.0 Alpha\n\nGrease pencil strokes drawn with a stylus have unwanted artefacts at their beginning. Especially noticeable at high radius settings. Related to this, the start of a stroke is often narrower than the artist's intention.\n\n![image.png](image.png)\n\n* Open new document, 2d animation\n* Set brush strength to 1 (not using pressure)\n* Set brush radius to 200 (using pressure)\n* draw several lines with a stylus\n* zoom in to inspect the start of the lines. There are artefacts, a 'lumpy' line close to the beginning of the stoke (see screenshot)\n\n**Notes**\nWhen you draw with deformable physical natural media (e.g. a paint brush, felt-tip) adding pressure increases the size of the mark, even when the tip is not moving over the paper. Other drawing programs also work this way. Currently blender doesn't work this way.\n\nI looked at the source code (gpencil_paint.c). Here's what i think is going wrong with the grease pencil strokes:\n\nWhen the pressure difference between two close adjacent vertices is large this can cause ugly 'lumps' in the line.\n\nCurrently, stylus pressure can be very different between the first and second vertex recorded in a grease pencil stroke. This is because there can be a large time difference between the recording of the two points; The first vertex stores a record of the pressure only at the moment the stylus first touches the tablet, subsequent changes of pressure before the stylus begins to move across the tablet are not recorded in the stroke. Only after the stylus starts moving is the second point recorded with the current pressure.\n\n**Proposed solution**\nAny time the stationary stylus tip is touching the tablet, the drawing routine polls the changing tablet pressure continuously. When the detected pressure is higher than the pressure of the last recorded point, the pressure of the last recorded point is overwritten by the newly detected (higher) pressure. This way, the pressure of the first and second points in a stroke is much more likely to be similar, the width of the start of the line will more closely match the artists intention, and the likelihood of artefacts is reduced.", "C and V keys pressed while drawing a Grease Pencil stroke unchangeable in keymaps\nOperating system: Windows 10\nGraphics card: RTX 3070\n\nBroken: 3.0.0\nWorked: n/a\n\nWhile in the middle of drawing a stroke, pressing C and V keys toggle guides on and off. \n\nThe C and V keys can be bound to something else in preferences, but whatever you bind them to, pressing them while in the middle of drawing a stroke still turns the Guides on and off. I can find no listing for these shortcuts in the Keymaps section." ]
[ "Lose wacom presure when use two windows.\nWindows 7 64bits\nTwo monitors\n\n2.79\nIt's broken since I remember, only that I ignored the problem.\n\nWhen you uses multiple windows in same blender instance and a wacom tablet blender lost the pressure or \"focus\" of the wacom and only go back when you click in the secondary window. **And sometimes blender don't paint the grease pencils**\n\nThe bug affect to painting modes, sculpt, and grease pencil drawing. The problem, that I was ignored because click in the secondary window to obtain presure is not a big problem. But now I have see that also you can have problems with grease pencil, creating \"invisible\" strokes that don't work with bsurfaces. Blocking the workflow until you \"imagine\" the problem or close and open blender other time.\n\n- Open Blender and create a secondary window with 3D view (in my test work with other panels themes)\n- Click in the secondary window\n- Open other program, browser for example (chrome)\n- hide the secondary window\n- focus in chrome\n- focus in primary 3D view\n- Try to paint\n\nNotes:\n- In my test it works with windows in different or same monitor, I don't know if it affects to the problem.\n- Some times it doesn't work and you must try so iterations of Blender -> Chrome ->Blender -> hide secondary. But I obtain it making few iterations, in less that one minute\n" ]
Cycles adaptive subdivision pre-subdivides the mesh with the "hidden" render levels setting Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: - 2.93.0 Alpha - 2.91.0 - 2.90.1 Worked: n/a It's not Cycles fault per se, but the mesh used for adaptive subdivision is sync'd with Cycles pre-subdivided using a "hidden" render levels setting. This causes unnecessary runtime performance and memory problems that wouldn't otherwise be there. It is also quite unexpected from a user perspective and introduces a workflow ordering issue. [adaptive-subd.blend](adaptive-subd.blend) - Add a plane - Add a sub-d modifier and set Viewport to 0 and Render to 2 - Enable Adaptive Subdivision on that sub-d modifier - The Render level of 2 is now "hidden" - Perform a render while under the debugger - Notice that the mesh that is sync'd with cycles is already at 25 verts in the following stack (a 4 vert plane subdivided 2 times) ``` blender.exe!ccl::create_mesh(ccl::Scene * scene, ccl::Mesh * mesh, BL::Mesh & b_mesh, const ccl::array<ccl::Node *,16> & used_shaders, bool subdivision, bool subdivide_uvs) Line 743 C++ blender.exe!ccl::create_subd_mesh(ccl::Scene * scene, ccl::Mesh * mesh, BL::Object & b_ob, BL::Mesh & b_mesh, const ccl::array<ccl::Node *,16> & used_shaders, float dicing_rate, int max_subdivisions) Line 893 C++ blender.exe!ccl::BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph, BL::Object b_ob, ccl::Mesh * mesh) Line 1045 C++ blender.exe!ccl::BlenderSync::sync_geometry::__l2::<lambda>() Line 163 C++ ``` - Disable Adaptive Subdivision on that sub-d modifier, Set Render level to 0, and Re-enable Adaptive Subdivision - Perform another render while under the debugger - Notice that the mesh that is sync'd with cycles is correctly at 4 verts - And the final render is much more reasonable in geometry Setting Render levels to 0 before enabling Adaptive Subdivision: ![r0adapt.png](r0adapt.png) Setting Render levels to 2 before enabling Adaptive Subdivision: ![r2adapt.png](r2adapt.png)
[ " Custom normals polishing\nThere are a few issues with custom normals workflow at the moment. For example it needs auto-smooth at the moment depending on the artist pipeline.", "Smooth shading usabilty\nWhen adding a mesh primitive in Blender, it is by default flat-shaded without subdivision surfaces. This means that after adding a new object with a smooth surface (like a sphere or monkey mesh), the user almost always has to change some settings.\n\nWe could change the default mesh settings to avoid that. However there are two distinct use cases which require different settings.\n\n* Meshes with autosmooth and/or custom normals. This could be either a low poly model for games, or a high poly model imported from CAD software.\n* Subdivision surfaces with creases to define sharp areas of the model. Custom normals are lost in the subdivision process, and autosmooth can't be combined with GPU acceleration.\n\nOnce subdivision surface settings become part of the mesh (#68891 (Subdivision surface settings part of the Mesh)), we could handle these as more distinct cases in the user interface and implementation.\n* If a mesh is a subdivision surface, no autosmooth or custom normals would be available.\n* Subdivision surface mesh primitives could be in a separate submenu of the Add menu, with all faces smooth shaded by default.\n* Mesh primitives could have smooth shaded faces and autosmooth enabled by default when it makes sense.\n\nEnabling autosmooth by default will negatively impact performance, particularly in edit mode. It's not obvious this is something we want to do. Further optimizations in this area are possible, but there will always be a cost.", "Subdivision surface with circle curve issue. \nOperating system: Windows 11 Pro\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\nWorked: (on 2.9 was working fine)\n\nCreating a mesh ring with curve circle and applying sub division serface, the modifier fails at two vertecies on the mesh. \n\nAdd curve -> circle -? edit mode -> select verticies -> E to extrude and S to apply size -> E to extrude on Z direction -> done\nObject Mode -> add modifier -> subdivision serface -> issue.\n[Issue with subdivision serface .blend](Issue_with_subdivision_serface_.blend)\n![Blender issue.bmp](Blender_issue.bmp)\n\n", "Inconsistent behavior of the Subdivide Edge Ring and Subdivide actions on meshes with shape keys\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 511.23\n\nBroken:\n3.2.0 Alpha 2022-05-01 a5644f9a28ea\n3.1.2 2022-03-31 cc66d1020c3b\n3.0.1 2022-01-25 dc2d18018171\n2.93.9 2022-04-19 31712ce77a6a\n2.83.19 (can't find build details)\n\nWorked: -\n\nThere's an inconsistent behavior of the Subdivide Edge Ring and Subdivide actions on meshes with shape keys.\n\nWith Subdivide Edge Ring, no matter what kind of interpolation and profile factor you use, the one applied to all other shape keys will use \"Linear\" and \"0\" respectively.\n\nWith Subdivide, if you use it on the Basis shape key, all other shape keys will inherit half of the transform of the \"smoothness\" setting, and they will be transformed in some undefined manner by the \"fractal\" setting as well. If you use it on non-Basis shape key, in addition to the described behavior with remaining shape keys, the Basis shape key will always use the default settings (smoothness and fractal = 0).\n\n**Exact steps for others to reproduce the error / sort-of-transcript of the video**\nwatch?v=s9dPcdHOlpo\nIf you use the Subdivide Edge Ring, leave the default settings, and go through the shape keys, you can see that the positions of vertices are slightly off between the current/modified shapekey and others.\nHowever, that changes when you change interpolation to \"Linear\" - then they start being the same.\nWhen you go through various options it seems that the only thing applied properly across all shape keys is the number of cuts.\nAll shape keys other-than-the-active-one seem to always be using the \"Linear\" interpolation, and profile factor = \"0\"\nFrom my tests it doesn't matter which shape key you use this action on - it will always have the same effect between the current shape key and all other.\n\nNow, there's something even weirder goin on with the regular Subdivide.\nIf we Subdivide the mesh with default settings, it will look the same in all shape keys - that's great.\nHowever, if we change something, then the mesh across shapekeys will look different.\nAs a general rule, if we Subdivide a shapekey like Key 2, then the Basis will look like it was Subdivided with the default settings instead of the chosen ones (besides the number of cuts), but all other shape keys will also be modified, just in a different way than the active shapekey.\nFor example, if we change the smoothness of our Subdivide, then other shapekeys will look just \"less modified\". If we check the coordinates of the vertices, then we can see that in Key 1 they are transformed exactly half-way to their position in Key 2.\nHowever, if we use the Fractal setting, then the results are different: The Basis is still default-Subdivided, but the vertices of Key 1 are not just halfway there to the positions of Key 1 - they're completely different.\nOn a final note, with regular Subdivide, if, instead of Subdividing Key 2 you did that to the Basis, then both Key 1 and 2 would look like Key 1 in my example. There would be no shape key that stays with default Subdivide settings.", "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", "Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n", "Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.", "Motion blur doesn't work with curve with subdivision\nOperating system: Windows 10\nGraphics card: GTX 780\n\nBroken: blender 3.3.1\nWorked:\n\nMotion blur doesn't work with curve with subdivision\n\n- render F12 : the motion blur works with simple curve\n- subdivise curve\n- render F12 : the motion blur doesn't work anymore\n\n![image.png](image.png)\n\n![image2.png](image2.png)\n\n[motion_blur_curve.blend](motion_blur_curve.blend)\n\nThanks a lot!", "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![image.png](image.png)\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", "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.", "Fast highpoly mesh editing\n**Status:** Need work plan \"approval\", all tasks listed already. Could use a design / engineer plan and ideally a commissioner (though if the scope here is super technical just having some artists testing may be enough.\n\n---\n\n**Team**\n**Commissioner:** `?`\n**Project leader:** @ideasman42 \n**Project members:** @fclem\n\n**Description**\n**Big picture:** 2.7x level of performance for mesh editing.\n\n**Use cases**:\n* Editing high poly objects with good performance without modifiers.\n* Sample file with 3M avaiable on request, file is ~300MB.\n\n**Design:** #74186 (Proposal for fast high poly mesh editing)\n\n**Engineer plan:** `?`\n\n**Work plan**\n\n**Milestone 1**\nTime estimate: `?`\n\n- [ ] Skip EditMesh to Mesh Conversion [D7169](D7169) (committed)\n\n - [x] Create API function to lazily initialize an edit-mesh objects evaluation mesh #64262\n - [x] Lazily initialize by disabling edit-mesh to mesh conversion in the modifier stack, calling lazy initialization where needed.\n - [ ] Replace lazy initialization with code that uses the edit-mesh, where practical. *(partially done)*\n - [ ] Evaluate production scenes *(yet to be defined)* to ensure that conversion isn't required for common editing operations.\n - [x] Draw manager support deformed edit-meshes, so an edit-mesh conversion isn't required when drawing an edit-meshes deformed cage *(similar to 2.7x support).*\n\n- [ ] Minimize GPU Transfer Overhead\n\n - [ ] Create API functions for tagging edit-mesh changes.\n - [ ] Limit updates to: selection data, active element.\n - [ ] Edge Flags Sharpness Seam\n - [ ] Limit updates to: deformations.\n\n - [ ] Coordinates, Face centers & normals.\n - [ ] Custom normals.\n - [ ] UV-tangents.\n\n - [ ] Limit updates to: custom-data layers.\n\n - [ ] UV coordinates.\n - [ ] UV selection.\n - [ ] Vertex color.\n - [ ] Vertex group color.\n - [ ] Custom normals.\n\n - [ ] Limit updates to: mesh properties.\n\n - [ ] Edge crease.\n - [ ] Edge flags (sharp, seam).\n - [ ] Face flags (freestyle).\n\n\n- [ ] Multi-Thread bmesh to mesh conversion.\n\n - [ ] For evaluation mesh *(uses simplified logic)*. [D6947](D6947)\n - [ ] For the full bmesh to mesh coversion *(uses more complex logic).*\n\n- [ ] Optimize edit-mesh GPU updating code\n\n *Benchmark production files, and investigate if the current code has room for improvement, making necessary optimizations.*\n\n**Milestone 2**\nTime estimate: `?`\n\n- [ ] Partial Geometry Updates\n\n - [ ] Support updating only modified geometry when transforming vertex coordinates.\n\n - [x] Coordinates.\n - [x] Normals.\n - [ ] Custom Normals *(note: need to investigate feasibility)*.\n - [ ] UV-tangents *(note: need to investigate feasibility)*.\n\n - [ ] Support partial updates for custom data layers.\n\n - [ ] UV mapping.\n\n - [ ] Mesh UV coordinates.\n - [ ] Mesh UV-tangents.\n - [ ] UV editor coordinate display.\n\n *note: we may run into diminishing returns with UV layer partial updates for custom-data layers, since only updating a single layer will already give us significant benefits. I'd suggest only to support this if it doesn't add a lot of code-complexity.*\n\n- [ ] Multi-object edit-mode\n\n - [ ] Undo optimization: skip mesh conversion for meshes which aren't modified.\n\n- [ ] BMesh support for the modifier stack.\n\n**Milestone 3 - opensubdiv**\n*Fast mesh OpenSubdiv viewport implementation.*\nTime estimate: `?`\n\n**Unknown Milestone**\n\n- [ ] Multi-thread edit-mesh to GPU data uploading.\n- [ ] Improve geometry buffer configuration (data layout used by the draw manager). \n\n\n**Notes:** Optimizing modifiers is out of the scope.\n\n---\n\n**Relevant links**:\n* #57936 (Mesh modeling performance regressions)", "Performance: EditMesh to Mesh on every modifier run\nThis is a part of performance regression investigation task.\n\nEvery movement of vertex will request modifier stack to be re-run. This involves conversion of EditMesh to Mesh, no matter whether there are modifiers or not.\n\nSince 84cf670d1d it seems that we can simply delay creation of `mesh_cage` in `editbmesh_calc_modifiers` and only do it if there is actual modifier which is to be applied. We can then have `runtime.is_original` set to truth for all Mesh IDs which are covered by Copy-on-Write, and set it to false when modifier runs.\n\nThis will solve about 50% of slowdown in the attached file (where EditMesh to Mesh takes almost same amount of time as batch cache creation).\n\n[megaheavy_mesh_edit.blend](megaheavy_mesh_edit.blend)", "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.", "Multires Unsubdivide freezes Blender with hidden geoemtry\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIn the Multiresolution modifier the buttons \"Unsubdivide\" and \"Rebuild Subdivisions\" do a similar operation.\nWhen having any faces in edit/sculpt mode hidden though, using any of these operators will freeze Blender.\n\n- Subdivide Cube a couple times\n- Apply modifier\n- In edit mode, hide some faces\n- Add multires modifier (Don't add any more subdivisions)\n- Use \"Unsubdivide\" or \"Rebuild Subdivisions\" \n\n[#99887.blend](T99887.blend)", "Vertex/Edge Slide stuttering with modifier.\nOperating system: Windows 11\nGraphics card: RTX 3070\nCPU: Ryzen 5900x\n\nBroken: 2.83 and all other.\nWorked: 2.79b\n\nVertex/Edge Slide freezes a lot with subdiv modifier in a relatively simple object.\n\n| With `Use Limit Surface` | Without `Use Limit Surface` |\n| -- | -- |\n| https://projects.blender.orgattachment | https://projects.blender.orgattachment |\n\n1. Import attached fbx.\n2. Add subdivision modifier set to 1 subdivision.\n3. Select the loop in the middle.\n4. Edge slide.\n\n" ]
[ "Cycles adaptive subdivision tasks\nAdaptive subdivision and displacement needs some work still to be considered stable and fully supported. This task is to keep track of what needs to be done.\n\nSubdivision:\n* #49159: Normal maps do not work, no tangents are computed.\n* #49585, also #86684: Adaptive subdivision setting linking issue (Make adaptive subdivision a proper modifier setting so it is copied correctly)\n* #49431: Missing smooth (face-varying) UV subdivision.\n* #73395: Pointiness not working with subdivision\n* #73403: Missing vertex colors\n* Motion blur not working ([test file ](open?id=12qOQg-5YSj4rTwwwFU3VFQJBE7-pPRNp), report #83639)\n* Support for instances, two strategies both worth trying:\n**Object space dicing option so users can manually set it for all instances** Bin instances according to distance from camera, so we have about log(N)\n* Grid primitive to reduce memory usage\n* Optimizations, reduce memory allocations, .. (#73564 (Adaptive subdivision modifier takes to much memory ))\n* In Blender 2.8, Blender subdivides the mesh itself which leads to too much memory usage.\n* #78055: panorama dicing works poorly compared to matching perspective camera\n* #92893 (\"Persistent Data\" stops \"Adaptive Subdivision Surface\" from working properly.)\n* #97364 (Adaptive subdivision breaks attributes passed from geometry nodes to shader editor)\n\nDisplacement:\n* Fast BVH refit updates when tweaking displacement shader\n* Better results for bump from vector displacement.\n* Vector displacement tangents compatible with other software." ]
Volume inside volume blockings artifacts Operating system: Fedora 38 Graphics card: RTX 2080ti Broken: 3.6.0 Rendering a fire simulation (with cube domain) inside another volume (cube object with noise texture) renders blocking artifacts around the fire domain. ![screenshot.jpg](attachment) - Open [Horse.blend](attachment) - Click on "Free Data" and then Bake it - Render whatever frame (noticeable in 98)
[ "Mantaflow: OpenVDB glitches due to Adaptive Domain\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: Blender 2.91.0 (b522e834ec30)\nWorked: never\n\nThe Adaptive Domain causes the smoke to shift when imported as a volume object (Import OpenVDB)\n[VDB_Ad_D-vid-C.mp4](VDB_Ad_D-vid-C.mp4)\n\n**Exact steps to reproduce the error (based on the .blend file)**\n[VDB_Adaptive_Domain.blend](VDB_Adaptive_Domain.blend)\n1. Enable Adaptive Domain.\n2. Bake the smoke simulation.\n3. The file uses relative paths, so it should import the cache automatically after the first step, but if it doesn't, select fluid_data_0001 and load the cached files.\n4. Play the animation.", "Volumes look much much different in master compared to 2.79b\nWindows 10 pro x64\nGTX 970\nThread Ripper 1950x\n\n![2018-09-01_16-30-18.png](2018-09-01_16-30-18.png)\n\nBasic volume shader with noise texture from build bot today doesnt look the same as 2.79b\n![blender_2018-09-01_16-30-03.png](blender_2018-09-01_16-30-03.png)\n\n![blender_2018-09-01_16-30-55.png](blender_2018-09-01_16-30-55.png)\n[untitled.blend](untitled.blend)\n", "Dither affects 'File Output' image even when \"save as render\" is disabled \nThe dither option in the Post Processing tab affects images saved through the file output node in the compositioner even when \"save as render\" is disabled, when disabled it should not touch the output image, when \"save as render\" is enabled it makes sense to dither.\n\n![image.png](image.png)\nnoise in output file\n![image.png](image.png)\n\n- Open attached file\n- Optionally change the Dither in {nav Output Properties > Post Processing}\n- hit render\nIt will generate an image in the directory pointed to by the node `File Output`.\nNote that Dither also affects this image.\nMaybe the fileoutput node needs his own dither value, it really is bad when generating raw pixel data.\n\n[gradient.blend](gradient.blend)", "API: Drawing artifact when drawing inside Gizmo and blend mode is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0 Release Candidate\n\nDrawing artifact when drawing inside Gizmo.draw and blend mode is enabled.\nLook at the line across each graphic/rectangle.\n![image.png](image.png)\n\n[GizmoDrawingIssueBlendAlpha.blend](GizmoDrawingIssueBlendAlpha.blend)\n1. Open the provided .blend file.\n2. Run the script\n3. Look at the simple rectangle and the transparent line across the rectangle\n4. Now try again but remove both 'gpu.state.blend_set' lines\n5. Rectangle is ok\n\nNote: the same drawing code from a [draw callback ](bpy.types.Space.html?highlight=draw_handler#bpy.types.Space.draw_handler_add) works fine without artifact.\n", "Multires spikes\nOperating system:\nGraphics card:\n\nBroken: Blender 3.00\nWorked:\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Sculpt while having multires modifier on\n2. Move \"sculpt\" level up and down\n3. Go into edit mode? I am not sure if I did do this, but I read that some people did do it to cause the artifact to appear. \n4. Artifact appear\n5. Unable to fix, without restarting [Handle safeguard v2.blend](Handle_safeguard_v2.blend)\n\nI can read online that this seems to have been a bug for long, but I couldn't find a fix. \n\nCan I use multires on my objects? What exactly caused this, and how can I fix it? \n\n![Multires error.PNG](Multires_error.PNG)", "Smoke artefacts when baking smoke simulation based on particles\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.2\nWorked: none\n\nI have a baked particle simulation that is propelled by a wind force field. Next, I have a smoke simulation whose flow source is set to particle system.\nWhen I run the simulation it takes much longer than usual and ends up creating lines of smoke in random directions.\n\nI add that all the sliders in the field weights tab of the domain object are at 0 (gravity, all...) so no force field can be the cause of this scattering\n\nHere are some pictures of the problem :\n![problemImage.png](problemImage.png)\n![problemImage1.png](problemImage1.png)\n\nWith higher resolution :\n![problemImage2.png](problemImage2.png)\n\n- Open the blend file\n- Bake Particles\n- Bake Smoke\n\n[SceneProblem2.blend](SceneProblem2.blend)\n\n", "Boolean modifier artifacts\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\n\nDifference on Brush Boolean is error code and lot bug.\nSee youtube tell you.JaCQrMN0quk\n\n**Steps to reproduce**\n- Open .blend file\n- Move target object over the object which has boolean modifier on it\n\n[3D print baby tall chair belt.blend](3D_print_baby_tall_chair_belt.blend)\n", "Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`", "Particles on Faces/Volumes with grid does not respect zero gravity\nSystem Information\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1650\n\nBlender Version\nBroken: 3.0.0 Release candidate, 2.93.4\nWorked: Not sure\n\nParticles on Faces/Volumes with grid does not respect zero gravity\n\n1. Open a default scene and remove the default cube\n2. Add a plane\n3. Add a particle system and change the emission to Faces or Volumes and Distribution to Grid\n4. Change the Gravity to 0 in Field Weights\n\nExpected result: The particles generated needs to move up\nObtained result: The particles generated sticks to the plane\n\n", "Blocky artifacts in Cycles, when rendering thin VDB data\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\n\nBroken: Blender 3.1.0, 2022-03-08 18:16, c77597cd0e15, master\n\nWhen rendering high resolution or a thin sheet of VDB-imported data in Cycles, numerous blocky artifacts appear. And, if the VDB sheet is thin enough, it doesn't even render in the first place.\n\nHere's what it looks like in solid shading\n![Screenshot 2022-04-27 142627.png](Screenshot_2022-04-27_142627.png)\n\nHere is what it looks like in Cycles. Note the numerous blocky artifacts near the center.\n![Screenshot 2022-04-27 142538.png](Screenshot_2022-04-27_142538.png)\n\nAnd, just for reference, here's what it looks like in EEVEE. There aren't any artifacts here.\n![Screenshot 2022-04-27 142706EEVEE.png](Screenshot_2022-04-27_142706EEVEE.png)\n\n\nProject file: \n[CyclesBlockyVolumeBug.zip](CyclesBlockyVolumeBug.zip)\nPlease note that clipping in the VDB settings is turned all the way down to 0, and that this issue is unaffected by changes in the step rate and step count.\n\n(Based on the .blend above)\n1. Go to frames 2, 3, or 4, in the timeline and either render the frame or enter the rendered viewport shading mode.\n2. On frames 3 and 4, blocky artifacts will be found, and, on frame 2, the VDB isn't even rendered. (frame 1 contains no VDB data, so that's why I didn't include it)", "Having a Collection with volume shaders set to Indirect Only doesn't work with Transmission rays\nOperating system: Windows\nGraphics card: GeForce RTX 2080 Ti\n\nBroken: 2.82\n\nThe Indirect Only setting on a Collection doesn't seem to apply when viewing Volume shaders through shaders with Transmission enabled.\n\nSee the attached blendfile. Enabling or disabling the VOLUMETRICS collection (which is set to Indirect Only) doesn't affect what is seen through the glass.\n[comp_test_render_scene.blend](comp_test_render_scene.blend)", "QuadriFlow with the new symmetry option creates holes at the center\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)\n\n\nQuadriFlow creates hole artifacts like these when remeshing. Usually occurs after using Voxel Remesher and/or Dyntopo which can break symmetry at the center very often.\n![Openings in the symmetrical QuadriFlow.png](Openings_in_the_symmetrical_QuadriFlow.png)\n\n1) Sculpt something in Sculpt Mode and use Voxel Remesher/Dyntopo.\n2) Start QuadriFlow. It doesn't always produce these holes in the mesh, but keep repeating part one and two and you will eventually get these holes where each side hasn't been properly merged together.", "Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.", "Python API bindings for volume render pass broken\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nPython API calls for Volume render pass settings are missing.\n\nEnabling the render pass show in the info window `bpy.data.scenes[\"Scene\"].(null) = True`.\nSetting it with python fails too:\n```\n>>> C.scene.view_layers['View Layer'].use_pass_volume_direct = True\n\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nAttributeError: 'ViewLayer' object has no attribute 'use_pass_volume_direct'\n```\n\n", "GPencil: Fill tool doesn't respect internal closed areas\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.90.0 Alpha\n\n![Screenshot 2020-06-07 at 11.48.48.png](Screenshot_2020-06-07_at_11.48.48.png)\n![Screenshot 2020-06-07 at 11.48.54.png](Screenshot_2020-06-07_at_11.48.54.png)\n![Screenshot 2020-06-07 at 11.49.01.png](Screenshot_2020-06-07_at_11.49.01.png)\nWhen clicking with the fill tool inside the outermost boundary the fill ought not to fill the area inside the innermost boundary, but it does.\n\ndraw a shape as shown. using the fill tool click inside the outermost boundary but outside the innermost boundary.\n\n" ]
[ "VDB inside a Volume shows cubic artifacts\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0 Beta\n\nVDB inside a cube of volume create a layer around the VDB.\n\nGPU Optix test:\n![image.png](image.png)\n\nGPU Cuda test:\n![image.png](image.png)\n\nCPU test:\n![image.png](image.png)\n\nWithout the cube:\n![image.png](image.png)\n\n\n\n\n\n\nCreate a cube with a volume material\n![image.png](image.png)\n\nPut a vdb inside of the cube.\n\n\nMy file [vdb overlap.blend](vdb_overlap.blend)\n\n\nThank you\n", "VBD inside Volume-Scatter Object produces blurry/blocky Artifacts\nOperating system: Windows 10\nGraphics card: 2070 Super\n\nBroken: 3.0 and latest (blender-3.1.0-alpha+master.d2bf60cc17a9-windows.amd64-release)\n\n\nAs described in the title when i put a (smoke) VBD (downloaded from embergen) inside a Volume-Scatter Object (cube/ room) I get some blurry/blocky artifacts where the smoke-vdb is. \n\nWith Volume Scatter Object (looks wrong):\n![with volumetrics.png](with_volumetrics.png)\n\nWithout Voume Scatter Object (looks fine):\n![without volumetrics.png](without_volumetrics.png)\n\nAlso everthing behind the smoke is barely visible (distorted and blurry) anymore if the volumscatter object is present.\n\nIf i put the volume scatter object right infront of the smoke vdb (so that its not inside) it renders well.\n\nI tried to play with the transperency settings/samples und the volume sampling bot nothing solved the issue.\n\n\n[testfile.blend](testfile.blend)\n[embergen_building_implosion_a_26.vdb](embergen_building_implosion_a_26.vdb)\n\nJust turn on and off the volume scatter object to compare the results" ]
Physics cache/display update problem Windows 10 64-bit GTX 1080 Broken: 2.78.5 c694f6e Worked: 2.78c After modifying an object in a physics simulation and running the animation again, it does not update until the second run. Use the attached blend file and perform the following steps: - Play the simulation with the falling cube, it displays correct on the first run - Stop the animation and go to frame 1 - Change the rotation of the cube slightly - Run the animation again, the display will not update until the animation repeats (second run) I also tested this in 2.78c where it works: After modifying the cube the animation updates on the first run. [physics_test.blend](physics_test.blend)
[ "Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!", "bpy.ops.object.transform_apply no working after physics simulation\nOperating system: Windows 10 Pro\nGraphics card: 2x Nvidia 1080 GTX\n\nBroken: 2.8, b46245470f79, 2018-04-18\nWorked: 2.7x\n\nWhen running a rigid body simulation, it is not currently possible to apply transformation to freeze a specific frame. If you start scrubbing in the timeline, the object either goes back to original position or jumps to random position that was generated during the simulation.\n\n - add a plane and add a passive rigid body\n - add a suzanne and add an active rigid body\n - run the simulation\n - choose a frame\n - select the suzanne object\n - apply transformation/apply visual transformation\n # scrub in the timeline\n\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Bake texture then the colour of texture is changed\nOperating system: Windows 10\nGraphics card: NVIDIA GTX 1050\n\nBroken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release\nWorked: Never (2.80+)\n\nWhen I bake texture to a new UV colour is changed. After bake, I use the colour picker to define the colour.\nThe original texture of the cube has colour #41FF6A. Cube texture with new UV has #40FE69.\nI tried to bake at the same object and from one object to another - bug is here too.\n!!! Importantly !!! The bug is here if the original texture does not save to a file (jpg, tif, etc). if I save the original texture to file before baking the bug is not here.\n\n1. Add two cube.\n2. Cubes have to have different UV.\n3. Set colour #41FF6A as image texture at first cube (does not save texture in a file).\n4. Set Bake Type to Diffuse and uncheck Direct and Indirect in Bake.\n5. Bake.\n6. Take colour picker (I use ColorMania) and compare colours both cubes (the second cube will be #40FE69).\n", "\"Updating Objects Flags\" Stalling Blender\n{[F10130762](22_Nautilus_through_City_-_Cycles___Eevee.zip)}Operating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 2.92.0\nWorked: Not working down to 2.83 LTS\n\nThis file will not render the Scene named \"Cycles\" with the Cycles render engine. \n\n\n1. Open attached blend file. Note everything except camera and lights are turned off.\n\n2. Using command line, attempt to render a single frame (say 130).\n\n3. Result = Everything initialises but the render stalls on \"Updating Objects Flags\".\n\n4. Open the file in UI\n\n5. Render image renders a blank image (expected).\n\n6. Turn on Buildings and Landscape, 9 collections from the top, and Nautilus and Submarine Search Lights at the bottom. \n\n7. Render a single frame, or the cycles render layer in the compositor.\n\n8. Result = A single image may render in cycles (followed by the second scene in Eevee that composites).\n\n9. Render animation\n\n10. Result = Blender hangs on \"updating objects flags\" and it does not render, and it is not possible to cancel the render.\n\nIt may be possible to get back rendering by saving the file as a new file. But as soon as rendering an animation as attempted, \"updating objects flags\" hangs Blender either in command line or in UI mode.\n\nNotes: \n\n1. I have tried the same file on multiple machines and multiple Operating Systems with the same result.\n\n2. Quite a number of files have similar kinds of problems. Most commonly, the files will not render in UI mode. Usually though, rendering in command line works. In this case it does not.\n\n3. I have tried every permutation of trouble-shooting I can think of. I have added meshes back in one by one, re-baking ocean modifer, particles, everything. Trying recently, I had to re-bake the particles after which rendering stopped working in any configuration. The particle systems have been baked to a disk cache.\n\n4. Reconstructing from a new blend file is pointless - new blend files are fine and I do not know what is happening to bring about the bug.\n\n5. It may be necessary to re-send the file in its state when it cannot render. Please let me know if anymore information is required.", "Modifiers after physics ones shouldn't invalidate cache\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\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "Show Emitter toggle still hides object after Particle System has been deleted.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: version: \n- 2.92.0 Alpha\n- 2.91.0 Release\n\nWhen you delete a particle system with show emitter unchecked under Viewport Display the object stays hidden. You have to re-add the particle system and check Show Emitter.\n\n- Add Particle System to default cube.\n- Uncheck Show Emitter under Viewport Display\n- Delete Particle System. \n\n", "Asset Browser preview generation not updating untill hovering over Preview menu\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nWhen trying to generate an asset preview using `Render Active Object` the preview **won't display** until hovering over the `Preview` menu.\n\nOpen `Blender` -> Open `Asset Browser` -> Mark any **object** as asset -> Open `Asset Details` -> In the `Preview` Menu you will find `Render Active Object Button`\n\n[2022-12-08 21-59-59.mp4](2022-12-08_21-59-59.mp4)", "Particles \"Numbered\" Incorrectly When Generation Time is Influenced by Texture\nSee attached - probably not relevant.\n\nBroken: 2.90 - see attached\n\nA keyed particle system sends particles from one particle system to another particle system. Normally the ordering is respected: the first-generated particle in one system gets sent to the first-generated particle in the second system, same for the second-generated particle, and so forth. This does not work though if a texture is used to generate a particle system. Various visual effects rely on the ordering being respected.\n\nCreate a plane mesh. Add a particle system to it, physics none, starting at time 1 and ending at time 10 with 10 particles. Add a blend texture so the particles are generated from one side to another. Add a second particle system on a second object. Now create a keyed particle system on the second object going from the first particle system to the second particle system, starting at time 15 and ending at time 24 with 10 particles. Display its particles in a distinct way (e.g., as red spheres). Step through the simulation frame by frame. Note the order that the particles appear on the plane mesh (first particle system). Then at frames 15, 16 and 17 note the order in which the keyed particles appear. They appear in a different order, whereas, if a texture is not used but the random seed is used, the keyed particles will be created in the same order that they were created in the first particle system regardless of the chosen random seed.\n\n[system-info.txt](system-info.txt)\n[Particle Numbering Bug.blend](Particle_Numbering_Bug.blend)", "Scene statistics not updating depending on geometry node behaviour\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: Never.\n\nIt seems that the scene statistics (both in the viewport and in the status bar) are not updating to reflect the number of vertices after a deleting operation through geometry nodes.\nHowever it does update if I move to another frame in the timeline.\nIt may be a design choice to limit the computation needed but I thought useful to report\n\nIn the attached blender file go to the modifiers tab and change the LOD value in the geometry nodes setup, you'll see no change in the scene statistics despite the mesh displayed has a different amount of objects. If you move to any other frame it will update accordingly\n\n", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "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![Captura de pantalla 2021-04-09 a las 10.12.18.png](Captura_de_pantalla_2021-04-09_a_las_10.12.18.png)\n![Captura de pantalla 2021-04-09 a las 10.12.29.png](Captura_de_pantalla_2021-04-09_a_las_10.12.29.png)\n\n[particles_bug_when_collide_rigid_body.blend](particles_bug_when_collide_rigid_body.blend)", "Cloth physics cache gets reset by changing object materials\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83 (sub 11)\nWorked: unknown\n\nWhen using a cloth physics simulation, if you add or remove a material from an object, the cloth system cache is reset (\"cache is outdated\"). I don't think the material affects the cloth physics in any way (as it seems you can change any parameter within the material without the cache resetting), and therefore this should probably not happen. Please correct me if I am wrong and the material does affect the physics somehow.\n\nIn the default scene, enable cloth physics for the cube. Let the playback run for a few frames, building up the cache. Add a material to the cube; now the cache gets reset.\n\n", "Dependency Graph: Assert for DEG_get_evaluated_scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace.\n\nDebug build:\n1. Default cube.\n2. Add Geometry Nodes modifier. In node tree:\n a. Add Cube primitive node.\n b. Add Scene Time node.\n c. Putt Cube geometry to Group Output node.\n d. Set some large values in Vertices inputs of Cube node. (~0.5s to compute)\n3. Start playing of animation.\n4. Click on some place of time line\n5. Press undo/redo few times.\n\n", "Animated properties of View Layers are not updated when View Layer is not Active\nOperating system: Windows 10, x64\nGraphics card: nVidia GTX 1660\n\nBroken: 3.1.0; 3.1.2; and 3.3.0-alpha (08a39d32)\nWorked: none\n\nI'm compositing separate View Layers of a single scene. To reduce render times, I want to not render View Layers which are currently completely hidden, so I'm animating the \"Use for Rendering\" property of some View Layers.\n\nWhen *rendering*, it always works as expected... but *in the editor*, it seems that View Layers which are not the active workspace view layer do not update their animated properties when I move around on the timeline.\n\n\n # Open attached `bugreport-useforrender.blend`\n ** [bugreport-useforrender.blend](bugreport-useforrender.blend)\n\n **There is one Scene, \"Scene\". There are two View Layers, \"View A\" and \"View B\".** Collection \"Common\" has a camera and light. Collection \"Layer A\" has a Cube. Collection \"Layer B\" has a Suzanne/monkey.\n\n * Set View Layer \"View A\" as active (it should be already in the example file).\n **Observe the active collections. \"View A\" includes only the \"Common\" and \"Layer A\" collections, thus including the cube, camera, and light.** Observe the Graph pane and Properties pane. View A is used for rendering from frames 1 to 60, and not used for rendering from frames 61 to 120.\n\n * Seek to a frame before 60. Render a frame with F12. Observe the monkey and the cube, as expected.\n * Seek to a frame after 60. Render a frame with F12. Observe only the monkey, as expected.\n\n * Set View Layer \"Layer B\" as active, while still on a frame after 60.\n ** Observe the active collections. \"View B\" includes only the \"Common\" and \"Layer B\" collections, thus including the monkey, camera, and light.\n\n * Seek to a frame after 60. Render a frame with F12. Observe only the monkey, as expected.\n * Seek to a frame before 60. Render a frame with F12. ***Observe only the monkey, but both a monkey and cube was expected.***\n\n * Set View Layer \"Layer A\" as active, without changing the current frame.\n * Render a frame with F12. ***Observe the monkey and the cube, as expected, but not as consistent with a moment ago.***\n\n * With either View Layer active, render the whole animation with Ctrl+F12. The resulting animation is always rendered as expected.\n" ]
[ "Changes of rigid body related settings during simulation will break the simulation (worked in 2.78c)\nWin7 x64\n\nBroken: 2.79 RC (Master since between April and Juli)\nWorked: 2.78c\n\nRigid body physics doesn't allow changes of related settings during simulation anymore. Either on mesh objects itself or on constraint objects a change immediately invalidates the simulation point cache and everything is lost.\n\nChanging settings of physics during simulation is a crucial part for VFX work. This has been possible since Bullet is accessible from viewport, it was fully supported by Blender and Bullet in all past Blender releases. Also this breaks some Bullet related add-ons like the Bullet Constraints Builder on a fundamental level.\n\n- Add rigid body property to the default cube\n- Start simulation and change mass of the object during simulation\nExpected behavior: Cube continues to drop without noticeable influence\nCurrent behavior: Cube suddenly jumps out of frame, orange cache indicator in timeline disappears\n\n[rb-cube.blend](rb-cube.blend)", "physics rigid body animation fails on second play with alt-A if the body is moved\nAlienware X51 R3 2 x Core i7-6700 @ 3.4GHz, 32GB RAM\nWIndows 10 Pro 64-bit\nGTX-970, driver version 385.28\n\nBroken: 2.79 Release Candidate\nWorked: 2.78c\n\nIf the cube in the example is moved after the physics simulation has been run once, the simulation does not start at the new location of the cube. When alt-A is pressed, the cube jumps to the old start location, the current frame advances, but the cube does not move. Running the simulation again, it works as expected.\n\n[physicsBug.blend](physicsBug.blend)\n\nStart with the default scene.\nselect Cube, move it up and rotate it. (g z 10, r 30)\nadd an Active physics rigid body to Cube\ncursor to (0,0,0), add a mesh plane, scale by 10 (s 10)\nadd a Passive physics rigid body to Plane\n\nThe attached blend file has the previous steps completed\n\npress alt-A to start the simulation\npress alt-A to stop the simulation after Cube has stopped moving\nin the Timeline editor rewind to frame 1\nselect Cube, move it along the y axis (g y -3)\npress alt-A. The cube appears to jump back to (0,0,10), and does not fall, even though the frame time is advancing in the Timeline editor\npress alt-A to stop the simulation\nin the Timeline editor rewind to frame 1. Cube appears to move back to (0,-3,10)\npress alt-A. The cube drops from (0,-3,10) as expected" ]
Extrapolate within the Transformation Constraint not working correctly Operating system: mac0S Catalina Graphics card: NVIDIA GeForce GT 750M 2 GB Broken: 2.82a this was downloaded and tested with just prior to bug report Worked: 2.79b While rotating a shape around a path the extrapolate doesn't seem to work as it did in 2.79b. The shape snaps back to its looped measurement. Open the file up and rotate the circle in the middle. This will show you what it's doing incorrectly. open?id=1ly1o5YdeOocDNKCiNDynGXk_HA4JaC77 This was created by following this simple YouTube tutorial (which worked perfectly in 2.79b). a9nGRM6q1Ik?list=LLIHO4S6ShYCr6Gr6zWF2u4Q Email me with further questions or info at: [email protected]
[ "Sculpt Mode: Wrong Transform pivot point when set to 3D Cursor\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nWrong Transform pivot point in sculpt mode.\nIf you set transform pivot point to 3d cursor and perform a rotation after it won't take orientation pivot into account. Only works on the second input. See the videos for details.\n\n - enter sculpt mode\n - enable symmetry\n - set pivot to 3d cursor \n - enable transform tool\n - mask part of the mesh\n - set pivot\n - perform rotation\n - perform second rotation\n[Blender 2023-01-27 12-14-10.mp4](Blender_2023-01-27_12-14-10.mp4)", "Transform generalized custom-data correction support\n\n**Motivation:**\n\nHaving to manually adjust custom-data is tedious\nwhile there is a UV correction option,\nit's limited to vertex & slide.\n\nThis proposal is to generalize the option so it can be used for any\ntransform mode.\n\n\n**Solution:**\n\nThis proposes to add two kinds of custom-data correction methods.\n\n- Correct based on surrounding geometry, this is suitable for\n```\nvertex & edge slide.\n```\n *The existing logic for vertex & edge slide can be used here.*\n\n- Project Custom-Data\n\n```\nThis would project geometry onto the surfaces of the original mesh\nto calculate the custom-data.\nThis would allow geometry.\n```\n\n```\nThis could be used for other transform modes besides vertex/edge slide.\n```\n\n\n**Limitations:**\n\nThis option works best when adjusting small regions of geometry and often won't work well moving large regions of faces.\n\nThere is a limit to how much UV's can be corrected in this case without re-unwrapping/projecting\n*(which is beyond the scope of this proposal).*\n\n\n**User Interface:**\n\nThese would be shown in the tool options panel, we could keep the transform option too (although this isn't essential).\n\n----\n\nThere is a risk that users accidentally leave this enabled and transform their UV's when moving the geometry.\n\nSince we have other fairly obscure options (transform origins for example), it may be best to show these are enabled while transforming (as we do for auto-keyframe).\n", "Cutter Tool Not Working When Lines are Drawn with the Draw Tool Using Guides\nOperating system: Windows 10\nGraphics card: Gigabyte GeForce RTX 3080\n\nBroken: 3.5.1\nWorked: Never tried it in older versions\n\nI use the Guides function to draw in perspective; however, the Cutter tool won't cut the lines correctly when the Guides function is used to draw the lines. Sometimes, it cuts them oddly. Most of the time, it doesn't cut them at all. When I use the Draw tool and manually draw in perspective (without using the Guides function), the Cutter tool works fine. \n\nStrokes drawn with \"guide\" options are not cleared in some cases with cutter tool\n\n- Use the Cutter tool on these to cut the lines from the intersections. I've named the layers appropriately.\n", "Sculpting - Cloth brush - Snake Hook deformation not working\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\n\nBroken: version: 3.5.0 Alpha\n\nThis is the image I got after kept dragging my cloth brush around the same spot for a few times:\n![Screenshot 2022-12-07 at 21.08.06.png](Screenshot_2022-12-07_at_21.08.06.png)\n\nand this is the file I'm using:\n[20221206_sculpt_cloth_brush_snake_hook_donot_work_0001.blend](20221206_sculpt_cloth_brush_snake_hook_donot_work_0001.blend)\n\nI personally think the option is 'wired' to a wrong block of code.\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", "Boolean modifier produces unexpected result\nOperating system: Debian bookworm / sid\nGraphics card: Intel WhiskeyLake-U GT2, but most likely doesn't matter\n\nBroken: 3.3.1 (from Debian), 3.4.1RC (Daily Build from blender.org, b87bcd3f8fe1), 2.93.12 RC (Daily Build, 1f30e…)\nWorked: unknown\n\n\nIteratively generating the difference between a mesh (in this case a plain torus) and a rotated version of its copy seems to work fine initially but results in broken meshes after a few steps. Artefacts include non-manifold bits and pieces of the original mesh, or a DIFFERENCE step that ends up adding the mesh that it just subtracted to the result.\n\nAlso discussed at 1427102 (page contains images showing said broken results).\n\n[problem.blend](problem.blend)\n\nInspect file above.", "Inverting constraints function or attributes\nAdding a function that inverts constraints calculation or an attribute that shows how much value was added to an object from each constraint\n\nI was discussing with Dr.Sybren and Brad Clark about the 'Copy Global Transform' addon.\nI have an addon called animtoolbox, and one of the tools is similiar and called 'Copy World Matrix'. (I didn't realize it's already inside Blender)\nIt is available to download here\nanimtoolbox\n\nHowever the main difference is that animtoolbox is calculating also the \"child of\" constraint inverse\nI've made a video that compare the two addons with different child of constraints and different influences. you can see how it's always pasting into the same final world matrix\n[youtu.be/Qj33wXRbpz4](Qj33wXRbpz4)\n\nEventually I want to invert all the constraints calculations (that don't have 'replace' mode).\nDr.Sybren suggested that instead of each addon inverting constraints by itself, there could be a built-in function. I'm suggesting to have an attribute that shows how much value is being added. Maybe this could be eventually also related to everything nodes.\n\nThe child of constraint currently already has the attribute constraint.inverse_matrix in the api, so it could be similiar attribute, but showing the whole value that comes from each constraint\n\nIn case this can help with the design, here are examples from animtoolbox addon. What I'm currently using to revert the child of' constraint the base formula that I use to find the offset is\n\n```\noffset = con.inverse_matrix.inverted() @ con.target.matrix_world.inverted()\n```\nTo calculate it also with the influence I use this formula to append and calculate each constraint offset\n```\noffset = Matrix.Identity(4) + con.influence * (parent_matrix @ con.inverse_matrix - Matrix.Identity(4))\n```\nThis works good for location, for rotation and scale I use lerp\n```\noffset_lerp = Matrix.Identity(4).lerp(parent_matrix @ con.inverse_matrix, con.influence)\n```\nand then **invert and multiply all the offsets** with the desired matrix.\n\nFor all the other tranformation constraints I found that I could find the difference between matrix world and matrix basis and then multiplying the inverted difference, but this requires to isolate each constraint, which can cause issues when drivers are applied.\n\n```\ndiff = basis.inverted() @ obj.matrix_parent_inverse.inverted() @ obj.parent.matrix_world.inverted() @ matrix_world \nobj.matrix_basis = obj.matrix_parent_inverse.inverted() @ obj.parent.matrix_world.inverted() @ matrix @ diff.inverted()\n```\n\n", "Python API: TRANSFORM_OT_resize unrecognized in bpy.ops.mesh.extrude_region_move (macros can change their operators during execution)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.76\n\nBroken: version: 2.91.0\nWorked: (newest version of Blender that worked as expected): don't know\n\nError displayed in the system console: \"Converting py args to operator properties: : keyword \"TRANSFORM_OT_resize\" unrecognized\n\nIn a blank view \n- add a circle (with 'bpy.ops.mesh.primitive_circle_add(radius=1, enter_editmode=True, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))' in the Python console)\n- then extrude it toward the center by typing {key E}, then {key S} to create an annulus. \n- The command shown in the Info window is: \n\n```\nbpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={\"use_normal_flip\":False, \"use_dissolve_ortho_edges\":False, \"mirror\":False}, TRANSFORM_OT_resize={\"value\":(0.560534, 0.560534, 0.560534), ...etc\n```\n\nSo `TRANSFORM_OT_translate` (in a \"normal\" extrude_region), became `TRANSFORM_OT_resize` (by hitting {key S})\n\nThis same command pasted into the Python Console or in the text editor gives the error shown above.\n\n\n", "Snap Increment with \"Absolute Grid Snap\" not working correctly in XY plane\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.Q3.230719\n\nBroken: version: 3.6.2\n\nDescription of error\nWhen moving an object by using Increment Snapping with \"Absolute Grid Snap\" enabled and constraining the plane the object no longer moves with the mouse cursor. It is best demonstrated in the video I have captured.\n\nTo repeat follow these steps:\n1. Make a new default blender scene with an object to move.\n2. Enable Snapping, set to Increment.\n3. Select the object and then \"G\" to move it.\n4. Constrain movement to XY plane and move the object around the 3D space.\n5. Next cancel the transform and Enable in the Snapping Setting, \"Absolute Grid Snap\".\n6. Press \"G\" to move the object once again and contrain its movement to the same plane as before and move the object around.\n7. The object will no longer follow the cursors movement.\n\nAdditionally, this is a recent bug as of this version as tested both 3.4.1 and 3.5 version of blender and they both work as expected, with no Discrepancy.\n", "Hair rotation/tilt do not work with path\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\nWhen i am trying to use rotation with paths/strands it just do not work at all.\nI know that new hair system is in development and probably this issue will not be fixed for current system.\nBut I hope, it will fixed at least for next one. Perhaps as «initial normal distortion» or something like that.\n\n[2020-11-08_22-11-50.mp4](2020-11-08_22-11-50.mp4)\n\n**to reproduce**\nOpen a file, switch rendering type to path.\n[hairRotation.blend](hairRotation.blend)", "Snapping to vertex for Rotation doesnt work for Empty and Pivot Point\nBroken: 2.92, 3.1.2\nWorked: -\n\nSnapping with Rotation enabled doesnt work for Empty and Pivot Point (In Affect Only Origin mode)\nIn attached file,\ncube was properly aligned during rotation with snapping to vertex on the plane (marked)\nbut rotation of Empty produce unexpected results\n\nPlace any type of Emply object or try to edit Pivot Point and rotate it with snapping to certain object vertex to match rotation. Rotation will always produce unexpected results.\n\nVideo demonstration: watch?v=zB9ElkiEG7U\n\n[snapping_issue_T99279.blend](snapping_issue_T99279.blend)", "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)", "NLA strip unexpectedly auto-switching from Hold to Hold Forward\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen creating a new action using the HOLD_FORWARD extrapolation, frames to the left of the keyframes will keep the value of the first keyframe, instead of ignore them like they did before and do with NOTHING extrapolation. They now behave like HOLD.\nThey work like normal in strips, just not as the *(orange)* action.\n\n[nla_hold_back.blend](nla_hold_back.blend)\n[2019-07-14 19-08-18.mp4](2019-07-14_19-08-18.mp4)", "In fluid simulations, the Curve Guide force field does not work along the curve (just a single direction).\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIn fluid simulations, the Curve Guide force field does not work.\n\n1: Create a new scene, create a new object\n2: Object Menu - Quick Effects - Quick Fluid\n3: Create a new curve guide force field\n4: Press the play button, you can observe the fluid particles scattered randomly{[F12984015](A.blend)}\n\n", "Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n" ]
[ "Copy Rotation Constraint - adding rotations causes unexpected behaviour\nOperating system: Windows\nGraphics card: GTX 1650 Max-Q`\n\nBroken: v2.81a, v2.81, v2.82\n\nWhen adding a Copy Rotation constraint to an object, the `Add` mode seems to not work correctly\n(or at least how I would expect it to work). For example, setting the rotation of the object to (x,x,x) and\nthe target to (-x, -x, -x) does not consistently result in having no net effect. The value for which this *stops* \nworking is x >= 54.\n\n1 - Add an object, give it a rotation of (80, 80, 80), Euler XYZ (default)\n2 - Add an empty, give it a rotation of (-80, -80, -80)\n3 - Add a Copy rotation constraint on the object, and set the target to empty\n\nThe included `bug.blend` file contains an animation that goes over the values of x as described in the\nabove example from 0-100. The problem can be seen around halfway through the animation at the\ncritical value above.\n\n**Result**\nObject seems to have a weird rotation, which is not the expected outcome. The same happens\nwhen only one of the axes is rotated more, and also when they don't necessarily add up to 0.\n\nThis has been tested on multiple Windows machines.\n\n[bug.blend](bug.blend)\n\n\n\n\n\n\n\n\n" ]
Huion Kanvas 22 Does not detect pencil pressure Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.92.0 Beta Worked: 2.91 Official Huion Kanvas 22 does not detect pencil pressure in windows Ink (tablet API) and in Wintab you can not draw at all. Cheers!
[ "Grease Pencil: unable to change erase size while using the Draw tool\nOperating system: Linux-5.19.0-76051900-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.47, 5.19.0-76051900-generic) AMD 4.6 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.5.0 Alpha\nWorked: ???\n\nCan't change the size of the eraser brush while erasing while using the draw tool (`Ctrl + LMB`), I can do it with the scroll wheel on the mouse but not with the shortcuts assign for it `[]`\nAlso applies to annotation tool.\n\n- go to greasepencil draw mode\n- draw something\n- hold control to erase\n- try to change the size of the eraser brush while erasing (Either scroll wheel or brackets)", "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)", "GPencil: Square type strokes do not react to Rotation option with Solid Shading\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: ?\n\nThe stroke type Squares draw little squares at the points of the stroke. The rotation is controlled by the alignment option and the rotation slider, which in this case does nothing if solid shading mode is selected. Note that textures are not displayed in solid shading mode and even if used the squares don't rotate as long as I am in solid shading mode.\n\n1. Add default Stroke Grease Pencil Object\n2. Navigate to the Material and change Line Type to Squares\n3. Make sure you are in Solid Shading Mode with \"Color\" not set to \"Texture\"\n4. Change the Rotation slider from the same panel, which says in the tooltip it should rotate the squares\n5. observe how the squares do nothing at all.\n\n", "Digital Pen will lose pressure sensor after Ctrl + R\nOperating system: Windows 11\nGraphics card: RTX2060\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n3.5\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nmy digital pen is Gaomon M6, and the issue is reproduceable 100%.\n\nin sculpt mode, before Ctrl + R, blender will accept pressure percent, resulting in small or narrow sculpt effect. after it will be 100% always.\n\n", "Paint Mode: Pixel Brush Tool\nThis task design is about adding a pixel brush tool as a potential solution to the current limitation in texture paint mode to not being able to paint textures in a pixel art style not even able to paint single pixels.\n\n\nBefore looking into this solution let's check anothe non-pixel-brush-tool alternative and see the pros and cons of each one so we reach a conclusion.\nFeedback and new ideas are welcome!\n\n\n**SOLUTION 1 - REFACTOR and EXTRA ADDITIONS:**\n- Replacing current brush radius (which is strange IMHO) to brush size. This will make possible to have brushes with 1px size (diameter) to paint single pixels.\n- Add alternative squared paint cursor display over cursor settings to have a better feedback.\n- Add AA toggle as a unified paint setting to make possible paint in pixel art with any brush and size.\n- Add pixel grid overlay in the overlays panel.\n\n**CONS:**\n- Cursor isn't aligned with pixel grid.\n- So much options user have to configure before doing pixel art. (cursor, AA, pixel grid...)\n\n**SOLUTION 2 - PIXEL BRUSH TOOL:**\n- To have a dedicated pixel brush tool independent from current paint brush. This tool will behave differently.\n- To paint single pixels and blocks/chunks of 2x2, 4x4, ... pixels.\n- To paint pixel art patterns and gradients.\n- Dedicated pixel grid overlay which will be automatically enabled depending on zoom or pixel size in screen space.\n- Align brush automatically to the pixel grid.\n- No need to pre-configure anything.\n\n**CONS:**\n- Align cursor to pixels in 3d viewport may be a lot of fun BUT extremely useful.\n\n--------------------------------\n\n**CONCLUSION:**\nIn conclusion, having a separated tool will be most suitable as a pixel brush needs specific behaviours, as a squared cursor, aligned cursor, pixel grid overlay and no AA brushes.\n\n--------------------------------\n\n\n### Let's talk about the PIXEL BRUSH TOOL solution!\n\nI've made a few prototypes in Python so I can give you all an idea of how it could behave:\n\n**• Pixel Grid Overlay**\n\n![image.png](image.png) A grid per pixel.\n\n![image.png](image.png) A grid per chunks of 4x4 pixels (or whatever configured by user).\n\n**• Align Brush Automatically to the Pixel Grid**\n[ezgif.com-gif-maker (15).mp4](ezgif.com-gif-maker__15_.mp4)\n\n**• Pixel Brush Tool overview**\n[ezgif.com-gif-maker (5).mp4](ezgif.com-gif-maker__5_.mp4)\n", "Spin Tool doesn't respect the pivot point\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M395X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.4.10\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nSpin Tool doesn't respect the pivot point - it always uses the 3D Cursor, even if you set the pivot point to something else.\n\n\n - Open this blend file:\n[spin_pivot_bug.blend](spin_pivot_bug.blend)\n - The Spin tool should be active\n - The pivot point is set to Active Element\n - However, the Pivot Point is still revolving around the 3D Cursor.\n\n{[F7090329](Screenshot_2019-06-06_at_17.56.58.png), size=full}\n", "Timeline > Playback > Follow Current Frame Does not work if you drag the frame number widget.\nOperating system: Win 10\nGraphics card: AMD R7 200\n\nBroken: Blender 3.61 release.\nWorked: never, checked back till 2.83.20\n\nFollow Current Frame only works with keyboard arrow keys and ALT+Middle mouse button dragging in the timeline editor area\nDoes not work with the click and drag area of the Timeline header current frame box, or its arrow buttons\n\nAs show in attached video\n1. Open Default General file\n2. In the Timeline, Click on Playback > Follow Current Frame\n3. Drag the frame number widget, the frame indicator will go outside the region, while if use play or keyboard arrow keys, region follows the frame indicator.\n4. Expectation is that it should follow the frame, regardless of where the current frame is being changed from.\n\n", "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", "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![inset06_icon.png](inset06_icon.png)\n![icon_ss.png](icon_ss.png)\n[icon.blend](icon.blend)", "macOS: touch input fails to work on a Wacom Intuos Pro tablet\nOperating system: macOS 11.1 Big Sur build 20C69\nGraphics card: n/a\n\nBroken: Top of tree git pull from today\nWorked: probably never since 2.8\n\nWacom Intuos Pro tablets support touch in addition to pen entry. When using touch, two fingers will scroll up and down. In Blender, two finger touch should work like an Apple touch pad or Apple magic mouse: two finger movement will orbit the view; holding down command zooms, holding down shift pans. Instead, it simply does nothing.\n\nBlender.app, default cube. Place two fingers down on a Wacom Intuos Pro tablet and move them around; it should orbit, but nothing happens. Well, the bottom status bar flickers back and forth as though command/shift or alt is pressed. \n\nThere are two reasons why this happens. \n1. Blender has incorrect Cocoa/AppKit code. I worked on AppKit for ~13 years at Apple. Below is a diff that addresses some of the issues. The code attempts to keep track of m_multiTouchScroll, but this isn't needed. It should key off of hasPreciseScrollingDeltas instead. I tested this diff with: Apple Magic Mouse, old school Apple scroll wheel mouse, Wacom tablet; all things work the same (except Wacom, which has the bug I'm reporting fixed). There is also a comment about intuos5, but that seems to be incorrect and outdated, but I don't have an Intuos 5 to test with.\n\n[0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch](0001-Fix-scrolling-with-wacom-tablets-using-them-as-a-tou.patch)\n\n2. Wacom's tablet touch drivers do link-checked behavior based on the bundle identifier \"org.blenderfoundation.blender\". In other words: they change the touch behavior when they see the target application is Blender. Wacom needs to fix this, but I'm not sure how to log a bug report for them.\n\nTo prove this, I created the sample application:\n\n[TabletTest.zip](TabletTest.zip)\n\nThe sample application has the blender bundle identifier set, as seen in this screen shot:\n\n![Screen Shot 2021-03-02 at 6.48.31 PM.png](Screen_Shot_2021-03-02_at_6.48.31_PM.png)\n\nIn ViewTest.m I log the flagsChanged:\n\n``` - (void)flagsChanged:(NSEvent *)event\n```\n{\n NSLog(@\"%@\", event);\n}\n```\n```\nIf you run the app and do a two finger scroll in the window you will see some flagsChanged logged, which is very strange because Shift/Alt/Cmd have not been pressed! Wacom is faking them for some reason, and changing the scrolling data, which messes up Blender.\n\nChange the applications's bundle identifier to \"org.blenderfoundationXX.blender\" (you can simply edit the info.plist) and run it again; it will then behave correctly.\n\n\n\nI don't know how to fix item 2 for Blender; I'm fixing it in my own build of Blender by changing the bundle identifier to org.blenderfoundation.bl3nder after it is built. I looked into identifying the events, and I can could identify the source as coming from the wacom driver but I can't fix them. \n\nI'm trying to find a contact at Wacom to have them fix this, but once it is fixed we still need item 1 fixed. \n\n\n\n", "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", "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)", "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", "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", "Grease Pencil Lighting - World light not influencing GP object correctly\nOperating system: Manjaro Linux (Kernel 5.4.18-1-MANJARO)\nGraphics card: Intel Haswell-ULT\n\nBroken: 2.83 (sub 2), c650ea9a13f9, greasepencil-refactor, 2020-02-11, 18:37\nWorked: unknown\n\nGrease Pencil Object (Strokes) unaffected by Background Light \n\nOpen either the General or the 2D Animation default file. Add a grease pencil monkey and a basic mesh, set some background color and change the strength settings once to 0 and once to 1.\nThe shading of the Suzanne object stays the same. When adding a spotlight and aiming it towards Suzanne it gets lit properly.\nThe [demo video ](GP_lighting.mp4) of the grease pencil lighting shows correct black objects where no scene light is hitting them.\n\n![Blender_GP_Bug_Lighting_1.png](Blender_GP_Bug_Lighting_1.png)" ]
[ "Wintab completely broken using multi monitor setup and latest 2.92 beta and 2.93 alpha and Huion WH1409 v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.9.1 27.20.12029.1000\n\nBroken: version: 2.92.0 Beta and also latest 2.93 alpha\nWorked: 2.91\nSelecting (pen tapping) and also navigation (pen side button) is totally broken (see video and also look at the key input at the bottom left)\n[2021-01-18 18-39-52.mp4](2021-01-18_18-39-52.mp4)\nOrbiting is glitchy/jumpy/weird and trying to select something doesn't work 90% of the time. Right now i can't do anything basically.\n\n@PrototypeNM1 \n\nUse a Huion tablet and the latest beta and alpha + a multi monitor setup.\n\n" ]
Weight- Vertex- and Texture Painting circle halts when moving under menu. Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: Quadro 2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83 Broken: version: 2.82 (sub 7) Worked: (optional) Weight- Vertex- and Texture Painting circle halts when moving under menu. 1. Switch on both 3d-viewport menus using (T) and (N). 2. Enter either Weight- Vertex- or Texture Painting mode. 3. Move the cursor over the cube and out to either right or left under the menus and notice how the cursor comes to a halt, visually. 4. It is still possible to paint, it just visually seems to stop when cursor is crossing the menu vertically. [#74398.blend](T74398.blend) Best regards, Jonas
[ "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", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "Using Ctrl to select bones in weight paint mode with Xray on is broken with left click select\nOperating system: Gentoo Linux\nGraphics card: AMD 5700xt\n\nBroken: 2.90 master, 2020-05-25\n\nWhen using X-ray in weight paint mode, you can no longer select bones with left click select (the right click select keymap works)\n[weightpaint.mp4](weightpaint.mp4)\n[test_gradation_T01_01.blend](test_gradation_T01_01.blend)\n\n1. Open the attached file.\n2. Go to the \"viewport shading\" drop down menu and activate X-ray with something less than 100%\n3. Try to select any bones with ctrl + left mouse\n4. Notice that you can't select any bones with X-ray on.\n\nI noticed that this is caused by a \"Select\" key binding in weight paint mode. This binding only exists in the left click select key map.\nIf I remove this binding, I can select in xray mode again. This doesn't seem to remove any functionality, so I am a bit confused why this binding exists here at all.\n![screenshot.png](screenshot.png)", "Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n", "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", "Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n![blenderFloatFillBug.png](blenderFloatFillBug.png)\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).", "\"Dots\" stroke method is ongoing even without moving the cursor when using a pen\nOperating system: Linux-5.15.0-50-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.4.0 Alpha\n\nThe Dots stroke method is meant to apply the strength of the brush on each stroke dab.\nThis is working like intended when using the mouse. If you don't move the cursor, the stroke stops.\n\nBut when using a pen, even when holding the pen perfectly still, the stroke is ongoing on the stop.\nThis way the stroke method is working very much like the Airbrush stroke method,\n\n- Add a cube and subdivide it many times\n- Use the draw brush in sculpt mode\n- Set the stroke method to \"Dots\"\n- Draw a stroke and hold it on a single spot without moving the cursor or releasing LMB\n- Try this with a mouse and a pen and see how they compare.", "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", "Texture paint: Bleedind around thin cuts do not fill texture\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\nWorked: never?\n\n\n1. Wider distance allow to overlap color\n2. closer distance between faces do not\n3. closer distance between islands allow to overflow to neighbour island…\n\n![94734103.png](attachment)\n[bleeding test.blend](attachment)\nopen file, try to paint as seen in the [video 2023-03-24_05-09-32.mp4](attachment)\n\n", "Texture paint Backface culling option does not work if symmetry is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.1\nWorked: never since implemented in e2d60d180ed8 afaict\n\nWhile in the texture paint mode, the backface culling option of the brush is sometimes ignored, allowing painting onto backfaces. It only seems to affect certain objects. I could not discern why. See the attached blend file.\n\n1. Open attached blend file.\n2. Paint on the backfaces of the mesh; observe bug.\n3. Select cube\n4. Paint on the backfaces of the cube; observe no bug.\n\n", "Missing undo push for Paint Mask and Vertex Selection in weight paint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n![image.png](image.png)\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n![image.png](image.png)\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone", "3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n", "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)", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif." ]
[ "On linux, moving a brush under the T or N panels freezes the mouse, you simply can't go under it.\nOperating system: Ubuntu 19.10 EON (Pop OS)\nGraphics card: GTX970\n\nBroken: 2.83 alpha, 2.82, maybe others too.\nWorked: Don't know\n\nMoving the brush center under the T or N panels freezes the mouse, you simply can't go under it.\nIt only happens when it's a brush (sculpt, texture paint), not with the mouse (simple selection).\nIt happens in 3D and 2D windows.\n\n- Open blender 2.83a\n- goto Texture Paint workspace (or sculpt)\n- open N panel\n- try to move the brush under it\n\nIf you come from the nearby panel, it freezes when entering under the panel." ]
On linux, moving a brush under the T or N panels freezes the mouse, you simply can't go under it. Operating system: Ubuntu 19.10 EON (Pop OS) Graphics card: GTX970 Broken: 2.83 alpha, 2.82, maybe others too. Worked: Don't know Moving the brush center under the T or N panels freezes the mouse, you simply can't go under it. It only happens when it's a brush (sculpt, texture paint), not with the mouse (simple selection). It happens in 3D and 2D windows. - Open blender 2.83a - goto Texture Paint workspace (or sculpt) - open N panel - try to move the brush under it If you come from the nearby panel, it freezes when entering under the panel.
[ "Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n![1.png](1.png)\n![2.png](2.png)", "Blender performance under Linux is flakey ( on my system? )\nHi,\n\nI was hesitant to report this, because I don't really know if it is a bug or if something is wrong with my system, but I've tried almost every trick I know to get it working right and something is still not as it should be.\n\nWhen running Blender on Linux and doing some sculpting, the system begins to lag. It will take a couple of seconds for the cursor to keep up with the mouse and generally everything runs slowly. This is with a simple scene with one object and 600.000 faces, when trying to quit Blender it will hang for about two to three minutes pegging one CPU at 100%. Switch from object to sculpt mode also takes quite a while. \n\nWhen running the exact same file on my Windows installation ( dual boot ) everything is snappy and behaves like it should. On my Linux installation I have a VM that has a GPU passed through to it and that also works as it should ( same file ), this has made me startup the VM within Linux and use that for sculpting because it is much faster, which is a bit weird.\n\nAMD ThreadRipper 1950X\nAsrock Taichi \n32GB RAM\nGeforce 1080GTX TI\nGeforce 1080GTX\nnvme boot drive ( Windows and Linux each have their own drive, the VM resides on the Linux drive )\n\nWindows VM:\n6 cores\n8GB RAM\nVirtio harddisk\nAbove mentioned Geforce 1080GTX passed through using KVM,.\n\nSoftware:\nWindows 10 FCU ( VM )\nWindows 10 ( Dual boot )\nKUbuntu 17.10 Tried drivers: Nouveau, Nvidia 384, 390, 396.\nUbuntu 17.10 ( fresh install different drive )\n\nFor Linux I've tried kernels: 4.13 up to 4.14. \nOn Windows: Blender 279a both for the VM and the dualboot\nLinux: Blender 279a, 279b, the latest built of 279 of April 24 and Blender 280 also April 24. \n\nSculpting lags in Linux, Windows is fine on the same hardware.\n\nOn Linux just open the file, do some sculpting and it begins to lag, try to close Blender and one CPU will be pegged for 100% for about 4 minutes. On Windows sculpt some, everything is snappy close Blender without saving ( it prompts ) but closes immediately.\nI've included the file ( compressed with 7zip )[Dolphin.7z](Dolphin.7z)\n", "Regression: Sculpt mode Annotation tool cursor conflict\nOperating system: Win 10\n\nBroken: 2.91, 3.4\nWorked: 2.90\nCaused by b9e4696641\n\nThe Annotation tool in sculpt mode is not using it's proper cursor. It's using the regular sculpting cursor instead.\nWhen you start drawing, the original cursor shows up on top of the regular sculpting cursor. \nThe end result is two cursors displaying at the same time and the original one flickering sometimes...\n\nTry to use the Annotation tool in sculpt mode....\n\nHere 2.90 (working fine)\n![2020-10-22_07-36-09.gif](2020-10-22_07-36-09.gif)\n\nHere 2.91 (broken)\n![2020-10-22_07-37-00.gif](2020-10-22_07-37-00.gif)\n", "Elastic Deform brush becomes extremely slow when Dyntopo is active\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBroken: Blender 2.90 Alpha, f9d0f59bed4d\nWorked: ?\n\nI don't know if this can be considered to be a bug / error, but it is inconsistent and inconvenient behaviour:\n\nUsing the Elastic Deform brush while Dyntopo is active makes the effect agonizingly slow.\n\nThis results in constantly having to Control + D before and after activating Elastic Deform, while this isn't necessary when using the Grab brush. Dyntopo is automatically inactive when using Grab, but you don't need to deactivate Dyntopo.\n\nIf this could be fixed, that would make me a happy camper again. Thanks in advance.\n\nAdd three levels of subdivision to a Suzanne mesh and apply the modifier.\nEnter Sculpt Mode\nActivate Dyntopo (I'm using Constant Detail), and increase the Dyntopo resolution to 30 or more.\nUse the Elastic Deform brush. It will be very slow.\nSwitch off Dyntopo and use the Elastic Deform brush again. It will work smoothly.", "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", "Dynamic Paint evaluated even when disabled\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.3.1\nWorked: (Unknown)\n\nAfter disabling the Viewport Display and Render options for both the Canvas and the Brush in the Dynamic Paint settings, the system continues to be evaluated during timeline playback, resulting in a very low frame rate. The only way to fix this is to completely delete the **Dynamic Paint modifier** from **both** the Canvas **AND** the Brush. This is not ideal, as settings need to be tweaked in between testing an animation, so the system **should be properly bypassed** when the Viewport Display and Render options are disabled.\n\nThanks very much for looking into this!\n\n**[exact steps needed to reproduce the issue]**\n\nPlease see example .blend file. The landscape mesh is used as a proximity brush to paint \"shoreline\" interaction onto an animated canvas. The project exhibits the same low frame rate even when the Dynamic Paint modifiers have their Visibility and Render settings disabled. Only by completely deleting the modifiers, does the the frame rate return to normal.\n\n![image.png](image.png)\n\n[DYNAMIC PAINT TEST FILE.blend](DYNAMIC_PAINT_TEST_FILE.blend)\n\n", "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", "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", "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 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", "CMD terminal stays open after opening blender\nOperating system: Windows-10-10.0.25247-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\n\nI'm not sure why it';s happening but it's not happening for 3.3 version\n![image.png](image.png)\n\n\n", "ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n![image.png](image.png)\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n", "Scroll drag stuck after specific MMB click\nBlender 2.80rc1, 2.83 (sub 2)\n\nHere is the video\n[2019-02-26_06-35-31.mp4](2019-02-26_06-35-31.mp4)\n\n - Open Blender\n - In `Preferences -> Interface -> Menus` enable `Open on Mouse Over`\n - Close preference windows and go to any paint/sculpt mode\n - Display the sidebar and go to the Tool tab\n - Move mouse pointor over brush`s big icon and before it reacts with highlight (brush-search window appear) press and hold MMB\n - Then LMB to discard.\nNow scroll sticks. It releases after Esc or MMB. But at first I was forced to restart blender, because pointer stuck there.\n", "Weight Painting intermittent issues with brush, not adding or subtracting weight, not influencing correct areas\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080ti + 3x GTX 1080Ti - Running 4 monitors and a pen tablet at three different resolutions using outputs from two GPUs (4k, 1440p, 1080p)\n\nBroken: 2.81 stable\nWorked: 2.80\n\n\nI have had numerous issues with weight painting in 2.81, however duplicating them has been problematic as this crops up intermittently. In this example, I saved this working file right at the moment I started having problems. Here I can neither add nor subtract weight with the brush in Weight paint mode from a certain distance from the model. \n\nIn other instances, I've had issues with the brush *not painting over the vertices it's over*. I use a hard falloff brush, so anything inside the circle gets painted, anything outside gets nothing. Essentially, it acts like the circle where the brush is being displayed, is not where the circle actually is, if that makes sense.\n\n\n*I tried exporting this to it's own file, but that seems to fix it. It has to be in the full working file I'll provide here. You should hopefully be able to open the file, already be in weight painting mode, with the brush set up, over some masked vertices ready to add or subtract. Try switching the brush to add, and zoomed in fairly close, add some weight, and nothing happens. However, zoom out and do the same thing, and watch weight be added.*\n\nYou can kind of jump around and try rigging other parts of the car, I've been having issues with it off and on for the past few days.\n\n[70sNewYorkers.blend](70sNewYorkers.blend)" ]
[ "Weight- Vertex- and Texture Painting circle halts when moving under menu.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWeight- Vertex- and Texture Painting circle halts when moving under menu.\n\n1. Switch on both 3d-viewport menus using (T) and (N).\n2. Enter either Weight- Vertex- or Texture Painting mode.\n3. Move the cursor over the cube and out to either right or left under the menus and notice how the cursor comes to a halt, visually.\n4. It is still possible to paint, it just visually seems to stop when cursor is crossing the menu vertically.\n\n[#74398.blend](T74398.blend)\n\nBest regards,\nJonas\n\n" ]